Hello sock,
Very interesting clip.
I know you want straight feedback, so I am trying to write what came to my mind while watching it:
1.) Particles from big flames and teleporter are too identical. Try to bring more difference in them.
2.) The big flames particles: Their size, lifetime and flying radius seems a little overdone.
You seem to make use of the "time" keyword rather than the alpha-fading out keyword.
Maybe using alpha to determin their lifetime would look better ? Because now they dissapear abrupt (because of reaching the time value). Try fading out into thin air with alpha keyword.
3.) Corona around big flames look much better than before. Nice !
4.) Small candles seem to have none (it is hard to see because you move so fast in the clip) ?
5.) Teleporter particles (pretty much the same as with big flames).
I like the fact that you use square shaped particle textures, that fits very good into the ITS MOD ambience. Maybe nevertheless, try to not make them complete opaque (see alpha keyword above).
6.) Teleporter texture/shader. It was a good idea to add the same particles into the teleporter texture. That looks great and gives the feeling they fly out of it.
A good mixture of reflective and non-reflective areas of the texture.
The color of the teleporter: It is different than the other colors that are used in the map (like MG said), but that is a rather good thing, because it pops out of it this way. Like an eye-catcher. The complete teleporter area is an eye-catcher aynhow
Oh wait... The floor tiles have the same color as the teleporter. For me he looks fine.
We have a saying in Germany that I want to mention regarding the Darkplaces features:
"Wenn man einmal Blut geleckt hat, kann man nicht mehr aufh�ren."
I would say that you managed it to bring some advanced engine features into the ITS universe, without making it look wrong/overdone. Maybe take the time and think about above mentioned points though.
Great job !
Very interesting clip.
I know you want straight feedback, so I am trying to write what came to my mind while watching it:
1.) Particles from big flames and teleporter are too identical. Try to bring more difference in them.
2.) The big flames particles: Their size, lifetime and flying radius seems a little overdone.
You seem to make use of the "time" keyword rather than the alpha-fading out keyword.
Maybe using alpha to determin their lifetime would look better ? Because now they dissapear abrupt (because of reaching the time value). Try fading out into thin air with alpha keyword.
3.) Corona around big flames look much better than before. Nice !
4.) Small candles seem to have none (it is hard to see because you move so fast in the clip) ?
5.) Teleporter particles (pretty much the same as with big flames).
I like the fact that you use square shaped particle textures, that fits very good into the ITS MOD ambience. Maybe nevertheless, try to not make them complete opaque (see alpha keyword above).
6.) Teleporter texture/shader. It was a good idea to add the same particles into the teleporter texture. That looks great and gives the feeling they fly out of it.
A good mixture of reflective and non-reflective areas of the texture.
The color of the teleporter: It is different than the other colors that are used in the map (like MG said), but that is a rather good thing, because it pops out of it this way. Like an eye-catcher. The complete teleporter area is an eye-catcher aynhow

Oh wait... The floor tiles have the same color as the teleporter. For me he looks fine.
We have a saying in Germany that I want to mention regarding the Darkplaces features:
"Wenn man einmal Blut geleckt hat, kann man nicht mehr aufh�ren."

I would say that you managed it to bring some advanced engine features into the ITS universe, without making it look wrong/overdone. Maybe take the time and think about above mentioned points though.
Great job !
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