Looking Nice There Speeds...
nice'n tight looking second shot..
is there a way to avoid the ... (dots) so you can copy and paste the link if you cant be arsed to make the link?
I like the texture set youve gone with is it deathmatch or single player?
well, in some browsers you can right click a link and "copy shortcut"
screenshot 2 and 4 looks nice snaga, lighting looks really washed out in the first shot.
The washed out look is I guess a combination of my struggle with screen shot making and Q1rad.
2 And 4 Do Look Really Nice!
as for the washout, try using a hardware-accelerated quake?
Necros Is Still Working On A Title
nice brushwork :) lighting is uniformly pale, though, as others mentioned. try darkening the ambience, and adding more attenuation to the wall lights.
snaga. i actually play your alpha every now and again. at first i thought it was a bit simple but it's actually ok. keep posting screenies of the wip. put a big post when you finish it. oh, another thing. are you keeping it a closed space or are you adding some outdoors?
Thanks For Feedback!
I�ll continue to work with the lighting problem I have using Q1rad. Keeping contrast seems to get harder the more complex the maps lightig gets.
daftpunk :) glad to hear that! No outdoors though, this map is actually ready for betaing as soon as the lighting get acceptable.
And just for the rec. Shot 1 and 2 is opposite of each other so the light should really be about the same.
I also have a fiew tec. questions but I�ll post them in the right thread (we got to keep this mint Qmap kleen yall ;) )
it to email@example.com
when you finish it! you got exams like me in this period? bloody university...
Map Is Betaredy (shots Above) DEATHM
Q3 Map Updated Beta
*extremely* impressive, visually anyway.
And it plays quite reasonably in FFA too.
that shot was rather nice but otherwise I don't see what's so impressive (from the screens anyway).
um yeah sorry my fault, I didnt mention that it actually needs to be downloaded rather than just the screenshots. The map features a rather neat but well pulled off idea of being set in frozen time during a rainy night and a lightning strike. So basically its like running around in a freeze frame at the point the lightning hits the top of the light tower. And the shadow work and general lighting is impressively done.
HAHA TOO SLOW!!!!
I was going to do the same thing in a Q3 map, except I was considering making a city where everything was stopped, with random bits of paper flying through the air, a gas explosion destroying a building, etc etc.
HAHA I AM TEH TOO SLOOOWW!!!!11
On The Contrary
if you work on it 2nite for 12 hours you'd do quite fine. i think you should work on it mate
I Think YOU Should Work On It
since you can make a great map in a single weekend.
I Dled It
and my opinion is unchanged, no spectacular mappage.... move along
I thought it was quite original and well implemented though, each to his own I guess.
What Is Mappage
It is indeed original and looks pretty imo
The lighting is well done. Beyond that, no.
Lets Try Again
Iv made a picture of many cool loking map screenshots tiled together. Custom maps from different fps (quake, q3 and ut mostly)
It looks nice, can be your backdrop, give some inspiration or just make you wonder what maps are those.
1280x960 (get this)
speedy, any chance you could make a list of the maps invovled, I believe there's a few ther that I havent come across before.
Those look great, but man do you have to much free time or what?
Too Much Free Time
yes, and I love to play with photoshop
Since it was requested by several people, I might make the list of maps I know. There are many betas/unreleased works.
Love the 3rd and 5th pix in the first row (in 800x600)! Is it Quake 3? Reminds me of the drawings I used to do when I got bored at school twenty-five years ago!
Those pics make me wish I'd followed Q3 when it came out. Some really beautiful stuff in there.
We need a list of what those maps are...I'm going nuts trying to put (file)names to (brush)faces.
And WTF is that mecha looking thing with the spines, 6 across 3 down, it looks farking amazing?
I'd love a 1600x1200, or larger. :)
the first map your refer to is nunuk's sparth and i thought I knew the second one, but upon checking it's not what I thought it was.
Ah, thanx. And it's Q3? Didn't remember (or even know) you could do such cute things with it. Wish I had time to get back to it!
And I also wish someone did a Q3 single player mod! Will that ever happen?
There is plenty of will, but not enough coders. Just ask Lun about it.
Vile coder scum!
That's looking very cool. Nice old skool stuff.
I Like It.
clean, open and nice.
row 1 (right to left) -
unknown, dubneoc (q3), sparth (q3), endogenous depression (q3 beta), unknown, gmsp1 (q1), unknwon, dm-spiridian (UT)
row 2 -
unknown, unknown, dm-jadedbeauty (ut), ne_sp06 (q1), unknwon, yog3dm4 (q3), unknown, lae3dm1 (q3)
row 3 -
unknown, stolatene mine (q3), unknwon, unknown, unknown, unknown, jaj3dm1 (geocomp entry for q3), unknown
row 4 - ek3dm1 (q3), unknown, dom-amazon (UT), unknown, wvwq3dm2 (q3), unknown, rjldm3 (q3), lae3dm2 (q3)
row 5 - unknown, unknown, unknown, unknwon, unknown, trajectory (q3), unknwon, neh1m9 (q1)
row 6 - charon's q3 geocomp entry, unknwon, unknwon, unknown, unknown, lloyd3dm1 (q3), unknown, SAFE (q3)
row 7 - chartres (q3), unknown, q3wcp21 (q3), unknown, neh3m2 (q1), unknwon, unknown, estatica (q3 beta)
row 8 - unknown, q-fraggel3 (q3), unknown, charon3dm12 (q3), unknwon, dm-modernhistory (ut2003), unknown, unknown
so much for pushplay saying speed's got spare time!!
you da man nitin! now for confirmation from s. then we can all launch our downloads and fetch what we've drooled over.
As Indicated By The Question Mark
I said no such thing.
To make these tiles I used some of the nice screenshots found on my hdd. Some were taken myself, but most obtained from inet. Thats why I dont know some of the maps names and authors and might be wrong about some others.
From left to right (for 1280 version, 800 has different order), q3 where not stated otherwise.
row 1) Snaga` beta (q); Dubbilan` geocompo2 map - pq/dubbilan; Nunuk` 'Sparth', Killazontherun` unreleased; Quint` 'WLS' - pq/quint; Galassman` sp1 (q1); Dietz alpha; Ulukai` 'Defiant' (UT)
2)Maric` unreleased? (q2); Speedy` 100br (q); Goldabar` DM-ORM-JadedBeauty (UT); Necros` 'Once Upon Atrocity' (q1); Metslime` 'Concrete Dreams' (q2); Yogi` 'DEADline' yog3md4; Nunuk` map for some q3 mod; Laerth` lae3dm1;
3) some geocompo2 map; Haste` geocompo2 entry; EvilLair` 'EvilSpace'; nanoSpawn` 'Frozen Abyss' - www.4quakers.com/nanospawn; Elek` cathed3 q1 show-off map; Nathillien Thilsa` DM-Summit (UT); Jaj` 'Quimera' - pq/jaj; some q3 beta;
4) Electro/killaz` 'Abandoned Post'; Friction` (or maybe his bro) ureleased q3; just a hand (q2); Ydnar` show-off shot (q3 engine); some q3 map; Auhsan` 'BackStab' - pq/auhsan; some1`s 'Radiator' q3 show-off; Laerth lae3dm2 - pq/cc;
5) Bal` unreleased; Equim` TM?; Laerth` Urban Terror q3 mod map; some MOH beta; Andrew "Thanatopsis" Palmer` KT-imPAKt map (q2); Mr.LyCon` Trajectory geocompo2 map; Nightwatch HL mod www.hl-nightwatch.com; Vondur` Nehahra map;
6) -cha0s-`lichtw�rts - www.chaosquake.de;jtm q1 by Various; Zippie` 'once upon a brush' geocompo2 map; some UT (Ulukai?); some geocompo2 map; Speedy` PROX mod map; BlackPope alpha (q1); Sock` 'safe';
7)'Chartress' show-off; Nightwatch; Sock` CTF; Speedy` unreleased (q); Elek` Soulstice for Nehahra; some1 'HomeWorld' (q3); Snaga` geotrupes dm1 (q1); Cardigan` Extatica(q3);
8)Nunuk` unreleased; Q-Fraggel 'Swiss Cheese Trickster' - www.q-fraggel.de; Speedy` unreleased geocompo (q1); Charon` charon3dm12 - interactivedeath.net; Nunuk` Kleskonian Curves, Dubbilan` UT2 map; map from 1on1 ORM MAPPACK 'Jakatta'(?) (UT) - www.heisher.net/orm; some RTcWolf beta
Consider this picture a tribute to the art of mapdesign. Greetings to everyone involved into it.
And Ofcourse The Site U Should Visit
Geocompo1 and 2 maps and all the Nunks maps
Speedy listed row 4, column 3 as "just a hand (q2)." I wanted to add that it was a screenshot from Gunman TC, from when the TC was still being developed in Q2.
What Metlslime Said
You can see the "hand" picture plus some other cool brush models in this article, which was written by one of the Gunman guys:
right rpg, I got it at that site, just forgot
More Textures! :P
how are these? all by hand, i have PS trial so i can't use those lame ass eye candy effects anyway.. i prefer the skillful manual method
I like the top part of tex1a - nice and gritty - but the bottom doesn't seem to fit. It seems sort of... vinyl?? no... some other word... velo? Is that what I'm thinking of... Anyway, it looks more plastic then gritty. But still a nice texture.
I like the picture of the girl with the black bar over the eyes, interesting idea.
Theres Also A Light Texture....
tex 3... i got a bunch more to do before i use em in a map.. the girl is my friend leah
tex 1 has whacked lighting. highlights like that just look silly when tiled. try for less contrast, like tex 2 (which is quite nice). light texture is way too bland for its size, unless you're going for a decidedly minimalist look.
tex1a.jpg really needs a high pass filter. I don't know what the big dark and light areas are supposed to be, but they don't look like lighting (you shouldn't put that kind of lighting on textures anyway -- that's the lightmap's job) and they don't look like stains either.
I think some textures like the bricks would look better if you used less black in them.
yes i agree with metlslime, tex1a.jpg does need a high pass filter, although a better idea would be not to make those shadows in the first place.
It's clear you've got plenty of Photoshop skills though, just needs tweaking in order to channel it into textures :)
in my opinion (i.e. not worth a lot) i would say that highlighting is a little overdone, and theres a bit too much contrast, but the "diffuse" ;) part of each texture is very nice.
i love the honesty here ;) we'll see how much better i do on my asylum textures. i wasn't planning on using the first textures anyway, i wasn't happy with them.
It's easy to say that you don't like a texture but hard to say exactly why like theee people have.
I havent got even a tenth of comments phait get on the textures ;/
(gonna release a set soon btw /pimp)
Some More.. And A Question
got floor, ceiling, padded room *grin* doors etc to do..
these aren't made seamless yet but will be, thought i'd give you all a glimpse so far
the high pass filter.. how exactly should i use this (i know where it is/what to do, but *how*..)? can anyone elaborate on why i should use it? thanks
theres a .zip of the wad here http://pherrous.phaitaccompli.com/tex/a/
problem is - theres some fullbright pixels showing. now, i know how to remedy this, and i did before hand via photosho's index color conversion to quake's no fullbright palette...
problem here is, i don't yet have the full version of PS - i have trial. thus i cant directly save the texture and have to print screen. from there i paste into ms paint and save. seeing how paint's default is 24bit BMP, i can see how this can mess w/ the original colors. i *could* choose 256 colors when i save, but that fucks it way up when loaded into the texture editor within quake 1's palette :|
Kinda Fixed It, But..
ok i got the fullbrights gone mostly but in the blood spatter theres some red pixels that are brighter than what they should be.. i'm using wally btw and fixed the yellow random fullbright pixels by darkening the image.. what should i do about the too-bright reds?
THANK GOD FOR TEX MEX! *SMOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOCH*
IRC West.gamesnet.net #terrafusion
thats a place to go when you want to chat Phait
Your words have much meaning
Is That A Quote, Metl?
interesting... um... concept. ;)
this rivals Malevich` "black square"
Yes, It Is A Quote.
I'd hoped the quotation marks would be enough, but i guess i should have provided a source.
George W. Bush?
photoshop elements. i HOPE it has all you want but i cant be sure . check the spec.
about 90 quid. maybe less in dollars
Mind You, Metl
You could have taken away the viewmodel, the inventory bar and the status bar :/
yes, but those have nothing to do with level design.
but they are things to be taken away
Apart from encountering the "Gremlin" I'm not sure that I've ever had anything taken away whilst playing an FPS.
Surely this idea must've been used more than once.
Final Pimp Of My Textures
here's some screens of my map..
I'm happy for the most part with it but in terms of what the hell I'm trying to accomplish, I have no idea.. there are ramps on the outside that lead to the other 'rooms' on the 2nd level..
i know the spotlights look shitty in a few screens but i didnt extra light the map cause i wanted to get a few of these screens up quick.. so dont worry ;)
keep up the good work! :)
Speedy: Very nice. Q3 only? :(
Phait: pretty good looking. Maybe light it better and change those purple things to perhaps something more fitting, but it's overall quite good.
"light it better"
That's some constructive and informative piece of critisism you've got there.
If Only More Mappers Lit It Better.
"and change those purple things to perhaps something more fitting"
Please tell me that was sarcasm.
Oh dear god.
nonentity: Actually, what I was pointing out is, the "purple things" stand out so much they detract from what otherwise would have impressed me as a much more real looking base.
And besides, since when did everyone start listening to *my* opinions?
well I didn't even intend to start a coagula map at first, it was going to be DM - at that point it had blue sky, then purple.. then I got the inner area done and chopped the floor and thought eh it'll be for the Coagula contest..
BUT NOPE ITS DEATHMATCH im schizo
Are always in style.
But not as stylin' as my curvy man-pipe!
One day you'll learn that your man-pipe is much more stylin' when its straight rather than curvy
keep those thoughts in yer mind or chat wit your girl about it. not here! lol!
Here's something I was shown by a group of Lego designers:
Their planning on building a Lego model of the Shirow spaceship I designed for my Aliens site - hooyah!
I Love Legos..
wish I still had em
very cool, kell. :)
/me misses legos too...
to legos. I still have them. Just took down my latest castle a few days ago actually. Need to get a few more pieces and start again soon. :)
I had this idea the other day. It could use the Quicktime plugin to have a 360� shot, or just string together multiple images as one wide one. I may be doing this for Pherrous..
Can't you do that, or close enough, with changing the FOV?
No You Can't...
... if you look at the other mod, Fisheye Quake, on the same site, you'll see that increased FOVs in Quake become unviewable very quickly. The Fisheye mod improves that aspect, but does not provide the same view as PanQuake.
See This For Details
I meant more perfect panoramic shots though, not so ... odd. It'd just be a manual shot editing thing
and fullbright. That design looks more suited to sp rather tham DM, there hardly appears to be any vertical element at all. Texturing looks good though, maybe spruce up the rockwork at the back as well.
I don't like the grill in the middle, pick a more interesting pattern. I love how the arch tex intersects the upper trim in the top left shot.
going to be single player now. I've gotten one room done, it's coming along alright. Taking to mind your suggestions, thanks! :)
dont listen to pushy and check out tyrlite features for more interesting lighting
Knave r00lz my world at the moment too. Looking forward to it DaZ.
New Set Preview
looks good but they dont look too sharp, somehwat blurry.
Filter / Sharpen *droool*
Holy techorama, Batman. You're really going into the grungy industrial stuff these days. Me like A LOT.
Wot, No Title?
"in rust we trust"
Now that's a motto I live by...
that DM map looks good daz...
and i like the new Dazsp4 screenshot :)
(photoshop) is more usefull than sharpen if you want to sharpen up your textures.
Speedy: they look better than the ones you released but you need to work more on the forms (specially the round pipes or whatever they are) and use less black.
Because It Makes Them Look Bad/non Believable?
painted shadows should be black to remain black regardless of the lightmaps, or you get washed dull look of HL
Use Of Black
Well, I understand the comment. Using black for all shadows and recesses darkens the underlying material irrespective of its qualities or the light that would actually be falling on it. This is really more an issue of realism textures, like with the ( stalled ) med texture challenge on Map-Center. Pale colored stucco and brickwork recieving large amounts of sunlight would not have black/dark gray shadows; more likely bluish gray or brown. Using black produces a stronger, comic book feel in a texture, especially if the materials being represented are incredibly corroded metal or heavily grunged up brickwork.
Personally, I've used black shading ( or, as I refer to the omni-directional shading between texture components, inking ) on almost all of my textures. Which are, patently, comic book style and not highly realistic.
For Speed's textures, I think black is perfectly acceptable.
It required tonn of voodoo tricks and text editing of the .map to do it, but here it is ...
Now need to apply snazzy shaders and shange items
have you modified the textures too or are they going to be blurryish like von's converted map?
I`ll do something to the texes
cool, that was the only thing I disliked about von's map. I've played the qw version of leaks and if it's the same (added detail?) then it can only be good.
For anyone who hasn't seen this one yet:
This one is an unlit screenie of the Q1 DM map I'm currently working on, dressed in texes from the good old quake.wad. The architecture is nearly done and I hope to have a lit version ready by the weekend.
Comments are welcome as always...
Particularly interesting is the way the lava is shaped.
I mentioned this one last eve. and posted an early rough pic...
I wanted to do a bit more with it than what is pictured here but have run up against the max_patches limit. This is pretty much what the final will look like.
It is a tad bland but I was going for a minmalistic, all terrain map which it made coming up with decent lighting a bugger.
That is very nice looking.
Hmm, very nice looking Maric. Looking forward to see the finished product...
the lava looks a bit too straight to me, but everything else looks great!
Nice. I like the canyon, and the way heat glows from the cracks.
maric, let me tell you this. you are my hero.
not only because you map for q2, but also because you kick ass and your maps put any q2 maps to shame, you just keep on inproving.
keep it up.
Thanks guys, thank you daftpunk. I keep trying to come up with interesting stuff. Just in case it was missed, here is the link to the finished map. It was not a news item and it is off the main page now so...
u HAVE TO make page with all your latest maps listed (with link and screenie)
I plan to do just that once I take the time to learn how to do just that.
HTML and I are square pegs and round holes. The very fact that I am actaully able to sometimes type intelligibly in my native language still amazes me. Now doing even basic code... YOIKS!
Cell Shadin In Q1
Ooo, that's nice. How are the red monitor textures done btw?
nice stuff, speedy.
someone should make a cel-shaded Q1SP level...
red monitor textures..
are stolen from SysShock2 ;)
But it shouldnt be hard to create similar images.
Actually why u asked, I`m sure u know how to make red monitor textures
that you also make cel-shaded versions of the models, too.
Well, that might not be possible, but you could at least make FLAT-shaded models with black outlines using the inverted mesh trick.
yeah, could do the skins it cellshaded style, but dont plan to really
photoshop just opened up for the png. fuck it takes ages.
anyway, nice polished feel. what is the technique behind it (what kinda process)?
Very nice. Especially the first screenshot.
I`ve been wondering when I`d see a cell-shaded engine. Are you just doing the bsp, or will we get to see cell-shaded QuakeGuy anytime soon?
Dranzdm8 - Teardrop
i really like the melding of q1met and tech lights. it's a very interesting style. plus, sandwiched between the rock looks really nice.
very unique , go release dat already!
I would comment, but since u wont change it, its not worth commenting
just kidding, it looks interesting and imaginative. The lines of lights might be too much tho
Get it done
so you commented!
i definitely like the openness of it (lovely with the GL)
DONT make it with ledges into the void. i`m shit at those kind of maps (i suck bad at spaceDM too)
nice work there
i seem to be misreading posts today. sorry speedy...
I love the color scheme and openness, it pulls away from the usual dark and dingy and cramped feeling that gets old after a while. The grass is nice too.
It`s got a real nice look to it. The GL is great. Looking forward to download!
Some downloads on your site aren`t working:
PQ says dl.asp not found:
Page not found!
You entered: http://www.planetquake.com/dl/dl.asp
Why not give http://www.planetquake.com/dl/ a try?
This is an invalid URL! Either you`re a bad typist, really lost, or we goofed up. There`s nothing we can do about your typing ability (sorry), but we can do something about the other two:
I think I have these already, was downloading just in case, so no worries.
looks very good, so does the other one but I take it they`re both fullbright ATM?
they are not fullbright... they`re not properly lit by any means but i believe in some of the pics shadows are visible... I have used just a couple point sources of light scattered about to light using q1rad so that it doesn`t look like shite (also, to my understanding, q1rad does not become a sweet lighting program until the map is vis-ed, is this true?)
the shots of bwdm1v2 DO look like shite, thats because the light entities have their brightness turned up way too high
bwdm1: Floor texture on the ceiling? You fucking maniac!
Looks nice tho. Finish it!
floor or ceiling, same thing :-)
both look cool. the curvy one, provided not too intense on processor is nice indeed. see if you can add a little texture variety. no need for lots of textures (else it ruins the flow of curves which gives a kinda organic feel) but maybe just a little extra.
the architecture alone on the curvy map looks awesome. unique and cool!
the bw_dmX shots are all right, but have much simpler brushwork, it looks like... plus that lighting is pretty bad...
thanks for the feedback guys... im trying to currently get a coherent style together for the curvy map and possibly something will come of it =]
thanks for the feedback guys... im trying to currently get a coherent style together for the curvy map and possibly something will come of it =]
Those links aren`t working, inertia. :(
sorry, my server is down -- im waiting for that killer dude to approve my pipeline entry so i dont have to good around with my server anymores
i know this is the 02349238442th post about my stupid curvy map but check pipeline.fov120.com for the shots of it that will reliably stay online
My Next Cube Masterpiece
[insert Title Here]
hehe, that "in-editor" shot looks like that unreleased q1dm that vondur posted screens of somewhere (might have been on the old qboard, in which case, they be gone fer good).
you're getting pretty good.
someone use them in a map, they look great.
They Look Good
But they're too brown for my taste. I like happy maps now.
