(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 :)
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.