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3/4ths Update Feedback Thread


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Posted

Beginning with the positive:
The Chapel looks absolutely stellar; same with the Bar, Kitchen and Library. I love the flooring throughout these areas.
The north-facing machines are generally more visible than I expected, without intruding too much onto the tiles. Though the Newscaster and Request Console look somewhat cut off sprite-wise, but I suppose there isn't much to be done from that angle.
I highly appreciate that this attempts to be unique and distinct from other servers.

 

Onto the more critical:

Some of these railings really look off, as if the bottom railings were misplaced by half a tile southward.

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Some of the floors feel a bit too bright when contrasting with the walls, perhaps due to their highlights?

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Comparatively, the following floors look very good due to having inherently darker tiles and subtler highlights

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The vertical sprites on these doors don't mesh with the surrounding walls very nicely. Perhaps this could be solved with some edge darkening/outlines against those walls (in place of the current lightening on those edges, which is rather odd), as present in the horizontal sprites? Examples of both vertical and horizontal included to show what I mean.

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Final and very small bit of critique, the way that these side rails 'end' makes them look as though they're merely a floor-liner in some places. If end-posts were possible such as where railing corners connect, it would help alleviate this.
 

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Overall, I like the changes for the most part (especially in Service), a few touch-ups would solve all of my present complaints.

Posted (edited)

Got three things.

I love the new walls, like someone said before they really do make the ship feel a lot larger and I find it easier on the eyes.

The floors are definitely lovely, I like the new sections with grates and the large plate sections. I do however find the small tile sections busy on the eyes, I would suggest to increase the large tiles through the halls and maybe make a half tile decoration for the halls and long stretches, SCC would never waste the extra 0.00001 credit on 4 more rivets than make a larger tile.

Lastly some obvious bugs are the elevators not liking open space tiles, R&D lift as an example.

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railing is below Idris logo animation

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no "end" to a rail, and improperly connected corners,

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image.png.242e701d3b5aa7ef2637234a0f4bc978.pngimage.png.d1328d16366312e6d715c125942e45bd.png

extra tile decals by holodeck alpha

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love the new sprites and stuff, keep it up!

 

 

Edited by Airlines7
hid the images
Posted

Subjective feedback!
A lot of the ship looks a lot more desaturated and higher on contrast than before, which can be a little hard on my eyes. I'd like to see the contrast reduced and a little more colour and shade brought back into a few sprites and departmental decals.

Wooden floorboards look a lot more washed out in a way that's particularly noticeable in service.

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4 hours ago, RustingWithYou said:

A lot of the floor decals seem to have become way brighter, and generally been somewhat messed up in their layout. It's especially jarring in spots like Security, where the airlocks are still the darker sec blue. 

Ditto to this. A few departments, including medical, engineering, and deck two security, have gotten much brighter floor decals than before, creating a pretty jarring contrast combined with the darker walls and the new dark grates in the hallways. New and old medical are below, you can see how much brighter the new floors are. I'd like to see the floors darkened down a little, and the grates made a little lighter, to reduce the contrast.

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Conversely, areas that haven't had a big shift in colouration look way better than they did before. The crew armoury isn't hard on the eyes at all in comparison to the old sprites, the walls and the floors do not feel at odds with eachother. 

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(ignoring the hivebots lol, i didn't have a better screenshot of the old armoury)

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Overall an excellent update, and I'm looking forward to seeing how it develops as the kinks are worked out!

Posted (edited)

Bugs.

The airlock controller inside the port propulsion airlock appears to be invisible, I can only use it if I alt click and select it on the floor tile inside of the airlock.

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 Also, similar to what Lynx said, the orientation of wallbound devices on the Tarwa ship will need to be looked at.

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Edited by hazelmouse
Posted

Flew around the offstation antag rooms for some pictures.

 Wizard Mind Palace

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Loner (also I think the map on the wall there is the Aurora Map?)

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Merc Room

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Ninjas

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Burglars

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Heisters

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Posted (edited)

I love the looks so far. The garden and deck 3 (aside from hallways, mentioned below) looks fantastic. The gold accent on Command airlocks is great. Hangars look very cool, so do the docked ships.

My criticism is that the floor types are very bright and washed out now, to the point where it starts hurting the eyes. It feels like the old lighting testmerge a few months ago, and clashes with the brightness of the walls, grates and surroundings to my mind.