Power To The Striplight!
now for some triangles
Now these, I like. Any idea when the full set will be ready Speedy?
Triangular lights are a must :>
MROE POLYGONZ PLZ
I have to say that ship map looks pretty interesting. Maybe not 100% in execution, but it's neat idea.
Ever waited 24houres on a vising theme,
and stopped, to reconcile it was 24h30min vising?
Ever dance with the devil in the pale moonlight?
and the lihgting in those shots looks way too bright.
Von Braun Revisited...
it might look too dark for some of ya... i'm using aguire's q1rad this time, and although it's a great looking light program, it meant i had to put in a lot less lights. i find it makes it much more atmospheric though. ;) woohoo surface lights! :)
also, anyone know why switching and flickering lights don't get lit the same way, instead, they are just 100% light all the way to their perimeter?
I didn't do that ...
anyone know why switching and flickering lights don't get lit the same way, instead, they are just 100% light all the way to their perimeter?
I'm no l33t person with l33tage knowladge and stuff, but maybe because calculating the bounce for a dynamic light would just cost way too much CPU time.
aguire: are you not Bengt Jardrup?
could have swore you modified riot's util...
rpg: yes, but what i meant is that there is no falloff at all. it just goes 100% intensity all the way to the light's perimeter, than zero...
sorry. i looked at the vis output, which is yours, and got it mixed up with the light output. sorry Riot! :)
i think it could be done. It wouldn't take THAT much longer. And no, i'm not volunteering to code it.
nesp13 is looking like a very unique quake 1 map.
Good stuff, necros. :) Dont forget the gameplay! [ if the gameplay is as good as the emptiness without, i will be happy ;) ]
necros, that map looks pretty nice... a modded engine i assume? or no? Whatever, it don't matter. spaceships are fun, finish the map. :P
You can use dulight (= q1rad+tyrlite), and utlize normal point lights to satisfy your flickering fetish. Placing small contrast pointlights at those lamps would make them look more like real light sourses too.
erm... right. anyway, since both do the same amount of damage, performance wise, i'll be using dynamic light.
I uploaded some screenies of my latest q1 dm map in progress. So, if you're interested check them on http://www.gomjabbar.de
Feedback is, as always, very welcome.
Here's my feedback:
Runic. Metal. Ownz. Joo.
I Like It.
Good lighting, and nice architecture! release it, dude!
Yah, Gom -- Let It Out.
Or at least lemme test it some more =)
Join #tf and get it Baff...
Join #tf and get it Baff...
Why don't you mail it to me instead? ;)
Unf Unf Unf
That's kind of cool and interesting.
The map looks like it has potential, too.
looks like a good start Here, keep at it, can't wait to see a nice big catherdral map from you. :D
It S For A Mod ...
You can see the project file on http://cts.quakexpert.com
But it is in built
You Should Keep It The Way It Is In The Dev Screenshots
You know, a cathedral built next to a cliff for some reason, and part of the cliff fell and took half the cathedral with it. So you have a ruined cathedral looking out onto a cliff.
this random i-need-more-sleep idea brought to you (c) 2003 Grahf
It is a start you know ? And why next a cliff ? Explain to me i don't know ...
a little suggestion.
if you guys use photoshop or psp, it's nice to make tiles (have i got the word right? one pic containing more pics?) of screenies so that they dont' need lots of links. ok, you can put more screenies in each page but thats definitely less professional
this idea was rigurgitated by DP (TM)
WOO! Old Map Screenshots Before I Registered Here..
The first one sucked.. it was not my first map (I've done maps since about.. 1995, 1996) but that was from an idea on paper that didnt turn out well, I was rusty.. there are some memorable ones I was happy with tho, I just don't have them anymore :\
dm8a and dm8b look pretty interesting. Some of the other stuff is kinda cool, if a bit old school.
Its Getting Closer
ride 'em cowboy! .. er... yeah, well, that looks sweet, speedy. :)
Looks Very Nice...
I want it now! :)
What textures are those? Your own?
It looks like a cross between speedbz and Tiddles' unique comilation of base textures.
Rpg Is Right
(can get speedbz from my site btw www.cr8.da.ru/textures.htm)
I've updated my QExpo booth with details on some of my upcoming maps, and also with some map screenies:
But if you're too lazy to go to the booth and find the links, here they are:
I've got you right where I want you...
Part of metlslime's section from SM69:
Rpg: Nice Start Map!
that hand sort of reminds me of the one that brushboy did for Gunman TC, that he showed a shot of in one of his tutorials.
They are in similar poses, aren't they? I didn't even realize that.
And thanks for the compliment.
My Bro's Map
My brother, Ben (who is called Makkon), created a map that I took some screenshots of.
It's so detailed that it just goes too slow to be playable, but it shows some pretty decent skill. I just thought you all could give him some useful feedback.
The download doesn't work right now, forgot to put it on the zip disk. ;)
I'm wondering if he could make use of the eye candy entities to replace some of the repeated architecture with some models or bspmodels, or if that would just slow it down even more...
Anyway, he's got a bunch more maps that I intend to screenshot and put up there. Most are very detailed (he'd be great for Q3 or UT2003, or even doom3 when it's out; but quake runs too slow). Hopefully he can get some real good advice from y'all.
That does look pretty cool; although, some of the walls look flat and uninteresting. He could probably put some trim around the windows and on top of the walls to help make that better. However, then we get back to r_speeds.
He may want to consider using a lower-res mesh for the rocks to lower the r_speeds. If it was for Q2, he could try making a bunch of the brushes used for detailing into detail brushes. But since it's for Q1, he could make those detailing brushes into func_walls. There's a great article over on Rust that offers many tips for reducing r_speeds in Q2, so maybe he should check that out; there might be some relevant stuff. http://www.gamedesign.net/?file=rust/content/quake2/tutorials/poly_count
But then again, your brother may already know all this stuff.
My bro is kind of like me. He knows a lot, but it's scattered all over the place, so just when you think he's either an idiot or genious, he goes and surprises you. I'm exactly the same. :)
I'll definately send him this info. In fact, I'll try to get him to register and start posting. He could learn a lot here.
should learn to block the vis
He's been learning that recently.
Yay for Scampie who made a single hall and placed a scrag therein!
I'll be impressed when you finish it.
i was impressed at how accurate that was rpg.
looks good scampie. nice lighting :)
It's Not Accurate At All!
there are 2 scrags (the other is above the player)! and there's also another hallway you can't see!
Heh, My Apologies!
you may consider putting something on the walls between each arch... it seems just a bit bare at the moment. maybe sometype of alcove?
Great light effect i like it ...
When can i kill the scrag ???
i like it, looming, ... more scrags... higher up... LOOMING
Maybe This Week
Is That Sp
looks very good
Looks real nice, my one crit would be ditch the rock texture, it sucks :/ Apart from that it looks real nice, vertical too! :)
What quake it is ?
i kinda like the rock texture, daz. dont ditch it speedy!
Speedy Just Posted This Link In #tf
the wood/metal one, the qfraggel3a themed one and the indoor/outdoor one look pretty cool.
You've revived it! I like the combination of textures, although that decon texture looks out of place. Some of the lighting looks a bit too bright, IMO, and could use a bit more contrast in a few spots (such as in the RA nook and the hallway in shot 1).
Just make sure to finish it!
Don't Listen To Robert
The decon looks uber nice :)
I find the texture theme too oppressive. But that's just a personal view, I can see how it works.
too scary for teh shambler. go play some giants ya wee fairy :-P
Or Something Equally Bright Happy And Cheery...
...like Kjsp1 for example :P.
saw the alhambra in granada recently and was very distracted by how much it was like that damn map :)
Right down to the Ogres and Vores, even??
I Think So
although they might have been american tourists
Those shots of XL1DM7 man! OMG! They're, like, so...
The shots you posted nearly a year ago.
No they aren't. I rebuilt the map from scratch, if you goto Pipeline, you will see this is indeed a different map. And sham, that is exactly the look I'm going for. I want players to feel like they are the last people on earth. Hence, Sole Surviour. The feeling of oppresion coming down on you makes me think I'm starting to get there.
Does It Also Make You Think...
...that you'll get one less download??
You made it exactly the same from scratch? Cos you sent me a .bsp of it ages ago to look at. And it was that that room (albeit with slightly darker lighting)
...prod, just finish it already!
Doom 3 doesn't quite as attractive any more.
I spent 3 days without the internet due to a broken power supply to the cable modem. I started messing around for something to do and ended up with this room. I'll probably make it into a map.
The square blocks of wood against the walls represent future doorways. I'm actually trying to block this one out.
Surrealism/fantasy is good, but a few bits look amateurish, such as the strangely aligned trim texture at the top in screen 1. And maybe if you use a patch for the curved wood (also in screen 1, lower right) so it lines up better. After that you'll be golden.
Thanks For The Comments
Until/unless I get a job as a mapper all my work will be by definition amaturish. I should drop compsci and become a linguist, I seem to have a hardon for semantics. Anyways, I'm trying to get a bit away from some of the surrealism in maps like ChiopteraDM (one of my all time faves). I'm even going to far as to use a shader-free jump pad.
Any judgement of the top trim in shot one probably isn't fair since I'm standing on a playerclip. It may be a bad texture choice anyways though. Now about the curve: I'd be happy if I could get that looking sharper, but I thought it wasn't possible to use a patch to create a bow shape like that?
You Can Use A Patch To Create Any Shape You Want
Just manipulate the control points, and line up the adjoining control points of adjacent patches. In this instance it looks like you'd want a 2:1 slope (or 1:2 depending on orientation) for the outer control points.
Not all amateur work is amateurish.
Stick to compsci :)
Clearly I'm going to need to learn more on how to use patches.
Just create a few patches of varying densities (although the smallest is the most commonly used) and then fiddle around with them. Pulling, pushing, etc, until you get something nice. If it's not nice, just delete it. Start off with basic arches, and then work your way up to semi-complex map objects (such as a tongue). That's how I learned.
Also, you can always check out the Q3DM .map files for reference if you feel the need.
Doh, completely forgot about this page, and have been packing all kinds of screenies of my latest project (IMP1SP3: Myrmidon) at my PQ page: http://www.planetquake.com/biff
Doh, completely forgot about this page, and have been packing all kinds of screenies of my latest project (IMP1SP3: Myrmidon) at my PQ page: http://www.planetquake.com/biff
all six shots looks really really good!
you're becoming quite adept at eh idbase theme! suggestion: on the bottom-right screenshot, push the grid textured brush on the curved corner inwards to match the inset of the straight brushes of the same texture. it'll flow more...
and maybe cut the grate part of the texture on the top two screens inwards as well? it'll push up r_speeds, but both suggestions would look nice...
Yeya I Made New Texture, Also Learning New Gfx Editor
i thought it actually was textures. :)
Actually Actually Textures
They Look Cool Speedy
now someone make a Q1SP map using them, even if its just a speedmap :P
Here Here Speedy
looking nice there, they for q1 or q3? Q3 by the looks of things
Oh Q3 Textures?
i think i am disappointed. :/
Still Great Textures Though!
No Q1 Version?
ya gotta do is import the textures into a q1 .wad...
lol, so funny.
One of the 0ld 0ld Duke3D maps I released in 1997 or something! http://rpg.spawnpoint.org/images/maps/csurpris_1big.jpg
A gingerbread house you can camp.
Quake mapping looks less messy. But you can't eat that. :)
they will look absolute poo
that's true, but seeing as i don't posses l33t photoshop skills, that's really the only way for me to do it. and the results aren't always awful. obviously, bright stuff and greys don't look very nice, but for the most part, it turn out pretty decent and sometimes pretty good.
(obviously, i'm not talking about your [speedy] textures specifically, but in a general sense)
Presumably Aliens Can See In The Dark...
...I bloody well can't though.
The snow seems a bit out of place, imo.
rest looks good if it is intended as a dark place =)
i know its stupid, but i couldnt resist.
Gameplay is going to be somewhat dubious, since I suck at item placement, but at least the bots don't mind. And it looks okay. Um, if you like orange.
(Textures are from the Aesir Building set, from Max Payne. Except the ferns, which are used under license from Nature.)
very nice nb
It looks like an art gallery. Not a criticism, just an odd vibe for Q3DM.
Good - I was going for the 'soulless corporate headquarters' kind of look, so anything modern and clean isn't too far off.
it doesn't look soulless enough; it looks like a nice place to live :P
The visuals are lovely though, apart from shot 3 has too many lights on the underside of the overhanging bit
Those are some very nice shots. I agree w. Starbuck re: cluster of lights in shot 3.
A very different look, which is always nice for Q3.
I Like All The Orange.
it's very appealing, but not soulless at all. cozy is more like it. ;)
Q3 LG Skin I Made
oooh, I'll buy that for a $ !
that fucking rocks, LG was by far the worst skinned weapon IMHO. As much as I liked Harlequin's replacement for it, it altered too much to look like LG anymore but this is perfect.
I couldnt talk you into reksinning the YA and RG (the q3 version was perfect) could I?
kell: sure. All my talents are for sale
nitin: I`m affraid no, atleast not any soon. Its really hard and timeconsuming.
that's cool, I can always hope though I guess. I have a temp replacment for the YA anyway
you should pimp it on the polycount boards.
Also On Polycount
the Dragon Knight model for Q3....i hadnt seen it before, but its some seriously impressive modelling
check out q4gladiator, q4hybrid and magdalena if you want some more impressive stuff.
the Q4Gladiator looks particularly nicely formed... these skinners/modellers/animators/etc really must go through hell concentrating on one thing for so long!
Magdalena is the best, because - apart from the success of all the design elements within it - it's the only one that can be run on any machine for which Q3A was actually geared. I've seen dozens of images of the Dragonrider, but so far I can't offer an insightful opinion on the actual model because I have yet to find a machine that will load it in Q3 :P Same goes for the Gladiator.
Crusader ( with skinning by Rhorsach ) and Binky are also excellent for the more standard humanoid characters. And Lobo is the truest to his original comic book inspiration, with just the best custom sound :)
A never-released Cube map. I still may never release it. But at least now you have pretty pictures to look at.
dragonknight actually takes up less memory than magdalena I think. I can run q4hybrid, q4gladiator, magdalena and dragonknight without any troubles on my p3733+gf2 (though obciously not all at the same time). I think all you have to do is set com_hunkmegs to 256.
Others worth checking out are bloodseeker, churchill, dark_knight, grimdemon, koollight, samjai, scurvy, rova, spacemarine40k & violator128.
This Title Is Empty.
I'd like to see models photo-source their textures for more realism..
Id love to see photo-sourced texture for the like of magdalena :))
the hooligan model has a photoshopped skin.... it isnt too bad but its nothing special
Aren't There Photo Skins For Them Id People?
Did I Say Photoshopped?
i meant photosourced
Well, I can respect the skill of a nicely done Photoshop skin as long as it was entirely from scratch.. but photos always look better when conveying realism.
but they dont always look right on a agame model. It's like photosourced textures, they look good till you import them into a game (with some exceptions of course). Plus, what speedy said, you cant photosource something if it doesnt exist and some of those models use something called imagination.
I was referring overall to the dragon model. You could find a variety of photos to use for that..
but some of the skins for it, darkhorizon's and shotgun's look spectacular as is. Also, I'm no skinner but the way the skinmaps work wouldnt you allocate more resolution to certain areas. Photosourcing wouldnt look right in some of those cases.
Latest Industri Screenshots
I've put together 11 1600x1024 screenshots so people can see both the current state of industri and what can be done with the (still alpha) Tenebrae 2 Engine. The download is about 10 megs. Most of the shots in the download can be seen (at a 640x400 res) on the screenshots page.
direct link to download pack:
...with the shadow from the door....that is badass.
Can you post the other 2-3 shots in low res too please!
the bottom one on the right, with the curved pipes.
When I first looked at the screenshots, it didn't look like Quake so I figured it was UT2003. Then I saw the monsters and realized it was indeed quake. Very nice!
I love the door picture Shambler mentioned. The glowing green slime looks pretty classy, and overall the architecture looks awesome. Well Done!
I Am Stupid
Tigger-ON superb looking screenies....
is tenebrae 2.0 still based on the quake 1 engine, or is it quake 3 based now?
I finally have an outlet for my fetish of shamblers in rubber suits.
Glad people like the shots :]
re: missing shots. Try the following links:
re: is it quake or q3a? Its kind of a hybrid now. The BSP is in Q3A format but needs to be compiled with ydnar's q3map2. There is still a progs.dat and other quake legacy features.
why do you torment us so?
<vondur>it's Getting Stormy On The Qsp Front</vondur>
Admittedly this one isn't anything special, started off with me trying to create an oldskool style map, but I soon got bored of the theme and morphed it into sock_eg. So detailing isn't immaculate or anything. Would appreciate some comments all the same :-)
And the ogro faces are probably getting ditched.. can't help thinking they clash.
but i think that ogro faces are out of place there. with such oldskool texes only id's texes will work good. overall, nice oldskool castle, reminded me ones of elek and mexx.
Lose The Ogro Textures
and touch up the lighting. Otherwise looks cool.
I'd say use the original id gargoyle textures instead of Ogro's.
I like the ogro textures, makes a change from standard id textures.
Correct About The Ogro Textures.
They suck. The rest looks nice....for architecture....remember gameplay is the new architecture....and spawn are mandatory.
I Was Thinking About Replacing Them...
...with modified versions of the graphics in sock's set, to fit with the theme better. The borders around them stick out too much too, gonna set them back a little. Will take on your note about the lighting nitin... need to investigate attentuation values some more.
Shamb, hadn't forgotten about gameplay :-) .. will try not to rush that area.
the shots look great! nice looking architecture there. ditto on the ogro faces sucking. i'd go with the hanging body textures, myself.
Great to see you back in the swing, very cool designs going on too. Is that Rubicon studded metal? Looking forward to playing this one.
....remember gameplay is the new architecture....
Yeah, as everyone else said, the ogro faces don't seem to fit.
And that sky is fucking hideous
Dont know if they're of any use or even if they look good in-game but there's meant to be 200o+ textures made by BerneyBoy.
2054 Textures To Be Exact
Most are jpg, with some tga in there too. File size is around 124mb. Unsure whether they would suit peeps around these parts, but they may, there are some nice ones in there. depends on what your after really.
judging from the high-res preview images, some of those are really nice. Downloading now.
they arent royalty free etc, bit of a shame, as they would be great for photosourcing textures...and they mostly arent so hot as game textures 'out of the box' so i suppose they would only really be useful for prerendered stuff
Some look nice, some fairly average and some crap.
Oh, and there's only a 1/3 the number of textures he says, the rest are just the same but hue shifted to either red or blue.
what does that mean?
metlslime - yeah, you're right. After I finally got some of those to load up, I checked a few out. Some of the bricks etc look pretty decent and could be used in a lot more than just urban themed maps.
that's still 700+ isnt it, worth checking if there's some decent stuff I guess.
i mean that you can't use them as a base for making textures, which would have made them a very useful resource.
Photo Src Sites
no, I just thought I'd point it out in case anyone wanted some new ones.
id seen the mayang site before (its probably the best ive found) but the others were new to me, morguefile.com in particular looked rather good!
Not my map, but I thought I'd bring it to everyone's attention. Black Town: http://planetquake.com/lvl/screen_shot.asp?shot=x_blacktown
Review, comments, and download: http://planetquake.com/lvl/comments.asp?id=1619
....vibe a little bit like alice. Cool lighting,.
...good thing too - it was getting rather tight for my mansausage in there!
That is one screenshot I don't want to see.
I take it back. If you can't be bothered to do the simple things like seal up your map then your map isn't worth jack no matter how pretty it is.
I didn't even trick jump, I just walked into a corner.
pushplay uses Orb model!!!!
That's Orb's head on Visor's body.
Visor has a Big Head.
Well the massive scores I rack up would give any model a big head!
Take that which ever way you will.
Seems like an exercise in public masterbation to submit it to LvL... there was obviously no attention paid to making it a 'worth-playing' map.
Yes, it's kinda pretty, but there are so many errors, and horrid mapping in it, that it completly distracts from how nice it should look. The map doesn't 'push limits' it just pushes r_speeds.
And beyond that, just throwing some random song that doesn't fit the theme, and you have no permission/right to use it is just blatently stupid.
Still, it's worth looking at just for the theme and all the little nice details.
pushplay plays Q3!!!!
Cave Like Map For Ut2k3
Geocomp For Q1?
tell me what you think. personally, i think the lighting still needs a bit of work to get a little more contrast out of it.
features aguiRe's super cool light program with the smoothing feature which helped out a lot with all the angles involved with the brushes.
The Blue and brown just is not working. Try some of the textures with more orange in them to contrast the blue mayhap? Of course I was never a huge fan of the blue textures.
yeah the textures look completly unattractive
seems the relation of scales could be better, but
cant see much from your screen
necros: the textures are horrible.
and the geometry sucks too, its all square?? and you are trying to create textures with brushes, that wasnt the point of the contest
those dont look like geocomp textures to me, if you use rivets and stuff to make textures and trims it looks too much like a normal map (but more boring)
Whoa I Guess Nobody Liked It
I thought the first shot was kinda cool.
well, it's not really a true geocomp map, just that i concentrated on making cool geometry.
guess i suck though.
I like the first screenshot too.
BTW on above, that cave level is quite nice looking! Very moody and atmospheric. Good use of blue fog/lighting, methinks. Hope it play well... It's too bad there has to be such a wide line between beauty maps and gameplay maps. I love the few that do both.
I Recommend Not Using Tyrlite Skylighting
Instead just put lights along the sky brushes, that way you'll get better lighting contrast, I recon. (Or maybe aguire's 2-skylight thing would help, i dunno, i havent played with it)
Level Pak For Quake 2 In The Progress
On website here are shots about some levels in progress, is taking me too much time though.
Models form the reckoning level pak.
