Minos 5,432 Report post Posted December 11, 2017 So cool, love this! But... what's up with the skybox? 1 El Moroes reacted to this Quote Share this post Link to post Share on other sites
Tokit 7 Report post Posted December 11, 2017 (edited) This map is beautiful but I have to agree, what is up with the skybox? It's pretty much a flat grey with a bit blue and a gradient on the horizon. There isn't any moon or stars or clouds at all and it makes it look a bit unrealistic. edit: I suppose there would be a lot of light pollution since its in the city and you wouldn't be able to see many stars anyway but there should still at least be some clouds or something. Edited December 11, 2017 by Tokit Quote Share this post Link to post Share on other sites
jakuza 270 Report post Posted December 12, 2017 On 11/30/2017 at 9:14 AM, Harry Poster said: Hello from de_royal? It's too obvious youch Thanks for spotting it, missed it during our clipping pass I suppose. Was pretty hectic those last couple days... @Minos (and @Tokit, sorry can't tag you for some reason) agreed on the skybox. It's uncanny, especially with the hard shadows. Will need to work on this before final submission 3 hamilton5, Tokit and Harry Poster reacted to this Quote Share this post Link to post Share on other sites
hamilton5 34 Report post Posted December 13, 2017 we know your holding back on the skybox, don't be coy Quote Share this post Link to post Share on other sites
Andre Valera 358 Report post Posted December 21, 2017 Everyone enjoy your holiday breaks! I've uploaded an updated to the workshop addressing some of the bigger bugs (ignore odd lighting / shadows since this was a Fast compile) catching a flight in 4 hours to visit family, the update should make the FaceIt public playtest a bit smoother : ) Looking to update once again early Jan before the 10th Cheers 2 Roald and Vaya reacted to this Quote Share this post Link to post Share on other sites
Andre Valera 358 Report post Posted January 11, 2018 (edited) KAIZEN UPDATED! We went from night to day with this one just before deadline http://steamcommunity.com/sharedfiles/filedetails/?id=1216362919 Edited January 12, 2018 by Andre Valera 8 2 1 Roald, slavikov4, zombi and 8 others reacted to this Quote Share this post Link to post Share on other sites
FMPONE 5,979 Report post Posted February 27, 2018 This is a strong entry, it has a unique theme, some well-realized connections between different areas, and the cherry blossoms are a visual win. So I haven't gotten as much of a chance to play this map as the others, however one thing I've heard from many people is that the map seemed to have a bit more of a unique identity and satisfying feel when it was a night map. Here's why I think that criticism makes sense: a lot of your assets are a bit "unfinished" in the detail-mapping (remember that detail maps can add a lot of visual interest to textures) and also the use of white space seems like a consistent trend in the textures of this level. In a night map, you're less likely to notice those in a prominent way, and in fact you almost appreciate the contrast to the dark sky. Overall, finer-detailing is an area where it seems like there is potential for improvement on this level. Lastly, I think the bombsites could use some more well-defined plant-zone markers. It's difficult to tell sometimes where the bombsites begin and end. Overall, definitely a strong entry that I can see improving a lot more over time. 3 1 jakuza, Vaya, Andre Valera and 1 other reacted to this Quote Share this post Link to post Share on other sites
Andre Valera 358 Report post Posted May 11, 2018 2 1 Corvus, Vaya and That50'sGuy reacted to this Quote Share this post Link to post Share on other sites
FMPONE 5,979 Report post Posted May 11, 2018 27 minutes ago, Andre Valera said: Visibility here seems really reduced. Black seems like the predominate wall color now... Not sure if this change is advisable. I would keep your dark skybox but revert much of the level lighting, readability is important for the gameplay to be fun. 5 Squad, That50'sGuy, jakuza and 2 others reacted to this Quote Share this post Link to post Share on other sites
That50'sGuy 504 Report post Posted May 11, 2018 11 hours ago, FMPONE said: Visibility here seems really reduced. Black seems like the predominate wall color now... Not sure if this change is advisable. I would keep your dark skybox but revert much of the level lighting, readability is important for the gameplay to be fun. Agreed, adding some more light would really help Quote Share this post Link to post Share on other sites
blackdog 4,413 Report post Posted May 11, 2018 Agree with posts above, first area is very dark, rest a bit better but I don’t think ideal for playing. One thing I always noticed is you have “backdrop” lighting (light surfaces like windows) but not “downward” lighting (lampposts) – i mean you have it, but they don’t create pools of light as I would expect. 2 That50'sGuy and jakuza reacted to this Quote Share this post Link to post Share on other sites
jakuza 270 Report post Posted May 12, 2018 Thanks, agree completely on the lighting. We're trying to go through with a cleaner approach now, relying more on big key lights like the light poles or shopfronts. Lighting is definitely the primary concern right now, but I'm pretty optimistic about it. Here's a recent screenshot from some tests: 9 slavikov4, Grum1x, Binary and 6 others reacted to this Quote Share this post Link to post Share on other sites
FMPONE 5,979 Report post Posted May 18, 2018 On 5/12/2018 at 1:27 AM, jakuza said: Thanks, agree completely on the lighting. We're trying to go through with a cleaner approach now, relying more on big key lights like the light poles or shopfronts. Lighting is definitely the primary concern right now, but I'm pretty optimistic about it. Here's a recent screenshot from some tests: Just keep in mind that you want it to be about 2X brighter than you think, because some people play with no alpha boost in he video settings. Alpha boost washes out your lighting but you want the map to be playable for people who haven’t tweaked any settings and are playing default. Quote Share this post Link to post Share on other sites
jakuza 270 Report post Posted May 21, 2018 On 5/18/2018 at 10:33 PM, FMPONE said: Just keep in mind that you want it to be about 2X brighter than you think, because some people play with no alpha boost in he video settings. Alpha boost washes out your lighting but you want the map to be playable for people who haven’t tweaked any settings and are playing default. Ah that's a great point. Thanks for the tip Quote Share this post Link to post Share on other sites
That50'sGuy 504 Report post Posted May 31, 2018 A bit unrelated I know, but I do want to say that you sure do a great job at buildings! 1 jakuza reacted to this Quote Share this post Link to post Share on other sites