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Project Exorcism Episode 1 : Turf Wars (Feedback thread)


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Posted (edited)

A quick preface for the feedback :

THIS IS A FEEDBACK THREAD FOR SPRITES! NOT MAPPING!

COLORS : They've actually always been this way. It's just that the way they have been rendered in the past has just been criminally desaturated from the PoopDark trend from eons ago. For particular sections that need darker colors, they need to be remapped with the proper colours.

Also, this fix has also fixed the paint gun. Which should actually follow your colors properly.

dreamseeker_GpChX4CmSP.gif.40ccbb6d3c4561667ba2a1440c872428.gif

 

For weird lines in the middle of decals, tiles not being fully coloured by decals, those are mapping issues. The mapper did not use the proper coloring decal.

Anyway. Just make sure your feedback isn't a mapping issue. I'm serious.

 

 

Edited by wowzewow
Posted

I think we should either resprite or reduce the luminosity of them, at the current brightness they are kind of a punch in the eye

Posted

Personally I'm not a fan of the way the metal floor tiles look. The way the rivets (whatever it is that is on the edges of each quarter tile) adds a lot of what I believe to be unneeded visual complexity.

Posted (edited)

The tiles on their own are good sprites, however when mixed with the style of the walls and most of the other sprites on the server they kind of clash.

If we have to keep these sprites I'd say make them less bright, like Fluffy said. Not to say bright tiles dont have their place, and I do appreciate having the floor painter actually paint the color you choose, but having the default tiles be so bright is a flashbang.

The hall tiles also relatively complex. On their own, I fuckin love'em, when the entire hall is them? It get's a bit choking.

Overall... Eh? The new linoleum tiles are fantastic, but the main hall tiles I feel should be toned down a bit.

Edited by whitewolftamer
forgot to put "but" in a sentence
Posted

It's already been mentioned a bit, but, there's two main issues i've seen:

The rivets/screws on the tiles just does not look good, especially in rooms with a bunch of them. There could be instances where it looks fine, but, not room-wide.

I think this is already being looked at, but some of the department colors definitely do not work with these new tiles, science, security, and medical especially are way too bright, the bright pink-blue doesn't look good with it. Some departments did benefit from this though from what i've seen, operations, the bridge, and service especially, engineering is fine but probably needs a different orange. Overall the darker floor sprites worked better and less straining on the eye,

Outside of these issues, most of the sprites look good so far, the grass, linoleum, and reinforced tiles outside the ship especially. The kitchen and bar look great as well.

The plating/grates look a little strange as it stands, but, this might improve with the new wall resprites. While in maint it might end up being fine, in places like the docks or where there's like a 10x10 number of plating tiles it tends not to look too great, they don't blend in well together.

Outside of this everything else seems fine from what i've seen.

 

Posted

I am also of the opinion that the brightness needs to be toned down. I am getting sensory overload just from looking at medical. Additionally, medical in general just looks straight up bad. The grey and white in the Cube and the intense lime green mixed with the not-so-white white clashes hard.

Posted

These sprites are incredibly bright. It feels almost like a reversion of the tiles we had several years back as seen in the screenshots below. The first one is with this current PR on, and the second one is an old screenshot I have of the old Medbay, before the sprite change over then.

image.png.1d0a2dae1e51a98e4d4e1635b2b8ba59.pngimage.png.ce7a734f38bb115a98447828c9d2d7fe.png

I will agree with the generic tiles out here and around in various departments as well. Unsure, but worried about someone with Trypophobia on these.

image.png.d0bc6057a686b4500ea759f42c243436.png

The brig feels INCREDIBLY busy now as a result. Like, there's a lot going on in here. (Also, are the shades on the blue in security two different colours?)

image.thumb.png.a8196d376219710e8acdcc251f40a107.pngimage.png.04f19e2ee210a01f60cf42a3089bd00f.png

 

These are neat though, I like these.

image.png.d24cb29825f83378f2004b346c30c11c.png

 

Command is extremely bright as well.

image.png.266a150ddd067dfde745e930740023b4.png

 

 

Posted

I'm echoing the above. Things are so bright now it feels like I went back to SS13 in 2014 and not in a good way. The darker decals and tiles were a lot easier on the eyes and looked aesthetically better to me.

Operations is decent, though.

Posted (edited)

I completely despise this brightness, please return to what we had before. I play a character with nearsightedness and find that I have perfect vision without prescription glasses now just because of how bright and high-contrast these tiles are. Even putting the brightness aside, the new metal tiles are very visually busy which I quite dislike.

I really hate to use this argument, but did the tiles truly need an update? I felt like the general colouring, tone and tiles of Aurora have always been the strongest part of it's aesthetic.

Mild edit since I shouldn't be wholly negative: The dark-greenish tiles at the stool area of the Kitchen are good, perhaps the one tile I do like from this. I'd like if they were an addition, rather than part of a general replacement.

Edited by Carver
Posted
31 minutes ago, WickedCybs said:

I'm echoing the above. Things are so bright now it feels like I went back to SS13 in 2014 and not in a good way. The darker decals and tiles were a lot easier on the eyes and looked aesthetically better to me.

