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Station Facelift: Feedback thread


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Posted

This is great and I love it. My eyes will hurt less at night.

On another note, we really need our own look. Most of our very visible station scenario (walls, airlocks, floors, scrubbers, vents) is noticeably old and all of it looks outdated. We really need to start getting our own identity and I think this is a great start. These new sprites look good.

Posted

I absolutely adore this, and I think you have an excellent artistic inner-eye. I like that this is a first step into looking unique. I dig it.

Posted

The first thing i ever noticed when joining the server was how Windows XP all the textures looked. Feel like this would help clear that up pretty well.

Posted (edited)

I like them.

At the moment they do not match the other items in the images, it is very striking. I also think some of the colors will require fixes for sprites designed with department colors, for example borgs and uniforms, since these shades look very different.

I am excited to see other items updated to match the style.

Edited by StationCrab
Posted

Not feeling too hot on the new wall sprites. They are a frankenstein inbetween of the perspective top down walls and our current ones.

dreammaker_RyYJVG99vb.png.f400ff5e2236aadc10a08f7f0240b12a.png

Reference image. I can see what the new walls are aiming for - the cool perspective of ERIS and BAY. But the corners don't go all the way, it's too afraid to commit to the new style.

So it's this weird inbetween. Make the corners go all the way down, please.

Also, the reinforced walls look way too similar to regular walls but with a dot in the middle.

1563037165_assjajvert.thumb.png.3a9a5c59bd40c695785b07bb7aabc8bd.png

 

Next up, the vents and holopads. Left is the old ones, right is the new

I don't know, it feels like a straight downgrade to me.

dreammaker_L0nyoRtdMe.png.4b549aab8f1dcdbb1e2769511468ce45.pngdreammaker_Ip5Jwu2tiJ.png.694dc357fbcb32811bece79f83049c41.png

The vents are less detailed and spinning the wrong way

QvIwJaGfih.gif.6ab904abeeac5ee53a0218af87a73eb2.gifyNFLgNQHRZ.gif.71c656471b343e91456df9985ebc961b.gif

Again, less detail (and making engineering a little harder to click the damn thing)

dreammaker_FtWiWTmBCp.png.48628c3f8da355bf4fe3c183f021c9ec.pngdreammaker_066255e9VL.png.7ea1ccee6590a7b77ca7e26fcace4f89.png

These changes are good, yes, but they still need a little more work put in to be great.

Just calm down and pull the handbrakes for a bit and we should be gucci.

 

 

Posted

The new holopad is fantastic. The vent spinning the "wrong way" doesn't matter. The scrubbers are great, take up less visual space. More detail isn't always better. As an engineer main, I don't think a smaller scrubber sprite will ever be a problem, I'm not sure where that came from.

Posted
4 hours ago, geeves said:

The new holopad is fantastic. The vent spinning the "wrong way" doesn't matter. The scrubbers are great, take up less visual space. More detail isn't always better. As an engineer main, I don't think a smaller scrubber sprite will ever be a problem, I'm not sure where that came from.

Gonna have to agree with Geeves here. The current holopad looks strangely out of place - it has odd shading compared to the other things we see on the floor. The vent being the wrong way is very ??? to me - Don't know why it was necessary to point that out. Scrubbers are better, again, shading fits in better.

 

Regarding the walls - I don't at all see what you mean, they use the same perspective as our current walls.

 

All in all, this PR brings Aurora something that it is lacking quite badly at the moment - a consistent, unique visual style. 

Posted
6 hours ago, geeves said:

The new holopad is fantastic. The vent spinning the "wrong way" doesn't matter. The scrubbers are great, take up less visual space. More detail isn't always better. As an engineer main, I don't think a smaller scrubber sprite will ever be a problem, I'm not sure where that came from.

...It's a problem. That's why I brought it up. If it "doesn't matter" I wouldn't even have brought it up in the first place.

Also, less visual space. I hope you like your blue floor squares even bigger.

Posted
59 minutes ago, wowzewow said:

...It's a problem. That's why I brought it up. If it "doesn't matter" I wouldn't even have brought it up in the first place.

It's a problem to you. As another engineering main I don't bother with scrubbers often enough for this to impact play too much. Even it it takes me a half second longer to click a scrubber (located conveniently in the exact center of the tile) then eventually I'll learn to click it spot on every time. As far as holding off, why? Why not let it go through and then make further tweaks as you find the time/energy and piecemeal it to "perfection"? Getting ahead of the game on an updated look would be nice and refreshing to many of us.

Posted
2 hours ago, wowzewow said:

...It's a problem. That's why I brought it up. If it "doesn't matter" I wouldn't even have brought it up in the first place.

Also, less visual space. I hope you like your blue floor squares even bigger.

Why does the vent spinning matter?

Posted

You cannot use "less detail" as an unequivocally bad thing. It doesn't mean a sprite is worse. I think they're better in this case because they have less detail and fit the new floors more.

Posted

The sprites look fantastic. Why do the scrubbers have to move counter clockwise? Who says they can't move clockwise? Vice versa? Make them blink like a strobe light. In the end, the scrubbers do what we, collectively as a community, say they do.

Really, these sprites are moving us in the right direction: a unique, custom appearance for Aurora that isn't dated to 2012. I love them.

Posted

The walls are still being worked on which is why there was no pictures being shared of them yet, and they're not trying to mimic the perspective that bay/eris uses.

Posted
4 hours ago, BearSchwanz said:

Gonna have to say I really dislike having the dots on every wall, that part is very ugly in my own opinion. But I like the floor sprites still.

The dot is only on... Rwalls tho? ?

Rwalls for elevator+chem, normal wall on the bottom right, no dots

Posted (edited)
3 hours ago, Pratepresidenten said:

The dot is only on... Rwalls tho? ?

Rwalls for elevator+chem, normal wall on the bottom right, no dots

Oh, I was looking at the pic wezzy posted. - ohhhh whoopsies.

Edited by BearSchwanz
Posted

The change from light floor tiles to dark is very big and spooky in my opinion. But I am loving it nonetheless. The floor tiles in RnD kind of look... off to me. Like they are blurry. Maybe that's just my imagination.

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