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[Amnesia] Screenshot criticism thread - Printable Version

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RE: Screenshot criticism thread - flamez3 - 01-18-2012

(01-17-2012, 11:26 PM)SilentStriker Wrote: Here is a screenshot from one of my current projects Smile
(01-17-2012, 11:26 PM)SilentStriker Wrote:
Spoiler below!


[Image: k0jcht.jpg]

I am not going to lie; I thought you were using my Custom Story in that picture :/




RE: Screenshot criticism thread - SilentStriker - 01-18-2012

(01-18-2012, 01:48 AM)flamez3 Wrote:
(01-17-2012, 11:26 PM)SilentStriker Wrote: Here is a screenshot from one of my current projects Smile
(01-17-2012, 11:26 PM)SilentStriker Wrote:
Spoiler below!


[Image: k0jcht.jpg]

I am not going to lie; I thought you were using my Custom Story in that picture :/
oh... that's interesting Tongue




RE: Screenshot criticism thread - Khyrpa - 01-18-2012

(01-17-2012, 11:07 PM)Quotentote Wrote: screenshots of my latest work :)

http://imageshack.us/g/839/banquetkv.jpg/
Solid screenshots, I don't have much comments on these. The resolution is too small to catch details.

When you open up the link, it shows the pictures as thumbnails. In your case its hard to figure out what the pictures are of in thumbnail format, almost like just dots of light in darkness. Particularly the last two, which have a lot of symmetry. The last picture is very confusing, it seems like there are levels of bookcases and lamps or something, it feels like there is reflecting water at ground level. Its neat, but confusing.

You can check your images in thumbnail size to see if the composition reads well.

(01-17-2012, 11:26 PM)SilentStriker Wrote: Here is a screenshot from one of my current projects :)
Spoiler below!

[Image: k0jcht.jpg]

I don't know what to say about this. It may be too big and that makes it feel empty. You seem to know how to handle mapping, for more ideas just boot up the entrance_hall TDD map.

I don't know about the composition. Not sure if the fairly dim door is supposed to be a focal point of some sort, when the bright crack in the ceiling and window attract the eye more. I'm not the best one to talk about this stuff, but it lacks drama.

When you have those billboards from the ceiling pointing at the floor, those direct the player to look at that part in the floor. If there is just some floor tiles there, it feels boring.
One cheesy, but most likely a working way would be to put something like a rose at the spot. (02_entrance_hall.map has rose petals, and important flashback directing the player).
Just make the bright spots the most detailed places, the player wont care about the dark corners when there is enough things to see in the middle.



RE: Screenshot criticism thread - SilentStriker - 01-18-2012

(01-18-2012, 02:33 PM)Khyrpa Wrote:
(01-17-2012, 11:26 PM)SilentStriker Wrote: Here is a screenshot from one of my current projects Smile
Spoiler below!

[Image: k0jcht.jpg]

I don't know what to say about this. It may be too big and that makes it feel empty. You seem to know how to handle mapping, for more ideas just boot up the entrance_hall TDD map.

I don't know about the composition. Not sure if the fairly dim door is supposed to be a focal point of some sort, when the bright crack in the ceiling and window attract the eye more. I'm not the best one to talk about this stuff, but it lacks drama.

When you have those billboards from the ceiling pointing at the floor, those direct the player to look at that part in the floor. If there is just some floor tiles there, it feels boring.
One cheesy, but most likely a working way would be to put something like a rose at the spot. (02_entrance_hall.map has rose petals, and important flashback directing the player).
Just make the bright spots the most detailed places, the player wont care about the dark corners when there is enough things to see in the middle.
I have some stuff were the billboards point. there is some stones etc there but I also have the eagle floor decoration like 02_entrancehall. I have opened it and got alot of tips and tricks by looking at it. Well to be honest I think you need to play the story to see how I've build the whole hall




RE: Screenshot criticism thread - Linus Ă…gren - 01-18-2012

Hmm.. Any room for improvement here? Kinda unsure what to do next. (Except to add some fog) ^^


http://img26.imageshack.us/img26/8459/2012011800001.jpg



RE: Screenshot criticism thread - Quotentote - 01-18-2012

http://img543.imageshack.us/img543/2674/banquetp.jpg

http://s7.directupload.net/images/120118/7wlf4sdi.jpg

http://s14.directupload.net/images/120118/2b8z8x64.jpg

(my previous ones //bigger size)



RE: Screenshot criticism thread - Rapture - 01-18-2012

(01-18-2012, 04:32 PM)Quotentote Wrote: http://img543.imageshack.us/img543/2674/banquetp.jpg

http://s7.directupload.net/images/120118/7wlf4sdi.jpg

http://s14.directupload.net/images/120118/2b8z8x64.jpg

(my previous ones //bigger size)
(1st picture) Could make the ceiling texture bigger, their small and its easy to see where its repeating the pattern.

Turn down the colors on your billboards. Half of your billboards (The bigger ones and really low color values) should be set to "Axis".


RE: Screenshot criticism thread - Quotentote - 01-18-2012

thanks man Smile working first time with billboards and need some practise =)



RE: Screenshot criticism thread - Khyrpa - 01-18-2012

(01-18-2012, 06:33 PM)Rapture Wrote: (1st picture) Could make the ceiling texture bigger, their small and its easy to see where its repeating the pattern.

Turn down the colors on your billboards. Half of your billboards (The bigger ones and really low color values) should be set to "Axis".
Just don't use billboards set to Axis if the player can walk close to them, they look dumb when you can walk around.

That post pretty much made me do this.
http://www.youtube.com/watch?v=sHOL4bnAuyY



RE: Screenshot criticism thread - Rapture - 01-19-2012

(01-18-2012, 10:31 PM)Khyrpa Wrote:
(01-18-2012, 06:33 PM)Rapture Wrote: (1st picture) Could make the ceiling texture bigger, their small and its easy to see where its repeating the pattern.

Turn down the colors on your billboards. Half of your billboards (The bigger ones and really low color values) should be set to "Axis".
Just don't use billboards set to Axis if the player can walk close to them, they look dumb when you can walk around.

That post pretty much made me do this.
http://www.youtube.com/watch?v=sHOL4bnAuyY
I do like your videos, and the work you spent on that Window was alot. But as much as its annoying to look at the billboards moving on you when your scrutinizing them. They are useful for areas that the player will never visit again and are compelled to move forward other than loaf around looking for keys & crowbars while scrutinizing the windows.

You did spend alot of work on your Billboards, but knowing most people. They don't spend that much time on billboard lighting, you can see alot worse examples than using the "Axis" option I'm sure. I do to like to scrutinize people's design work, and it bothers me looking at the billboards with the "FixedAxis" option. You can see where the edge/slit of the billboards if you move at the right angle. Undecided