Echoing this and those that said similar. It's obnoxiously bright to the point where it clashes a lot with what we have, and feels like shadows don't exist anymore.

I don't necessarily mind the new sprites but the brightness/shading is not something that needs to be changed, in my opinion.

Posted
17 minutes ago, Carver said:

I really hate to use this argument, but did the tiles truly need an update?

To answer this: This is part of a longer-term project to bring Aurora to a 3/4ths perspective used by other servers, with the addition of new walls and other assorted things.

 

I echo the sentiment that the tiles are too bright, and this is coming from someone who knows what is a mapping error and what isn't. I am also not a fan of the exposed screws/rivets in the standard tiles. We should probably be updating the color definitions -now-, regardless of mapping errors, so at least correctly mapped areas look correct.

Posted
5 minutes ago, GeneralCamo said:

To answer this: This is part of a longer-term project to bring Aurora to a 3/4ths perspective used by other servers, with the addition of new walls and other assorted things.

I would rather we not. I play on this server because it has chosen to not be like other servers, in regard to both aesthetic and general direction.

Posted (edited)

Let me just point out to my fellow feedbackers ahead of time that it should be kept in mind that these turf sprites don't exist in a vacuum - they're just part of a larger respriting project. Obviously they're going to look out of place as-is - the rest of the resprites aren't in.

I'm going to echo the concern that the rivets take up too much visual real estate. I would recommend only using them on certain turfs/adding the rivets as a decal instead of as a part of the floor tile sprite itself. That way, you can sprinkle them around. Otherwise, they should be made smaller.

I will also echo the sentiment that things are too bright/saturated at the moment. I've always felt that Kyres had a good point when he maintained that a darker background is best, as it helps make character sprites pop. At the moment, the floor tiles are as bright and eye-catching as the sprites, which is a serious problem.

Spoiler

dreamseeker_WAidjg8o8a.png.f08ec5f31f4ba2f83de41e401809ccc4.png

My other primary concern is that the plain-jane plating clashes badly with the normal floor tiles and grates. This is especially obvious in maintenance.

Spoiler

dreamseeker_oVNtgXIHWc.thumb.png.235fbcc3b56f6acf1b6deefb715a943f.png

Plating should be changed to match the palette of the grating/floor tiles.

Edited by DanseMacabre
Posted (edited)
6 minutes ago, DanseMacabre said:

My other primary concern is that the plain-jane grating clashes badly with the normal floor tiles and grates. This is especially obvious in maintenance.

  Reveal hidden contents

dreamseeker_oVNtgXIHWc.thumb.png.235fbcc3b56f6acf1b6deefb715a943f.png

Plating should be changed to match the palette of the grating/floor tiles.

Oh, this is just a mapping issue. Those turfs aren't meant to be used in maintenance anymore. It will be fixed in due time.

 

Speaking of which, I'll have to add that this testmerge and feedback thread admittedly jumped the gun a little.

Most of these things haven't been finalized, so I suggest people reign in their expectations a bit.

Edited by wowzewow
Posted (edited)

I do have a strange bug? to show!
When washing the tiles with soap, the grey gets washed off like it's dirt!

Wild.

 

soaphell.jpg

kitchensoap.jpg

bar scrub.jpg

Linosoap.jpg

cafeposay.jpg

image.png.3563d3647fd38bb866641e00e4ecb56e.png

Edited by lilahnovi
Adding more pics
Posted (edited)

I won't repeat prior feedback in detail. I think the rivets are too visually busy, but the spritework is otherwise good, if a little brighter than I'd like.

image.png.14ddfa52f3824db09b2708d7cafdb614.pngimage.thumb.png.09da1c8f669a1d4bc099d82e938b895c.png

In some places, the grass outline is a little- awkward. It'd be neat if the gold/rubber tile splines inhibited the grass overgrowth, but I'm sure that'd be a clusterfuck to code.

 

image.png.b1be63a7b2967aa966c304ae05d0c71d.png

These new untiled floors are sexy. I love them. They look perfectly like a space where there should be tiles, but they're missing, which old plating kind of lacked- it just looked like a different kind of tile, basically, no depth signifying an empty unused space in the floor. The dark tiles also work very well with the darker paint, there lining the edge of the hangar bay--

 

image.png.d36d1742fafedd86d33d5b63515cc6db.png

But I don't think they work very well with bright paint, personally.

 

image.thumb.png.28459bb1cb8c47b85522dd949703b97e.png

I really don't like these- but I don't think that's the spritework as much as the paint coloring. The uncolored sections of the tile look.. brown? Brown or dark-dark yellow? I think they'd look better somewhere on the greyscale like their predecessors. It also might be that they don't really work well with large swathes of the tiles because the kitchen and bar seating areas look fairly decent with them in small quantities imo, even despite the yellow/brown coloration. Didn't grab a screenie of those areas during the testmerge, whups.

 

Edited by Doc
whoops that was adressed
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