Still in mind using the Knightmare engine.
I Forgot The Wbsite. Opss .
also there are two former maps to play with standard textures though.
Some neat stuff in there. It looks like most of it is corridors, though. Try mixing it up with some larger, taller rooms.
bigger rooms still in progress and not compiled that is why I didn�t posted any.:)
Looks Nice :-)
Make sure to submit it on here when it's all done with, I love Q2SP!
Some Funk Usage Of Darkplaces For Q1
funky indeed. :)
Cool Looking Ut2k3 Map Pack
Dont know how they play/run etc but the some screenshots look very nice, I like the last one on the bottom right.
those ut2k3 screenshots look tempting, but i dont even have the game.
might buy it though...
whats the gameplay like in ut2k3? say compared to Quake 3? and do they have a railgun equivalent? :)
I dont have the game if you were asking me :)
Gameplay is good, I know alot of people around here may think different, but if you give it a fair chance, you will get rewarded. I don't like all the button mashing to activate the powerups (adrenaline) or the dodgejumping etc. But you can turn that off. The game looks amazing. There are some excellent custom maps around for it. The bonus packs also give you some great maps. There are good maps on the retail version, also some not so good. To me it is not quite as fast as QuakeIII, but faster than UT (I thought UT was crap, SP aside) Closest thing to the rail gun would be the Lightning Gun, which can be quite rewarding to use.
People would say wait until UT2004 comes out to buy, because it is supposed to have all the UT2003 content, which is fair enough. I myself would prefer to have both.
Find the right maps, Pump the bots up to Inhuman, or Godlike, and you'll be hard pressed to find a better experience. Then there is online play. Which is very good on a good server. Although, coming up against someone who has all the dodging moves down can be, well, lets say eye opening.
Would I trade my QuakeIII for UT2003?, NO!!, Would I like to be without UT2003? NO!!
Oh Those Maps.....
in the map pack, they play/run fine, most are very good, depends on personal taste of course
Apart From Shot1
that map seems to suffer from classic UT2003 overdetailing :)
But when you actually get inside, your opinion may change
Distinctly inferior yet simultaneously highly derivative of the excellent UT. The graphics are nice, though.
Some really cool-looking stuff in there!
I didn't like 2003 as much as the original UT. The original had a more solid, real look/feel to it, while 2003 felt more glossy and shiny than it should be. The gameplay was excellent, but UT was better, IMHO.
I'm downloading the pack now, even though I have no way of getting it home. :) Maybe someone will have a spare CDR I can burn it to.
Oh, Forgot To Mention
Many of the player voices and such in 2003 tend to be annoying as hell. The first thing I did after buying it was download a mod that replaced them all (including the STUPID ANNOUNCER). Be sure to do that or you'll end up clawing your ears out.
You could have just turned them off
That includes the STUPID ANNOUNCER
That pack really makes me wish that I had UT2k3 and a computer to run it on.
Some really impressive stuff there, I would love to just wander around some of the levels.
here's a small peek at my soon to be released q3 map. Will be finishing it this weekend.
I don't think those highlights at the base of the structures look very good. They look like they should either be much taller (each lighting up the side of the building in a tall spire), or not be there at all.
I really like the architecture.
/me Agrees With Nitin
Either needs some strong sunlight or a two-tone twilight vs. artificial kinda thing. Looks like milton keynes on an overcast day at the moment.
Looks good. I like the hilights, but I agree that they should go taller. Maybe twice the height they go to now. Certainly not all the way to the top.
had planned those to be wallwasher spotlights and will do it when I finish the last bits of brushwork I have on the map.
it looks too runic and reminds me too much of CPMA maps.
I Don't Mind The Lighting...
...I sometimes think a bland, greyer look can work. Milton Keynes on an overcast day....hell, why not a weirdo Q3A structure on an overcast day??
it looks too runic and clearly is in need of idbase. And by making what looks like a gameplay only fullbright box map catered for hardcore players, he's clearly bringing about the death of mapping.
So dont encourage him.
yeah, the map is completely designed with cpma in mind... hell, you see the little extra trim on the outer walk there? that's so a perfect bunny hop can get you from the top platform to the bottom.
/me remembers not to clip the map at all
You May Slap Me To Near Death But
what the hell is CPMA
Nitin has a sense of humour after all!
Where's that q1sp map, i want to kill the scrag!
extra little trim on outer walk = BAD. Never have anything that could get in the way of a player and slow him down. It sucks. A lot.
Plus the extra detail brings down FPS from 135 to 134 which is completely unaccetable because at that speed the bunny hop you're providing for is too difficult to perform. FFS, what were you thinking man????
So Where's The Map?
When I said I was finishing it this weekend, I meant 'I'll be still working on it after the weekend and will most likely release it next weekend or the weekend after'
Quaker-X and Glassman's maps game me some other ideas for stuff and I still have to build the last freaking hall I had to do when the weekend started... oh well. It's coming
GIVE ME COOKIE!
cookie is after stormtrigger. Stormtrigger was started to be a quick 1 week map to take my mind off cookies... 1 week has become 4 weeks now :o
Give Me Cookie Or Give Me Death!
or tea would probably be sufficient to calm me down....
(where's taht cookie icon?)
Some Awesome Textures
Some varied quality and smoe specific usage stuff, but some of them are stunning! The guy worked on Blade : Severance (didnt get any credit for it though).
SHould be useful for some of you mappers.
I love the hand-painted look. You could make a whole level that looks like the backdrops of animated films. I wonder what game made between 1994 and 1998 needed textures THAT high-res and high-quality, but their loss is our gain. Or something.
The license is a little unclear though -- sounds like you can use them in non-commercial video games as long as you never distribute the video game en masse. Or does that mean that the textures in the raw cannot be mass distributed?
I believe the first line is the important one as the rest seems to specify what he meant in that part. So that would be :
I am the copyright holder of this material. These textures can't be used for comercial purposes in any way
if you go to any of the texture pages
You may use these textures for personal use or any other non comercial use . THESE TEXTURES CAN'T BE USED FOR COMERCIAL PURPOSES IN ANY WAY WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR.
okay, i didn't see that the copyright message was different on the sub-pages.
I'm intrigued by what could be done with these, in targa format, in a quake level with a .lit file. I might have to start messing around.
I already used a few of those in a simple Cube map.
Nice Work Scampie
The terrain and fortress blend together very well in that screenshot.
Great textures! Although I have no commercial interest, happy to use a few.http://members.home.nl/gimli/Quake13.jpg
i seem to recall that actually being done, which is the worrying part
There Is Evil There That Does Not Sleep.
Can anyone guess which skill selection teleporter this is?
"Really really very hard indeed and you're definitely not good enough to play this, loser" skill??
Looks quite nice for a work in progress. I personally would prefer some more distinct water (I'm thinking of the SOA icy water but I realise that might not go down well).
Would Be Funner
if it was easy
Architecture looks nice in general. The blue light texture at the top end of the picture doesn't work very well though. It would probably be better if it were more obviously a strip light, clearly going in the direction of the brush... if you catch my meaning there. Also lighting isn't very contrasting, although of course that texture set has a tendency to look washed out.
i dont know but i like the architecture.
"holy fuck-asaurus, i'm going to die" skill?
i like the evilness of it.
also, Preacher, that's cool lookin' brushwork there!
In regards to pokemon quake...
You mean this atrocity?
i didnt realise you did that one :)
but according to moddb its refreshingly awesome!
They got a real kick out of Galactix and Battle Mech, too. It seems all my weird, bizarre mods get all the attention. :)
RE: Waterwalk And There Is Evil There That Does Not Sleep.
RPG: That skill selection room looks ridiculously good.
Preacher: Architecture looks good, but definately needs more variety in texture colors. As of now it looks way too bland and even proper lightning wouldnt save that.
Those are pictures of the first section of the "deep storage" area in a spaceship. In other words, it is dark, quiet, and you're quite alone :)
rather creepy looking stuff... i get the feeling you've been playing Hell in a can :)
I get the feeling you've been playing Natural Selection.
It's nice, but I think when doing spaceship levels each room and hallway needs something unique so you don't get lost. In the first level of Halo I could have sworn I was going in circles through constantly restocking rooms.
My title broke the board. I'm the bad boy of forum posts.
so will this be finished before or after bwdm1?
and will it be more than just nice looking hallways?
not for long :)
Curses, Foiled Again
<rather creepy looking stuff... i get the feeling you've been playing Hell in a can :)
Hmmm, that feeling anything to do with BWSP1 (Vapourware S.E.) completely ripping it off??
im just judging from the shots, mainly the cages that the fiends jump out of in cassp1, i never played any version of bwsp1 so I can't comment about that.
Looks like an Unreal level, well not really but for some reason most Unreal SP preview shots are of corridors. Only exception is outdoor levels.
The Tomb Of Terror
It looks like American McGee was getting an early start on Alice while he was working on Quake:
Beta Testing Of Q1sp
anyone interested should e-mail me: firstname.lastname@example.org
be warned however: this is that pseudo geocomp map i am working on, so expect super hi wpoly.
peak is around 2500 and average is around 1000.
(there are low areas, around 600ish)
in general, you should have a fairly recent videocard and a pretty quick processor.
a 1ghz + geforce4ti4200 runs the map fairly smoothly with about 40 fps.
Some Old School Screenies
Made a few screenshots of the first 6pack
of The Abandoned: Wanderer.
Seriously, you need to drop those ugly purple textures. You build quality is decent, but those horrid purple textures bring down the work you've put into the levels.
Lose the purple. Other than that, shots 2 and 4 are kinda okay.
It were the textures coming with Thred.
There was a brick1 texture what was even more awfull. Spent days to change the texture names
by hand.6 x 480names. But that in was the time of QMAp. But also the reason I tend to these.
Made myself some green textures, and borrowed
from other mappers.
I thought it gave the maps some warmth.
BY which texture would you change it?
Im always up for some email@example.com
...what's that? Never heard of it! Where can I find it? Is it Q1SP? (quite a lot questions)
Which Texture Do You Prefer?
I'll change that ground tex depending which wall tex I decide on...
although shot1d looks ok too.
A is kinda overused
B is harder to light well
C is more of a ground/ceiling texture
E is a bit too murky, more of a dark, dank swampy type rock
then switch back to the rock texture you were using in the other tunnel (if you make a tunnel in that opening...)
B Or D.
B is nice for rocks, quite natural and a good contrast.
D doesn't even pretend to be rocks and fits in well as a built style.
Blitzdm1 -- An In-editor Teaser =)
Phait, A Or D
if you were intending for a natural rock look, then go for A. if you don't mind the constructed feeling of the bricks (moldy castles are fine in my book), then D would work too. E is a nice texture but I don't think it works that well heavily used on a large surface area like that.
More Shots, F Is Latest
Sorry, forgot the /shots/ dir. I have a temporary site setup at the url now. Here's incomplete PH8DM1:
I have a large amount of Q1 bsps (mainly from the old cdrom.com ftp archive) that I want to have a screenshot taken from each one to help remembering which map it is.
My solution so far has been to use a batch file and a slightly modified .cfg file that automatically loads each bsp into an engine, takes a screenshot when the map is loaded and then quits.
This method has some shortcomings that require manual fiddling, e.g. DM maps that don't have an info_player_start key etc. Also, it only generates a screenshot at player spawn position which may be facing a wall, temporarily inside skies etc.
I've thought of trying to make use of the info_intermission position but I haven't been able to do that.
Does anyone know of a better way to do this, e.g. using some utility?
Paul was working on a Quake front end that had loads of map info + screenshots. But it didn't take screenshots; those were just ones he took manually.
ive considered doing this but havent had time to fiddle with it, i was thinking of just setting up something (a script or quakec/whatever) that loaded each map with fraglimit of -1 which skips to the intermission, but then then thing is you get all that intermission text (in dm, the player list and kills, in sp the kills/time/secrets), which could probably be removed by some combination of engine/quakec mod (i dont remember what draws that stuff)
but like you said, possible problems with no intermission spot and/or the right spawnpoints, which could probably be written to a file so those maps would have to be archived manually.
seems like alot of hassle for the sake of archiving/organization, although it would be cool
...you get all that intermission text [...], which could probably be removed by some combination of engine/quakec mod...
You could probably use a modified gfx.wad where all of the text and graphics were replaced with blank ones. But as you suggested, it seems likely to me that some engine (perhaps DarkPlaces) would probably have a r_draw_2d variable which could remove all 2d graphics.
Write a tiny QC mod that puts the player at an info_player_intermission (in client.qc:SelectSpawnPoint)and forces them to face the point's .mangle (in PutClientInServer; you can just c'n'p from execute_changelevel, iirc).
If there's no _intermission, look for a _start or a _deathmatch.
Thanks For The
suggestions guys. I haven't thought of that fraglimit -1 thing, ingenious. I've now modified my script so it first takes a screenshot at the spawn point and then another at intermission point before exiting.
Then I'll have two pics to choose from when finally converting the TGAs into tiny JPGs.
Now if I could just get rid of the score overlay text ... metlslime, any ideas for FitzQuake?
If You Want More Choice On DM Maps...
set a fraglimit of 5 or whatever, and use the kill command to cycle through the spawns.
Here are some screenshots of my q1sp map I'm working right now. These are fullbright. I just want to know what do you think about architecture before I start light it.
This Is One
good-looking map (I've had a sneak preview). With suitable sunlight, those textures will really shine.
architecture is ok it seems.
though, it's hard to estimate it w/o lighting because light can change the look of architecture dramatically.
that architecture looks like it could be impressive, but with no lighting its very difficult to say
write a qc mod that loops through the intermission cameras doing a stuffcmd("screenshot") at each one. But, since you don't tell the client it's intermission time, you won't see the overlay.
Pulsar - looks pretty nice to me, can't wait till it's released.
Looks cool. I like the large scale but make sure it doesn't get too large. The first shot looks like a DM map. The second shot is quite impressive - be wary of the wall textures though. As the others have said, lighting will be particularly important for a map such as this with a larger scale and textures that have quite a similar contrast.
i've been showing these to some people on #terrafusion, so you get to see too:
q1sp, very nonlinear and openended, r_speeds expected to be slightly ridiculous. ~2700 brushes so far, architecture is maybe a bit more than halfway done. :\
Dunno wtf is up with that 3rd shot, quake took the screenshot that way.
Pulsar: looks nice! love the sock egypt textures. 4th shot has good architecture, though there is a strange looking strip of rock in the righthand part of that shot.
very nice texture usage. Looks good, I hope it gets released though.
I Will Try...
gonna be a while though.
Yeah I Really Like That
doesn't look like anything i've seen before, which has to be a good thing
agree with prior two opinions. very nice brushwork.
i thought it was a dm map at first, so good job on the openendedness part, obviously. :)
i like the look of shot3, even though it's screwed up. awesome, man!
also, what would you consider "slightly ridiculous" as r_speeds?
Also, Anyone Up For Some More Q1sp Beta Testing?
email me: firstname.lastname@example.org
On It's 501th Way...
Strange though, I have a 6pack ready for beta testing, but noone seem to notice.
Here some pix from "UnderGround"
aguirRe: can I have your script ?
madfox: try better textures, use trims, use sourced lights (dont forget light textures), work on light in general (I suggest you use some advanced light compiler, like tyrlight, with realistic falloff)
Grahf : cool except for a "structural beam" with metal texture on the sides and brick texture on the front
Let's See Here
Mapist = Speedy, right? Otherwise I need your email address or you can send me an email and I'll reply to that.
If It Wasn't Obvious
that was a question that I need a confirmation on before sending anything. Mapist, who are you?
The grate texture on the curved catwalk looks sloppy. You should fix that.
I would like to fix it. The texture itself is perfectly aligned, and looks fine closeup, however problems occur from a greater distance. If anyone knows a shader parameter or a workaround to fix this, it would be much appreciated.
Aliasing's a bitch.
you could do some funky trickjumps off the rocks if they are not clipped off.
nopicmip and nomipmaps (iirc) in the shader may help.
...looks cool, the first shot has some "sense of place". I think the rocks look a bit bland and....bleak though.
tx nb and shambs. I agree the rocks are a little bland in that shot, I've tried to liven them up with lava and a green crystal shader in different areas, I've just got to get those shaders around more without making the rocks look too contrived.
You might be better off with alpha blending (blendfunc blend) rather than alphafunc, although you could run into sorting issues and the lighting might not be as good.
nopicmip won't actually help in this case, although if you use alphafunc then it should be in there anyway to prevent the grate becoming invisible or solid with picmip 10.
Tx For The Help M8
So Maj, I would change the 'alphafunc GE128' stage to 'blendfunc GE128'??
surfaceparm nonsolid //Tim's fuckage
// A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES
//tcMod scale 2 2
blendFunc GL_ONE GL_ZERO
blendFunc GL_DST_COLOR GL_ZERO
green crystal shader
Make some green crystals out of brushes. Make a whole bunch. R_speeds be damned.
Off The Top Of Me Head...
The first stage should be:
And the second stage would have to be removed, cos you can't combine lightmaps with alphablending (except in some rare cases).
I haven't written any shaders for yonks though so take that all with salt...
For the rocks, to make them look much less bland (and tiley for that matter) switch to a two-stage rock shader, and scale the two rock textures differently. Something like:
blendFunc GL_DST_COLOR GL_ZERO
tcMod scale 1.2 1.2
blendFunc GL_DST_COLOR GL_SRC_COLOR
tcMod scale 0.7 0.7
Looking good. :)
missed the second "pjw3dm6". Heh.
that's a fucking brillent hack pjw, I'll implant that in the q3 maps I promised to finish ages ago :P
Listen To Pjw
his rocks always look really cool (I liked pjw3dm3 rocks the best).
whoa great feedback peeps thx. pjw the passes might rack up too high with a two stage shader, a lot of these crystals are visible behind each other which is basically like a window looking through a window looking through a window etc... that supposedly is bad. i'll give it a shot for sure though, still got room for more detail though avg r_speeds around 5k-6k
looks good, but you have too many different wall panelings going on.
Think that blue wall would be distracting?
Here's a bigger/better shot:
Looks good to me.
looks good to me too.
Nitin, can you more specifically point to what you mean? Do you mean the grey tex that takes up most of the wall, the lines going across (defining 'panels'?)?
I meant the windows/panels (in shot 1a, there's 6 of them and they are all different - ie cadaver in one, just skulls in another and so on)
Gotcha... I'll consider it, still got more to do. Thanks all.
Can wait for you to finish it.
i actually like the shots the way they are. keep it up!
I Agree With Nitin
Try sticking to 2-4 insets/panels for the map. Using that many in one room is especially distracting. You could try replacing one of the central inset pieces with a support column of some sort. It's not a really huge deal, it just could be done better and that small thing would really improve the map.
Thanks again! I'll post more shots when I get more done and I think I will remove some panels, a few more areas need them yet anyway =)
Early In Editor Shot
Earlier In Quake
If you loop back to this site...
than loop back to good old school Quake...
I lost the shape of the tiffany,
by scaling the level again.
Gib: I can't load the image. It just loops back here.
MadFox: looks good.
While texturing the window for the third time,
it comes to me from a distance the black surrounding square won't leave!
I have changed all the pixels into lighter ones, but the dark square stays.
Funny result after all that texturing.
If you cut n paste it works, probably my mates shitty free hosting.
Try using the original tex but scaling it up in editor.
The other option is to use the original tex centered in the opening then add a surround to hide the errant pixels.
I already tried with pasting over the texture, but this won't work. Seems the black square appears every time from a distance.
The texture limit is 128x128, so scaling up will divide it to more texture units. (argh... texture count!)
Untitled Tourney Map For Unreal Tournament
awesome lighting, really, just the right amount of coloured light to be interesting while still being subtle.
Brush work looks solid and fairly original generally but lacks unique features from one area to another, such as could be provided by small level detailing, etc and ends up looking slightly plain. This could be a texturing problem actually, maybe try replacing some of the brick texture with something else in places
but generally it looks great
the 'problem' is only on shots B-D
wow, B-D looks like a tiny penis
er, ill get my coat.
Trademarked Sex Change?
Oh right, yeah, the map.
Kinda dark in places and the texturing is a bit repetitive, but I like the brushwork and theme.
Yeah And If I Pasted The Right Pic.. That'd Be Cool To
I Like The First Shot Better, Bp
i like the quarterpipe lava canal.
very flat and plain.
I Have To Agree With Nitin
The build quality is there (I mean there aren't weird assortments of odd-shaped brushes), but there isn't much of anything there. The walls are exceedingly flat. You've put in a few cool touches (damaged bits, wires, and artificial colored lighting from the slime), but those aren't doing much for the overall detail level. Comparing this to Ph8DM1, I know you can do better.
Sorry to be harsh, but that's the way it is.
theres so much detail and variation you can do with idbase. no need to keep the same wall texture over the whole map. plenty of 'detail' textures that can be used like comps and stuff, that lend themselves to their own brushes rather than being wall decoration
take some time and play older idbase sp/dm maps and apply some of what you see to your map.
and dont forget CRATES
"Sorry to be harsh, but that's the way it is."
No thats quite fine, I've actually been asking around what I should do... the map is going *somewhere* (up), but I don't know how yet.
(BTW, there are some crates ;) )
apart from visuals, I also meant that the layout looked very flat.
this time with light. doing the whole map with 0 minlight, meaning i'll have to pay that much more attention to make sure it works properly. mostly a learning experience...
really nice... more time-consuming of course, but with results like that who can argue
I really like that.
Either that lava texture is too bright or there isn't enough falloff on the light that comes off of it. It looks like the surrounding area should be alot brighter than it is. I'd personally replace it with water actually to fit with the overall gloomy style.
Save that though, it looks very good.
I Don't Want To Be Burnt To The Stake, But...
it might look better if the lava generated coloured light
BURN THE WITCH
Or you could modify the tex that borders it to have a "glow" effect.
well... for color, at this moment, that would be no. mainly because aguire's light doesn't do color atm.
