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				Re: ct3dm5
				Posted: Sat Jun 19, 2010 2:19 pm
				by Hipshot
				Ofc, but these textures are applied much better. Looks much more polished.
			 
			
					
				Re: ct3dm5
				Posted: Sat Jun 19, 2010 2:51 pm
				by Noruen
				Maybe, but also featureless. Same shade, same color, no plasticityy. Sunny set was more attractive, with a "story" in it. Just feel the magic of theme... Well, that's a matter of taste. Where is Cityy when I need to convince him? 

 
			 
			
					
				Re: ct3dm5
				Posted: Sat Jun 19, 2010 8:07 pm
				by Kaz
				Here are my thoughts on this latest alpha:
Gameplay is not my forte, so I'll give you some aesthetic feedback instead, even though you didn't ask for it 
- The main thing I think you can improve is the sense of consistency.
 
- Jumppads should all be the same; I personally prefer the standard 128x128u jumppads, but regardless of sizing the design should be the same. I think this is an opportunity to take care of some of the lighting as well, since they're all over the map. Additionally, the "shaft" that accompanies the JP should all be of similar design so that the player is like "THATS A JP!"
 
- The stairs are another element that is repeated all over the map, and is an opportunity for consistency and lighting. I think the "light stair texture" every other stair is a better method than having it on every single one, because it's not as repetitive. Also, the "stair top texture" should be consistently used. (like rotated the same way each time, etc.) The length/height proportions are something to consider.
 
- The curved stairs would look better if they were curved both on the inside and outside, also you might want to just go with "angular" stairs to make it fit in better with the Q2 theme.
 
- The texture scale should be the same everywhere.
 
- The floor texture choice seems random, generally a good approach is to tie the choice to which height level it represents (upper/mid/lower), and you can also do a brightness gradient like, upper is brighter, lower is darker.
 
- The ceilings are a little flat and boring, I like the "angular arch with red light in the middle" design you have in a few places next to your doorways.
 
- The vents could include a lighting element so that you have more coverage, since they're a consistently appearing element. They should also be consistently designed. (could have some cool vent smoke)
 
- I think you could replace the red base light texture with a colorized version of the eq2 light texture.
 
- Some weapons have a floor marker, some don't. It's an opportunity for lighting also.
 
- I like the "railgun under water" idiom, it's easy for me to remember where the railgun is.
 
- The lava texture under the lightning gun is not the same as the other lava. Also, you might consider why the place has both water and lava, maybe it's a processing facility and the water is used to cool off things, maybe there could be lots of steam and stuff.
 
Look forward to seeing the next iteration, I like it alot already 

 
			 
			
					
				Re: ct3dm5
				Posted: Sun Jun 20, 2010 5:33 am
				by cityy
				I actually wanted to keep the bright skybox shader but couldn't find any skybox that fits the shader and the map so far. Thanks for all these suggestions kaz! Didn't do much texturing yet but I think these are very helpful. 

 
			 
			
					
				Re: ct3dm5
				Posted: Sun Jun 20, 2010 4:33 pm
				by dONKEY
				hey cityy, slightly off topic, can you get on the Maverick forum? Been no access for me for the last two days.
			 
			
					
				Re: ct3dm5
				Posted: Sun Jun 20, 2010 4:54 pm
				by phantazm11
				dONKEY: Hmmm, the forums have been up all weekend.
cityy: Was able to play a game or two this weekend and found the map was really fun. There were a few slow times where I had to hunt for the bot, but the map isn't really that big so I think it will be ok.
Item placement seemed good and everything seemed "just right." I like that you added the tp under the RG. Seems to help the bots out quite a bit.
Texture that sucker man!
			 
			
					
				Re: ct3dm5
				Posted: Mon Jun 21, 2010 3:03 pm
				by dONKEY
				Stupid Singapore seems to have blocked Mav's site. I can only get to it via TOR.
			 
			
					
				Re: ct3dm5
				Posted: Tue Jun 22, 2010 10:36 am
				by Anthem
				Something seems... out of place in your layout.  But I can't put my finger on what.  I liked the layout (and textures) in alpha 2 (textures added after) more than 3.  It's still solid, though.  The water area still screams for a tunnel into a different area of the map rather than just a teleport.
			 
