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Station Facelift: Feedback thread


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Posted
10 hours ago, Roostercat said:

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.

It makes sense it would be spooky. The floor tiles are essentially the canvas of which everything else is painted on!

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Posted (edited)
On 19/03/2020 at 18:27, Roostercat said:

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.

Glad you mentioned this. It's not just RnD for me, it's all of the tiles that look blurry to me. It's that strange border. Maybe make the center of the tiles larger and the shading smaller? Or more subtle. The holodeck tiles are absolutely fantastic and a great example.



Also. The scrubbers, vents and AI pad are cute. The added dots and x's on the walls are very strange. Not sure what it is.

Edited by Seeli
Posted

Is the goal of this to eventually resprite everything? I would tentatively support it if not for how much the dark, muted new tiles clash with the comparatively very bright airlocks/windows/disposals/etc. I think that makes it look pretty bad. And I'm not sure if making everything so dark is a good idea, especially when a lot of the clothing items are from the original, bright artstyle and will make characters pop out waaaaay more and look like they don't belong in the scene.

Posted

In my opinion, the tiles seem to either have the problem of being too unsaturated and muted. The shift to more grey-ish shades of colours altogether is not one that I personally think looks good with the other sprites on the station. I understand that this is a painstaking step-by-step process by the tiles don't even match well with themselves in certain areas like the medbay where the colours are a mismatched mess that look as if each colour is springing out of the floor with fuzzy edges that clash with the more metallic look of others. In other places the shift from light to dark or one colour pattern to another is so jarring that it becomes borderline unsightly like the main window of science when contrasted to the hall or the forensic lab when contrasted to the forensic office. Another example would be the red-white pattern tile of the dining area compared to the grey-white of the kitchen itself, it doesn't flow well like the lighter hues we had before. In conclusion, the re-spriting of colours would have gone better if the colours were not as muted. I understand wanting to face-lift the station by changing the colours, but this is a little much for my taste. It is jarring at times and an eyesore at others but I like the concept and think that there is a lot of potential for it to improve!

Posted

All in all I think this is pretty much perfect as is, with the exception of white and green tiles - which look too weird. The whites need to be brighter and more white, and the greens paler and more pastel. Atm green is a somewhat desaturated olive. 300% improvement over what we had before, but we can still make things better and replace other sprites to fix the new art style.

Posted

I have to say I enjoy the majority of it a lot, however, there are some discussed problems with medical and I think it's down to a few things.

This section looks fine in my opinion and I think it all blends together relatively well, excuse the stinky med-mains but at least that gives a sprite contrast to the tiles.

Spoiler

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Here is where I think problems start to arise, when you have three to four colours clashing and the contrast of the reception office tiles. The red creates a weird out of place colour clash and the orange is just sort of splashed around a little randomly and the reception tiles really just don't merge too well. It all sort of creates a bit too much for us smooth brains to comprehend at once and hurts the eyes a bit.

Spoiler

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You can also see how the reception tiles create something of a depth of field effect almost with their contrast of sharpness. This also isn't very pleasant on the eyes. As someone said, it feels a lot like taking your glasses off.

Spoiler

DoF.JPG.1b5d63e4506173c1fc9ed74910290bca.JPG

As I said before I really like the majority of the change but medical is a difficult mix match of colours and focuses. 

Posted

I like most of the changes, but the white tiles look completely fuzzy and out of focus, enough that it hurts my eyes, and the orange decals (namely the ones around the pharmacy) look too dark and saturated for a white floor. In other places, the industrial yellow decals (the hazard stripes, the arrows pointing to scanners and cryo tubes) are too bright.

The white tiles are my biggest issue personally, though. They need more defined edges and such that don't make it look out of focus.

Posted

Yeah, I agree, medical is really really tough on the eyes. I was only able to stand in it for five minutes before being forced to cryo and look at something more pleasing. The white tiles create a blur effect that looks as if I'm floating 5 feet in the air.

I also think the engineering colors are too bright for the dark floor around. 

Posted (edited)

As mentioned above, I think that medical's tiles make it look "out of focus," which is really hard on the eyes. It also clashes really hard with the other sprites, which are less muted. 

image.png.90fe6b30134685a9a5a8e8e8705dd018.png 

As mentioned above.

I also noticed the same issue in RnD, where the white causes the tiles to look "fuzzy" for lack of a better word.

Edited by Wigglesworth Jones
Posted

My only critique is to echo what's already been said about the white tiles, but I know there are already plans to make those easier on the eyes.

In general I love this facelift! The new dark tiles and walls look greatly, much sleeker and more sophisticated looking than what we had, and my favorite part of this is all the little details in the vents, request consoles, scrubbers, and air alarms. They look so good and the animations are fantastic. Thank you for the work you guys put in on this.

Posted

I like everything in this, except the wall-sprites, really.

 

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On the top is a normal steel wall and the bottom is a reinforced wall, these walls feel....weird; they feel like they're old and scratched instead of just normal- pristine walls. I think the reasoning behind this is because of the small, little black dots in the sprites and the little "wedges" on their borders- this all makes them feel a bit jagged, kinda fuzzy, and worn-out. Also think the dark floortiles could be a small, tiny-bit lighter.

Posted

A surprising effect of the blurry tiles all over the station was motion sickness. Moving around as a ghost and then stopping over blurry tiles (white, colored or the slightly blurry dark grey) felt like reading a book in a moving car; immediate motion sickness. It is also difficult to tell which walls are standard and which are reinforced at a glance, unless there's a patch where you can see the color shift from gray to light gray.

Posted (edited)

Everything seems a bit too drained and desaturated with the new textures, it's also hard to tell where one tile starts and stops. Plus  I have to echo everyone else's complaint that the white is too subdued/blurry. I'd personally prefer a slightly greyer floor tile like what we had in the old textures. The new scrubber also blends too much into the floor, I think. It seems more like a random hole tacked on instead of a device built into it.

