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FPSC Classic Product Chat / hows this screen...

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twitchy 624
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Posted: 3rd May 2008 20:14
on a scale o 1-10. Be as brutal as you can be, it makes for good criticism.

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twitchy 624
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Posted: 3rd May 2008 20:19 Edited at: 3rd May 2008 20:20
oh. the setting is in a warhouse. specificly in this screenshot, a big open room so there are a lot of crates and things tht I could not get into this shot. I will try to get more in the next screenshot I take. Oh and those barrels next to the SWAT guys are dynamic and explodable. In the version of the level I am running now there is a sign over them that says "caution, explosives".As to try to give the player a hint as another way to take out the SWAT snipers.
Aertic
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Posted: 3rd May 2008 20:37
to many barrels, Nice layout, maybe a few planks of wood lying around.
Maybe some doors.

5/10

twitchy 624
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Posted: 3rd May 2008 21:34
hows this?

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twitchy 624
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Posted: 3rd May 2008 21:35 Edited at: 3rd May 2008 21:35
heres the other corner of the room

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Silvester
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Posted: 3rd May 2008 21:35
Too many of the same barrels, but it looks pretty good... Maybe some more lightning and a few different types of barrels, and switch some barrels to crates, so it doesn't look as if it was planned fo you to blow them up.
xplosys
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Playing: FPSC Multiplayer Games
Posted: 3rd May 2008 21:56 Edited at: 3rd May 2008 21:57
Well, I love the shrink-wrap palettes. They're cool, even if I do say so myself. LOL

I think the layout and use of entites is fine. The room is interesting enough.

The warehouse is not too believable. It's too clean, and the entities you used don't fit together. The crate and lift textures are in a different style than the walls. It's like nothing goes together.

Best.

Aertic
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Posted: 3rd May 2008 22:12
Too many doors, maybe a rollup door, just one.
you know, like the rollup door from model pack3.

twitchy 624
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Posted: 3rd May 2008 22:17 Edited at: 3rd May 2008 22:18
hows this, again

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twitchy 624
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Posted: 3rd May 2008 22:35 Edited at: 3rd May 2008 22:36
I added windows to make it more like a warhouse, though I should change the skybox to something at night.
oh, and to bloodhound. i found the boxes somewhere on this site
http://www.fps-files.com/index.php?site=files

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Plystire
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Posted: 3rd May 2008 23:11
Warehouses are a little more consolidated than that.

In reality, boxes are organized. It looks messy but there is still order to the madness. And besides, they always make it so the little fork lift can make its way around without any obstructions.

Try stacking the crates, making a few of them slightly rotated differently than the others.


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daarboven
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Posted: 4th May 2008 00:22 Edited at: 4th May 2008 00:23
-The brick texture is no good. It looks way to clean and repetitive.

-Also the lighting is to even and does not suit any atmosphere. Think of a more scenic approach, ask yourself where to draw the players attention to, put some visible light sources to make it a believable scenario. If you have windows, then there will be (daylight colored) light close to it-contrast that with dim bulbs (yellowish colour) dangling from the ceiling or harsh industrial tripod lights, maybe hinting the way the player has to make through your room. Make your ambience the same color as the leading light colour in your room to soften the border between lit and dark areas.

Use the crates not only to fill space but to fence your player OR to force his ways OR to give him shelter from bullets...depends on your desired gameplay.

Keep on working on it!

I am Jacks complete lack of surprise.
twitchy 624
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Posted: 4th May 2008 01:05
Thabks everyone for your feedback. I hope to have a demo of the level done soon. Here is a screenshot of a larger warhouse room. There are light sources, but their hiden behind the boxes. and the metalic rom you see in the corner is the control room. Part of te level is you have to get o the control room and open the door to the outside of the warhouse to end the level.
I got he idea fora big room with highstacks of boxes after watching the new indiana jones movie trailer.

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SpyDaniel
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Posted: 4th May 2008 01:30
Higgins Drunken state = 2 out of 10.

Looks kind of dull and bland, not much fancy stuff going on, no good use of shaders or lighting and multiple use of entities makes it a bad shot.

Drunk Higgins out.

Hehehehehehehe. ?

lllstrikesmember 2
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Posted: 4th May 2008 01:37
well drunkin higgans a warhouse isnt supposed to be fancy
6/10
better lighting please : )

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daarboven
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Posted: 4th May 2008 15:21 Edited at: 4th May 2008 23:32
If you have a task in your level (go to controlroom and open door)then why do the lights don't point out the stairs and the controlroom but shine on on some meaningless crates instead? Lower the overall ambience light and then let your lighting make clear what you suggest the player to do next. Sorry to repeat myself...have a carrot:

Keep on going!

I am Jacks complete lack of surprise.
jeffhuys
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Posted: 4th May 2008 15:38
You already have a topic about this (these) level(s): Here.
Please post further there... There is no point in making another thread.


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Mr Makealotofsmoke
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Posted: 4th May 2008 15:41
i like drunken higgens

3/10 looks bland, yes warehouses are, but they have shadows


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moncho
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Posted: 5th May 2008 03:51
the last oe looks alot beter

moncho

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