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[Amnesia] Screenshot criticism thread - Printable Version

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+--- Thread: [Amnesia] Screenshot criticism thread (/thread-11760.html)



RE: Screenshot criticism thread - PutraenusAlivius - 03-28-2013

[Image: 2r6z2bd.jpg]

[Image: 331hcpi.jpg]
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What 'cha guys think?


RE: Screenshot criticism thread - FlawlessHappiness - 03-28-2013

(03-28-2013, 02:45 PM)JustAnotherPlayer Wrote: [Image: 2r6z2bd.jpg]

How come it that there is no light on the ceiling? The light looks pretty bright Wink
You need light dust particles, not only where the billboards are, but also a little further... I bet there's dusty down there.


[Image: 331hcpi.jpg]

That looks too godlike. Unless it's the entrance to an amazing orb-chamber, you might want to rethink those torches. Try putting it into context. What is this hallway being used for? Workers? Then you probably don't need all those torches... Just 1 or 2 lamps.
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What 'cha guys think?



RE: Screenshot criticism thread - Adny - 03-28-2013

@Sprog-sama

2 things I notice consistently throughout your maps/screens is that
a) The boxlights are very bright
b)you don't detail walls

The former is simple enough, just lower the values. The latter I'd like to go a bit more in depth on.

You have some pretty good design, its definitely one of your strong points as a mapper, but you hardly detail walls which is a very big part of the game.

Think about it like this: the player is going to be looking forward for roughly 90%+ of your mod, not at the ground nor at the ceiling (both of those you've detailed fine enough). You should use the hell out of various decals/welders, just be creative. There shouldn't be an empty/plain wall, especially in a well lit place -- that's just a waste.


RE: Screenshot criticism thread - PutraenusAlivius - 03-30-2013

How do you guys made Wine Cellars?


RE: Screenshot criticism thread - FlawlessHappiness - 03-30-2013

(03-30-2013, 04:41 AM)JustAnotherPlayer Wrote: How do you guys made Wine Cellars?

I look at the original one.

I like the design of the rooms where you, in the original story, pick up laudanum, and the monster spawns in the end of a corridor.
I've used the design before, and it works pretty good.

I use wooden floor, wooden ceiling, detailed corridors, and wine shelves.


RE: Screenshot criticism thread - Tiger - 03-31-2013

Time for some more screenshots!

Spoiler below!

[Image: rmEItPQ.jpg]

(Sorry for the hint-text :c)

Spoiler below!

[Image: 9TECogf.jpg]


Spoiler below!

[Image: m4I33cm.jpg]




RE: Screenshot criticism thread - Acies - 03-31-2013

It might just be me, but I don't like the lighting at all. It looks as if you have a very strong boxlight. The spotlight gobo looks odd too. The borders are "too sharp" and the gobo itself is too small.


RE: Screenshot criticism thread - Streetboat - 03-31-2013

It looks to me like he didn't actually use the gobo, he used a normal shadow-casting spotlight and placed it behind the actual grating, hence the sharp edges. I would suggest using a non-shadow casting spotlight with that same grating gobo (I know it exists) and place it UNDER the grate. It may seem counter-intuitive, but it actually looks better and players will never know the difference.


RE: Screenshot criticism thread - FlawlessHappiness - 03-31-2013

The billboards look too light to have the room be so blue


RE: Screenshot criticism thread - Tiger - 03-31-2013

Ok, I'll make the boxlight a bit darker. Actually, the spotlight does have a gobo and it's placed under the grating so I'm not sure how to fix that, I'll probably have to play around a bit with I guess.
BeeKayK, what do you mean by that?

Thanks for the critisism guys Big Grin