Also, important values and information ('_detail.txt', 'r_detailtextures 1', etc.) could and should be marked with their respective tutorial BBcode ([prop], [val], etc.), not quotes. That alone would break up your text a bit.
I never found it that bad. Those stuttering voices with no emotion somehow sounded right for Aperture - as if employees were ordered to be completely emotionless when talking with a test subject.
Commented 16 years ago2008-10-04 09:42:31 UTC
in journal: #5394Comment #54951
What everyone else said, especially about lighting being very poor ('cept for screenie 4, it's pretty nice there).
Arcitecture is pretty decent, though could use some more detail in screenies 5 (good to see you're paying attention to ceiling detail) and 6 (more vertical stuff like beams and pipes to break up the horizontal detail).
Texturing's alright, though I personally find that metal trim texture applied to the sides of that hole in Scrn. 3 pretty unfitting. If you were to extend those vertical supports through that hole, it'd look so much better imo.
Commented 16 years ago2008-08-31 08:11:28 UTC
in vault item: Texture_TowersComment #2881
I'm but amazed how for once, an aim map with dev textures has spawned a coherent discussion. D: As for the map - playtested it with Hunteh, so for my review: What he said, plus don't overlook ambience next time. Soundscapes have loads of awesome potential you can utilize in your Source maps.
Let me rephrase then.
Push this map towards a completed stage as quick as you can!
Cool, you got reviewed. :>
Awesome work there, I am immpressssed. ;>
Took a decent while to finish it though. ~6hrs, I guess.
Give it a try and see.
Visuals were alright and even if the outside could've used some improvements - I liked them overall.
A strong 4*. :>
Amazing work, both gameplay and architecture-wise.
Sveikas atvykes. :>
Arcitecture is pretty decent, though could use some more detail in screenies 5 (good to see you're paying attention to ceiling detail) and 6 (more vertical stuff like beams and pipes to break up the horizontal detail).
Texturing's alright, though I personally find that metal trim texture applied to the sides of that hole in Scrn. 3 pretty unfitting. If you were to extend those vertical supports through that hole, it'd look so much better imo.
Keep up the good work.
Happy birthday! ^^
Ohshi-.
And wow, ~3.5 years here. D:
Also, this is quite a decent read. Could use archiving as well.
As for the map - playtested it with Hunteh, so for my review:
What he said, plus don't overlook ambience next time. Soundscapes have loads of awesome potential you can utilize in your Source maps.