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The Crypt Of Garos (BETA)

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    The Crypt Of Garos (BETA)

    Removed BETA 1 link.
    BETA 2 is up and you can get it HERE

    EDIT: I have remove BETA1 pics. Check further down for BETA2 pics or page two for the latest pic.

    #2
    From the screens, one thing I'm not sure about is the colours. More specifically, the green windows, I don't think they look good against the brown walls. Try a lighter shade, that doesn't calsh so much, and try putting statics there for rays of light throught the window.

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      #3
      according to the shots... I think blue ones would fit best - orientating on the blue light in 1st floor

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        #4
        I love the layout! Architecture is believable, scaling is perfect, there's plenty of z-axis action and all those curves are very pleasing to the eye.

        I really like the way the elevators come up when you approach the top of the shafts.

        The lighting is poor, still needs a lot of work there.

        Framerates were a bit low in places, but that can likely be addressed with antiportals and zones.

        This is one map I'll really be looking forward to seeing the final version of. :up: :up:

        Take your time finishing it, don't rush things, don't get too carried away with eyecandy and you'll have a top notch map here.

        Edit: Just noticed who the author is... Unbelievable... Putting things mildly, I never liked any of this author's other maps at all.

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          #5
          "Edit: Just noticed who the author is... Unbelievable... Putting things mildly, I never liked any of this author's other maps at all."

          I`ve never played any of his maps before so can`t say I don`t like them, I can`t recall being that excited by looking at shots IIRC but this one DOES look pretty cool. I like the geometry, the curves, it looks `fresh` and a bit different while still seemingly `solid` (not D/L yet).

          However the lighting does seem to lack a little contrast, but that is easily fixed (unless most of that stuff is Smeshes). The windows do seem a little over saturated but I don`t mind `green` - maybe a very light purple or something (to keep it`s uniqueness) - they don`t look bad just a bit too harsh.

          I`ll keep my eye out for this one when final.. looks promising.

          Sharpfish

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            #6
            I just checked it out, I found it to be too big for my tastes. I was impressed with the curves, I'm delving into the curves as well for my map but not as much as you. I didnt like how the elevator worked, and I dont like how the flow works, either. Too many stair cases imo and uh well the map just looks really ugly with the current textureing and lighting. my opinions, my tastes. I really did like all the z axis stuff going on but I felt the connections between all the diffrent levels was done poorly.

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              #7
              edited out: wrong thread!

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                #8
                No probs with frame rate, I think some of you need to upgrade your rigs, so you stop whinning about FPS.

                As for the map, it's a castle theme, and yes the Architecture is very nice, the curves do stand out. I don't mind the lighting, but I play in the dark, so i guess i see it better then others. I think the different colored windows give us an indication of what level we are on, I can see at least 5 levels here.

                I know it plays great with my xFactor Game MOD.

                ;--------------------------------------------------------------------------
                NoFanboy:
                This author is not into making indoor maps, this is his first true and only indoor map for UT2K3, i've seen some of his UT maps, and they are very similar to this one, with respect to the limitations between the two games.

                CTFX1:
                Besides elevators and staircases, How prey tell do you propose to navigate the multiple levels in this map, teleporters maybe, kickers even, I think that would break up the theme and destroy flow completly.

                If you not use to or like heavy Z ACTION, then I guess this map would suck, but it doesn't.

                Comment


                  #9
                  Originally posted by Morphias

                  NoFanboy:
                  This author is not into making indoor maps, this is his first true and only indoor map for UT2K3, i've seen some of his UT maps, and they are very similar to this one, with respect to the limitations between the two games.
                  Actually it's not his first indoor map for UT2k3, that'd be DM-Tutankharnage... A small, perfectly symetrical spamfest map that's littered with ridiculous numbers of weapons, ammo and powerup pickups.

                  Good gameplay (layout, flow, item placement, etc.) has nothing to do with whether it's an indoor or outdoor map... I'm surprised (amazed actually) Gargorias made this because the gameplay is a quantum leap beyond any of his prior work... Not a jumppad or teleporter to be seen anywhere either. :up:

                  Comment


                    #10
                    Originally posted by Morphias


                    CTFX1:
                    Besides elevators and staircases, How prey tell do you propose to navigate the multiple levels in this map, teleporters maybe, kickers even, I think that would break up the theme and destroy flow completly.

                    If you not use to or like heavy Z ACTION, then I guess this map would suck, but it doesn't.
                    are you kidding? I LOVE heavy z action dude, check out my beta over here, z axis heavy I would not have it any other way.
                    DM-ThorsHammer-beta

                    from the screens the sole reason I downloaded this map was to check out the z axis and flow. cuz honestly I think it is really ugly as is ( no offense sorrry : / ) And uh also I do think he could have used kickers or small lifts pretty well. I really dont like all the staircases its hard to actually tell where they lead to. except for up.

                    --edit--
                    btw sorry gargorias for the spammage pimping my own map

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                      #11
                      I don't really see what you guys think is wrong with this map.
                      It has great flow and nothing in your way to get stuck on allways a big plus in my book.

                      All it needs is the textures rescaled a bit and it will look great.
                      I can see where he was going with the dark creepy look with the textures scaled so low. But it does make it look kinda ugly.

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                        #12
                        Originally posted by Krisis
                        I can see where he was going with the dark creepy look with the textures scaled so low. But it does make it look kinda ugly.
                        Dark creepy look? It's too bloody bright!

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                          #13
                          Okay guys. Lots of requests to fix the lighting, make it darker and more sinister so YES I have, which may I add increased the file size dramatically. I have also added some support beams on the ceilings and now have smoke coming out of the pit under the KOH and light beams in the holes in the ceiling and I have softened the saturation on the windows.
                          May post BETA 2 soon or it may be the final I don't know yet but check out the new screenies anyway and let me know what you think.



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                            #14
                            Oh! and by the way anyone wanting to check out my other work can do so HERE .
                            I will not get dragged into any discussion about whether my other work is any good or not, you can make up your own mind.

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                              #15
                              While the brown + light colours are much nicer now, I think there is still too much multicolouredness... particularly in the second screen. There doesn't seem to be enough theme when every lightsource is a completely different colour (which is what it looks like).

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