Feedback on a mapping style

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yohoat9
274 Posts
Posted Jul 10, 2011
I'm working on a map called "Patterns", and I want to know what people think of the style?

2011-07-10_00002.jpg

I made this in about 2 hours by the way

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ForbiddenDonut
142 Posts
Posted Jul 10, 2011
Replied 2 hours later
I would think that someone would have a hard time solving a puzzle if every room had so much going on with the textures. However, it is a neat vibe you have going there, so popping in a room like that now and then wouldn't hurt.
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Rubrica
305 Posts
Posted Jul 10, 2011
Replied 14 minutes later
I can't say I really like the stair; it's just a tiny little thing that jiggles me, but, well, they're floating. Now we know how test chambers are constructed at aperture, with panels and suchlike, things like that just sort of add a feeling of inconsistency. Also, although I'm sure it was intentional, the light is a little dim and uncomfortable. Aside from that, though, it's good; I, personally, like the wall style, though it's maybe a little bit over the top.
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Brainstone
401 Posts
Posted Jul 10, 2011
Replied 1 hour later
To me it looks very cool. I think it`s a bit too dark til yet. But don't make it too bright. This would destroy the atmosphere
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morrock
23 Posts
Posted Jul 10, 2011
Replied 26 minutes later
Stairs, lighting and colorscheme are beautiful. Maybe make the lights a bit brighter, and soften the falloff just a bit. The wall pattern is nice, but I definitely wouldn't overdo that, as Donut said. It would be great for walkways, and areas without a puzzle, or much of a puzzle to them, but the usual style wall texturing in normal chambers.
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ChickenMobile
2,460 Posts
Posted Jul 10, 2011
Replied 2 hours later
Very interesting! The walls look great but they need to have some kind of consistent-yet different designs. (I know this is just a WIP but cant help suggesting :wink: )
Do those stairs move out from the wall cause that would look awesome!
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_ to?????_ :biggrin:
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raulness
68 Posts
Posted Jul 10, 2011
Replied 5 hours later
I love it. As everyone said, a tiny pinch of more light will help out the player. As for the wall designs, I think they are great the way they are. I'm not a big fan of puzzles that make walls extremely obvious so the player knows exactly where to go next. As long as the puzzle is fairly simple, walls like this work out and really force the player to think. If this puzzle is anything above a medium-low difficulty though, it'll get frustrating fast.
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Brainstatic
219 Posts
Posted Jul 11, 2011
Replied 22 hours later
That looks really good. I just recommend that you avoid making any white surfaces to small, or people will try to shoot portals at them and get confused when it doesn't work. You need to make a map pack out of that or something.
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Rubrica
305 Posts
Posted Jul 11, 2011
Replied 1 hour later
Also, I just realised that the room is perfectly rotationally symmetrical, to and order of four; you should, I recommend, either make the detailing less prominent or take out the symmetry and make it random, because it looks a little... odd, let's say... to my eye now.
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yohoat9
274 Posts
Posted Jul 11, 2011
Replied 13 minutes later

Rubrica wrote:
Also, I just realised that the room is perfectly rotationally symmetrical, to and order of four; you should, I recommend, either make the detailing less prominent or take out the symmetry and make it random, because it looks a little... odd, let's say... to my eye now.

That's the idea, the map is called "Patterns" for a reason. all of the rooms/chambers are going to have the odd symmetry you see here, it's all part of the theme and atmosphere.

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Soundlogic
169 Posts
Posted Jul 11, 2011
Replied 49 minutes later
I like. Very nice atmosphere. Can't wait to see it in action. As said before, improve the lighting a little bit (not enough to alter the effect, just to make it slightly more visible) and it will be perfect.
Quite Impressed,
Sound Logic
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yohoat9
274 Posts
Posted Jul 16, 2011
Replied 4 days later

More on patterns. Some new environment styles, more feedback please :biggrin:

2011-07-16_00002.jpg 2011-07-16_00001.jpg
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yohoat9
274 Posts
Posted Jul 16, 2011
Replied 18 hours later
Bump after a day of no replies, come on people let me know if I should continue this!
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WinstonSmith
940 Posts
Posted Jul 16, 2011
Replied 25 minutes later
You don't need to bump a thread after a day.

Looks good though, reminds me of a few abstract HL2 maps.

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Skotty
671 Posts
Posted Jul 16, 2011
Replied 2 minutes later
Could be something like "jump from platform to platform or fall into the void". Reminds me to some great games/mods. I like that style, it's so... strange and mysterious.

The groundpanels are a good idea how to use the panel style with glass.

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Soundlogic
169 Posts
Posted Jul 17, 2011
Replied 21 hours later
Still liking the effects. Any estimate on when you are going to release it?
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yohoat9
274 Posts
Posted Jul 17, 2011
Replied 17 minutes later
Not sure, I want it to be longer than my other maps though, every map I've made so far is tiny.
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Soundlogic
169 Posts
Posted Jul 17, 2011
Replied 3 minutes later
Well, keep in mind that you can release it before you have added all the test chambers.
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raulness
68 Posts
Posted Jul 18, 2011
Replied 1 day later
Looks like a dream world. I'd run with the style and really take advantage of the atmosphere by trying this that are usually not fair game due to being unrealistic. Stuff like floating platforms that people seem to have a huge problem with. It could work in an atmosphere like this since anything goes when you're dreaming!
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Another Bad Pun
516 Posts
Posted Jul 18, 2011
Replied 1 minutes later
I hope the map features some low or even zero gravity zones. That would be neat!