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Faceless is a mod based upon the internet famous Slenderman legend. Four players will roam a world in which only human instincts can face an unholy test of endurance. Immerse you and your friends, or strangers, into a dark and mysterious run for survival.
A little screenshot from Hyde Station.
Map by Dillon (ForbiddenDonut)
-----I looked at the image.....And...Started shaking....GOOD SCENERY, SIR!
Very nice.
It seems to be lacking a lot of detail (in comparison to the last station image), although I do not know if that is a product of this being a W.I.P. shot or an intended effect. The lighting strikes me as a bit tepid for a horror mod, but then again I do not know this area's intended purpose, or the mood your trying to convey. For your knowledge: I am not discomforted at all by this shot (In fact, I feel a bit warm.). However, my one real complaint here is how the disrupted tiles are cut: The ones closest to the stairs are fine, but the other half of that section appears to be rather hastily cut using the clipping tool. I understand tiles can occasionally break like that, on a small scale or if cut by hand, but used to that extent makes the floor seem to be made of cheap plastic linoleum. Those patches also stand out due to the lack of other debris, such as trash and graffiti, that are practically trademarks of ill-kept stations. At the very least, a few traffic cones could provide some needed contrast. Hopefully, these suggestions have helped a touch, keep up the hard work.
DrHammer -
It is a WIP shot. All of the screens being posted are WIP. The color is to break up the amount of white/blue that already inhabits the station, and give it that 'dirty'/'grungy' look. The tile break-up across the platform is about as wide as the one in the foreground. It's the perspective that fore-shortens it.
If you do not believe me, I'll gladly post a screenshot.
I appreciate the comments, and I'll keep them in consideration.
OH. I just re-read your post.
I'm working on that particular tile-set right now. All the edges will have that 'protruding tile' style to it - this shot was just taken when that I was still working on it.
I wish people would give more feedback than 'it's under-detailed' (and I'm not saying you haven't, don't worry). It's an alpha and maps take several months to work on. I also came onto the team pretty late - this map was started in late September/early October (depending on whether you count based on opening Hammer).
I get a lot of these "it's under-detailed." Right. It's an alpha. I try to encourage discussion on other elements on the scenes - the lighting, the tones, the geometry. But people are so hung up on the details, those discussions get buried.
Just a note for anyone looking to give feedback that I can actually work with.
Thanks, guys.
OK, I've said this before and I'll say it again. I recommend limiting the WIP postings until you think they are not WIP anymore. That way, you get some decent constructive comments instead of a tirade of "OMG its so empty" comments that have zero constructive value.
If you DO feel compelled to post these clearly WIP images, then I think you should have a specific goal in mind and ask us, ie "Do you think this would be a good lighting scheme?" or "What kind of props do you think would fit into a place like this?" so the feedback is more directed and constructive. Otherwise, keep working in radio silence and then WOW the crowd with a really nice screenshot later.
Here are some constructive comments:
-Try adding some thin yellow fog. Be sure to set the opacity of the fog to .1, and set the fogstart to 1 and the fogend to roughly equal to the width of the entire playable area (for indoor settings).
-Maintain a common color theme throughout the whole level, and limit colors that will lead the players in any one direction. For example, warm colors like red, yellow, white, and even lime green could work in concert with this image's color theme. Once you pick a color theme, stay away from opposing colors, which will stick out and thus lead the players. You WANT the player(s) to get lost.
-The stairwell is very wide...consider adding a handrail in the middle.
-There is a special place in Hell for people who attach point_spotlights to flourescent tube lighting. Please consider replacing it with env_sprite...let the engine's HDR do its job.
That kind of constructive criticism is what I'm looking for. If I hadn't posted the picture, I wouldn't have gotten the criticism. But if you want radio silence, I can do that. I won't release any images until the beta in a few months.
About the color scheme - I don't think I agree. Dead Space, Amnesia: DD and Killing Floor has plenty of moments where the color schemes are set based in rooms than in entire levels. For example, the basilica church in Dead Space 2 has candle rooms which ignites up in a yellow/orange tone, while the main sanctum/nave areas (where you encounter the Stalkers) is mostly blue/white. It's there to guide the players, as you say.
In this case, I do want to guide the players. They should be focused on getting away from our AI and finding the dolls - not battling with the layout and a static light design.
The stairwell is noted. I'm getting handrails to divide them up.
Yikes. Sorry about the point_spotlight. I'm honestly just playing around with lighting effects and seeing what sticks. I did not realize that I would be hated for it.
I appreciate it, zonbie. I never wanted to come off as "stop giving me criticism." I really enjoy getting criticism. Because ModDB is full of fine developers, I just expect people to be deeper with it. That's all.
gim..e t.e..ty.. doll..s.. gimme twenty dollars.. no wifin in the club.. Gimme Twenty Dollars GIMME TWENTY DOLLARS NO WIFIN IN THE CLUB
Good start, I would recommend adding more debris to the ground. Right now it looks rather odd that there are holes in the ground but no sign as to what caused them. Also the whole scene in general is to clean. You also have a misaligned texture in the back (at least that's why I'm guess the red tile jumps up 10-15 units)