[Amnesia] Screenshot criticism thread - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +--- Thread: [Amnesia] Screenshot criticism thread (/thread-11760.html) Pages:
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RE: Screenshot criticism thread - NagareHoshi - 10-11-2013 @Traggey O_O No thanks ^^ RE: Screenshot criticism thread - CarnivorousJelly - 10-11-2013 I like the glowy-ness, but the billboard seems a little bit too thick (it's completely obscuring the bottle). Maybe you could edit the actual billboard file to make the center a little less opaque so you don't have to sacrifice the colour? Other than that, your screenshot is lovely, as always :p RE: Screenshot criticism thread - CarnivorousJelly - 10-11-2013 ... you have photoshop?
RE: Screenshot criticism thread - CarnivorousJelly - 10-11-2013 If not, I found a plug-in for PS Elements for .dds just in case (just scroll down the forum page) RE: Screenshot criticism thread - FlawlessHappiness - 10-11-2013 Very nice and dim... Maybe a littler dimmer and greenier on the right side. RE: Screenshot criticism thread - Alex Ros - 10-12-2013 (10-11-2013, 11:26 PM)Robosprog Wrote: Generally, only if I understand your standards and preferences in level design right, then it's worth considering, that at this particular area chemical experiments were conducted. And what is more important the room is made of wooden planks and wood is a material that is predisposed to absorb fumes and especially liquids. Once again if I understand your goals rightfully, you might want to indicate that background story of the room by some stains and drops with decals. Just for example, here we see a barely visible black soot stain at the ceiling with a zero specularity as long as soot "drains" light. There we see a same black but glossy oily stain on the floor. Over there we can notice "rainbow" glossy drops, not even a stain... etc. But as I remember original sets of decals, there's not be enough of decals with so much different shapes and settings, so a custom set of new decals preferably should be made manually, not a hard job I'd say. Anyway, everything looks nice and my words are just a niggling advice, no more, you're free to decide what do you need. RE: Screenshot criticism thread - Alex Ros - 10-12-2013 (10-12-2013, 07:24 PM)Robosprog Wrote: ...and I'd prefer not too have to much custom content to keep the download small...Really? Why is that so? Who cares nowadays about the size of the good (!!!) mod, if its size doesn't exceed... hmm... 1Gb for example. The more of the customs, the better! Isn't it? RE: Screenshot criticism thread - Gilligan's Hell - 10-12-2013 If were're talking about file size i had a look at my entites file and its nearly 1gb (665mb)... my mods gonna 2gb once i finished it i bet. RE: Screenshot criticism thread - The chaser - 10-12-2013 The thing is to always use the original assets when you can. If not, then go custom. I wouldn't reccomend passing the 250MB, though. I already struggle to get 100MB downloaded. RE: Screenshot criticism thread - Gilligan's Hell - 10-12-2013 (10-12-2013, 08:21 PM)The chaser Wrote: The thing is to always use the original assets when you can. If not, then go custom. Well since i'm working on a FC... that's kinda hard because the size of the maps. Original Assets are definitely in my mod... one of them is a major part of the story. I Once got a Full Conversion that was i think 1gb. |