(but also a bit because i'm not very good with color)
if aguire puts in colored light support, i'll try it out.
i actually like the idea of making a texture for the lava light. thx phait. i'll try my hand in photoshop and see what i can come up with. i just hope i have enough room left in the bsp for more textures. :P
Take a vibrant orange color, make a gradient of transparent-to-orange, drag that down about half-way or in a 4th of the texture's height.. make this on a new layer, experiment with layer modes.
non of you links work for me :(
Not sure what to say, Gib.
i tried something like you said, Phait.
can't say it looked very good. oranges aren't done well in the quake palette, and the vibrant orange i mixed into the stone and rock textures ended up looking really ugly in game. it was a nice idea, but doesn't work for lava i think. thx anyway
Let me see the tex... or select an orange straight from Quake's palette. I really don't see why it can't be done alright, unless the orange turned out looking like idbase orange.
Done In A Vondur...
...map, Lilith I think.
yes it's done there, but not that smoothly if you use fitzquake. the prob is in fillbright pixels...
clearly the work of capitalist scum
Not That My Opinion Matters
But I think the lava should be darker. It would fit in better, to me, and would help alleviate the lighting problem some. I think I may have gotten this texture from evil_lair or something like that. Can't remember, but I think the darkness of the lava would work well in your map (although may not transfer to q1 well):
You can easily remove fullbrights though..
here was my attempt...
as you can see, it looks more beige than orange, and is not really that convincing in full 24bit color either.
I agree with H-hour.
not that bad, just need to adjust the color a bit.
can you give me a bmp or jpg of that tex? I'll fool around with it.
nitin, you actually think that's decent? hm... never thought i was very good at textures... :P
lavabottom_24.tga is the original rtg tex with the orange and
lavabottom_q1.tga is converted into q1 palette. i realized later that you could have converted it to quake palette yourself, but ... *shrug*
if you could get it to look more like the texture in vondur's lilith (with the cool yellowish highlight effect) that'd be awesome. sadly, that type of thing is a little beyond my skills. mostly, i just took the brush tool on color mode and set it to orange at 50% and traced around the bricks. :P
more importantly, i wish i could find a nice big 256x256 lava texture. i had to scale up the regular one by 3, so when your in the lava, it looks pretty rank, and if you leave it at default scale (or even 2x) it looks awfully tiled when your up on the platforms...
The first tga is probably best (I used color dodge on that gradient layer for that one)... I haven't tested these, just convert to Q1 palette of course. Take some shots if you decided to use any of them.
That's pretty cool, it looks quite orange to me, and the rock itself looks white/grey which is actually quite realistic, rock tends to do that when heated to extreme levels. Basically it looks like a little orange glow cast on rock bleached white by centuries of heat.
That look great.
One More Screenshot Of My Map
but the lighting's still a bit flat.
I know, but it's a quite raw lighting yet
Looks good, though, pulsar - the architecture looks really nice.
Can't go wrong with Sock's egypt set.
They Look Great, Kell
i like the first and last ones the best.
i have a question regarding skyboxes... how big can you make the individual pieces? 512x512? or can you go crazy and do 1024x1024?
I gave darkmatter and dust a look. The other two look pretty run of the mill. You must have saved it in a really low quality or something because the subtle shading is all seperated out into rings and it gives the skies a bad-acid-trip feel.
I Liked The
first and last one, pretty nifty.
Especially The Last One
really nice ambiance, with that lovely mist in the distance and the dusty sky
I only have the unreg ver of TG, so there's a limitation on how large an image I can render - smaller than 1024x1024 :( I would produce versions that size if I could, but it would mean forking out serious cash for the reg.
Interesting that you guys like dust, I actually thought the less realistic skies wouldn't go down so well; I've actually been trying to make realism/earth-bound skies more, coz I fot datz wot peepl wonnt :/
Anyway, a few more to follow.
big KTHX to Vondurski for providing the webspace - moran taing d00d
honestly, i don't really care if it's realistic or not. mostly, it's just a matter of the sky going with the terrain and looking cool at the same time.
also, why not crack terraingen? there's got to be tons of those out there, since it's pretty popular.
you are assuming, of course, that I would
a. have the net access to get hold of one
b. know where to look
c. know how to use it
d. avoid seriously shafting my OS in the process
e. be able to delete the noxious thing when it turned out to be some pr0n dialer
bleh, I'll stop making excuses now.
I've made a couple of skies in TG and didn't get that gawdaweful ringed look. Also, realistic skies look stupid in Q3. And who made that stupid Q3 sky with the flat moon? Someone needs to teach that boy some perspective.
the skies can be used in other Q3 enjin games, which are more realistic than Q3.
That 'godawful ringed look' may be because you have a more recent version of TG. Or you may just have had different atmospheric settings. I'm not sure.
Dunno, maybe Adrian 'No Relation' Carmack. It does look cack, but perspective isn't the problem - a sphere is always going to look like a circle when you look at it :P I think the moon is just too large.
two seconds of searching on overnet got me a crack for the lastest ver (0.9.19) it's a simple .exe and .dll replace and the file is like 350k.
A sphere will always look like a circle from any angle, but a circle drawn on a plane and held at an angle will look like an ellipse.
Decided to try my hand at a Quake DM map, I will surely need testers to help work out weapon/item balance. This is a very simple, two story dealy dressed out in Speedy's textures... Any takers? Should be ready for the beta test thing Monday/Tuesday.
I screwed up the links as per my usual. Would someone be so kind as to fix them? And then explain to me what I did wrong?
don't put the url in quotes.
Reminds Me Of One Of Your Q2 Dm
looks wise. It's a bit too repetitive for my liking. Scale in shot 3 looks a bit cramped too.
It is very much like one of my Q2 maps, it is very repetitive and slightly cramped unlike said Q2 map. When I opened it up a bit the r_speeds went off the charts.
This is more or less an experiment for me and a break from the Q2 stuff. In fact I have no idea as to what is considered acceptible r_speed wise in Quake. The idea of this one is to test the waters and see if I am going in the right direction.
600-650 is the prefered limit in Q1 if you're trying to support older computers. Also, under the default settings on software engines, if the r_speeds go over 700 (I think) then you'll get the grayflash effect.
Thank you R.P.G.
Reminds me of Blitzdm1
I have not seen it, Link?
I always thought the default was 800.
Anyone got the definitive answer?
it's hard to tell with editor shots. i'm sure it'll look better ingame with lighting, but it's not very flattering atm. the first shot has too much of the yellow window. the four on top of the tower is overkill. put maybe 2 or even 1.
i like the flesh parts (shot3) :P
shot2 looks ok, but not that good, i'm sure lighting will help alot.
shot4, i don't like the way the sides of the rocks (both the red, doom ones and the yellow quake ones) are completly flat. looks very unatural. you should break up those walls into 128x128 sides and skew them around a bit. make them look more jaggedy and such.
i like the fence in shot1 a lot. make sure you throw enough light on it ingame to show off the coolness of it.
...good to see that foetus back in use.
More Vapid Screenshots
like a big gay orgy, blitz
i guess you can easily model what you can see
Get rid of the minlight and make all those lights brighter. If you're going to bother making architecture, you should bother to light it nicely so it looks decent.
Other than that, looks solid.
the brushwork looks fine, but the lighting needs work.
the first shot is almost completly dark to me, the second has no contrast at all and the third is the same as the second.
Looks Like A Cube Map
I like cube and everything, but that was not a compliment.
There's no minlight... I was experimenting with radiosity. I'll try relighting normally, then.
maybe decrease the amount of light bounces then?
There's no minlight... I was experimenting with radiosity. I'll try relighting normally, then.
Try experimenting with gamma correction.
Finished my first Quake effort (will post about it later), went back to my comfort zone...
that looks totally cool :D
It looks like something I would do if I would just follow through with my ideas.
How come I see Q2 weapons?
perhaps becuase it's a Q2 map...?
It is a Q2 map as a matter of fact.
Finished my first Quake effort (will post about it later), went back to my comfort zone...
He's finished his first Quake map but since then has gone back to his 'comfort zone', which is, surprisingly, Q2.
Looks nice too
which is, surprisingly, Q2.
I reiterate... Phfffttt!
More More More
i really only like the last shot. the first two are rather uninspiring... although, there is some nice vertex work on the computer terminals.
I always like it when there's clips or supports or something around the glass so we can see how it's held up. It makes it feel more solid.
Yes, I was thinking about that. Then I was thinking 'god damn that would take some effort'...
effort is what makes a map good.
So I've done it, already...
Ok, Yeah, I'm Dumb
For some reason I thought "your comfort zone" was just that style of map, with the rock floating in the void thing. I get it now.
Beta - Pjw3quickie4 - The Small Place
Every now and then I crank out what I call a "quickie" map (sort of an extended speed map) as a bit of a clearing-the-mental-pipes sort of exercise between larger, more complicated projects.
This map is the result of about 16 hours of work, and this will be the only beta--I'll (obviously) take an hour or two to fix any bugs or problems that are found, but most likely won't do any major reworking.
I basically started wondering a few days ago what would be the smallest map I could map that still had good gameplay. In retrospect, I wish I could have completed it for the 1024 comp, since it fits nicely in a 1024 unit cube. :)
Thanks to Rorshach for the great textures, and Jaj for the perfect skybox!
It's not exactly a CPMA map, but it does have a couple of nice promode jumps in there . . . and, of course, works fine with vanilla Q3.
I liked it. You could stand to make the bars more interesting given how much you're using them.
Not A Bad Idea
I could at least use a more interesting texture, or even add a base/top fixture to each.
I don't think those bars look that great together with the plain wall in the first shot, it looks quite... what was that wonderful word someone used earlier... 'uninspiring' :P
The light casting through the windows is pretty though.
i like the screenshots a lot, i really like the blue strip lighting stuff.
fc9.jpg looks highly original
Cheers. Funny, I thought I'd ripped that area off from somewhere...
I think that looks much better - as to getting the waterfall to work properly - turn the waterfall textured brushes into a func_illusionary. If you want pepole to be able to climb up them (unlikely) you can also put a second, smaller brush underneath that is water textured.
The lighting seems entirely arbitrary in a lot of places - like at the top of the second picture: the light doesn't seem to be coming from anywhere. I suggest you put some lighting grates or walltorches in.
Hey, thanks for the hint of making the animated water texture a func_illusion.
It is so absurdly simple I forgot to do so, and now there is a stange barriere between the water tex and the animated one.
I think it is a great solution, but I thought animated tex couldn't have a func_illusion.
For the light you could be right, but as you can see, i made the level 3/2 times bigger.
Now the density of the lights has changed,more so by using the argh.light
The yellow glow has faded and turned into a more cold white ligth. As for all the other things in the level, because I am not sure it was a good idea to enlarge the level.
Now the spaces have become so large, one can easily avoid the monsters attack.
What is your opinion of enlarging a level?
That level doesn't look too large. In fact, it looks like there's an opportunity for some clever monster placement due to the multilevelness (sic) of the map. Specifically, ogres need very careful placement to be useful. For examples go away and play CZG's maps (http://www.planetquake.com/greyvoid ), they often have very good monster placement, and yet often have wide open spaces.
Any chance you could post a screenshot of the 2d views on that map in your editor? I'm curious...
Curiosity Killed The Cat
I made an addition of some screenshots of "Crumb" on my Lycos site.
At the very end of it there are 9 new screenshots.
What I was curious for was the strange change of lightcolour, what gets lost when one enlarge the map.
The firts screenshot on #655 has a much more mellow glow.
i can tell you that very easily: you used a different engine in the top shots, than for the last 9. it appears you used regular winquake for the last nine, whereas the first ones appear to have been taken in an engine with support for overbrights and some type of lensflare effect.
it also looks like the palette you were using for the first shots was a lot more vibrant, which made it look like the lights were a warm yellow. the last 9 look like a regular quake palette, which is rather washed out to begin with.
Wow, that looks like an enormous map with tons going on in it. The quality of the map in the second set of pictures is better than the first, I think. There are some mixed-up textures (like using basefloor on top of rock, and using stone wall for floor). I think you also need to think a bit about texture alignment, especially when using so many stone wall textures. Also, try and break up large areas of texture - I'm thinking of the blue metal with zig-zag trim texture, which overpowers all of the areas it is used in - and it really shouldn't be used on its own as a ceiling texture, either.
And Orges Haunt Me In My Sleep...
Thanks for the support, I will rest my weary ears on it after the bunch of maps I am digging with.
After all this time it got really hard to understand all the backup directories I made.
Took me three times to upload Quatrotski with all the covered up bugs in it.
And Necros, don't let me fool you with the Telejanos pictures.The other ones were made in the straight Quake1 version, reason why they look so pale.
At least that's what I am realizing now.
BTW thanks for the betatesting!
Argh... That Lightnin's Got Me
I renewed some pictures on my Lycos site.
And although they came out dobble, I stopped
worrying about that fact, for it is a free site.
I was wondering about the light question.
As I play the sequel, I see some maps in bright light and others were made with another argh.light and so they are much more dimmed.
My question now is, what could be the best option to set light to the maps, staying as close as possible to the original quake1 settings.
When I see other maps it strikes me they sometimes are so dark, as the original quake also was. Others make maps that are quit bright.
remove checker part of the texture on the first screen. i mean the part of the EASY/HARD/NORMAL texture when one could see black part of it. i consider it a bug. this part of the texture isn't supposed to be seen.
as for the lighting, it looks too contrast imho.
Vondur...is The Name?
Indeed, I lost a nail
but you didn't notice on post #461
I ment in arghlite => range 0.5
or 1 or 999999999???
thanks for your advice, Vondur
Is there one mapper who isn't a Bastard to the original Quake1???
They are all bastards to the original Quake.
Looks amazing Tronyn. I love the huge scale...
Can't wait to play this one =))
I think you need to break up that rock texture somewhat though, it's the only thing spoiling the scene.
shots 1 and 2 look crap. the others look okish, but lighting is really bad. The door in shot 4 doesnt look good, the trim around it should have a texture that follows the shape better. Same with the door, it doesnt fit.
really needs work, that's the first time I've ever compiled this map. I'll admit that. As for the doors, aside from making a custom texture, there's not much I can do.
So make a custom texture already :)
...there shall be fighting in the parapets, indeed there shall be fighting on the rooftops... I hope?
I don't know, I haven't put monsters in yet..
I guess I'll explain. This is the new version of The Arabian Nights. When Daz and I started work on the Night Journey, he had the 3 source maps for the original Arabian Nights release. I figured out how they fit together (it was originally one map), and put them together in one map, updated the visuals and put monsters and everything in. Due to many problems with the map and the project, it sat around like that for a long time. Then, in one day last week I went back to it, deleted all of the entities except torches and all of the sky blocks, and worked from above to try to make it into a coherent "city" instead of just a bunch of rooms with sky for a ceiling giving the *impression* of a city. Thus, most of the recognizable areas from Arabian Nights aren't in those shots, because they're several stories below, on ground level.
The rooftops will be accessable one way or another, either as a secret or as part of the mandatory gameplay.
I'll post some shots of a better build along with shots of the original map (before/after etc) on my site next update.
now RPG will shut up!!! :D
No Fool No Fun
Some screenies of MirrorMan, after it blew the nightmare skill out of me...
I got so used to the arghlight -range 1, I hardly feel satisfied with the old -range 0.5
Cool, looks organic.
that's by Scrotch for a Q3 Jailbreak map Execution sequence for one of his maps.
Madfox - getting better. Thank god you've got rid of those ghastly purple textures. Now just focus more on strong lighting and improving your architecture....you're getting there.
Nitin - 1337 shit! Nice lighting too.
Looks alright... the texture alignment in that first shot though is hideous. Always try and keep the textures aligned with the brushes
Mainly talking about that wall texture. The lines on it should meet with the edges of the brushes.
That never stopped Romero.
Age of consent didn't stop him either, doesn't make it right.
You're just bitter because he said he loved you only so he could get in your pants.
Mainly Textfitter All The Time
Sorry, but that wall texture is in a corner
shape, so it does align right.
I wondered about the light thing, because playing it in Argh range 0.5 made the weapons look brighter, but dimmed the textures.
I believe original Quake1 is much darker.
But thanks for your attention.
For days no sign on this board, and than get
haunted by those splendid Q3 shots, it is more than a Q1 dude can bear.
Madfox, I mean like this:
...as opposed to this:
..which most of your shots seem like.
Looking Good Xen!
The second shot is showing tons fo inprovements, you may yet make a good map!
...you eeediote Scampie
You may yet produce a simple one-line post without two blatant typos in it!
The map is coming on top notch; you think the last shot showed improvements, check this!
thanx xen, now I know what goal you aimed.
But as I just mapped on for the joy, I now overcome to problems like that.
As soon as I change one brush, all the others start misaleigning on me.
And then there is that odd attitude of brushes with three or sometimes four different texture aleignment within one brush!
I'll beta it, xen!
Ice Hockey In Quake
Reminds me of Q2 basketball, that was kinda fun.
Odd Texture Shape
I see Quark produce polyhedrons with three different texture shapes. First I thought it was due by copying, but replace them with another one leaves me with this odd effect.
That's Some Great Grass
Grass 1 - FPS 0
Post # 698
Something about that scene makes me want to put a flamethrower to it.
Ah, I Know What It Is
my freakin allergies are spazzing out just looking at it.
is that the latest installment of Asaki's grass game?
/me hugs fr3n
...please consider using mouldings to frame the door/window apertures, texture alignment mismatches are really only acceptable in speedmaps these days. In the last shot, is one face of that waterfall travelling up and the other down? Otherwise, love the scale but more detail please.
The Lycos-site Be Thanked
Its a map I scaled up, therefore the loss of detail becomes noticeable. And due to that fact I had to enhance the lights, made the total to :612 entities read, 200 are lights.
There are 1137 polyhedrons, and the bsp becomes
So I could make more detail, but I play it more for the gameplay.
And then there is that strange effect I asked before with brushes giving three different texture lines. Hardly to put one right without disordering the other...
So I could make more detail, but I play it more for the gameplay.
I try for a balance between detailed looks and good gameplay, but it's your call...
And then there is that strange effect I asked before with brushes giving three different texture lines.
OK, now I understand what you mean. Sometimes textures line up "naturally", especially when one is using blocks on a grid size that's comparable to the texture size. The only tweaking one need do is reversing two of the vertical faces so that the texture "faces" the same way all around the brush. However, if one starts to angle brush surfaces off the 90 degree either vertically or horizontally then one may need to:
d) all of the above
textures on particular faces to get things to line up. I find this relatively easy to do in Worldcraft by selecting the offending face, hitting "shift+A" and using the various options found therein.
One other option (which would work in cases like picture 5) is to use door and window surrounds made with plain textures whereby the misalignments "disappear" because of the lack off highly distinguishable texture features (joins etc.). Another option (that would work in say picture ten) is to "cap" low walls with a plain textured brushwork.
..and The Quake Universe Gets Bigger And Bigger & ..
Thanks for your reply Distrans, it made things a little more clear.
In WorldCraft it may be possible to clip textures, but as I am just an antique, hanging on Quark4.07 (yes) I have to find something else. Maybe it is possible in the later version
to clip textures, but I am not familiar with it.
I'll send you the level with email (if you don't mind) You may get a better opinion what is all about.
how do you clip a texture?
How Do You Text A Paperclip
you may punch this foreigner for his lack of understatement...or his dictionary
Screenies Now Available
Pics of my Quake SP level in development have just been put up on the pipeline,
comments welcome ;)
some nice brushwork there headthump, but the textures seem repeated too often. (and thats coming from me!)
definitely some solid looking brushes tho
Shot Looks Very Plain
though some better lighting could cover that.
I've just released my first map screenshot previews last evening. I'm working on this map from 1 month. If someone want to have a look.. I know I have to improve my web page: screenshot are very small (It's still missing an enlarge function), and I'm not sure they are not too dark for some PC screen.. Anyway
Thanks for your feedback...
PS: Vondur typo error is fixed now ;-))
Shame the screens can't be enlarged :( Some do look a bit dark, but I really don't mind dark if it is done well. /Me blushes, You shouldn't have mentioned me on your site,(especially in the company of the others, I am not worthy)I didn't do much to help, but thanks anyway. I am Lenny Lurker, by the way. If/when you need people to playtest your map, I would be only to happy to give it a run through
At home, screenshots seems good... But at my office, they are very dark. I try to correct this last evening, it seems to be unsucessfull... I will made some modifications this evening, using larger image with a higher brightness... Perhaps it will look less scrappy...
Anyway... If you want to be mentioned using your pseudo, (if you prefer) I can do it.. And if I remember correctly, you gave me some precious indications about TyrLite use... you mailed me the tool as well... so you have your place with the others... no problem...
I expect to finish the map this month... I have to finish the final "battle room", and I have to add monsters... and at the end of the job, I'll post something here to find some players to test the map... expecting a lot of feedback... expecting everybody enjoy the map...
Looking forward to it.
The screenshot brightness/darkness, may be helped somewhat if the screens themselves were much larger?, well it would be easier to see anyway. I'll keep an eye on your site to see when you update the shots.
Thanks For The Comments
that extends to the ones on the pipeline as well. I was going for a Necropolis E1M3 look with the textures, but I think the bulk of the comments are correct, the map needs a greater variety.
Also, LTH, thanks, that was the kick in the butt I needed to motivate me to delete and reinstall Radiant. Using the surface inspector was causing the program to crash so I was ignoring the alignment problems for now. However, you caught most of the mistakes right off, so its a problem needing immediate attention ;)
This will be done this evening... Here it's 9h00 AM.. (I'm located in France).. So I have to work the day before modifying anything... :(( ... Anyway... Thanks for your feedback...
