UAC North mod thingy

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Expand view Topic review: UAC North mod thingy

by chopkinsca » Thu Jul 27, 2006 22:02

Looks good. Needs some icicles and patches of snow indoors to really tie together the idea of it being in an arctic region. Especially with open-sky ceilings (I assume that's snow, and not some graphics card problem putting white dots in screenshots :D)

I'm still looking forward to playing this when it's out.

by BlazingPhoenix » Wed Jul 26, 2006 21:09

So, your the guy who made Island 1&2 huh? I rather liked those two maps, hope this one turns out good as well, :)

by farlowj » Wed Jul 26, 2006 21:04

Well, progress is progressing slowly, so here's a couple more screenshots and stuff.

by farlowj » Tue May 02, 2006 19:53

Okay, started working on this some more again, and I took ellmo's suggestions and added some more color to that one area. One of the screenshots is of that. The other one is a new map I'm working on, which I kind of want to be like the ic2005 map, because I really enjoyed that one. Anywho, here's the screenies:

Oh, and Stronghold people, yes, I'm slowly working on that map, and some songs, so don't worry.

by ellmo » Mon Mar 06, 2006 20:51

Snarboo wrote:Most of the ones I've seen are mostly gray inside, with the occassional splash of colorful architecture here and there.
Aha! So there IS a secret facility on Mars! I knew it!

Either way, I think that even if a warehouse would contain literally thousands of stacked crates, it's not a good thing to create it in Doom with such realism. The same goes to military facilities. I know the real ones weren't constructed to fit the artistic needs of the personnel, but it doesn't mean one should simply copy them to maps.

...also if had gone for uber-realism, you'd have dozens of symmetrical (not to say equal) rooms.

Simply put - computer game maps need a lot of variation, to keep the player entertained.

by solarsnowfall » Mon Mar 06, 2006 3:57

Hooray for snow!
Those sprites look familiar for some reason...

by BlazingPhoenix » Mon Mar 06, 2006 0:22

This project's lookin' good! I like the tram shots and the base shots.

EDIT: Is there like an actual tram car in this? just wondering...

by farlowj » Mon Mar 06, 2006 0:17

Hey, at least you're observant enough to notice it was full bright, that should count for something.

by Enjay » Sun Mar 05, 2006 23:42

farlowj wrote:Well, Enjay, the caption of the top screenshot does say "This is with lightamp goggles on, it's not nearly this bright, nor is it too dark you can't see at all.".
You see, you're assuming I can read or something aren't you. :oops:

My mistake.

by farlowj » Sun Mar 05, 2006 19:57

Well, Enjay, the caption of the top screenshot does say "This is with lightamp goggles on, it's not nearly this bright, nor is it too dark you can't see at all.".

Hmmmmm, I guess a little more color wouldn't hurt, but the trams are that wide for a reason, and I'll add a little more detail to the stones things. Thanks for the comments, though. Alrighty, time to work on this some.

Oh, there is a lot more color, it's just this area is not as colored as others. It didn't bother me, but I'm just a tad biased towards my own work.

by Enjay » Sun Mar 05, 2006 11:22

Most of the military bases I've seen (and I've seen a few) go for green/beige/brown/magnolia :puke:

Yeah, well, um... Ellmo's comments are all good ones. The grey room is a bit features less. In fact it looks almost as if the shot was taken with light-amp goggles on. It's very bright with little variation. The RROCK04 (I think) ceiling and MFLR8_4 floor are not in keeping with the look of the building and the grey stone texture is a touch featureless to be used on such large expanses of walls.

Tram, yeah, a bit "fat" but I can accept Snarboo's explanation.

by Snarboo » Sun Mar 05, 2006 5:21

I like the trams. They are wide, but you have to consider they would be carrying passengers and cargo.

The use of gray doesn't bother me too much. I mean, how many military facilities have you seen in your life that were known for being colorful? Most of the ones I've seen are mostly gray inside, with the occassional splash of colorful architecture here and there, with a plain painted exterior that is generally of similar color to the environment(in my case, sandy browns and beiges because I live in the desert).

A few more greens, beiges, browns, and reds might even things out. Say, green and beige could be wall trim in office areas or the living quarters, while brown and red could be for things like supports, wood on buildings, or exposed beams. You seem to already have that covered, though.

by ellmo » Sun Mar 05, 2006 2:48

1. I bet you can put a better floor texture on top of those gray stones, rather than this weak imitation of ash...
2. I think your trams could use Slim-Fast curation.
3. The ceiling lights in that long metal beam should give more light.
4. Too much gray. Adding more colour variations in textures would make the place seem much less mundane. Maybe you should use more of this tech green colour you already have on doors and lower step textures.
...but that's just my opinion.

by farlowj » Sun Mar 05, 2006 0:18

I'm on spring break which means I have a lot more time to work on this. To prove that, here's a couple of screenshots of an area I've been working on.

Also, I've finally figured out how to make higher quality songs than MIDI, so you should probably expect a full orchestral score with this mod, which will cause it to take longer, but will be worth it.

by chopkinsca » Sun Feb 05, 2006 2:31

You made those Island maps, eh? I'll be looking forward to this, if only for the outdoor areas. You make it sound like making large outdoor sections is a bad thing.

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