
Fjoggs
#2774 posted by
Shambler on 2005/12/02 01:21:35
Nice, looking good, like the style in the first shot. Not much to say at this stage except keep it up!

Nevermind The Items
#2775 posted by kaziganthe on 2005/12/06 20:51:25

Ankh
#2777 posted by
Jago on 2005/12/07 06:16:39
Looking very nice. You should perhaps introduce some more color variation and some more detail though.

Kaziganthe
#2778 posted by
negke on 2005/12/07 07:09:09
clip brushes; caulk behind the rocks.
ankh: nice, but what are those models?!

Ankh
#2779 posted by
necros on 2005/12/07 08:56:39
nice :)
consider using a 24 bit skybox though... you can see nasty dithering on that one.

Mmhhh!
#2780 posted by
Spirit on 2005/12/07 09:12:16
Looks quite nice, I'd like to see more varied/contrasted lighting though :)

Ankh
#2781 posted by Tronyn on 2005/12/07 09:20:54
Looks good but I think the whole thing would be more visually appealing if the windows had glass in them. Red stained glass might go well with the theme.

Thanks For Comments
#2782 posted by
Ankh on 2005/12/07 10:35:19
I will definitely try to tweak the lightning to get more contrast. I also want to add some detail on the empty walls, but not too much - I have high r_speeds (about 1000) already.
I have tried the red windows texture from knave.wad but I didn't like it. I somehow like that dark windows and I think I will not change them.
neg!ke: the models are for mr smabler, I know he likes it ;) he he

Nice Work.
#2783 posted by
Text_Fish on 2005/12/07 16:57:10
I love the colours. They're very menacing, like an impending storm. And the little dashes of red compliment that nicely.
The windows are nice and menacing like that too. Never know what could pop out of them, or what lies beyond.
As for lighting, I think lightning would be good. Especially if it were angled so as to occasionally light up the inside of the windows.

Ah Yeah
#2784 posted by
necros on 2005/12/07 20:41:32
lightning would totally roxor. remember middle evil? >:D

Lighting
#2785 posted by
Ankh on 2005/12/08 00:40:56
Hm. I didn't think about it, but this is a good idea. Is there a guide somwhere about how to do it?
Many of the windows don't have the inside, because it's only textures. But some have ;)

Comments
#2786 posted by
Blitz on 2005/12/08 03:00:55
Ankh : looks very good! I love the style you're working with...keep it up! I want to play this map.
Kazi : I ran through your map the other night (when I said I was going to on #tf, heh) and I was really quite impressed. The layout is very unique and seems like it would facilitate excellent gameplay. I loved the outdoor section that you modeled and I wish there were more areas like that! Very nice cubemapped type shaders throughout, and not a misalignment to be seen. A very professional job throughout. Nice work.

Rampstairs
#2790 posted by
. on 2005/12/08 12:26:17
Although the stairs seem a bit narrow.

Not The Ramps!
#2791 posted by
mwh on 2005/12/08 13:51:24
Unless you redo the textures properly, and probably not even then.

Jago
#2792 posted by
R.P.G. on 2005/12/08 15:19:42
Whichever one has more spotlights is the best.
Rampstairs has potention, but the ramps are too wide and the stairs are too narrow. Otherwise I go for the stairs.

Jago
#2794 posted by
Kell on 2005/12/08 15:42:56
Stairs > ramps most of the time, because ramps are harder to maneuver on. Even harder when there's a 90� turn.
Steps with the added ramp-trim is best, because it finishes the feature off with convincing structure and doesn't leave a texture alignment problem on the vertical side faces.
128 units width for the whole feature is fine, but make the trims 16 either side and the steps 96 in between. Use the alternate colored grip metal tiles for the steps if you like, but use a different texture for the trims. Even a seamless texture there would be preferable to the floor tiles. Is there a version of that grill trim in the wad that doesn't have the black slots? Just the bluish green metal trim would be ideal.
Continue the trim around the flat landing, leaving a square of 3x3 floor tiles neatly aligned in the middle.
Personally though, the lower room is so small that the stairs protruding into it looks cramped and a bit ugly. It seems you had to add the 90� turn in the steps simply because you ran out of room :P
In the interests of both aesthetics and gameplay, I'd knock out the steps/ramps altogether and use a func_plat, recessed partly into the wall/ledge. Maybe put a button on the wall opposite that brings it down, with a monster onboard harassing the player the whole time.
If you don't want to leave the center of the lower room empty, consider a less obstructive feature, maybe 64x64 units and as tall as you like. A crate or pipe are default candidates, but you could get creative with some sort of console feature.
That would be my implementation, and my 2/-

Kell
#2795 posted by
Jago on 2005/12/08 16:46:47
This is a DM map :) I ended up going with "rampstairs" that have similar structure but slightly different looks than those seen in the screenshots.

Hmm
#2797 posted by
bambuz on 2005/12/08 17:11:56
people.
Ramps are useful in dm: you can both jump up them or get speed if you jump down them.
Of course it's much harder to make them look
good, and they usually must be less steep than stairs. :/

Ramps.
#2798 posted by
Shambler on 2005/12/09 00:27:56
The reason I suggested the ramps was, as bamb says, and as you wanted originally with the curvey ramp, was to have a smooth surface for bunny hopping...