JPL (is It Jpl.nasa.gov? ;)
eh, a pity the screens are so small and dark i cannot see a thing! lambert, please make them bigger and brighter :)
good u fixed that nasty typo :)
I know... I have to fix it this evening.... As I said previously, the screen settings seem to have some effects on the screenshot look... At home I don't have any problem... Anyway, this will be fixed near i the future...
Otherwize, do I need to understand that you need "Hubble Space Telescope" to clearly see my screenshot when you ask me about my name "jpl.nasa.gov" ??? Bad joke... ;-))
no, just every time i look at your name i think about that nasa's site, that's it. no relation with the screens here :)
this is my every day site, so this is the reason of this association.
Ok, but this "ugly" association can be done while you see my screenshot... sorry....
Anyway, I really have to improve all my web stuff.. I have a really good screen at home (HP flat screen 17'), so sure that bigger screenshots, with more brightness will be better on both screens..
i can't see anything...
...were you going to send me the level?
I sended the level, but got a mail-error.
rar-format wasn't available.
I'll try a zip-format, but as the bsp is 2.5Mb
it will be a grunt in your pillarbox.
No Problem This End...
...neither a grunt nor a wimper. I'll give it a look this evening.
Here's one from UnderWorld, but then the title already excisted...
Am I exiled now?
I Have No Idea What You Said,
but your brushwork is certainly improving over your previous maps.
still not a fan of the purple bricks, but that's minor.
Screenshots... The Come Back...
I've enlarged my previous screenshots... If somone wants to take a look... It's a little bit dark again but it looks better than yesterday..
I forgot to give the url... sorry
I need to get off my mitten...
this is better.
the map looks rather oldkool with its simplicity. i think it'd be ok map for the first try.
good luck lambert!
still cant really see anything
Vondur & Gibbie
Thanks for your feedback... and for encouraging me as well !!
Sorry for for the current darkness of the map, but I think it comes from your screen settings... (try increasing brightness)....
ASAP the full BSP on-line....
There are several textures on the bottom-right shot that are not aligned. The checkerboard floors are especially noticeable where they meet the pillars on the left - maybe put some trim on the floor to eliminate the fractional checkerboard tiles?
And I think you could do with more light sources in the two screenshots on the right - there seems to be a large fulldark area in the middle of the room.
Also, don't fear putting big screenshots up - most people would be fine with 800x600, I'm sure.
Yes I've noticed that too, I'm currently working on texture alignements.... these screenshots are only preview, and I hope to correct a max of thing before releasing this map...
Thanks for your feedback...
I Feel So Sad.
So sad whenever JPLambert posts and ends with 'bye'. It always seems like it's his last post ever and he will never come back again :(
i have the same feeling
this 'bye' sounds so...uhm..fatal
but from the other side this is demonstration of proper and long forgotten etiquette ;)
Hooray! Wait... dammit.
Why Don't You Just Shoot Screens
..and tell eachother....
sorry, forgot to say hello.
I made the gamma 1.80 for better vieuw
but it won't solve the texture mess.
Vondur & Scampie
Hey men !!! I'm not dead !!! It was just time for me to come back home after a hard day of work... And last evening I had a lot of mapping stuff waiting for me at home... Furthermore, we are both located in different part of the world .... Just note that my last post was done at 18:20 for me (my local hour), and it is noted at 09:21 (forum hour..)... There is "only" 9 hours of difference... Anyway...
I started yesterday to check texture alignement, and yes I found some scrappy one to correct... (Thanks LTH !!! )... I also start to build the final fight room...
I think the next step for me is to finish this map, and allowing on-line download on my web site... with brand new clear screenshots this time.....
Bye.... he he he ....
looks ok, but the ceiling is a bit flat. you could try making some sort of dome-ish structure on top of it with the same trisoup method?
actually is made of triangles but I didn't do much with them because WC is gay. I'll make it a little more warped though :)
I think the whole rocky appearance would look loads better if you used a better rock texture, I recommend looking at the Rune.wad texture set (from rune the game) it has some awesome rock textures in it, check the wad thread here im sure it'll be in there somewhere.
I Shot My Model
I wondered if my Lycos site connects, because I didn't get much respond on the load of screenshots I uploaded in post#742 & #728
What would you think of Q1-models like...
I Would Say...
no. the dinosaur skin looks like shit and the orb is not much better off.
if the skins were better, ie: the dinosaur's skin wasn't all mangled in every direction, and orb's colors were so banded (try changing the colors to more suit quake's palette) then maybe. i'd also have to see the animations of the dinosaur for me to decide on it.
did you make those?
personally i think ORB is pretty cool Madfox, i like it.
Dinosaur not so good, needs to look more realistic i think.
Quite hard to do in Quake.
There was a mod called "raptor" for Quake 1 which had quite good dinosaur models in it, if i remember correctly.
Are available in Jesse's RDE episode, if nowhere else. :)
That Great Qmle
Skin-texing isn't my best part. Although I am glad endly to have the Qmle Editor!
Thanks for that one!
I tried to archive the right polycounts to make the model go. Than got caught because I edited the model backwards, and had to start all over again.
Now I am trying to get the skin tex done, but the colours need to be chosen so dimly, I am afraid to get red eyes. It is something with the gamma. Qmle does a fine thing, but it takes patience.
I knew the command would come from this part.
Of course I could lend a model, but that was not my initial goal. I wanted to learn the modelling thing, for it strikes me to see that creatures go...
Thanks for the advice.
...you backed the model over Than?
Seriously, I think the Orb model is fun, but with some fine animation and some Quakey skin work it might become rather menacing... this is a good thing.
The dinosaur would blow chunks in Quake.
The Orb goes for The Enforcer
The Dino takes part of The Dog
Can't shoot the dog, sorry. No problem if it is a irrational sprite, same for the grunt.
Made a Skeleton for it, but then there is that compatible error...
Made the models from scratch, but the bouncing box for the Dino got too big, sized like the Shambler(!). And then the health of it makes it a too easy thing (30).
Beta - Black Belvedere
Or just tell me how nice it looks.
really nice :D it reminds me of one of the maps in Uru, actually. but that's going only from the screen shots -- i haven't played it because i don't have q3 installed atm.
although, i'd do without the symbols in the standard font... if you could find another font with more unique symbols, it would look a lot better.
like the dynamic shadows, cool touch. I hate terrain maps, find them far too open to really enjoy in Quake3, so it won't be helpful to hear my opinions on it's gameplay, but I find it a bit straight forward, not really much for alternate routes. biggest thing that bothers me, but may be fine with players, is that all the trees are nonsolid... shouldn't they at LEAST block shots?
anyway, looks good, it'll most likely be well received by those into terrain maps.
looks kind of nice, but really needs as much detail as you can pump into it. Rocks, bushes, smaller structures and ruins, etc. This is both for visual interest, and also to break up the large, open areas into smaller spaces where the fighting can be more interesting. Also, i'd like to see more detail on the structures you already have... I do like the "Star Trek set" feeling, but overall the map is too sparse. Maybe with q3 vis, this is as good as you can do without killing framerate, i don't know.
ok, well, that's not the real name, but i haven't come up with a good one yet.
this is just a 30 minute reskinning here... that's the hellknight's face and body pasted on there... not sure whether i should cover the arms with hknight armor or not.
cover the shoulders. and the crystal on the stick looks silly, too bright. other wise looks fine for an egyptian map.
Definitely cover the shoulders. I think the crystal is fine but should be on a wooden shaft. I also find the blood a lottle gratuitious.
blood looks cool, keep it.
pushplay, gratitious blood? Were talking about quake here, not Mr.Rogers. :P
to get it to mix in with the regular quake monsters. it's not going to appear in an egyptian map, hence, the armor and face transplant. i'll see if i can get some shoulders on the sucker. thanks for the comments
Less is more when it comes to blood and violence. What was more violent: the Reservoir Dogs ear scene that was out of frame, or the buckets of blood in Kill Bill? The latter was stylish, but it wasn't as gruesome.
good looking skin job there -- he looks like a real bruiser
I am in the middle of watching Jackie Brown for the second time this week. I watched pulp fiction + jackie brown + kill bill all last monday. It owned so hard! <3 tarintino forever.
I Only Cared For One Aspect Of Jackie Brown
I'll give you a hint. It is on Bridget Fonda's bodice.
I Think It Looks Terrible
but it's the model's fault, not yours necros. :P
scampie: alternate routes - upper and lower :P yeah, it's a default CTF s-bend layout. It's my first terrain map and the easiest way to do it. Re: the trees - they definatelt shouldn't block movement, but blocking shots...hmm. Perhaps. It would make attacking flag-carriers who choose the lower route across the valley floor harder to snipe from on-high, forcing defenders to intercept at ground level. Might be a good call. Will add wepclip and see.
metl: I would like to have more detail, I really would. But this is Q3CTF and the framerate is already low what with all the trees and pillars. The terrain could maybe be more 'crinkly' at a lower level of detail to provide more nooks and crannies, but bot movement is also an issue. I'll take a look around and see where I can modify the heightmap without crumpling the whole map up like an old receipt.
thx for feedback
necros: bah, I like the Quake font - no-one else uses it, so I do ^_^ and it looks like pseudo-classical, same as the architecture in the map.
I'm a goth. It's incurable.
That's The Quake Font?
i thought it was the truetype symbol font that comes with windows... it certainly looks like it with the greek letters.
anyway, it's not a big deal... i played the map with some bots and i didn't really notice them too much.
the maps looks really good in action, actually.
as someone who likes the railgun, i enjoyed the gameplay of the map with all the longrange shooting, but for someone who doesn't like it, they may not enjoy the map as much... if you were to add more cover in the central area and maybe some inside areas would help that?
remember though, i don't know much about dm gameplay, so take what i said with some salt, eh? :)
Not A Way To Treat A Grunt
It is easier to lend a model, than actually make one of your own.
And those vertices keep freaking around.
baby zombies? :)
the skeleton model looks like it's going to be a pain in the ass to skin...
the frame that it's on right now looks a little... wooden, like it's constipated or something... make the arms hang to the side in a more relaxed fashion, make it look more natural. how would a reanimated skeleton that can tear your eyes out look?
Death Can Dance
That is, because the poor thing was running for hell while I made the screenshot.
I made a Qmle-pic. Q1 player models sets on 408 vertices, I am already on 831.
And it ain't has a weapon yet...
I'm going to focus on vertical fighting for this one.
just becareful with those vertices... the regular glquake limit is 1024 and the software quake limit is 2000. if you go over the limit, the game crashes... :(
phait: that isnt a wall texture. it looks weird
it's fine as a wall texture if you add more details like columns or whatever to break up the space.
also, wtf you want more vertical fighting and you show a half finished flat room? get more done before you start showing things most people do in 15 mins of mapping.
Honey, I Scrunched Death
...me Bones are too small...
but, rooms like that take me hours to build!
scampie: dont hate on the dude just because im the only one slower than he is
Scampie has a good point, I just haven't mapped since PH8DM1 and got happy.
I'm a goth
That's sooooooooooooooooo un-gothy :p
Nonentity Has A Point...
you can't be goth and call yourself goth,
thats like... calling yourself cool
it just doesnt work!!!
oh btw I was noodling in the farcry editor
its fun, but its simple... aint much you can make besides a tropical paradise
Surely that should be a good challenge for mappers to rise to. I'm sure there's stuff in the game you could dig up...
New Crdm3 Screenshots
now finish it!
Looks dark and oppressive. Go finish it.
BTW, don't forget TNJ, either.
wow! ... wow! dude, i really like it! :) too bad it's dm though. ;)
what ever happened to your lunmet/lundoom sp map? i was looking forward to that one.
TNJ will be finished, shutup RPG!
lunmet/Lundoom sp map : might be finished 1 day, un-likely though :)
Need any help with TNJ dare I ask? :S
time is a luxury I dont have atm, so if anyone wants to help in the completion of TNJ with me & teh Troyn-meister then they are very welcome.
Im thinking of re-naming the pack to "SHUT UP RPG 2". What do you think? :)
I like the red contrast. Had a hard time finding the off-white link in the white text though.
looks really nice, especially I liked the first screenshot
Looks very, very nice, can't wait
looks like a mash of random architectual features crammed into a small space with unaligned textures and horrible lighting.
you just have to be different, don't use scampie? :D
admittedly, the textures do look a little "messy", but i love the architecture... perhaps a bit of reworking of the textures might increase the goodness?
don't use scampie
I think most people would agree there ;)
...will the 'omage to "Qmap" stay in the final release?
Good question =)
I think I'll leave it as is.
Im thinking of re-naming the pack to "SHUT UP RPG 2". What do you think? :)
Good idea. :D
"SHUT UP RPG, FFS"
I mean, all sequels need a subtitle these days :P
crdm3 lookin' good; textures are a little confused, but the brushwork owns me any day of the week.
Incidentally, you misspelled incidentally
Sequel To Shut Up RPG!
As a co-author of SM32, I forbid you all to make a sequel to it without either the consent of Andrew "than" Palmer, or his authorship.
...But "Shut Up RPG FFS!" would indeed be the prefered title.
well, its either that or "FFS, BAL > GO MAP!"
I'll have to have a look at the textures, I take it you talking about the grey panelled wall texture that is used quite a bit? The texture with all the grit and pr00t on it?
After a restart from scratch of my first map (not yet released... I'm so sorry....) I've updated screenshots on my Quake page located at http://lambert.jeanphilippe.free.fr/ ...
So, what's your impressions ???
Enjoy (I hope...)
Symmetry Is For Tools
Dismissive Comments Are For Fuckwits
For a first map its not looking to bad at all.
In the first screenshot you are using the same texture on the floor & ceiling, this can look wrong in most cases, I would suggest putting a different texture on the ceiling.
I like the lighting overall, but you do have a few dark boring places in some of the screenshots, try adding some light sources/spotlights or something to liven it up a little.
Keep on mapping! :)
Thanks for encouraging me and give me some advices... There are not yet monsters, and I would like dark places you mentioned to add monsters (in the future...)
About lighting, a great thanks to aguirRe who helps me a lot for this stuff...
Symmetry Is The Basis Of Design Harmony
ASYCHRONY & DYSHARMONY
Yeah That Was Overly Harsh
Patterns are important but that much symmetry makes for a bad map.
I think I was hungover when I said it.
Where's H-Hour's article on counterpoints again?
OHNOS GREEN ORANG PURPLE IN SAME MAP!!
oh yeah the map is a medium-large DM map for 6-12 people with assymetrical ctf support.
I may release a beta soon myself, so I'd like to earn some good karma here. :D
Overall I liked the map. Very sprawling, kinda hard to get a sense of the layout. I don't see any way to get to the penned off area on top of the building or the rooms just below that without a rocket jump. I don't much care for that myself, but that's a personal choice.
Room with the lg. If you look to the right at the red beam of light there's some z-fighting, which of course never shows up well in a screenshot. That's the only instance I found, and that sort of thing tends to catch my eye.
You have all this great rock formation throughout the map, and then you have this lame platform here. It wouldn't be so noticable if it didn't stand in such a contrast. Make the rest of your map suck more, make this area look more rocky, or better yet choose a metal texture.
You have this dead-end in a cave with only two itty-bitty pickups to make it worth your while. More over they're kinda hard to get to. If I was playing I'd be pissed off I'd bothered to go this way. I always like crystals though. Great shader on your's.
I like that a lot.
I was able to rocket jump into this crevice and had trouble getting out. It looked like there should be something of interest over there.
Come on, that's just lazy.
I also thought the quad was overly hard to get to. My personal feeling is that the best players have enough of an advantage in a map without intentionally trying to tilt the map in their favour.
Great work over all.
thx a ton for the detailed feedback pushplay.
the deadend cave, my intention was having greedy players go into the deadend for extra health and armor, get caught and obliterated. maybe ill up the reward for that risk.
the quad trap thing is me adhering to the guidelines for hte burial-grounds mapping competition, i agree with you, but im trying to win an ipod mini :)
you caught me with reference to that lazy corridor and rock platform, sometimes you skip ahead to finish off the remainders. ill try to make the detailing more consistent in those spots. i still have a 2nd round of crate distribution and other details in mind to fill those voids.
by any chance did you observe a seam where the skybox meets? or is that just an artifact on my vid card?
I said I'd enter the burial grounds contest and I have a map almost done, but it's not the sort of thing they're looking for. Oh well. I think they want something that's specifically a trap, and not just a tricky maneuver.
The thick black outline on the skybox is actually correct, ironically. The geforce opengl driver is supposed to clamp some value but doesn't which makes the skybox look as intended. The ati drivers get something right for once, which unfortunately causes the box. It would be nice if q3 was patched to fix it or the ati drivers autodetected q3 and compensated.
That's looking much better than before !! Better screenshots to ;)
That same texture for floor and ceiling in shot 1 does look a bit funny, as Daz said.
Keep at it.
'Come on, that's just lazy. '
Do you mean it looks a bit auto-brushed?
I agree with you there. That is some very convincing brushwork in that picture.
I've noticed that too after Daz comments.. This is changed now... Screenshots will be updated as soon as possible..
I just meant it was a cookie-cutter hallway that could have come from one of a billion maps.
First screenshot updated !!
PS: All others part with floor and ceiling with same texture are also modified: thanks for the advice... it looks better now
Yes, that looks much better than it did with the same texture as the floor.
Here is something that may be of interest to you, when you get time, have a look at this tutorial from xenon,(if you haven't seen it already)
It may give you some ideas, or get you thinking more/differently about how you go about things. You may or maynot be able to implement the ideas in your current project, but it is good to keep this sort of thing in mind.
I'm glad to see that you are keeping at it, good on you.
You can run q3map2 (the latest version) with the -skyfix switch to fix the black skybox border on ati cards.
balance is the basis of design harmony. Balance and symmetry are not the same - ( see: The Golden Section )
inertia: you mispelt both those words. Is that supposed to be irony?
Thanks for the link, it really interesting to have an overview how to modify a hall in order to improve its quality...
Thanks, I'll use that from now on. It still looks the same on geforce, right?
In the first shot:
Flat ceilings in large rooms are a design no no. No offence, but this room reminds me of something from Wolfenstein (the original). Consider a recessed ceiling.
The sides of the sarcophagi don't gel with the tops, I believe there is a sarco "side" texture available from the DoE set that matches the tops you are using.
In the second shot:
The "rock" walls are too clean/square, natural caverns do not have such perfect geometry. Try messing 'em up a bit and maybe introducing some outcroppings in a different but complementary texture. (I made a similar "mistake" in my first level, but was saved by the small size of the area concerned...your huge cavern will be very unforgiving in this respect)
In the third shot:
This also looks a little too "clean". Just a few brushes (to break up the lines) can make all the difference. Does jumping down the well get you to pic 4?
In the forth shot:
I actually like the lighting effect quite a bit. Once more though, perhaps a rail around the columns would break up the plain ceiling.
Otherwise, keep it going... I'm craving a good temple level.
Bastion Of The Underworld: The Abode Of The Nethergoat
Do those weapons have the changeover/reload time of the ones used in Q2 also? One of the game's major flaws imho.
changeover time is halved from q2 - i have kept the "weapon up" anim, but "weapon down" has been dropped in default mode.
I plan to support 4 weapon modes in my SP mod (dubbed "Total Slaughter" of which BotU is the first map):
Q2 Enhanced (Default) - weapon up but no weapon down.
Q2 Classic - weapon up and down.
Q2 Instant - instant switching like Q1.
Classic - classic Q1 guns.
Some weapons may not be in though - the railgun doesn't really sit with the Quake 1 feel imo, and i haven't even begun on the BFG. Hyperblaster is currently a plasmagun but i may change it to a nailgun for a "grittier" feel.
lighting looks very washed out, could be a lot lot more moodier.
Kinn: I'd suggest not releasing a map with models and textures that aren't legal for distribution. The textures could be overlooked, and normally are... but when you start grabbing models as well... well, that's just asking for a letter from id's legal department.
The map looks decent enough, rather dull architecture in my opinion, q3gothic needs a ton of details to look cool. Agree with nitin's comment about the lighting. Not fond of colored lights in q1 maps, but that's your choice. Sounds like you're looking to keep things cross engine and such, which gains you points in my book, as I'd be playing in standard glquake only.
I will say, it looks like you have ambition to spare and that map looks a hell a lot better than most people's first map. Hope to see it do well and be a fun map.
Scampie Has A Goodpoint
'The textures could be overlooked, and normally are... but when you start grabbing models as well... well, that's just asking for a letter from id's legal department'
There are custom made versions of the standard weapons from Quake 3 and UnReal2. One guy had a site booth at last year's QuakeCon. I remember that they looked pretty nice but I don't remember the name of the mod.
Skyscraper Captains Beta1
This is my first q3 map, but I'd really like this to be a good map. I'd appreciate a lot of feedback on what I can do better and what I did right. The more specific the better. :)
I'll try to take a look tonight.
i don't get it...
is this a q2 map for quake2 with monsters from q1 ported over or is this q1 with q2 weapons ported over?
what's going on! i'm confused!
the map looks cool though
from what he said, its a q1 map with q2 weapons.
Hello, thanks for your comments..
As I said, these screenshots are previews... so even if comments are not good, I take them into account to improve map quality... Don't be afraid, I'm not offenced if someone doesn't like my work... while good advices are given....
About the first screenshot, it's true, sarcophage textures doesn't match with the top... because I only have the top texture, and not the side.. I haven't find it yet... grrr...
About the second screenshot, I have not added yet some brushes to break the clean rock look... I'm still working on it...
For the third screenshot, that's the same... sorry..
For the fourth screenshot, yes, this is the arrival of the well (see third screenshot)... a little swim in lava naver kill the player unless he misses the pentagram ;-)) he he he ...
Anyway, I will made another screenshots release in a near future.... trying to improve map look quality...
