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Cogmap 2: *** UPDATE TO BYOND 509 ASAP ***
Z3shep Wrote:Hello, I'm just here to put out my dumb and probably bad opinions on the doors thing.

I think the big problem here is clashing perspectives. The horizontal walls are drawn in the same isometric-esque perspective as most of the new resprites are. However, vertical walls are done in an overhead-isometric perspective designed to show off the side faces of the wall. Then, these two perspectives mix again in the corner pieces. Finally, no wall sprite ever shows the back face. So, the walls aren't slanted at all.

So, when you create a door to fit the vertical wall segments that applies the rules of the horizontal wall segments, and then apply an isometrised variation of the rules of the vertical wall segments to adapt said door to fit horizontal wall segments, the products look funny.
Adding to this, I appreciate the kind of closed off lounge area for people to wait in above the pharmacy in Cog 1, where here the lounge is also part of the hallway. I think maybe just extending one of the walls where the blue crosses are, preferably the one on the left side, down two more tiles could help with making that a little more closed off, while also providing a nice ambush point.
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