BEEmod / BEE2-items

Standard Items for the BEE2.4
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Left/Middle/Right and Protruding Pedestal Buttons should match attached surface color #3411

Closed LautaroL20 closed 3 years ago

LautaroL20 commented 4 years ago

If you compare the Valve´s Pedestal base with mines, you will notice that Valve´s one has a different size which do not exactly fit with the surface´s tiles where it is attached to, and therefore it doesn´t give a feel that is being raised up from those floor tiles, so in this case, making it to look always black would be understable. However, in the case of the pedestal base from my buttons, you can notice how their pedestal base are actually correctly sized in order to perfectly match with the surface´s tiles where they are attached to, giving a real feeling that the base is being raised up from those tiles.

With this, i mean that in the case of my Pedestal Buttons, they actually makes sense to make them follow the surface´s colour where it is attached to. Here is a comparison to let me understand better:

Image

TeamSpen210 commented 4 years ago

This is intentional. I had a look back at Valve's maps, and noticed that they're actually always black even on white surfaces.

LautaroL20 commented 4 years ago

@TeamSpen210 - If you compare the Valve´s Pedestal base with this, you will notice that Valve´s one has a different size which do not exactly fit with the surface´s tiles where it is attached to, and therefore it doesn´t give a feel that is being raised up from those floor tiles, so in this case, making it to look always black would be understable. However, in the case of the pedestal base from my buttons, you can notice how their pedestal base are actually correctly sized in order to perfectly match with the surface´s tiles where they are attached to, giving a real feeling that the base is being raised up from those tiles.

With this, i mean that in the case of my Pedestal Buttons, they actually makes sense to make them follow the surface´s colour where it is attached to. Here is a comparison to let me understand better:

Image

TeamSpen210 commented 4 years ago

It's not that it's offset really. I had a look through all of Valve's maps, and here's the results:

Map Total N/A B on B B on W W on B W on W On Grid? Notes
sp_a1_intro2 3 0 0 0 0 3 Yes
sp_a1_intro5 3 0 3 0 0 0 Yes
sp_a2_bridge_intro 1 0 1 0 0 0 Yes
sp_a2_bridge_the_gap 1 0 0 1 0 0 Yes
sp_a2_bts1 2 2 0 0 0 0 No No platform
sp_a2_catapult_intro 1 0 1 0 0 0 Yes Platform part of catapault target
sp_a2_column_blocker 1 0 1 0 0 0 No Oversized
sp_a2_core 1 0 1 0 0 0 No Stalemate Button is special...
sp_a2_fizzler_intro 1 0 1 0 0 0 Yes
sp_a2_laser_over_goo 1 0 1 0 0 0 Yes
sp_a2_laser_stairs 1 0 0 1 0 0 Yes
sp_a2_ricochet 1 0 1 0 0 0 Yes Oversized
sp_a2_sphere_peek 1 0 1 0 0 0 Yes Too low down
sp_a2_trust_fling 1 0 1 0 0 0 Yes Oversized
sp_a4_intro 1 1 0 0 0 0 No No platform, but is TEST - incorrect
sp_a4_jump_polarity 2 2 0 0 0 0 No No platforms
sp_a4_laser_platform 1 0 1 0 0 0 Yes
sp_a4_speed_tb_catch 1 1 0 0 0 0 Yes No platform
sp_a4_stop_the_box 1 0 1 0 0 0 Yes Oversized
sp_a4_tb_catch 1 1 0 0 0 0 No On plasticwall
sp_a4_tb_trust_drop 1 0 1 0 0 0 Yes
sp_a4_tb_wall_button 1 0 1 0 0 0 Yes Oversized
mp_coop_catapult_catch 1 1 0 0 0 0 Yes No platform, retractable button
mp_coop_catapult_wall_intro 1 0 0 0 1 0 Yes
mp_coop_come_along 1 0 1 0 0 0 Yes
mp_coop_fan 1 1 0 0 0 0 No Random button inside wall \
mp_coop_fling_1 2 0 2 0 0 0 Yes
mp_coop_fling_crushers 3 3 0 0 0 0 No Timer sounds only
mp_coop_infinifling_train 2 2 0 0 0 0 Yes No platforms
mp_coop_laser_2 1 1 0 0 0 0 Yes Oversized
mp_coop_laser_crusher 1 0 1 0 0 0 Yes No platform
mp_coop_multifling_1 2 0 1 0 1 0 Yes Badly textured
mp_coop_paint_crazy_box 1 0 1 0 0 0 Yes
mp_coop_race_2 5 0 5 0 0 0 Yes Oversized
mp_coop_start 4 0 4 0 0 0 Yes Oversized
mp_coop_tbeam_drill 1 0 1 0 0 0 Yes
mp_coop_tbeam_laser_1 1 0 0 1 0 0 No P1 textures...
mp_coop_turret_ball 1 0 1 0 0 0 Yes
mp_coop_turret_walls 1 0 1 0 0 0 Yes Oversized
mp_coop_wall_intro 1 0 1 0 0 0 Yes Oversized

The vast majority are black platforms on black surfaces. Of the 3 chambers with white floors, in two Valve uses black tiles. Two times in Coop they use white tiles on a black floor, which is probably just rushed mapping. The only chamber with white tiles on white surfaces is Test Chamber 01, where there are three. However, that chamber is entirely white - in the analogous Portal 1 chambers, black panels are only introduced in Test Chamber 06, and Portal 2 seems to keep to that rule.

So I reckon that the rule seems to be that they should in general always be black.

LautaroL20 commented 4 years ago

That information look interesting, however the feature of matching the surface´s colour has been present on this item since i create it on it´s day. So, changing this feature just right now could be disruptive for a lot of people who even may like how it was before this recent update. For example, even a Beemod contributor like Luke18033 wanted the pedestal base being able to match the surface´s colour, see issue https://github.com/BEEmod/BEE2-items/issues/1218

I personally would like to keep the marching color feature that there was before the update, but why don't we submit the final verdict of this to the opinion of the community from here and at Discord? I really would like to listen the people´s opinion on this, if the community likes the pedestal base to be always black as you suggest, i promise i will totally respect their decision.

vrad-exe commented 4 years ago

Honestly I've got to agree with Lautaro on this. Matching the surface color looks a lot nicer IMO, even if it may not be what Valve did in most of their maps.

FrozenDragon0 commented 4 years ago

I'll also support the idea of allow the base of the Protrude and Left/Middle/Right Ped Buttons to match attached surface color.