Necros, this is a Q1 map which uses a number of md2 models (including weapons) converted to mdl. About the legality of it - yes, I feared it might be a bit dodgy, but I ploughed on regardless (I was having too much fun!) At the end of the day, if it's too risky I will remove the Quake2 models rather than risk upsetting id. A shame really, because it was always my grand vision to create a sort of hybrid between all three Quakes.
As mentioned before, I have gone to some lengths to make sure this will work in all engines, even good old WinQuake. Screenshots were taken in DarkPlaces, and that uses the actual md2 weaponmodels, along with coloured lighting, and some custom sprite effects (made by me so they can stay!).
Monster count is huge (around 250) but to ensure no risk of max edicts in standard quake, most monsters are spawned on the fly, according to player progression via my own "gang spawner" QC code, which uses a single entity to spawn whole groups of monsters into the level in various spatial distributions. (eg. - you can place a single entity in the map that says "when triggered - spawn X fiends, Y hellknights, Z shamblers D units apart, in ranks of R, starting from this point" and so on... I have also set up special triggers that purge monster corpses from previously cleared areas, as well as numerous other misc. edict-minimising QC changes.
About the lighting - if the outside areas appear washed out, then i may lower the sky light value. As for the rest of the map - I am using my own modified version of Tyrlite, which mimics a kind of radiosity effect. Every single light is placed with this attenuation in mind, so it's far too late to change the indoor areas - besides I personally think they look great (which is what matters, after all ;) ).
re: Scampie's comment about the architecture - if some areas appear plain, that's hopefully balanced by the vastness of it all - nearly 6000 brushes and counting!
I am taking the legality issue very seriously, and that may delay the map as I rethink the item/monster placement to reflect the changes.
just because of that, i now really want to play this map!
also, don't worry about brushes, you've still got lots more to go before any serious problems arise.
i'm also intrigued by your solution to edict problems and gang monster spawning! i never thought of letter qc take care of the positioning of the monsters at spawn time! :D
necros, in a nutshell, gang spawners are quite complicated, but the main idea is as follows:
i have given all known monster types a bitflag reference, eg. knight = 1, ogre = 2, scrag = 4, hellknight = 8,
work out the sum of the bitflags for each monster type present in the gang and put it in a field (eg. i use
".items2") this tells the gang spawner what monsters it contains, and to do the necessary precaches. monsters
are also ranked in a "placing order" which dictates where each monster type appears in the gang.
you specify the total no. of monsters present, and you can optionally fix the numbers of up to four unique types
in a gang - the rest are allocated in equal numbers.
next i have a series of fields that describes the geometrical shape of the gang - rank/file, spacing, height
offsets, radial, vertical (good for scrags!) face inward/outward/forward etc. etc. (there's a lot to play
around with here!)
loads of spawnflags are available - (spawn angry, no tfog, no droptofloor - to name but a few)
obviously to make this all work, i had to write code that enables monsters to be spawned dynamically, rather
than just at the start.
hope that's given you something to think about - i'll never forget the feeling on my first successful test of
this - pressing a button and watching an army of 100 knights spring into existence, all in perfect formation!
couple this with corpse-removal code, archvile-type monsters and things and you've the basis for a very unique game experience :)
oh, crap - sorry for the formatting on that last post.
Impressive stuff, though you are quite likely to be sent a polite mail from Tod H. because you are using both Q2 model and Q3 texture content. Shame.
But your architecture looks good. As mentioned above, the lighting is on the bland side which isn't helped by the low detail or texture trim/variation. But it's still solid Quakelicious mappage.
And custom qc as well? Scampie's right, you are ambitious. Good to see this sort of dedication in the community.
Overall, looks like you're going to make a more than competent debut.
Your name is also curiously similar to mine :/
ok, i'm going to retire my pimp hat for a while, as i'm running the risk of overhyping this.
i very much appreciate everyone's crits/comments - i will look into improving the lighting and it looks like i'm going to have to say goodbye to my lovely Q2 arsenal. the Q3 textures are here to stay though - as many people have got away with that in the past ;)
headthump - thanks for the weapons suggestion, but i will probably go back to the good ol' classic quake guns.
kell, our names are similar :) - mine's short for Kinnschmerzen, which is german for "chin ache" ;)
very nice map you got going there. everything is clean and put together well. the texture choices are sharp and the theme is executed nicely. that ankh shaped mirror is really cool the placement makes me think there is another path there instead of a mirror. excellent sky color too.
here go my suggestions:
-the map fits sort of an ancient ruins theme, however it is in pristine condition, i'd like to see some broken tiles, pillars, supports, exposed dirt/sand etc scattered around a bit.
-also i was thinking you should add some 6-12 unit thick circular details like handrails or something to that effect, just to bring some of the large architecture down to scale with the models sizes. right now i just feel a bit too small in that map in relation to some architecture.
-i feel the blue lighting color is too strong, try desaturating and darkening it a bit and see how it looks.
-maybe a nice mapobject or two from here http://fps.brainerd.net/mapmodeltext.htm
ill shuttup now, cool map man.
pushplay's comment the other day made me remember I said I'm make a map for that burial grounds contest... not sure I'll finish, but here's 2 nights of mapping... deadline is 'before sunday'... :D
ill shuttup now
No! The more comments the better. Thanks.
I'm a little bit down on decay and magic cause I think they've been done. You'll notice I chose a shader-free jumppad. I think I will throw some more sand around though, and the hand rails is an excellent idea. I'll desaturate the large blue lights too.
The big wooden thingy(?) that circles the centre room connects to the wall in two different ways. One side is done with brushes and looks ok, the other side is done with meshes and looks great except for cracks on the inside bends which I can't get rid of. Got any opinions on that section?
Scampie: looks like a good start. If you crank out a good map by Sunday I'll be helluva impressed.
dude, i like what you have so far! i'm guessing that's q3 judging by the presence of nodraw textures... that would make a cool looking q1sp! :P
i want to check this out when it's done, even though it's q3dm. wicked dude!
I know I said I'd comment but unfortunately a whole buttload of stuff has been dumped upon me. Some quick comments after a brief runabout though :
I'm with eggman on the lighting, too strong and needs to be implemented better.
Texturng and detailing are good in general but perhaps break up the monotonous color tone by mixing the grye brick textures with the yellow brick ones.
Layout wise, cant comment too muche xcept that it felt odd in scale. Too cramped in some areas and a little too big in others.
I got noticeable slowdowns in some areas. I'm no mapper but it seemed as if stuff was being drawn even when not in view. Have you hinted this fully?
Overall, I'd say it's fairly solid on first impressions but I dont know if this is really going to be appreciated by the BG people. From their mappacks, it looks like they're after heavily themed maps that suggest a sense of place. Whilst, this is a pretty solid map, it does seemlike another egyptian textured DM arena rather than a proper egyptian place.
anyway, just my $0.02. If I get some time, Iwill try to offer more detailed feedback.
Do you mean the large blue lights or the lighting as a whole? Can you be more specific?
Maybe I should mix the yellows and greys together.
I've barely hinted the map, I thought that was vis' problem. Is that something I should be looking in to, or will the final vis do an adequate job?
sorry in advance for the quick response, dont have much time.
I meant the large blue lights mainly but you could have some really funky shadows etc given some of your roof architecture and the new features of q3map2.
As for hinting, like I said I'm no mapper, but from what I understand, hinting is very useful and quite important to keeping FPS up. I'm sure some of the people here can help you out.
As for pure technical ffedback, post over at Q3W, could get some useful answers there.
that is the most bizarre screenshot I have ever seen
That is so... Lovecraftian.
looks ..wonderfully twisted.
make it twisted. like the tree-like thing in the middle of the screenshot, on which i really like that deep dark red color.
necros: you truly have a florid imagination :)
Kinn: are you taking the piss? :P
Not At All.
no, i'm not taking the piss. it looks to me just like the sort of mix of arcane architecture and alien wierdness that HPL would describe.
although i think the overhanging curve thingies might look better joining at the middle perhaps, like ribs joining a spinal column.
What custom engine is that? Is it Fuhquake? And will it be a single player map?
It's John Carmack's Quake 3D engine or something like that. It's botmatch.
Gotta love those textures! finish it scampie :D
I like that scampie, but I think the lightcasts would look better red.
there's enough red lighting, a little dab'll do ya.
Nice, quite impressive. It even looks like a BG map.
Love That Light Sampling, Scampie
On those Head Hunter 3 textures, it looks really sweet (not in a pinko commie way, but in Ferrari sort of way).
Looks nice scamp, although the support pillars for the walkway in the first shot look too flimsy. How about making them thicker (and Y shaped single supports to avoid the tiny gap left in between two thicker pillars)
I need some betatesters for my new Q1SP map. Everyone interested mail me at pulsar_2001 -=at=- mail -=dot=- ru for more info and download link.
Hey, nice looking map you have there. You always seem to have funky big cool looking maps.
Just a comment though: I'm not too keen on the repitition of the hexen2(?) brick runnign around the back edge. Though this could just be because I used it quite a lot :)
The organic looking stuff is tres tres great.
did you get my mail?
check your mail now
Oh there it is. Sorry I didn't see it, but it's way at the bottom of my inbox. It would be easier if you weren't sending e-mails from 1997.
I also noticed that there seems to be something strange with some emails from you. I recall seeing year 1997 somewhere and my ISP seems to have problems with them as well; emails are delayed.
Can you please check what's wrong?
I also noticed that there seems to be something strange with some emails from you. I recall seeing year 1997 somewhere and my ISP seems to have problems with them as well; emails are delayed.
There's a badly written science fiction story in there somewhere.
1997 is my PC's time right now.
It's been even 1991 two years ago. That's because I needed to use shareware program with 30 days time of use. Then I found it fun:)
I didn't know it has any effect on e-mails
I still need some more betatesters for my map.
RPG, don't you want to betatest it?
Alright. Can you upload the file temporarily to your website for me to download and then e-mail me the URL? Files generally do not pass well through my e-mail.
already uploaded:) but my main mail server seems to be down now
I'll try to e-mail it from another one.
mail is sent. And please reply me on my normal e-mail (pulsar_2001 -at- mail.ru)
Likelily Story Pulsar,
Admit it. You are a spy from 1997 sent here to spy on us future folk and learn our ways. I'll sum it up for your little report -- computer graphics and internet speeds much improved but no mass production of hover crafts (yet). Oh, and burritos still taste like burritos.
Like Lily? I Don't Like Lily At All
learn to spell, AssFace
Order In Space
How did you find me? My mission is failed...
Casinni's Last Stroke
I know you're out there somewhere Hall!
I Know Our Sophisticated Humor
might be difficult for a 1997er to comprehend, but don't try to kidnap me and send me back with you since I am only kidding.
Is that your tribute to the Little Prince?
it reminds me of the speedmap i did for the dm/voidmap during last qexpo.
Calisto More Greasy Than Triton
pictures are sweeter than scorn
Did you get my mail?
or is it also delayed due to my 1997?
It Took A Few Hours, But I Got It.
I'll send feedback a little later.
this almost looks - mapping help -
some skinning advise for these two andro�ds...
for the dinosaur: give up and use raptor
for the orbb: looks fine, maybe de-saturate it a little but other than that I dunno. :)
Try Yourself & Tell Me Again
for the Orb, download and set in progs
for the Dino, don't use others stuff before trying your own...
Well . . .
'for the Dino, don't use others stuff before trying your own...'
You have to admit, you have a lot of Id media in your levels.
If you really want to be a purist abput it.
I was reffering at-
#899-for the dinosaur: give up and use raptor
but at least you gave it an ironic swing
in stead of your answer
I Assumed Your Raptor
was a work in progress so I wasn't inclined to a response on its quality.
Moved The Trash
then why do you answer?
to blame me using a lot of ID media in my level(s)?!
I wonder who's the purist!
What's your favorite radio station?
The Prodding Joke was two days ago; time to move on.
An Opinion I Was Asking
...not youre assertivity...
although now I don't know about which subject we're talking.
Let's say screenshots...
and don't miss the func_trains....
Alrighty, A Truce Then,
Not sure if we were in a flame war or not -- I'm confused about it actually, but in case we were, meh apologises.
What are your plans for the astroid or lunar creations?
A couple of shots from a smallish map I'm making. It's something of test run for me of newer engine features - replacement textures at .5 scale, coloured lighting etc. Shots taken in Fitzquake. Ignore the tree.
that rocks! :)
if a bit plain, but that's some of the much better colored lighting I've seen implemented in q1.
looks absolutely stunning glassman. I've always been a fan of your maps. keep up the good work!
there something in the water around here? everyone has nice looking maps lately.
Really nice screenshots... congratulations !!
that does, indeed, rock
Nice lighting, very soft and moody. Half-timbering is great.
Nice, but I think you need to pick either contrasty textures or contrasty lighting - together they're a bit overwhelming.
Those A Beautiful Glasman
Poster art quality.
Glad you like them.
Maj, it's late afternoon, low, bright sunshine, dark faintly blue shadows or maybe I boosted the contrast a bit too much in PS.
I'm gratified that nobody seems too phased by the custom engine stuff. I'm not sure if the map will end up being playable in the standard quakes due to the large size of the textures which, anyway, look crappy in the quake palette. I'm aiming at Fitzquake; my only regret is that there isn't a s/w engine that does external textures.
i'm phased actually, but i sincerely hope the map will be fitzquake ready when it's done :)
(/me still hates colored lites in quake)
I put that badly - it will definitely be fine in fitzquake which does support external textures (although not on models or sprites unfortunately), skyboxes & coloured lighting; it's the original glquake & winquake that may not work.
Coloured lighting will be as tasteful as possible :) - I think it looks okay with 24-bit textures and you can always remove the .lit file if offended.
"...if offended" sounds exatly like i feel every time i see colored lite blasphemy :D
Just a few questions, what is your level editor ?? I'm currently using QuArK, with something like your features (i.e <quote> replacement textures at .5 scale, coloured lighting, <quote> etc..) and my map seems not to be as good as yours... Or did you make some modifications on your screenshots ???
I don't have much of a problem with the lighting (although the first shot could do with a bit more radiosity down low). It's just the high contrast textures in the first shot tend to overwhelm it and reduce the impact. Our lead artist backs me up too ;P. Then again, maybe it looks different in-game.
I'm using gtkradiant 1.4. I just increased the brightness & contrast of the shots as the histograms were almost entirely in the 0-128 area.
The Map That Won't Be Finished
I think you meant to say "I'm not going to finish this, so I'm just going to tease you and make you hate me."
that's exactly what I meant to say
I love seeing new geometry with classic textures.
" I'm gratified that nobody seems too phased by the custom engine stuff."
Well I prefer as plain as I can have with Quake (but I'm using Fitzquake for its built-in gamma support) so... but those shots do look nice.
You All Suck
Glassman's shots look beautiful, and a pox on all of yous who complain that it won't run on software/GL original.
But it should run in standard GL/software. It's Quake you're editing for. If you want a shiny new engine, map for a shiny new game.
Quake Was Designed For Flexible Modalation
That is why there are thousands of patches, hundreds of Partial and Total conversions, and Id released the source code so the engine could be modernized and these factors I listed have everything to do with why Quake is still a living game now.
The minimum system requirements of FritzQuake are low, and I doubt if there is anyone on this board who can't run it. I could be wrong on that score, but it doesnt change the fact Glassman is doing us all a huge service as well as Tigger-On for bringing Quake design forward in time.
Also, given the fact that a modified engine team can put the latest hard ware acceleration and software features in their product in a short time where as any commercial venture will have to take at least a two year development period to put their product together, it gives us end users a glimpse of the latest technology in game before it becomes commonly available in commercial games.
On top of that, it gives model makers, mappers and sound artist a headstart on keeping up with the state of the art in their fields by being able to use the technology and being able to express familiarity with it when they apply for work in those fields.
So, right on Glassman, keep at it; purist be damned to DosQuake.
P.S. I nearly wet myself at the first shot.
I fart on your eye Headthump. People who like Quake don't want new technology bullshit crap that doesn't look nearly as cool, they want more fun.
what a intelligent comment. Impressive.
Time Marches On!
The Complacent will be crushed.
If you are against modernization in Quake, you should refrain from playing Glassman's level or Industri when they come out. But I don't really expect any consistancy from those flapping there jaws or lubicated sphincters against it.
I'm A Little Slow, But
i just realized this: glassman said those shots were taken in fitzquake... since when did fq support skybox and highres texture replacement? O_o
Ha! I Had The Same Double Take
a few months back when I noticed replacement textures I had made for Dark Places were being used while playing ye ol' Elektra Complex in FitzQuake.
It's All In The Readme.
You DO read the readme, don't you???
No, Not For Engines, Actually. :)
it's usually just boring bug reports and such... :P
Well, I Did After That
Thumpy bows his head sheepishly.
It is so much easier to ask you in the forums, Metlslime than it is to open up a .txt file.
BTW, is the coordinate system extended in Fitz? Okay, okay I'll look it up . . . .
I DO read the readme...FQ deserves the attention.
metl: I noticed in using one of my custom skyboxes ( darkmatter, incidentally ) in my SP map, set in the worldspawn, that texture errors are produced.
Some of the skybox panels ( I haven't looked closely enough to see which images ) appear on doors and buttons. Haven't see it on any other funcs, but it happens on several different bmodels through the map.
I don't know how aware you are of this error. The skybox has been removed from worldspawn now, but I can reapply, run and detail the error more specifically if you would like.
More On Skyboxes
I've also noticed that Dark Places & FitzQ align the skyboxes differently. I think DP is 90 deg left compared to FitzQ. I'm not sure if there is a standard on this and whether either are "wrong" but it would be nice if there were.
I tested my engine to be consistent with Quake 2's sky mapping, since a lot of skies are made for it. I think i also tried a quake3 sky, but i can't remember. Anyway, i think mine is right, but i could be mistaken :)
Kell: which version? Sounds like a texture manager problem. If you have 0.75, and you can reproduce the problem, it might be worth it for me to investigate. But, i'm in extreme pre-E3 crunch mode right now, so it won't happen immediately :P
fitzquake at e3!? will it have japanese booth babes?
And After E3 We Can Look Forward To A New FitzQuake?
I like the sounds of that.
But Fitzquake2 will run at half the speed, add custom weapon switching times (slider between 5 and 20 seconds), and will add switchable colored lighting.
I ain't looking forward to it.
Switchable Coloured Lighting?
O_o you mean switchable in game? that would be kind of cool...
Well, I Trutst Fitzgibbons Judgement On That Score
though the thought of custom weapons switching speeds turns my stomach. Same with fog effect controls. The mapper should have complete control over those factors. If the end user wants to customize let them learn it the hard way the way we did.
metl: yes, 0.75. I can demo and screenshot for you at some stage. I didn't expect a quick fix. It's not a major headache anyway, I just thought you'd want to know.
E3-crunch, eh? I envy you and pity you at the same time :P
Switchable Coloured Lighting
Only if it is a mapper controled function then there are some cool ideas you can come up with for its use. I'm usually the most stridently anti-elitist person that I know but mappers work too hard to make their work look good for the end user to just flip a button and make it look like shit.
you've got it the wrong way! :P
it's when people make crappy coloured lit maps, then you switch it off, and it goes from shit to decent. ;)
Switchable Colored Lighting...
Already on my to-do list :)
And no, it won't be mapper controlled.
Ohhhh, I was looking at it the wrong way!
Metlslime -- will it be a cvar then? In that case there are still work arounds . . .
I was thinking more along the lines of strobing randomly selected colors
You Mean Like This?
I'm Having Contrary Responses To Those Pics
at the same time.
My first one -- Oh my eyes! Run from this heresy.
The second -- hmm, now, how do I incorporate a Disco in a Quake level?
Surely the first response stems from the reptillian, primitive side and the second the more evolved higher end.
That Bottom One
Looks like an old Sierra parser game in 3D.
If I Had To Guess
That pixelated daydream is either from Coagula or it is an orgy scene from Coligula with the jizm splatter being interperted in multicoloured particle effects.
...looks like a typical custom engine there :P.
Those are all screenshots i took during fitzquake development, when things went so catastrophically wrong that i thought it'd be nice to keep a memento.
WooOOoowww... your screenshots looks like as if I took some drugs... cool... 8))
Does your quake engine works using heroin ??? ;-)
when things went so catastrophically wrong that i thought it'd be nice to keep a memento.
Coming Soon: ksp2 - The Disco That Time Forgot...
Does Your Quake Engine Works Using Heroin ??? ;-)
That's more of a 'shroom moment there.
I Can Imagine
A whole set of drug triggers for mappers to play with.
trigger_drunk -- movement become exagerated, foggy vision
trigger_shrooms -- unfocused, fuzzy but hallucinogenic
trigger_acid -- sharply focused, sharply defined, moving objects have trailers, colors exagerated, throw in a little telekenisis while you are at it.
triiger_heroin -- I have no idea what that is like.
... is very dangerous, like trigger_crack: it involved a lethal dependence !!! Too uch use kill the player... so use carefully...
A substance that makes people look like zombies (hey, perfect for Quake then) yet so addictive people do it anyway I don't want any part of.
I can imagine using the trigs I mentioned as powerups instead for a post apocolyptic version of Quake. Something to mull over while I'm bored and supposedly working this afternoon.
...those Were Too Small...
I Knew I Would Screw It Up!
Please forgive me! I'm not familiar with these boards and was hoping to edit my posts, but as such...here is the correct urls. Sorry for the spam!
is it dm or sp or what?
looks like q2 map
more info pls :)
Like the fluffy things in Yoshi's island?
(Doesn't show up too well in that screenshot, but the entire screen starts twisting and being weird when you touch those white fluffy things, and Yoshi begins to stumble and the controls go sluggy.)
It's a Q2 DM map using Sock's egyptian themed textures. Maric at Backshooters has also created an Awaken II version of the map with a tweaked item placement and loadout specifically for that mod. If you're interested in trying it out, you can DL it from the Backshooters map repository or from here:
rather nice duel map!
maybe a bit too symmetrical, but still, it's cute :)
That makes me happy just looking at it
Panzer: looks great, except the blue volumetric lighting things look out of place without blue lighting coming from them. I'd suggust using just a slight blue light there, don't go overboard with it so it's overbearing, but just a nice light blue to make it look right.
