Er
#3603 posted by Lunaran on 2007/05/07 05:22:41
Everyone else feel free to chime in, too.
Why?
#3604 posted by pjw on 2007/05/07 07:16:03
You already said everything.
(Scamp, I'll try to give it a look sometime in the next day or two.)
Fge
#3605 posted by megaman on 2007/05/07 19:26:14
Scale feels wrong for almost the complete map :/. Everything feels way too large, while the corridors are rather narrow (can bump your head!). My advise would be to rebuilt everything at a smaller scale. Vertical scale included.
also, you need some more connections to the higher levels, and place the items at dangerous spots (eg mh is way too hidden)
I Like The MH That Way
#3606 posted by Lunaran on 2007/05/08 03:05:40
cleverly hidden and yet plainly obvious. The problem is you NEVER come into that room from the angle necessary to be facing it.
New Area
#3607 posted by Method on 2007/05/08 06:44:50
Looks Cool Indeed
#3608 posted by negke on 2007/05/08 07:51:47
i wonder how the quake4 monsters would look in such an environment though
Method
#3609 posted by nitin on 2007/05/08 11:38:25
looks great, altough I think some dripping water from the ceiling/pipes would add a nice touch.
Updated The Shots
#3610 posted by Method on 2007/05/08 12:05:45
I updated the shots with things I added based on feedback I've gotten such as beam, cables, trash and grass/moss.
-Method
Looks Good
#3611 posted by than on 2007/05/08 12:52:56
I like the subtle colours you have there, but perhaps it could use a little more colour as it looks a little grey at the moment - the colours are maybe too subtle currently. Some extra red/brown in the bricks and mossy greens and browns on the floor probably wouldn't hurt.
They Look Like Renders . . .
#3612 posted by ijed on 2007/05/08 14:22:38
Very nice shots.
Feedback.
#3613 posted by Shambler on 2007/05/08 18:17:10
I'd just like to give feedback on Lun's feedback:
Lun that was superb feedback to Scampie. I clicked on the pictures despite not downloading the map. Good job and good justifications for your advice.
Stormtrigger MH
#3614 posted by megaman on 2007/05/08 18:32:22
Lun: I don't really see interesting fights happening around the mh - only annoyance with falling down and the like. More accessible places seem to work better for major items.
But maybe that's just me - i never liked 'out of the way' places for items. Let me go to a room to get that particular item, but never make me go somewhere in that room i'd never go to anyways. See ztn3t1 for reference weapon/armor placements. Personal preference, really.
So
#3615 posted by Lunaran on 2007/05/09 01:37:23
every item in every map should be that way? :)
The variety would be healthy. There are plenty of items already in big open spaces elsewhere. MH encounters would promise to be different, and the hole-above-an-item is it's own kind of standoffish classic. If anything, having an item in a big empty room is a partial design failure, because the design doesn't contribute much to potential encounters other than by getting out of the way.
Hm
#3616 posted by megaman on 2007/05/09 20:10:24
i can't really think of an item that isn't placed that way in any q3 duel map.
it's either
1) in the middle of something (dm6 mh, ztn yas)
2) somewhere on a pretty important path (dm6 ra, dm6 ya, ztn ya)
3) in some important room on a ledge(ztn ra, pt4 rail ya, pt4 mh)
t2 rl shards are the only items that are kinda tucked out of the way, and maybe aerowalk ra. The latter is probably the closest match to stormtrigger mh placement.
my view on duel maps is pretty narrow though: dm6, ztn, pt4, t2, aero
dm13 has lots of out of the way stuff, but that map doesn't really count as a good duel map to me.
Any other examples i forgot?
not saying those are the only good ways, just analysing the problem.
Polished Area
#3617 posted by Method on 2007/05/10 07:11:35
D3 SP - Tower Penetrating Hell
#3618 posted by -_- on 2007/06/01 02:49:38
Hhmmm
#3619 posted by JPL on 2007/06/01 08:42:35
Look cool, but dark (Have I said that ??)... Hell is Hell after all ;D
#3620 posted by wrath on 2007/06/02 13:56:54
http://grayheaven.net/starling0001.jpg
So. Any ideas why the light fixture doesn't get lit properly?
Judging By
#3621 posted by Text_Fish on 2007/06/02 20:19:09
the glowing fingernails, it looks like you haven't got any env_cubemaps in the level. I don't know if that would effect the lighting of props, but it's worth looking in to.
#3622 posted by wrath on 2007/06/03 02:41:04
If the material is reflective, that might be it, yeah. I'll try it. Thanks.
Yes
#3623 posted by Blitz on 2007/06/04 01:04:22
Text_Fish is right. Any time you see props that look lit incorrectly like that, you either don't have env_cubemaps or you haven't done a "buildcubemaps" for the level yet.
Also, Wrath
Dunno if you did (doesn't look it), but you ought to use a light_spot and env_lightglow for best effects.
#3625 posted by KAz on 2007/06/13 23:33:32
#3626 posted by inertia on 2007/06/14 06:19:58
looks nicely dystopian, although the shadow/lighting of that white light above the stairs doesnt seem realistic
Iron-paw`s D3 WIP
#3627 posted by spd on 2007/06/14 15:09:20
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