(07-05-2013, 04:33 PM)Pshyched Wrote: Just some screenshots In game from my upcoming Mod.
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I figured my comment's probably long enough that it should be put in spoilers :p
Spoiler below!
To start off, let me just mention that Kullin 'stole' both of the major points I would've brought up :D So instead of parroting him*, I'm just going to say I agree :p
First Image:
I like the concept with the split roads and multiple paths, but the trees are a little dark. It could just be my monitor, but they're pitch-black in the middle of a well-lit pathway - a bit of light at least should be reflecting onto them. Try using a black (0.0, 0.0, 0.0, 0.0 RGBA) pointlight connected to one of the lamps with a connection amount of 0.1~0.3. You won't be able to see the effect in the level editor (to my knowledge at least), but it'll be visible in-game. The same goes for the gaps between the lanterns - it should be dark, so you're right, but not that dark; the path (and the world) looks like it disappears into a black hole between the lanterns :p
Other than that, the map looks quite delightful! I'm not much of an outdoor mapper, so I can't say anything about the actual layout :D
Second Image:
Tunnels and crawl-spaces give me the heebie-jeebies, so that map looks extra delightful to me :) The blackness looks more appropriate in this setting where there is no starlight and large distances between the lanterns, just make sure it fades between dark and light gradually, like this. The map could use a bit more particle detailing, however. There's not much you can do for static objects and entities in a tunnel, so particles and decals are crucial to maintaining interest. There's a footprint decal that makes it look like people have been walking in the dirt (I think it looks pretty neat - as long as the prints aren't bunny-hopping). Of course, signs of life are pretty story-reliant, so it's up to you if you want to add them or not. For static decals, a couple of brown rocks in piles here and there wouldn't hurt the atmosphere - the cracked wall from the Justine assets would also look pretty cool on the floor edges or in the walls at some parts :D You would just need to cover up the non-dirt parts of the object :p
The dirt piles on the floor are a nice start, too. It breaks up the monotony and flatness of the plane you're using.
*Sorry if you're a girl, Kullin; it doesn't say on your profile so I just took a guess :) Correct me if I was wrong
(This post was last modified: 07-07-2013, 08:06 AM by CarnivorousJelly.)
Zandrojakov, you may need to change the brightness of your Monitor, It is dark, but you can see quite a bit of detail. Just enough for what I needed to show.
Love your feedback Kiandra, There is a box light already haha, I guess it may be the Gamma of the game itself but yes I will be adding dust particles and such to give it more realism.
Edit.
There are no looping dust particles. I wish there were, It would make it seem a lot better.
(This post was last modified: 07-07-2013, 09:45 AM by Pshyched.)
(07-07-2013, 02:39 PM)BeeKayK Wrote: To be honest, i feel like the player is floating in space. You need some background. Mountains further away.otherwise it's a planet floating in space
Well, technically, we are in a planet floating in space, so...