Let There Be...blue Light?
I actually tried the blue lighting in an early version of this map (this one is final now) but it never looked quite right to me. It might have just been my opinion but the white lights seem to keep the textures from looking murky. BTW Vondur...good call on the 1v1. This map started out as a 1v1 level for Snake from the Backshooters community =) Thanks for all the comments. They will certainly come in handy in my next map.
Is this the same map that was at The Pipeline since ages ago? I recalling seeing a map looking very similar to this, dunno if it was the same one.
Is looking pretty nice, and yeah scampie has a point about the blue lighting, might be nice to throw a bit of that around, give some contrast to the orangey feel of the map.
Keep it up! :D
As A Matter Of Fact...
This is the same map with a little more scenery thrown in. I thought since it was originally designed with 1v1 play in mind, it could handle a little more detail to make the hunt a little more bearable when you keep missing each other.
Just set v_idlescale to 20. That's drunk enough for me.
Cliff Test Please Comment
I'm fiddling with a map that has this cliff,
I am planning to "round out" the top part of
for rockfaces that need to be very vertical, use lots of little lights (about 120-180, no special attenuation settings) and just slather them all over the rockface at random intervals and heights. this way, you get a more interested rock, instead of flat lighting.
also, i suggest you upscale the textures to 1.5x1.5 or even 2x2.
I'm re vis-ing Ne_lend. It is at 53% guess I was little optimistic that it would be complete in 8 hours. Did you get the first impressions e-mail I wrote when I completed playing it the first time around? Or is that one lost to the Gods of the Internet.
Dont blame you about taking a break. I test played a bunch of levels last night and got a pinched nerve in my shoulder out of it. It's all shot games and watching boxing tonight if there is a half decent fight on.
i did indeed get your email. thanks for the preliminary info. :)
when i tried a fullvis for lend, it took about 5 or 6 days...
besides, i was meaning to do the painkiller stake gun for a while now, and since i had some free time... heck, i even got Pain in there, and working on Killer. :D
Necros, fancy a proper model for that thing? Weapons are much easier than monsters, frankly.
i ripped the stakegun sounds right out of painkiller and synced the rotation of the sng to the noise and removed the muzzle flash from the other barrels except the one. and those stakes are the center part of the quad damage. :D
i've been trying to come up with something along the lines of the one from PK:
i can do the modelling fine, and import it into qme, but i have no idea how to make the cool skins, even though i've read about doing it.
Preach, if i were to give you a finished model, could you make up the skin coordinates? i'd give you credit and all that, although, since we're talking on a public board, almost everyone who does use/play it will know about it. :P
well, how's this look? tried to keep the quake mood, so it's a strange looking gun and asymetrical. i only realised later that it's more of a left handed gun than right handed, but that's easy to change.
i left the 'stake' (more of just a placeholder at the moment) in the first shot to give an idea of where it goes. it won't be textured like that in game, probably will be metal or wood (duh :P)
Yeah, I can do that, just send me or give me a link to the model, but make sure you have everything that you need in the final model all finished before you send it. Once it's skinned, it's a real pain trying to add new parts to it.
You'll probably end up going w/ his skin but can I have all I need to skin it as well, I wanna give it a try.
but that's later. ;)
is there a site that explains how to properly import a model into qme and how to animate it from outside of qme? (so importing the frames too) for some reason, the stake doesn't appear in qme...
Importing Animation Frames
Usually I just import each frame as a 3ds or dxf file. If you're using QME 3.1, then you can select multiple files and import them all. Presumably the program that you're using to animate them can export single frames of animation, try a different format if that doesn't work. I don't know too much about the process though, as I usually animate using QME anyway.
One more thing...If you're gonna export the frames from another program, save the files you create. When I skin the model, you have to import the frames again, you can't add the skin to an animated model(although if you have an animated .mdl, you can export all the frames and then just import them to the skinned version)
The old Quark4.07 has a way to copy files to eachother as you start the model-editor twice.
So you can select and deselect them mutual, as long as you rename them.
Finding the garavity 800 key can't resist me to make another level...thanx necros.
if i give you a .md2 with all the frames in there already, will that be ok to do the skinning?
i coulnd't figure out to export specific frames into individual files, so i opted to get this thing called QTip which is a plugin for 3dsmax and export to md2 automatically...
Post Gravity #999
That is shaping up to look interesting. I like the supports in particular.
Yup, I can do it from that, send it along.
Put some trim around the top of the arch. It's looking good.
Never liked lava in base maps myself.
has its context, friend.
seen lava in base maps, or arches, so I wanted to do that.
if it's *slime in a base map, it's called 'toxic waste'
if it's *lava in a base map, it's called 'molten metal'
I cannot self-terminate; you will have to lower me into the steel.
/me lowers Kell into the steel.
/me gives a last thumbs up as my screen goes blac...*
The unwritten future rolls toward us. I face it for the first time with a sense of hope, because if a poster, a Kell, can learn the value of human life, maybe we can too.
but unfortunately when this future arrives it is in the form of a mediocre cash-in where the only truly good part is a truck chase scene.
...doh, kill me now...
/me kills DaZ, now.
I should have realized it was never our destiny to stop pointless posts - merely to survive it, together. The Kell knew; he tried to tell us. But I didn't want to hear it. Maybe the future has been written. I don't know; all I know is what the Kell taught me never stop fighting. And I never will. The battle has just begun.
you do plan to post a level pic with this battle on it right?
Kidding man. I'm just afraid someone will fallow up by posting Trinity's 8 minute dying speach from Matrix:Revolutions.
Witch Craft Battle
I guess you're supposed to be in space in those shots, but it looks like you're fighting a microscopic Shambler on a falling snow flake in the middle of a snow storm... Which is a cooler idea really.
Microscopic shamblers.. that reminds me of editing in BUILD when you could easily change the size of enemies and fight them that way, if I recall correctly.
i remember that. i hated how a lot of stuff was handled though, they made setting up triggers and stuff so complicated compared to editing in doom.
Serious Sam also had an easy way of changing monster sizes. Was fun to make a headless bomber 20 times it's size... too bad the explosion doesn't scale. The running bull monsters were also cool to make 2/3 the size so they were like minipoodles that would blast you across the map.
Of my new map, at Underworldfan's site.
Almost Escheresque; sweet, I like the terracota.
Tronyn: I remember you asked about custom textures recently. I can do a bit, but I have a lot on my plate atm what with the monsters, Black Belvedere, my own Q1SP, lack of net access and lack of site ( /me plays little violin )
Give me a rundown of what you're looking for, either here on Func or at my new ( apparently w0rking ) email - monster_kell AT hotmail DOT com.
I'll see what I can do. Warning: all of the multi-layer .psp originals for the knave textures were lost when Signs Of Koth died :~( Though if that's what you're looking for modifications of, there are surplus means by which to flay a feline.
It's not that I don't want to do any more textures - I do. But it's unfair if I agree to do something specific and then procrastinate....poor R.P.G. is still waiting for his texture ( it's done, I just haven't had a chance to mail it yet ;) )
Jack Carver Is The Road Warrior!
of course, i doubt i'll ever release this thing... it's really just a huge terrain with a hummer with it's hitpoint setting skyhigh and a bunch of other hummers with guys in it. it's fun getting them to chase you though. ^_^
if i get better at the farcry sandbox editor i might actually try to make this an actual map.
(you can see i didn't even bother to give the terrain more than 1 texture :P )
When I look at that it makes me think of the Long Version remix of Lucretia by The Sisters Of Mercy. Pedal to the metal....
never heard it. :P
i just finished watching road warrior two days ago and i wanted to recreate that last chase scene with the truck and all the dudes. it's not working out so well.
now i'm just goofing around and piling enmpty trailer boxes skyhigh and setting explosives to knock the whole thing down.
plus there are some guys at the top of the pile of boxes. >:D
and holy shit! you can run maps as they are in game right from the freakin' editor! whoa!
gravity 800 needs so much space.
this one is 3.5Mb, but argh... that texture and brush alignment....
Nice Brushwork Madfox
you are getting good at this. One question, low gravity and flowing water canals? I guess we have never raised a stink about low grav and active magma in the original e1m8 either!
In this map are also the 8 round brushes, turning in space. But it needs a sync_func_train, and I can't find it anymore on Inside3D!
I just came to these corridors by accident, covering the outside space of it. The water is thin, so you fall through it into another same corridor, under it.
When jumping aside on the sidewalk, the wall leads into the middle, and falling into it.
Maybe not a good ID to put water in a low gravity map, as weth clothes won't lift up.
I Looked Around Inside3d Forums
for that the other day when you first mentioned a need for it, and couldn't find it though their archived boards go much further back then I checked. Have you checked Custents for similar functions?
i don't remember if the entity was actually called func_sync_train, but there *is* an entity like that in custents. it will keeps it's place in relation to other trains even if you block it, and such...
i actually used a variation of that to get the func_trains in "Emptiness Without" to get the trains to move properly. you can use the duration key to set how long it takes for a train to go to one path corner instead of a speed key.
custents is the place to seek for the "func_train_syncer".
...that shot is looking better than almost all your previous shots. Keep playing around, I think you're getting somewhere with that one. Grand architecture and curves are good, as is a consistent texturing theme.
Devotion To The Antiques...
I am only crumblin' with that nasty habbit of the compiler to decompile right brushes. At least, that's what Quark aims...
Here is one from "Cicade", endlevel-2 part#6.
Ogre Can't Stand Loosing...
Submit that one to PlanetQuake!
the images are extra dark, i cannot see a thing, sorry....
3 (or 6 If You Really Have To...)
...the stratification in the other textures doesn't suit some of your outcropping.
Yeah I should have run them through PSP and made them brighter, it's just that they'll look darker unless they're viewed in fullscreen.
I'd go with #2
was bored so i decided to put some screenies up of the maps i'd been working on since mid 2003. i havent gotten much done. i usually sit down and work on these for liek 1 hour every month. :)
the lighting/textures migth be all fucked up in some.
Looks Pretty Good
Keep it up pdcitter. The Egypt one looked kinda smallish in scale, but still nice.
i like the base one best. but both look like they'll be nice maps when they're done.
also, it's the first time i've seen what quiver looks like. whoa.
Ut204 CBP 2
I need some testers to help me :
screenies and download on :
I haven't skinned before so I thought I'd start off with Q1. I need to skin the gun and the back yet. Also I know the arms appear glossy, that has since been removed. He is also too pale. I'm thinking of redoing the sounds to. I see this skin fitting in better with grimier, dirtier sewer maps perhaps:
that's actually pretty good dude. the faceplate gloss is a bit strong, maybe reduce it a bit, and get more of the grunt's face on there.
not bad for a first skin!
I look forward to doing a Q3 skin since you can see the detail more, I don't think Q1 justifies my capabilities honestly.
It Looks Good
(don't give up!)
Just Checked The General Abuse Thread
looks like you didn't, congrats :)
Unreal Engine 3 Monsters
The end of the U3Tech video definitely got me a bit moist, when the 'beast' came over.
I love a good monstery monster =)
Ooh, U3 Monsters
Those monsters look much much better in high detail shots. Don't get me wrong, they looked good in the video too, but you can see their pores in these pictures.
The 'glow' effect works really well on the overbright sections. Actually, just having those bright, near-white sections created by lighting puts them ahead of most 3d engines... I've always thought that to be one of the biggest differences between 3d game engines and reality. I imagine it's probably pretty hard to do well, but I can't see the people who made Unreal 2 putting a foot wrong, or making some sort of mistake. Cough.
Unreal 2 was developed by Legend, not Epic.
Also noteworthy is that Legend has been closed down by Atari.
I genuinely couldn't see the people who made Wheel Of Time (and the Unreal mission pack) putting their feet wrong or making some sort of bloody obvious mistake. Yet somehow...
Politics, I'm sure of it...
So, are these actual designs for Unreal 3 or are they just for the engine demo?
I'm Learning Stuff
I really didn't register that Unreal 3 is being developed by Epic. Surely that's something to get very excited about? A true sequel to the original Unreal. As long as there isn't any bloody politics :)
Im just getting into mapping.
check out my screenshots!
ZSP2 Early Screens @ Pipeline
Groovy Pics Zwif
What texture sets did you use. I believe I saw some from Armagon and Metlslime's.
It's mainset Speedbz with some Armagon in there for to add contrast to the mostly darkgreen/darkbrown camo walls in there.
hey, it looks good, go complete it! :)
It looks like you have a good start there on the architecture. The lighting in some of the shots (especially the third) seems a little flat and uninteresting, IMO. It looks like adding a little more contrast and throwing in a few alternate lighting styles or sources might help it out.
Good work, though. Is this your first Quake map?
I forgot to add that the purple lighting in shot 4 doesn't seem to fit very well, IMO.
Dazka - looking promising there for the early stages of a map. Interesting take on Egyptian textures and nice to see that style done at night. Some interesting looking architecture e.g. in the first shot. Need to work on architectural consistency and more dramatic lighting, though.
Zwiffle - looking good there, a strong style and good build quality it seems, and not too dark for a change!! Personally it's not really my style, I'm not so keen on that brown used in a smaller scale (I think it works better for big designs), but the green pipes liven it up.
I think being able to create maps is one of the coolest things you can do with a computer. Ive been tooling around with them for about a year but havint come up with anything worth showing off. If i ever do, i'll be sure to let you guys know.
Thanks for the advice guys.
I think being able to create maps is one of the coolest things you can do with a computer. Ive been tooling around with them for about a year but havint come up with anything worth showing off. If i ever do, i'll be sure to let you guys know.
personally, i prefer the trim textures to be more of a contrast to the main texture, just an idea.
I am using speedys EXCELLENT andromeda textures for this:
Please come with some suggestions. btw the ghosts around the map are cpma indicators for spawnpoints
Err. There's not much there to offer suggestions on. Have you started with the details yet? If you have, it looks like you need to seriously re-examine what you've done and add somemore.
This article is for Q1, but it's still quite applicable when it comes to adding detail for most games: http://xen.quakepit.com/tut1.htm
If you have not started detailing yet, then please pardon me. But if so, I don't understand why you posted this...
Slightly smaller images would be cool, too. 800x600 is usually big enough to get an idea what it looks like.
yerr... looks a little plain, esp for q3, no?
Thanks For Response
I have detailed a bit, but I am looking for help with the detailing ideas, thanks for that guide tho, will be of some help. If anyone has any ideas for little details they think would fit please tell me :D
Play Metroid Prime
There's some incredible detailing in there. It's quite inspiring.
Do you want Quake 1/2/3 style details? Play through some levels that you thought had good details and note some stuff that you liked.
Do you want detailed machinery and other sci fi paraphernalia? Check out some drawings from artists' websites for inspiration.
Do you want something more in line with modern architecture? Try some architecture websites or books.
I'm going to have to get a console. You are making me envious for some of the console titles. I was very PC-centric until I spent a cloudy summer vacation at a friend's place playing Siphon Filter 2 and found the experience to be quite satisfying.
I like the layout, but I'd consider adding a bottom (with maybe some lava/slime) to the pit-o'-death in the middle. This would allow people to rocket jump out if they were quick instead of making it instant death. If you do this, perhaps consider suspending a good item (RA?) over the pit.
I'd also consider adding a YA, or at least a bunch of shards, somewhere in the map. Right now, the RA is pretty much what the entire map revolves around. This isn't necessarily a bad thing, but I'd certainly get a lot of playtesting to make sure it works.
I like the grate near the PG to jump over, but you could make it a little more interesting by raising it ~16 units or so, and adding a crate or geometry on the wall on either side to allow players to make the jump--or, if you don't add anything to one side and make the jump one-way, put something quite good in the dead-end. :)
You have verts off the grid on your rock ceiling over the RG, causing the sparklies there. An arena file in the pk3 would be nice too.
More detailing is certainly necessary. My suggestion: http://fps.brainerd.net/mapmodels.htm
A Slight Update
I updated the map a bit, and took some screenshots and didn't read this post until I had uploaded everything. I will correct the map accordingly tomorrow. I want to thank everyone, you have been very nice and thrown good ideas my way.
Future plans as of now:
-Change the RA to a YA as it proved very dominant during playtesting.
-Throw in some cool map models from the FPS site.
-Further detail the boring walls with brushwork.
Anyway, update @ http://chop.ond.se/dethmetch/dethmetch.html
(still huge screenshots, will make them smaller for next batch)
Once again, thank you everyone, (especially pjw and RPG)
Accidentally mistyped the url in the last post (edit function REALLY needed!)
is the correct url
it's getting there. i still think it needs more detail... more action in the brushes, whatever :P this looks like a a tech map, so some pipes wouldn't go amiss. i think you can use q3's curving brushes things? O_o
maybe make some alcoves in halls ways with some pipes running along from ceiling to floor, and maybe cut a trench along the ceiling, and fill it with pipes as well. maybe put some trim along the edge of the floors, ex:second screenshot, the left and center raised floors could use trim there.
shot3 could use those alcove with pipes i was tlaking about on the left side,
shot4 is kinda neat, but could use more electrical things behind the curving light brushes
keep it up, dude!
necros forgot to mention it, but you could put some pipes in, too.
well, pipes wasn't the only thing, but it's what comes to mind first when thinking about tech. i guess some computer panels and whatnot, with exposed circuitry and such would work fine too.
try pushing the light brushes back maybe 8 units to make the wall more 3d too... umm... yeah.
i think YOU should put some pipes in your next map. :P
or make a Q1SP map based on a metroid prime environment [is that possible?]
Wow, nice screenies, really...
The major structures and big forms should be more important and then the details should just add some extra spice to the stew! Far to often people just add lots of details to hide the uninteresting underlying architecture.
The Cybernetic Ursine Is Too True
It looks like what you have there is a collection of the most common elements from sci-fi themed maps. Most good maps have some unique feature which ties the map together, I think you need to look for your's.
Need Some Help
I need testers for this map for the style and the gameplay,
I need comment
screenies and download :
I feel sad I can't check out the map, my ISP is rather fucked up now and won't let me look at any gamespy sites
Improvement happening. I like the nighttime/neon feel more than the original.
pushplay raises a good point re: theme. It's improved, but it still feels like a lot of other techie maps. I like the bars/columns that you have in a few places (e.g. near RL/RA) maybe add something similar in a few more spots? Some over/under areas with barred floors often provide interesting combat--it would be pretty easy to add a room under PG with a barred floor, accessible from RL area and from central courtyard somehow. Ignore me, of course, if you don't want to mess with changing layout at this point. (But if you did, you could maybe *add* a YA instead of switching RA <--> YA . . . :))
I'd also consider narrowing the space between the bars, at least at RA, to force people to go around, rather than just jumping up from the floor.
Teleporters seem a little blah. A good place for maybe a model of some kind?
Not Quite Screenshots, But...
still a preview of whats to come:
they're not perfect, but I just wanted to get the ideas across. I could do better with more time if I needed to.
I'd offer to help out on your mod, but "I don't think Q1 justifies my capabilities honestly."
The map is updated! Check it out at http://chop.ond.se/dethscreens/dethmetch.html
Decided to follow a lot of the forum members crits, but I am not sure about the MH, maybe there should be a YA there instead? Also, if anyone knows any cool teleporter models I would appreciate if they threw a link my way. I would also appreciate some good C&C about it.
But do you think you have enough lights in shot0021?
It looks like you could work a little more on the theme, too. But in general, this is a problem new mappers have, so don't worry about getting it perfect on your first attempt.
It looks like you're trying to put in too many colors, too. Blue, yellow, green, and red all in the same map? It might work out okay, but there are several areas that feature three or four of those colors (shot0019 and shot0020).
The curved beams in shot0021 look thinner in the middle, but that might be an intentional stylistic choice.
You might consider adding some additional details on the floors -- it looks like shot0024 would especially benefit from that. Somemore contrast in the lighting (such as spotlights) might help in that area too, but at the moment you might be more interested in architectural details than lighting.
It Just Occured To Me
Alcatraz used to have some excellent column entries detailing his experience building his first map. Too bad those are perhaps eternally lost to the internet daemons.
Restarted Work On This:
This is one of the last few areas I've had to finish. This shows last night's work, and is still a ways from finishing.
This shows various additions to the exterior area since I last showed screens here.
2nd screenie looks ace, 1st screenie shows nothing.
2nd screenie looks awesome. I love the differing subtle texture and light shades in the shot. 1st shot needs more vertical elements, white lights, broken pipes/water pools, and that greenish/yellowish texture thats in the lower-right of the 2nd shot. although if you really wanna do something, the base is built into a mountain righ? build an interior area that has suffered a cave-in/collapse, with exposed rust/metal cross sections of walls cielings and floors being cut open by large rocks.
Keep the sky, love the color theme. this one looks to be shaping up very nice
No Beta Yet.
i'll put you on the list though. want to try and get things together for a beta before the speedchainmap. this map has sat for far too long.
eggman, nitin: white lights will def. be in. the lighting there was just lights I copied from elsewhere so I could see. and yeah, I'll do some rocks there. Not much there really, the only major thing there I really wanted to show off was the angled stairs and trims. :D
thanks for all the comments
While we're on the topic of self-pimpage, I thought I'd break in and offer some screenies of a map I worked on for a bit last year.
I really like the architecture and some of the lighting, but r_speeds were getting too high so I decided to start over in a different set. Maybe I'll re-use the architecture in a SP map some point.
Eggman Said It Best
I'll just second him that that is shaping up nicely, Scampie.
I Was Reading About QRad,
a utility that I am not familiar with on Fatty's site the other day. It allows for Quake 2 style texture lumination in Quake. It looks like your map may be the perfect candidate for that approach, RPG.
Speaking Of R_SPEEDS...
