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Fluorescent by Ferdinand 'cityy' List (BETA I)

Posted: Thu Jul 21, 2011 12:14 pm
by cityy
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]

Re: Fluorescent by Ferdinand 'cityy' List (BETA I)

Posted: Thu Jul 21, 2011 3:39 pm
by obsidian
If you're going with teal instead of blue, I think red base might look better if it were a reddish orange.

Image

Re: Fluorescent by Ferdinand 'cityy' List (BETA I)

Posted: Fri Jul 22, 2011 7:42 am
by clownfart
I think the original red/cyan looks better.

Re: Fluorescent by Ferdinand 'cityy' List (BETA I)

Posted: Fri Jul 22, 2011 4:24 pm
by obsidian
I wasn't asking you. :mad:

Re: Fluorescent by Ferdinand 'cityy' List (BETA I)

Posted: Sat Jul 23, 2011 7:05 am
by Eraser
I agree with obsidian actually. The orange matches the blue hue better.
Having said that, the map looks absolutely stunning

Re: Fluorescent by Ferdinand 'cityy' List (BETA I)

Posted: Sat Jul 23, 2011 9:15 am
by ShadoW_86
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.

Re: Fluorescent by Ferdinand 'cityy' List (BETA I)

Posted: Sat Jul 23, 2011 11:30 am
by corsair
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..
rjwej6795.jpg
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)

Posted: Sat Jul 23, 2011 3:22 pm
by corsair
good layout - got one idea for the tunnels underwater:
shot0005.gif
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)

Posted: Sat Jul 23, 2011 4:38 pm
by clownfart
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)

Posted: Tue Aug 09, 2011 6:25 pm
by AEon
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:

Code: Select all

trying textures/ct_losthope/trim_02_shiny.TGA...
trying textures/base_light/geolight4_1k.TGA...
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.

Re: Fluorescent by Ferdinand 'cityy' List (BETA I)

Posted: Thu Aug 11, 2011 1:32 am
by cityy
Here we go:
[lvlshot]http://dl.dropbox.com/u/15072710/MSGcompetition2011/week10_ingame%285%29.jpg[/lvlshot]

Re: Fluorescent by Ferdinand 'cityy' List (BETA I)

Posted: Thu Aug 11, 2011 6:24 am
by AEon
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...