Fluorescent by Ferdinand 'cityy' List (BETA I)
Fluorescent by Ferdinand 'cityy' List (BETA I)
BETA I
Download: (10mb)
- http://cityy.explicits.de/uploads/maps/ ... _beta1.zip (Quake III)
- http://cityy.explicits.de/uploads/maps/ ... _beta1.zip (Quake Live - don't forget to make the file 'read only')
Changes:
- added propper texturing, details etc
- Added underwater corridors to mid (new medkit position)
- RG is where the medkit used to be
- minor gameplay and performance tweaks
ToDo:
- clipping
- fixing texture alignments
- adding further details
- location markers
Known Bugs:
- missing texture in q3
- mid shotguns are not laying on the weapon markers
- some odd lighting bug where blue light appears in the red base
[lvlshot]http://dl.dropbox.com/u/15072710/MSGcompetition2011/fluorescent.jpg[/lvlshot]
Download: (10mb)
- http://cityy.explicits.de/uploads/maps/ ... _beta1.zip (Quake III)
- http://cityy.explicits.de/uploads/maps/ ... _beta1.zip (Quake Live - don't forget to make the file 'read only')
Changes:
- added propper texturing, details etc
- Added underwater corridors to mid (new medkit position)
- RG is where the medkit used to be
- minor gameplay and performance tweaks
ToDo:
- clipping
- fixing texture alignments
- adding further details
- location markers
Known Bugs:
- missing texture in q3
- mid shotguns are not laying on the weapon markers
- some odd lighting bug where blue light appears in the red base
[lvlshot]http://dl.dropbox.com/u/15072710/MSGcompetition2011/fluorescent.jpg[/lvlshot]
www.ferdinandlist.de/leveldesign
Re: Fluorescent by Ferdinand 'cityy' List (BETA I)
If you're going with teal instead of blue, I think red base might look better if it were a reddish orange.


[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: Fluorescent by Ferdinand 'cityy' List (BETA I)
I think the original red/cyan looks better.
Re: Fluorescent by Ferdinand 'cityy' List (BETA I)
I wasn't asking you. 

[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: Fluorescent by Ferdinand 'cityy' List (BETA I)
I agree with obsidian actually. The orange matches the blue hue better.
Having said that, the map looks absolutely stunning
Having said that, the map looks absolutely stunning
Re: Fluorescent by Ferdinand 'cityy' List (BETA I)
Architecture looks really sweet. My problem with the map is lighting, it looks way too bright. Everything is too intense nad looks like whole place is glowing.
[url]http://shadowsdomain.wordpress.com/[/url]
Re: Fluorescent by Ferdinand 'cityy' List (BETA I)
The edited shot looks better to me too, it's simple color theory with opposing/complementary colors - but placing the pictures next to each other like this is somewhat wrong; it's the context and the transition between the red/blue bases which make or break the color palette. (I just only downloaded the map - will play-test later today - so I can't really tell which of the two variations I'd prefer).
The brightness of the map is obviously related to the name and setting of the map - but that being all, I might agree with it being a bit too over-bright and/or monochrome.
What I'd try to do is replace the white, ambient, lighting in the red and blue bases with toned down, desaturated blue/green and red ambient lighting respectively.
So; blue base, blue lights, orange/red ambient lighting.
&; red base > red lights > green/blue ambient lighting
or, going with the orange color tone, red base > orange light > teal ambient
(roughly) like in the attachment below..
Everything else looks great btw - but spending some more time on the lighting and colors so to mute the fluorescence overflow a bit wouldn't hurt I think; if it's only a little more pleasing to the eye, the replay value will increase alot (for players who care/are sensitive about this:)
The brightness of the map is obviously related to the name and setting of the map - but that being all, I might agree with it being a bit too over-bright and/or monochrome.
What I'd try to do is replace the white, ambient, lighting in the red and blue bases with toned down, desaturated blue/green and red ambient lighting respectively.
So; blue base, blue lights, orange/red ambient lighting.
&; red base > red lights > green/blue ambient lighting
or, going with the orange color tone, red base > orange light > teal ambient
(roughly) like in the attachment below..
Everything else looks great btw - but spending some more time on the lighting and colors so to mute the fluorescence overflow a bit wouldn't hurt I think; if it's only a little more pleasing to the eye, the replay value will increase alot (for players who care/are sensitive about this:)
Re: Fluorescent by Ferdinand 'cityy' List (BETA I)
good layout - got one idea for the tunnels underwater:
the color outline is added just for clarity; the white stripes are suggestions for openings so the action below can be followed 'a bit' from above the water.
a bit more detail below there might not hurt too - but you might prefer to head on to a new map ?:)
the grass texture looked misplaced to me; where it's covered with water I even thought it was slime judging from the screenshots; perhaps add some plants or replace/edit the texture.
red/blue color palette looked fine to me btw, it's q3ctf after all.. but it still could do with a touches of different colors to make it less monochrome
the color outline is added just for clarity; the white stripes are suggestions for openings so the action below can be followed 'a bit' from above the water.
a bit more detail below there might not hurt too - but you might prefer to head on to a new map ?:)
the grass texture looked misplaced to me; where it's covered with water I even thought it was slime judging from the screenshots; perhaps add some plants or replace/edit the texture.
red/blue color palette looked fine to me btw, it's q3ctf after all.. but it still could do with a touches of different colors to make it less monochrome
Re: Fluorescent by Ferdinand 'cityy' List (BETA I)
I think the orange makes the map feel more joyful, the original red makes it feel like some evil lair or something. I think that suites the game more.
Re: Fluorescent by Ferdinand 'cityy' List (BETA I)
Other than the comments about the colour... I would also prefer the orange and a less saturated and intense blue.
I noted that these textures seem to be missing:
And I also see some sparklies on several rounded off corners. This is my Windows XP PC, with old drivers and hardware so I am not sure this is still an issue for never hardware e.g. under Win7. Example: In either one of the bases, stand at the flag, and look up the main (tall) jumppad, at the upper part of the upper level I see at least 3 sparklie edges.
BTW, beautiful design in the map, that is a lot more complex layout-wise than one would think at first.
I noted that these textures seem to be missing:
Code: Select all
trying textures/ct_losthope/trim_02_shiny.TGA...
trying textures/base_light/geolight4_1k.TGA...
BTW, beautiful design in the map, that is a lot more complex layout-wise than one would think at first.
Re: Fluorescent by Ferdinand 'cityy' List (BETA I)
Here we go:
[lvlshot]http://dl.dropbox.com/u/15072710/MSGcompetition2011/week10_ingame%285%29.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/15072710/MSGcompetition2011/week10_ingame%285%29.jpg[/lvlshot]
www.ferdinandlist.de/leveldesign
Re: Fluorescent by Ferdinand 'cityy' List (BETA I)
Interestingly, when running around the "red" base was not nearly as eye-poking as the screenshots had led me to believe. Strange. The above toned down orange looks nice... hope you find a way to make the blue base less intense as well...