The main areas I dislike are the medical lobby (seems to have a lighter shade of green than the rest of medical), security and general hallways (because of the clashing contrast between walls, grates & surrounding sprites). In my opinion they could do with toning down the brightness and contrast.

Some sprites (i.e. the wooden chairs at the big dining table in the dining area beside the kitchen, the tables with wood flooring) are difficult to see because it's nearly the exact same colour as the floors.

Edited by Ramke
Posted

Also, new doors don't have little hatches for drones/pAI anymore, so they just sorta... phase through. It's really noticeable, unfortunately.

Posted (edited)

Bugs. 

When adding plating to table frames, the sprite remains unchanged. This applies at least to steel and wooden tables.

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 A light fixture almost entirely covers the supermatter blast doors button in waste disposals, you have to track down a thin line of pixels or alt click to use it.

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Intercoms do not light up when the speakers or microphone is enabled.

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Edited by hazelmouse
Posted

It kinda bugs me that some desk windoors (Specifically the Pharmacy, I have not checked elsewhere) are now solely outwards facing, and ID locked. This means that to put something on the desk, you have to either leave it on the ground, or get the inhabitant to open it.

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The north-side windoor in the Pharmacy is inwards facing however, and far less annoying to deal with.

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Posted
9 hours ago, lilahnovi said:

Some new sprites would benefit from shadows added to their model as a semi-transparency.

We should have a proper shadow system similar to what /tg/ has, so low-light environments don't cause issues with baked shadows.

Posted

I like this overall, but I have a few critique points:

-Reinforced Walls use the same sprite as normal walls. They should be different in some capacity, like they were before.

-I do not like the airlock sprites. The glass airlock windows are not transparent like the 2x1 airlock, and they have no depth. They are big blobs of color with no detail. Compare these to our previous airlocks.

image.png.a5a69ebc94a428d34d9894d662c455bd.png

The one on the right, the old one, had far more visual interest and suggested depth comparatively.

image.png.3cf0d84968dbc48ae3b89b6cf401a987.png

Yellow highlights gave visual interest, and the overall design was more interesting. The new one is a red square.

image.png.7500489895ebe98774c2424f31b30ff4.png

Overall, though, I find this to be an improvement. Kudos to the development team, spriters, and mappers for putting in so much time and effort. Thank you all.

  • Like 2
Posted
37 minutes ago, Susan said:

I like this overall, but I have a few critique points:

-Reinforced Walls use the same sprite as normal walls. They should be different in some capacity, like they were before.

-I do not like the airlock sprites. The glass airlock windows are not transparent like the 2x1 airlock, and they have no depth. They are big blobs of color with no detail. Compare these to our previous airlocks.

image.png.a5a69ebc94a428d34d9894d662c455bd.png

The one on the right, the old one, had far more visual interest and suggested depth comparatively.

image.png.3cf0d84968dbc48ae3b89b6cf401a987.png

Yellow highlights gave visual interest, and the overall design was more interesting. The new one is a red square.

image.png.7500489895ebe98774c2424f31b30ff4.png

Overall, though, I find this to be an improvement. Kudos to the development team, spriters, and mappers for putting in so much time and effort. Thank you all.

Agree with this, overall this is great, just the doors i'm not a fan of. The 2 tile wide doors are also very plain

Posted

Camera clipping here

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APC and fire alarm clip here

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Flags and light tubes look a bit weird

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oh god this elevator

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Posted

Not a fan of the new look of maintenance. I think the new look of the platingless floor is too smooth, and the contrast between that and the grating is too much.

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My alternative proposal, which I am willing to put the work into, would involve replacing the grating with catwalk and adding some grungy tiles to maintenance:

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Posted

The plaque in the bar doesn't have a description about it's engraving anymore. Examining it just says it's a floor.

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The barstools look really nice, but they look like they are supposed to be directional? They don't rotate though, and most of them start facing the wrong way (South).

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The camera in the kitchen overlaps with the food vendor in a strange way. The light being on top of the window also looks kind of strange.

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Hallway light seems to be blocking this air alarm

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Security HUDs are also overlaying weirdly with stuff

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Something bugged with this door too (Machinist's lift)

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More strange layering in security

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And another light blocking a flag north of the intrepid

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Posted

Oh, also the alert when an airlock can't close that plays is really annoying if someone has to stand in an airlock due to, say, a security confrontation (Moving one way would stop the conversation, the other would endanger themselves). If it could only play the first time the airlock fails to close that would be great!

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