Author Topic: Archao - Suggestions Before Alpha Release.  (Read 12085 times)

22grandjob

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Archao - Suggestions Before Alpha Release.
« on: October 28, 2007, 10:35:28 pm »
I am currently working on my new map called Archao. It is based on a tomb type theme and the walls, floor and ceiling are quite similar in texture, Intentionally. I personally like that effect :) So here are a few screenies and some suggestions would be welcome before I release an alpha of it.
-Grand





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CreatureofHell

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Archao - Suggestions Before Alpha Release.
« Reply #1 on: October 28, 2007, 10:40:24 pm »
Show the human base as well please. Looks nice so far but some of the areas don't seem to have any lights and it is a bit bright for a tomb type map.
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Undeference

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Archao - Suggestions Before Alpha Release.
« Reply #2 on: October 28, 2007, 10:52:58 pm »
From the screenshots, it looks good. That is to say, the screenshots look good. It says nothing of your map, about which I know nothing. Despite that, I will make a suggestion before you release an alpha: release it when you are comfortable doing so (and, of course, follow the obvious things like naming your map consistently across releases to prevent confusion -- that goes without saying, but many people don't realize it).
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Survivor

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Archao - Suggestions Before Alpha Release.
« Reply #3 on: October 28, 2007, 11:28:58 pm »
Break up the tiling, looks to repeating.
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Taiyo.uk

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Archao - Suggestions Before Alpha Release.
« Reply #4 on: October 28, 2007, 11:53:51 pm »
The one suggestion that I have is to improve the lighting - the current lighting makes the map look bland and undetailed, especially in the last screenshot. Favor shaderlights instead of entity lights.

22grandjob

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Archao - Suggestions Before Alpha Release.
« Reply #5 on: October 29, 2007, 12:01:06 am »
Thx Taiyo. I will definetaly work on that as a priority.
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mooseberry

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Archao - Suggestions Before Alpha Release.
« Reply #6 on: October 29, 2007, 01:47:51 am »
The blue in the third screenie seems really off.

Try and make the lighting more interesting and use different textures. (They can be similar just a little varied I'd say.)

Also some kind of hieroglyphs or carvings would look very nice.

Perhaps also a little outside area just to change things up a bit.

Also a pic of the humans base also please.  

All in all, looks very nice so far.  :)
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Caveman

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Archao - Suggestions Before Alpha Release.
« Reply #7 on: October 29, 2007, 07:31:28 am »
It kinda looks too even, not what one expects from a tomb. imho there are too many even surfaces w/o any bumps/caveins/roots.

Kaleo

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Re: Archao - Suggestions Before Alpha Release.
« Reply #8 on: October 29, 2007, 08:28:22 am »
Quote from: "22grandjob"


The pillars in this room are tileing badly. Here's how to fix them.

    1. You've used the "Curve" tool to do this. I know that.
    2. You applied the texture
after you made the brush into a curve.
3. Remove those pillars and place some caulked brushes in their places.
4. Texture the brush.
5. Turn the brush into a curve.[/list]

The important thing is that you texture the brush before you caulk it. If you don't, you get that ugly tilling problem. You're not alone with that mistake. It took me ages to figure that one out as well. :)
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Taiyo.uk

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Archao - Suggestions Before Alpha Release.
« Reply #9 on: October 29, 2007, 08:45:00 am »
Press s to open the surface inspector. Use the facilities there to change the texture projection and scaling. It is not necessary to create a brush to create a curve.

22grandjob

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Archao - Suggestions Before Alpha Release.
« Reply #10 on: October 29, 2007, 09:27:34 am »
Does this achieve the same effect as holding ctrl and n?
It sort of lines up the textures. I learned that just after I finished those pillars I believe. I will adjust that too though. Thanks Kaleo.
And in respect to Caveman. i will  be adding more curves to the map. thx  :D
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Taiyo.uk

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Archao - Suggestions Before Alpha Release.
« Reply #11 on: October 29, 2007, 09:42:39 am »
Ctrl+N sets a "natural" texture projection onto curves. This is a shortcut to the the "natural" button in the surface inspector.

22grandjob

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Archao - Suggestions Before Alpha Release.
« Reply #12 on: October 29, 2007, 09:48:36 am »
Ohrite. I shall just use "s" for it then. Cheers Taiyo!
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Lava Croft

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Archao - Suggestions Before Alpha Release.
« Reply #13 on: October 29, 2007, 01:44:37 pm »
Please cut up your architecture and add a bit more diversity. It's looks a tad repetitive.

techhead

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Archao - Suggestions Before Alpha Release.
« Reply #14 on: October 30, 2007, 12:25:56 am »
If you want to add light-sources for your lights and variety for the walls at the same time, here is an idea.
Get some models of those square flood lamps that you see in mines and archeological digs, with wires connecting them, of course. Great explanation for a well-lit tomb.
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Archao - Suggestions Before Alpha Release.
« Reply #15 on: November 05, 2007, 03:09:08 am »
Hmm... Looks like Jedi Knight Academy to me...

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n00b pl0x

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Archao - Suggestions Before Alpha Release.
« Reply #16 on: November 05, 2007, 03:16:39 am »
how much of a dick towards humans do you have to be to make that stair system in the last pic...it looks like it would take a human 3 full stamina bars to get up that thing
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Taiyo.uk

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Archao - Suggestions Before Alpha Release.
« Reply #17 on: November 05, 2007, 03:40:07 am »
Get a couple of lucis in there and the base is dead whether the stairs are passable or not.

Johnpp

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Archao - Suggestions Before Alpha Release.
« Reply #18 on: November 05, 2007, 07:03:13 am »
It looks like the alien base will be easily overrun. A couple of lucis for the OM, Eggs and maybe tubes and aliens are gone. I would move the OM somewhere a little less spacey.

22grandjob

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Archao - Suggestions Before Alpha Release.
« Reply #19 on: November 08, 2007, 10:16:08 am »
Will Do. I will add more protection in those parts also.
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