			
					
				Re: ct3dm5
				Posted: Fri Jun 25, 2010 9:14 pm
				by cityy
				Started to add some detail.
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week5.jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week5%20(1).jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week5%20(2).jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week5%20(3).jpg[/lvlshot]
			 
			
					
				Re: ct3dm5
				Posted: Fri Jun 25, 2010 9:56 pm
				by skinNCNmaster
				
 thats really comign along VERY well. I've avoided downloading any of the maps from the comp up till now.. waiting for details and "closer to final" versions..
suggestion: for the fences covering the stone/terrain/// put a non anuimated deform vertex on them for  a denting effect.
also.. the signs for the comp.. maybe cover them with a dirty glass.. theyre way too bold.
and the flags.... i'd try them sideways.. 

 horizontal flags would balance the height of your walls differently.. try it for the feel. 

 
			 
			
					
				Re: ct3dm5
				Posted: Sat Jun 26, 2010 5:49 am
				by ShadoW_86
				Wow cityy, those last shots looks really good!
			 
			
					
				Re: ct3dm5
				Posted: Sat Jun 26, 2010 7:35 am
				by wattro
				i dunno if i'm nitpicky, but the rivets kinda bug me a bit.  they change sizes and look abnormally large.  is that texture just placeholder?
the work looks ace :P
			 
			
					
				Re: ct3dm5
				Posted: Sat Jun 26, 2010 7:47 am
				by cityy
				Thanks guys! I'm gonna look into that skinmaster. 
@ wattro: I'm gonna try keep the size of the rivets equal but it's pretty hard to do if the textures shall align well.
			 
			
					
				Re: ct3dm5
				Posted: Fri Jul 02, 2010 8:21 pm
				by cityy
				@ skinmaster:
Can you give further explanation on the idea you had for the fence? I don't get what you mean. 
About the boards abd the glass idea: I don't think I should cover them - the sponsor images should be well visible. I might mess around with that later tho, because I like the idea.. got to see if that's bad in terms of visibility and if it fits the map's theme. 
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week6.jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week6%20%282%29.jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week6%20%281%29.jpg[/lvlshot]
			 
			
					
				Re: ct3dm5
				Posted: Fri Jul 02, 2010 8:58 pm
				by Tabun
				Just felt that I had to post this: I really like where this is going. The piping and lighting and other details (like doorways and insets) in those last shots look neat.
			 
			
					
				Re: ct3dm5
				Posted: Fri Jul 02, 2010 9:03 pm
				by Hipshot
				I think this looks really really good cit!
			 
			
					
				Re: ct3dm5
				Posted: Sat Jul 03, 2010 12:09 am
				by Anthem
				Indeed, city.  This is turning out really well.  

 
			 
			
					
				Re: ct3dm5
				Posted: Sat Jul 03, 2010 1:09 am
				by Hipshot
				I can't stop looking at pic 1 and 2 here, it really appeals to my likeness of sharp edges and clear cut detail... 
The fan looks pretty stupid though...
			 
			
					
				Re: ct3dm5
				Posted: Sat Jul 03, 2010 12:47 pm
				by Fjoggs
				Looks good, apart from the misaligned textures everywhere. 

 
			 
			
					
				Re: ct3dm5
				Posted: Wed Jul 07, 2010 6:04 pm
				by cityy
				Yea, there is still a lot of texturing to be done Fjoggs.
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week7/week7%20%281%29.jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week7/week7%20%282%29.jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week7/week7.jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week7/ct3dm5.jpg[/lvlshot]
			 
			
					
				Re: ct3dm5
				Posted: Thu Jul 08, 2010 7:26 pm
				by cityy
				[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week7/week7_lowertele.jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week7/week7_lowertele%20%281%29.jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week7/week7_ineditor2.jpg[/lvlshot]
			 
			
					
				Re: ct3dm5
				Posted: Thu Jul 08, 2010 8:37 pm
				by Anthem
				It's looking... for lack of a better word... delicious.  lol
			 
			
					
				Re: ct3dm5
				Posted: Thu Jul 08, 2010 11:20 pm
				by cityy
				CT3DM5 - BETA
Download: 
http://cityy.explicits.de/uploads/maps/ ... 5_beta.zip (~15mb)
I put together a pk3 today to backup all my files and thought why not release this, as some people requested a new version anyway. I know there is still a lot of stuff to do until I can consider this map being final so you can ignore misaligned textures. I would like to get some feedback on everything else though... =)
[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week7/ct3dm5.jpg[/lvlshot]
Cheers, cityy.
 
			 
			
					
				Re: ct3dm5
				Posted: Fri Jul 09, 2010 8:08 am
				by Dessicated corpse
				Cool! Looks like a Quake 2 map, is it?
			 
			
					
				Re: ct3dm5
				Posted: Fri Jul 09, 2010 8:16 am
				by cityy
				It's a quake 3 map using evillair's 
evilquake2 texture set.