The dark tiles carry at least a bit more outline than the grey tiles, but everything tends to feel muted and the same after a while.

I preferred the old holopad but it's a case of personal preference, I think. It works better on the darker tiles than it does on brighter tiles but tends to blend in too much like the scrubber.spacer.png

Some side-by-sides for reference.

Spoiler

 

Oldtile.PNG.5f793ca12fdd5c406ba9b52f0fa8a31a.PNGnewtile.PNG.9f53527c9dd8bfa0f6754d1d2570c780.PNG

       oldsec.png.c23ffdac86e052538086a2fbf90d7421.png       521884431_newsec.png.f0f74268d60aa78bc7f185879496a24e.png

Old vs new

1861401234_lightholo.PNG.c126e52f8b0cb7c85880e2263ff0f622.PNGdarkholo.PNG.552fb00aedf0b5a52bc591d18f3643e4.PNG

Holopad on dark vs light tile

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Light and dark tiles

 

 

Edited by The Stryker
Posted

The tiles have way too little contrast between colors, creating this "blur" effect, making it look smudged.

It is the most obvious in the while tile sprites, but I can attest to the darker sprites having the same problem, however it's less noticeable in the darker colors.

Also, again with the scrubbers and vents - they only seem to look good in certain areas, and terrible in others. They need to be tested in different environments first.

Just because they look good in one region doesn't mean they look good in another by extension.

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And here - the paint doesn't fit in the tiles properly.

 

 

Posted

I wanted to suggest that the fire alarm is made more obvious and back to a more standard red. I am no expert but I honestly believed they were designed to be bright and red so that in an emergency, when you can't think clearly or you aren't certain where the nearest one is, it's going to jump out at you. 

firealarm.png.2f7be2c185edb83378a169ffd110694b.png

I would love as well if things were more saturated as well, personally.

Posted

I hate to be this guy, but I really dislike this. It feels far too dark and industiral- I feel like I am on Baystation rather than Aurora. This does not feel like some corporate research station, it feels like a military vessel. It seems very drab and bland to me. Additional, the white tiles seem very blurry to me, which messes with my eyes a lot. It also doesn't mesh well with the current airlocks, which looks pretty bad to me. I know that our previous sprites were quite old, but as far as my opinion goes, they were already good, and didn't need changing.

Posted (edited)

 

dreamseeker_VW3O8RZSuP.png.2c63018252f0d3adb7f0524b44cf6eeb.png

 

So I went to take a look at the new terminal sprites. They look out of place. The screens are this weird teal color which matches NOTHING in our game right now, and the original holographic style is gone.

I honestly preferred the old intercoms. They didn't pop out as much, and they felt like they belonged in the walls.

Same with the APCs. They now have way too much visual clutter and don't look like they actually fit on the wall - it's like they got glued on.

They've also got exposed wires, and this weird white outline, which makes no sense to me.

Edited by wowzewow
Posted

I heavily feel like the above is a matter of taste. I think the new terminal sprites are fantastic. The teal aspect of it is cool and refreshing, and the consistent visual style between each type of terminal is good. Old terminals were dull and easily missed, these grab your attention and look good while they do it.

2 hours ago, Leudoberct said:

I hate to be this guy, but I really dislike this. It feels far too dark and industiral- I feel like I am on Baystation rather than Aurora. This does not feel like some corporate research station, it feels like a military vessel. It seems very drab and bland to me. Additional, the white tiles seem very blurry to me, which messes with my eyes a lot. It also doesn't mesh well with the current airlocks, which looks pretty bad to me. I know that our previous sprites were quite old, but as far as my opinion goes, they were already good, and didn't need changing.

As far as "It looks like a military ship and not a corporate vessel", I don't see the point of this argument. Why should corporate research stations look bright? Why should military vessels be dark? Furthermore, pound for pound the Aurora is more industrial than it is not. Supply, sec, engineering, etc all exist, after all. Furthermore, I don't understand the "bland" thing. They have more detail than the previous sprites by a long shot. 

Posted
2 minutes ago, DanseMacabre said:

I heavily feel like the above is a matter of taste. I think the new terminal sprites are fantastic. The teal aspect of it is cool and refreshing, and the consistent visual style between each type of terminal is good. Old terminals were dull and easily missed, these grab your attention and look good while they do it.

As far as "It looks like a military ship and not a corporate vessel", I don't see the point of this argument. Why should corporate research stations look bright? Why should military vessels be dark? Furthermore, pound for pound the Aurora is more industrial than it is not. Supply, sec, engineering, etc all exist, after all. Furthermore, I don't understand the "bland" thing. They have more detail than the previous sprites by a long shot. 

I don't know what you're expecting me to tell you here. I've given my opinion on it- yours differs.

Posted
4 minutes ago, Leudoberct said:

I don't know what you're expecting me to tell you here. I've given my opinion on it- yours differs.

Fair enough.

Posted

The reason people feel so weird about the new sprites is because they don't fully mesh with the others and feel out of place by comparison, and I almost wanted them to be reverted just for that, but I think I know why I do like them.

 

They give the feeling of a more drab, purely corporate setting- which I think we've lacked. NT's been soft, people are often happy and cheery icly- you don't feel the behind-the-scenes impression that most of the known galaxy is basically ran and operated by corporations.

 

Fire alarms should be red though- that's kind of the point, to pop out and because red means danger/fire. The APCs have a weird white outline that's kind of oval-ish? Should be just a rectangle, but that's kinda nitpicky tbh. Holopads could be more blue in the middle- they look like they should be more like scrubbers rn (?), sort of?

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