Editing and Customization > Past Versions
[Level] ge_siberia_cc
Rodney 1.666:
An update surfaces.
mookie:
Maybe it's just the free-floating position of the screens, but the trees sticking up at an angle really don't look right.
It's hard to tell exactly how close they are together, but the hill between the first and third screenshots (right where there is one lonely tree) looks like a good candidate to have a notch cut out that you can walk through. It depends of course on the overall layout, but the area with these cabins was pretty much a dead end in the original. As it is, this hillline looks too flat from the cabin side and could definitely stand to have its height changed somewhere.
I can't tell if some of the snowbanks are too steep to go up or not, but if not, that's an opportunity to create a major gameplay feature by turning some of the snowbanks into (very short) cliffs that you have to go around if you want to get to the top. A good aesthetic rule for that might be rivers: where they make a sharp curve, they carve a very steep bank on the inside of the curve, and a much flatter beach on the outside of the curve.
Based on the overall look of the sky/fog, I'd say the light should shift some away from direct and towards ambient. The shadows seem (a little) too deep. The overall light could use a slight blue shift IMO (which it might get just by strengthening the ambient).
I'm not sure if the telephone poles are custom, but if you have access to the skin it might be good to put a dusting of snow on the lower part to help blend them in to the ground. In your fourth screenshot, the telephone pole is right in the middle of the path; that seems implausible. People will tend to go around a pole sticking out of the ground (possibly leaving a small island of undisturbed snow if it happens to be in the middle of a path). A few of the other telephone poles that are right on the edge of the snow/path could probably stand to be pushed a little further onto the snow.
Looking at the cabin at the far left of the fourth screenshot, it looks like something weird is going on there (glitch?). If that's the way the building is shaped, maybe it could use a pillar under the corner of the roof.
Overall, the fog seems a little too sudden, like maybe the end distance should be further out. The only spot though where a fogged object seems to be visible in silhouette is the top of the antenna. Good job with the fog/skybox in general.
Getting rid of the shadows being cast by the fences somehow would be good.
No idea how much of an issue optimization is here, but lowering outlying parts of the map (i.e. changing the playable area towards a reverse-bowl) might make it easier to use the snow to block visibility at a long distance. Probably though a fairly extreme move for not much gain.
The (long) light on the wall (second story) above the pit and the two decals (above the ammo crates in the screenshot) don't really fit in with the rest.
The (big) metal beams on the ceiling look good, but they make the same (flat) beams running up the walls look bad. They really need to pop out of the walls instead of being slightly recessed, or if they need to stay flat, just disappear and do something different with the concrete.
The concrete extending out from the walls around the ceiling looks a bit odd. If anything, the topmost part of the walls could probably be recessed rather than extended, as whatever beamwork supports a ceiling will tend to rest on top of the walls rather than run between them.
It looks to me like there's (a little) more light getting back up to the ceiling than necessary. Often, if the light hitting the walls and floor is strong enough (and the floor is not a dark texture), the ceiling doesn't need much direct light hitting it.
Some kind of hazard-striping might be good around the edge of the pit.
A lot of times, I have to set the linear on a light to between 50 and 100 (quadratic 1) to really get much of an effect. Constant is pretty extreme as it means the light will maintain its strength no matter how far it goes.
Looking good. Some more overall-type screenshots would be good to get a better idea of how the gameplay is looking. Tough with the fog, but cl_leveloverview should be an option.
CCsaint10:
Holy crap mookie lol...thanks for the post :D That was way more than I expected. Looks like I got a lot of work to do :)
As for the lighting in the satellite, I have a feeling a lot of it will change drastically due to the fact that it was my first compile of it. Many of the quadratic and linear ratios are all skewed. It probably won't look the same at all next time I post a screen as I have been learning more through other levels made by our developers and through the valve wiki (and luchador/mangley). So I have a bunch of good resources to go off.
As for a level overview of the map, I have had that request from several people due to the fact that the level is so large (even after eliminating 25% or more of the level and restructuring since luchadors version) and many wanted to know how the weapon spawn locations/keys/armor and whatever else are set up. I plan on doing an overview picture with a grid showing where all these are so that people can chime in suggestions on changes that might help balance gameplay. :) All in due time.
Thank you for you statements above, although I don't agree with them all, it is still REALLY helpful. I liked your idea of implementing the step walls to where you have to go around and get up...although I am sure sure if I want to really implement that or not. It might create an interesting dynamic...but I will have to give more thought to it.
You think the fog is too close to the player? Its ends at around 4200 units..which isn't that close..but maybe I can move it back a little to like 4600 or so..what do you think?
I will think about the rest of the suggestions as I go. By the way, that far cabin is fine....I am not really sure what happened with that screen shot. It appears like the roof is hanging in mid air lol...odd :P
mookie:
Maybe it will be different at ground level with snow falling, but the change from visible to invisible seems abrupt. Maybe a better option than pushing out the end distance would be bringing in the start distance, but either way it seems like there should be a slower change between clear and invisible. The reason why I suggest pushing out as the first option is that if the fog comes on faster, there is more chance of a tall fogged object being close enough to you to go above the fog line.
Unless you're getting a performance benefit from the fog though, I would say pushing out the end distance to 4600 would probably be good. KM is right on; this fog looks more snowmelt than snowfall.
In case you don't use EntSpy, you might want to try it for testing the fog, as I expect the fog is 100% done at runtime.
Ruone Delacroix:
Hey, this map is looking great. I can't wait to try it out and even get back into the game.
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