maxlevelboi 92 Report post Posted December 26, 2015 (edited) Updated yet again with graphics getting prioritized : -)Next patch will focus on replacing windows that are just stuck to walls like stickershttp://steamcommunity.com/sharedfiles/filedetails/?id=600728667 Edited January 16, 2016 by maxlevelboi Quote Share this post Link to post Share on other sites
TheGuma 402 Report post Posted December 27, 2015 You should prioritize the graphics by making the map design more consistent, not more detailed. Also, work on the texture noise, make sure the fog stays only within the skybox and not the playable areas. Remove the colors that stick out and use them to guide players, perhaps instead of using more colors only have two dominant colors in the map.Currently your map is very yellow, perhaps add red/yellow palette? Have more buildings in red? Or maybe yellow/blue? See what works for you, usually it makes the map stick out more and make it look less "dust2" from the workshop. 2 Smileytopin and maxlevelboi reacted to this Quote Share this post Link to post Share on other sites
maxlevelboi 92 Report post Posted December 27, 2015 You should prioritize the graphics by making the map design more consistent, not more detailed. Also, work on the texture noise, make sure the fog stays only within the skybox and not the playable areas. Remove the colors that stick out and use them to guide players, perhaps instead of using more colors only have two dominant colors in the map.Currently your map is very yellow, perhaps add red/yellow palette? Have more buildings in red? Or maybe yellow/blue? See what works for you, usually it makes the map stick out more and make it look less "dust2" from the workshop.Thanks for the feedback : -) I am thinking of choosing the classical blue and orange theme for the level and I will make sure to fix the issues pronto! Quote Share this post Link to post Share on other sites
maxlevelboi 92 Report post Posted December 28, 2015 (edited) You should prioritize the graphics by making the map design more consistent, not more detailed. Also, work on the texture noise, make sure the fog stays only within the skybox and not the playable areas. Remove the colors that stick out and use them to guide players, perhaps instead of using more colors only have two dominant colors in the map.Currently your map is very yellow, perhaps add red/yellow palette? Have more buildings in red? Or maybe yellow/blue? See what works for you, usually it makes the map stick out more and make it look less "dust2" from the workshop.I hope this patch will be an improvement : -)!http://steamcommunity.com/sharedfiles/filedetails/?id=600728667 Edited January 16, 2016 by maxlevelboi 3 TheGuma, [N]awbie and clankill3r reacted to this Quote Share this post Link to post Share on other sites
wylde 32 Report post Posted December 28, 2015 (edited) Wow man, that last graphics update looks much improved! The huge aqueduct being balanced atop those plaster walls seems to irk me a bit, but the color palate is much better and consistent, and it doesn't look like dust2 any more. The red bricks might be out of place as well. I like the plaster more. Keep it going! Edited December 28, 2015 by wylde missed some things 2 Smileytopin and maxlevelboi reacted to this Quote Share this post Link to post Share on other sites
maxlevelboi 92 Report post Posted December 28, 2015 Wow man, that last graphics update looks much improved! The huge aqueduct being balanced atop those plaster walls seems to irk me a bit, but the color palate is much better and consistent, and it doesn't look like dust2 any more. The red bricks might be out of place as well. I like the plaster more. Keep it going!Thanks man : -)! I am going to fix the pillars that support it, I agree plaster is stupid for that location! Quote Share this post Link to post Share on other sites
Bodd Jonar 100 Report post Posted December 29, 2015 I like it, but I feel like there is "too much" going on. Making colors and details less or more thought over might improve this. 4 Smileytopin, ashton93, jackophant and 1 other reacted to this Quote Share this post Link to post Share on other sites
maxlevelboi 92 Report post Posted December 29, 2015 I like it, but I feel like there is "too much" going on. Making colors and details less or more thought over might improve this. Trying to cut down on noise : -) any areas in particular? Quote Share this post Link to post Share on other sites
maxlevelboi 92 Report post Posted December 30, 2015 (edited) Patched yet again : -)http://steamcommunity.com/sharedfiles/filedetails/?id=600728667 Edited January 16, 2016 by maxlevelboi Quote Share this post Link to post Share on other sites
Vaya 3,438 Report post Posted December 30, 2015 have you thought a mapcore playtest? Good way to get a rush of feedbackthe detailing looks super busy...in your last post the first/second compared to third screenshot- it doesn't look like the same area/theme? Modern bins mixed with dust2 textures and signage? 2 jackophant and maxlevelboi reacted to this Quote Share this post Link to post Share on other sites
jackophant 1,654 Report post Posted December 30, 2015 you seem to have mashed a lot of different themes together into something I don't quite believe (also personal gripe, you've mixed the use of the fine orange and broad red bomb site signage).IMO it kind of looks like you've mashed Assassin's creed, Witcher and FEAR together.Regarding how busy the detailing looks, it's advisable to leave finer detail above the playable area to reduce visibility issues, but you've not left a single face without a prop or graffiti on it. It just feels very cluttered everywhere.Following on from the detailing, your architecture: it's important for it to be believable and right now you have a lot of strangely angled buildings and unrealistic overhangs. Supports can make things feel more grounded, but the overhang still has to feel realistic. Do you have any reference photos? 3 maxlevelboi, Vaya and JustFredrik reacted to this Quote Share this post Link to post Share on other sites
maxlevelboi 92 Report post Posted December 30, 2015 have you thought a mapcore playtest? Good way to get a rush of feedbackthe detailing looks super busy...in your last post the first/second compared to third screenshot- it doesn't look like the same area/theme? Modern bins mixed with dust2 textures and signage?you seem to have mashed a lot of different themes together into something I don't quite believe (also personal gripe, you've mixed the use of the fine orange and broad red bomb site signage).IMO it kind of looks like you've mashed Assassin's creed, Witcher and FEAR together.Regarding how busy the detailing looks, it's advisable to leave finer detail above the playable area to reduce visibility issues, but you've not left a single face without a prop or graffiti on it. It just feels very cluttered everywhere.Following on from the detailing, your architecture: it's important for it to be believable and right now you have a lot of strangely angled buildings and unrealistic overhangs. Supports can make things feel more grounded, but the overhang still has to feel realistic. Do you have any reference photos?Thanks for the feedback : -)! I have not conducted a playtest session yet and I have references it is a personal issue I have when I work I tend to work without references in mind sadly however I am trying to improve and it is good to be reminded! : -) I am fixing the detailing issues and trying to fix the consistent theme throughout the level more and more : -)! 1 Vaya reacted to this Quote Share this post Link to post Share on other sites
maxlevelboi 92 Report post Posted December 31, 2015 (edited) Patchy patch!http://steamcommunity.com/sharedfiles/filedetails/?id=600728667 Edited January 16, 2016 by maxlevelboi 1 TheGuma reacted to this Quote Share this post Link to post Share on other sites
Vaya 3,438 Report post Posted December 31, 2015 had a run about (just initial thoughts):- reduce the amount of props massively. you have way too many things going on that don't add to the map. Cars going through walls(?), random pallet trucks/doors etc spammed every where. Texture set should be more refined too. I think this map is using a little of everything just now. too much prop repetition and too many different texture sets used. Interesting combo..- I don't think you need the squeeky onto B. The other one seems pretty redundant too.- Bombsites are on the small side.- seems like a lot of unnecessary areas. Mapcore playtest would help a lot imo. 3 Smileytopin, maxlevelboi and jackophant reacted to this Quote Share this post Link to post Share on other sites
major.quin_n 26 Report post Posted December 31, 2015 I made an album of some little picky things, you could change them if you'd like: http://imgur.com/a/JISwBAlso, as others have mentioned, simplicity is key. I feel like you need to have more fluid structures, there are a bunch of random mismatched houses and apartments. 1 maxlevelboi reacted to this Quote Share this post Link to post Share on other sites