What�s considered to be "good average" and "max peak" r_speeds these days?
Some people still stick with 600-700 tops. SP maps are much less likely to adhere to this guideline. DM maps usually stay below 700.
<- has new screens and beta in it.
I want to send out "GJ" packages to scampie and rpg for impressive work :D (especially scampie)
...looking good! That misaligned yellow light texture in the first shot is on purpose, yes?
the lighting there was just lights I copied from elsewhere so I could see.
already removed as of tonight.
See And Test ...
the brushwork looks good, and i like the textures. don't know where they're from...
lighting could use a bit more 'attitude'... i'd suggest these settings for the wall torches:
i agree that the brushwork and texturing look quite good, and this shows good potential, but that lighting really needs work.
It's hard to define 'good lighting', but I feel it's important to get the right balance between contrast and plainness. That is, you shouldn't have areas which are all the same brightness; even if the area is outside, try to include some other light sources, so the light level varies. Also, you shouldn't have excessively contrasting lighting... lighting can be dramatic while still looking smooth and having gradual changes in brightness.
Nice architecture and textures, but lighting is awful. Fullbright next to pitch black will not promote anything in your map except headache, especially with the bright snow theme.
Just to get a different view, try relighting it with the following line:
light -fast -soft -extra4 -light 40 -addmin -range 0.15 -dist 0.9 heresp3
Or even better, follow necros' advice by using better falloff formulae, e.g. the new delay 5.
Gameplay was pretty good, maybe a bit too much teleport ambushes in really cramped corridors. Also, I'd suggest changing the now partly solid sky brushes into real sky by using the sky texture on all faces.
Nice screenshots !! But like necros, I just ask me where did you find this cool grey brick textures ?? Did you made it by yourself ??
ok, thanks I take advices and go map =)
I think u know these textures. ( I steal it on rtcw ) I know I haven't the right ... but the render is cool ...
I will be back in a little moment ... I put new beta edition when i finish it ...
Some texture observations.
Firstly, What texture scale are you using? It's difficult to be sure, but they look kind of hi-res. I would advise against using scaled down textures if poss.
You mention using RTCW textures, which are designed for a higher texture resolution than standard Quake. I would recommend resampling the textures in Photoshop (or whatever image editor you use) eg. 256x256 -> 128x128, before you do the q1 palette conversion. You can then use them in Quake with normal 1:1 scale.
RTCW textures are notoriously grey. If you have oodles of time to spare, you may also want to "brown-them-up" with a levels correction and/or brightness/contrast correction before fitting them to the q1 palette, although that is a matter of personal taste.
Also, looking at some of the wooden beam structures, it looks as though you need to rotate some of the textures 90 degrees, to "align the grain". The ceiling beams in the first screenshot for example could use this.
I won't dwell on the lighting, as much has already been said, but it needs to be completely redone.
Forgot To Add
I haven't actually played the beta yet, so all my comments are based solely on the screenshots.
The Curved Lights Still Seem Too Bright IMO
Well, The Obvious...
align the texture...
I'm becoming fond of this map. :)
Also, I'm still a little hesitant re: item load and health load . . . it certainly seems like there's too much health in there now for a tourney map (mega + 2x50 + 25s), and I suspect that two armors + a mega might be too much (in combination with all the health) for this size map. Plus the +50 right above the mega is a little weird . . . I wouldn't mind seeing the mega a little more risky to get as well--it's easy enough to snag it and teleport right out to a tele_dest that gives a lot of movement options as it is right now.
If it were my map, I'd try the following (in other words, feel free to ignore this part if you don't want blatant opinion)
a) remove the +50 above the mega and put a few shards there instead.
b) move the tele_dest for the mega tele to a slightly more dangerous place--my first inclination would be to make a short passage sunk into the wall off the bottom outside room (where the SG ammo is) and put it there. Make this a one-way tele.
c) replace the YA near the RL with some shards (and/or a CPMA jacket armor).
d) remove the +25 near the RG.
Not really you guys' cup of tea, I know, but I've been doing a lot of mapping for Ghost Recon. Here's some shots from a few different maps I'm working on. I did not build the trees and shrubbery in the last shot, they're included with the game.
I liked Ghost Recon.. I've never played around with the editor though. Let me know when you finish this.
will go into the Tactical Gamer 3.1 Mod Update (www.tacticalgamer.com) when it's done.
PJW-improved New Version!
Took most of pjw's suggestions into mind and made a new version:
(too tired to arse up new screenies and shit)
I want to send a hug your way for all your excellent and wonderful tips :D
(I am aware that you can get in between two of the bars, this was a mistake, but not sure if I want to change this, very hard to go in from below this way anyway, since it is just big enough to fit a player.)
<- got my arse in gear and took some screenies.
taken from an abandoned cement works near were I live...
Inspiration for mappers mainly... Very STALKER in style.
Shouldn't that go in the Inspiration and Reference thread?
just had to find the damn thread... Need a search function :D
...your humility is an inspiration. Keep up the good work.
Another beta is out! This is quite a bit improved IMHO, it can be found at http://chop.ond.se/chop3tourney1/
Thank you for your comments as well distrans.
Inspiration for mappers mainly... Very STALKER in style.
i also have many pictures which are Stalker in style. Probably not the same kind of stalker though.
But she was so pretty.
... to the mao :D
Starbuck, post in the 'inspiration' thread
Guess my goodbye was aimed more at tf, as func msgboard has helped me alot during the making of this map, and it wouldn't be the same without this thread.
It can be found at http://chop.ond.se/chop3tourney1/
once again. Added a new route and I ALPHABLENDED the terrain outside. (New small screenshots as requested)
That's The Way Voodoo
Hang in there, Func_'s a good place to be 99% of the time. Generally a cool bunch of people, and IMO, some of the best mappers around, for any Game. Looking forward to the final version of your map. Looks good
This thread has slacked off a bit I've noticed? Once again an update, with some touch ups and fixes, and another new route.
You do know about the missing sound file for the lift, and the missing textures? like those 2 pipes in the 3rd screenshot, and on the larger of the 2 pipes near the yellow armour, that run around in the wall cavity.
Looking a lot better voodoo, the lighting has improved A LOT imo. The 1st and 5th pics blew my mind away, the details are also starting too look a lot better. keep up the good work
hey cool! i thought you were leaving? i'm glad your not though. your map is starting to look pretty good. the lightning is much much better now and i like the funky light design on the wall.
Thank you for your comments, sorry about the missing texture, will be corrected!
Updated The Link Now
Fixed the missing textures(I think!) and the link now points to the fixed texture version, dl if you feel like it.
Looks Much Better
than it did at first. Shows that just working on it a bit more can change a map from being just 'ok' to actually being good, congrats.
Generally i still get a feeling the theme isn't fully coherent, not enough continuing underlying elements to hold it together as well as some maps. But... its not worth redoing stuff for, the next map will be better still anyway.
The one thing i would suggest is making sure you have some variation in height in areas which are open to the sky... it looks like its all the same height in some places... you could raise the wall over the doorway for example, or add a few towers behind the edge. Good work though, carry on!
The lift sounds and the pipe textures are there now, just some missing textures, sought of outside the map, behind the lift area.
Thanks starbuck, will try to add some variation in height!
I am not sure which area you are are describing, would be very happy if you felt you could take the time to take a screenshot of which areas are missing textures?
If you stand facing the lift, with the yellow armour behind and to your left, you have 3 openings/windows, to the outside on your right, if you look out the opening/window, closest to the lift, you should see what I am talking about. I will send you a screenshot, but I can't do it now, but will in about an hour from the time of this post.
The only other problem for me is there seems to be a lot of dead ends, hindering the flow. One in particular can be problematic, at least with bots. If you are down in the section below the lift, where the mega health is, and a bot decides to hang about at the top of the lift (which they tend to), the lift will remain up, and you are stuck down below with no way out.
Voodoo, I sent off the screenshot to the email address you used to register with. I dropped the quality of the jpeg down alot to make the file size smaller.
there seems to be a lot of dead ends Sorry about that, there are only 2, but being a small map it felt like a lot :). But after playing some more, it's not to bad. Except for the little prob with bots mentioned before
Rather good screenshots... Cool lightning effects and archtecture..
Keep it up !!
Thanks For All.
Thank you for the screenshots and everything, if you play the map in cpma you can pull a doublejump off of the little box-thing on the opposing side from the elevator. Don't know how to fix the bot being bad with the elevator, but will botclip some and make sure they act better with the YA and stuff as soon as I get it back from pjw.
Thank you for your compliments jp, is your name taken from SiN's main character? I think his name was JP Lambert? Or maybe it was JC Denton? :D Can't remember :/
No, this is my real name: Jean-Philippe LAMBERT... I don't use pseudo... and I didn't play SiN game.. sorry ;-)
Ah, parleur francais? Je francais se mal :D
Guess the sin dudes name was JC Denton then :D
Wow... Nice try, but I hope my english is better tahn your french.... sorry....
CPMA, yes, I stoped playing that a while back, just play vanillaQ3 now. Guess you can't please both crowds, but it's no problem if you have the RL. Hope you can pull those bots into line ;).
sadly, my harddrive died about 3 days ago, being as dumb as I am I didn't have any off-hd backups, and the .map file is now lost in eternity :/
Development of the map will stop here, and I will probably start anew with another map soon.
Thank you for all your tips and feedback about the map, because it has not been in vain, you have taught me alot and improved me as a mapper, expect more stuff in the future.
HD failures really suck :(
Good to hear your still gonna keep mapping though!
Sorry To Hear
But didn't pjw have a copy?
but will botclip some and make sure they act better with the YA and stuff as soon as I get it back from pjw.
Or am I misunderstanding?.
Thankfully I have never experienced a HD failure, I have had a couple start making a few odd noises that I thought were going down, so I replaced them. Now days, apart from regularly backing everything up on a DVD, every 6 months I just rip out the old HD and replace it with a new one. Kind of puts the odds in my favour a bit, cutting down the chance of loosing everything.
Anyway look forward to your next, best of luck
He did have a copy, but I had built quite a bit since then, and I really don't feel like redoing about 5-6 hours of work all over again, maybe some other day.
doing anything? feed me screens!
Screen My Feets
You Better? You Bet
Bastion II: The Marcher Fortress
Time for a little pimpage of my next Q1SP map. As it stands, I'm afraid this bad boy will probably have to be custom engine only, but in any case, I'll supply an engine with the download to at least ensure a consistent experience (a lesson I learned the hard way with the first map). I'm currently finalising the architecture and lighting; I haven't added any monsters yet, but you can expect a similar type of combat to the first one.
The main differences this time around are the terrain elements, less linear exploration, and more epic architecture >:D
Here's a quick trio of screenshots - I'd have more but the lighting is still being worked on in most places.
that first yellow road tex is ugly tho
good point re: yellow texture. It does tile badly from a distance :/
uhm that water is like really bright...
oh that's just the contrast correction i applied to the screenshots. It looks normal ingame :)
Pic #3 Is A Beauty
Pic #2 Is A Beauty
Er, I Can't Decide
I meant #2, I tried to erase #1176 before it posted
Shot 1 is truly epic, amazing stuff SB!
I am eagerly awaiting release.
I Told You
i cancelled the project, it was too GAY
what the fuck is wrong with you? you must be possesed by the devil to map in such a fasion!
whatever you do, don't stop! ^_^
Err Lol Etc
Of course I meant Kinn not starbuck, I think I am going insane...
CUM IN MY PANTS!
sorry for that outburst but considering that's q1 and handbuilt terrain u say! it's stunningly erotic. Probably the most amazing q1 outdoor screenie i've ever seen. Keep up the stiffy!
Kinn and starbuck have the same sorta nick colour, thats why I got them mixed up...
(what? you mean the strange squiggly lines have something to do with it too? Gah...)
Thank You Guys
Yes the terrain is all handbuilt. It's actually hollow (i.e. there's an underground cave network), so an "instant terrain" tool like gensurf would have been of little use. Besides, I much prefer the level of control you get with handbuilding terrain vertex-by-vetex.
Hip2m2 by Levelord is better, but only in the third main area after the second Shambler. Otherwise, Kinn has us all beat.
everyone's job is to outdo Kinn.
Levelord is talking at 3DRealms.COM forums.
All Right! Thanks For The Heads Up Phait
BTW I love what Kinn is doing to extend the Quake mapping scene, but there are a number of mappers who are as talented.
I recently played some levels by Than and Kell that blew me away.
I'm just glad to be in the vacinity of some really superb artist.
This Scene Ownz!!
It seems like Kinn is a refreshing mapper or something. I haven't seen that kinda praise in a long time or ever.
Nice. If you're going to be using a custom engine though, you might as well do something about q1's ugly water texes.
i was wondering it it'd work in fitzquake.
technically, it is a custom engine, but it still shares some of the limitations of the original glquake such as the 600 edict limit.
also, upon furthur lookage, i find the third shot decidedly underwhelming when compared to the grandeur of the first and second shot.
i think a bit of something is missing in the third shot to make it consistent with the level of visual quality present in other areas of the map.
good map. ;)
Custom Engines Etc.
Well, I got the latest build to load in WinQuake, so it may be cross-engine after all :) although obviously you miss out on Kell's lovely skybox. Edicts shouldn't be a problem, either - I'll just do Bastion-style spawning if they get out of hand.
Necros - appreciate the comments. The third shot is from inside the fortress; the architecture becomes more traditional there. Overall, there's a quite a bit of variety in the architecture, with some nice watery areas, caverns and dungeons to contrast with the epic hugeness of the fortress exterior.
Does Look Very Impressive
but the lighting does need a lot of work.
Shot 3 is a bit less impressive than the others -- it only looks slightly grander than gmsp3!
Ah, dude. Welcome. I lay down the carpet of red viscera for you. Finally, someone who can outgoth me ;)
Superb handling of the proportions of the fortress exterior; reminds me of Bruegel's Tower Of Babel. A tangential influence maybe?
On the subject of textures: if you are going to use the Q3A gothic wad, please delve as deep as you can. There are some superb gigeresques in there as well as multiple trims and such. The blandness of the same blocks_c texture covering vast acreages of brushwork unrelentingly was my only disappointment with Bastion. Palette conversion is always a limitation, but there must be more you can get out of the wad.
Also, if you're going to have pools of water on a brownish landscape, near brownish buildings under a brownish sky...you should consider having brownish water. That clean blue id water makes for a visual oxymoron, since there's no blue in the sky that it would be reflecting.
That would be the mpterra1 rock tex on your terrain too. Not a bad choice I must say, though palette conversion seems to have messed the saturation about. There are plenty of others available that may be worth trying on your terrain. Many of them on my HDD as it happens :P
Finally: it's very satisfying to see my skyboxes associated with such impressive mappage. Regarding dragonheart specifically - it has hills in it that will be parallaxed behind the actual brushwork hills of the map. this may be your intention, but if you'd like I can always re-render the sky sans terrain. I also have a couple of other 'infernal' skies you won't have since SoK went down, which may be of interest to you.
You are a man after my own heart. On a spike. Over a gatehouse probably. Mmm, mapobjects...
Great post. I'd never heard of Bruegel's Babel before, but a quick google yielded this pic:
Actually, I was influenced more by the LOTR films, specifically Helm's Deep (the valley and the stone road up to the the main gate). Actually, the road undulates quite nicely, a feature not readily apparent from the high vantage point in that shot. The tiered construction of the fortress was a nod to Minas Tirith, whilst the huge beacons were inspired by, well, the beacons. Only just visible on the grassy court above the main entrance, partly obscured by the spiky turret is The Brown Tree of Kinndor >:)
Totally agree with the points you made regarding the textures. I'll definately work on getting some more variation in there. My biggest problem with the Q3 textures are that they aren't the best tiling textures in the world. Take the yellow road texture for example; it's scaled 2x in both axes on the road, and the tiling is still pretty bad; i'll likely replace that. Damn good point with the water as well - that'll be replaced.
The rock texture will stay as it is; in fact I think it looks even better from the ground, and it really blends in nicely with the mountains in the skybox, which I think is perfect as it is :)
Of course, I'd love to see some of your recent skies, but I think I've settled on the sky for this map.
Cool. Glad to see dragonheart used anyway :)
I'll mail the other skies I mentioned for you to peruse. Might provoke some inspiration.
The Q3 textures do have a lack of tileability ( is that a real word? I'd say 'tessellation' but then I sound pretentious ) which is due to the double scale of the engine. I'd offer my Q3 kothic wad as a substitute, but it's too limited to really add much more variation :/
Of course, I can see the LotR influences now. Odd that Minas Tirith didn't occurr to me because I mucked around with a Q3CTF terrain map using white terraced architecture. Must be all the daemonic redness in your map.
The Brown Tree of Kinndor
Probably a species related to the Black Ash of Kelluria
xi dingir xul kanpa
only just seen Kinn's screenshots, 1 especially looks amazing.
I think you may be joining the rareified company of glassman, kell, et al. hehe.
fov120 had a hard drive crash and it is currently in repair
A little something I�ve been working on for a long time and something I will probably continue to work on until the cows come home.
i hereby give you the title of 'ikbase hero'.
Also, did you noclip into the floor to take that shot? :)
Stars In His Eyes
tall base structures make me swoon, looks good :)
i'll forgive you for using ik over idbase though.
I Like It, Jago.
Although if it were my map, I would be tempted to add more detail. Some of the walls look kind of plain to me.
Q3 Map Screenies
hey ppl.. been away from mapping for quite some time, and well I'm cooking up a port of my Q2DM map - Deep Freeze for Q3A. The level is getting quite an update, better architecture, improved layout, ect...
Here are 2 pics:
Looks good. I like the trim on the walls, but I'm not crazy about the use of brick texture on the ceiling in shot 2. I can't think of when I've ever seen exposed brick in a building on a ceiling.
limburger,american and of course chedder.
New Quake2 DM Map With Almost Finished Structure
Hi all Quake fans!
In a post before (two weeks ago I think) a guy here (Zwiffle) told that my new map is totally bland and the grayscale colours also sucks.
So, I replaced the lights with a smoother, warmer colour, and put in a few more details.
Check out, tell me everything about them! Good and bad points are all highly appreciated!
Here are the pics:
Quake 2 Map
Epic gothic map for Quake 2, with Q3 textures ??
Could still need some more ornaments.
Glowing gothic crosses, maps like this one need
tons of glowing gothic crosses :)
Or pentagrams and stuff ...
It still looks a bit empty.
Let's be honest and blunt.
The textures you've used are completely bland and boring and you've used them as such. The scale is hideously huge for no reason and everything looks empty. Beta4 shot is the best one becuase it shows some detailing and has a somewhat interesting peice to look at.
Sorry, I just don't like the pics at all :(
ditto what scampie said. the thing is, aside from the crosslights, there doesn't appear to be any details whatsoever... definatly needs more texture variety on walls, some trim here and there, maybe some curves, or at least some angles other than 90.
plus, the lighting on the crosslights is just bad... the light appears to be emitted 16 units above the actual source, and the source's texture is dim while the wall is bright. lower the lights so that they are near the source face as a starter. play around with attenuation to get a more realistic falloff.
right now, you've got the barebones -- let's see some meat. :)
In-editor Short Of A Work-in-progress:
This is the same ikbase map I posted am in-game screenshot of about 25 or so posts ago in this thread.
What Version Of...
Radiant is that, that you were able to load the .wad??
RE: What Version Of...
GTKRadiant 1.5 has had WAD support for a long time now.
Commnets On My Map
Hi. Thanks your comments Grieve, Scampie and Necros!
Need som more ornaments and detail? Ehh. I can do that maximum with the textures, because the r_speeds already touches 1500..., so I can't really put in more detail.
The scale is not so huge, just the shots shows that, because I used fov 100 to make a better view of the areas.
There ARE curves, though You don't see them on the shots (and remember, it's quake2 and not so much curves are enabled in this engine...), but there aren't really trims and texture blends, I see.
And don't be so clever with those lights! They are texture emitting lights, so don't tell me craps like "emitted 16 units above the actual source", because the engine makes them look lke, but they have a little trick, that's why they look a little weird. So I can't lower them (lower what? Attenuation? Craps. They are naked texture lights!). Maybe they aren't realistic, but they are interested!
Anyway thanks. That's the maximum I can do. I'm not a professional mapper, so this will be the map You will download and play free, or You will skip it! Maybe the next one will be more good...
bye Quake fans
That's the maximum I can do.
Maybe the next one will be more good...
Well, if the next one might be more good, then obviously this might NOT be the maximum you can do...
A Couple More
In #tf, Blitz requested a couple more shots of the fortress exterior; I figured I might as well post them here as well:
Note that the water and the road texture has been changed from the previous pimp shots.
Kinn / Blitz
Wow... Nice screenies really... I like the architecture, and the textures use, even if it's a little bit too much "red"... This sensation is reinforced by the red-falling sun-sky in the backward... and I feel a "bloody" after looking at the screen... Anyway, I hope my rookie comments are not discouraging you... It's a nice work however... Keep it up !!
Shots 2 And 3
Personally I think #1 is the best as it shows how really impressive it will be when you;re actually approaching it, plus how well the lighting works with that skybox (might even have to try custom engine shizznaz for this one).
P.S. Vondur get back to the dark forests :P
Shambler - that's very true - #1 (view from the road surface) is representative of an actual in-game view, whilst I flymoded to take the others.
A couple of people have mentioned that coloured sky lighting may further compliment the scene (although the brownish textures give the illusion of coloured lighting to a certain extent anyway), although I don't want to stray from using aguirRe's light tool (which currently doesn't support colour).
i don't think coloured lighting is needed. as you mentioned, the textures already lend to a orangeish appearance. making the sunlight yellow or orange (i'm guess that's what you'd do...) will probably make the textures look over saturated or something.
but either way, good work :)
i like the new texture used on the path's floor. tiles nicely and looks good.
am i looking at external tga textures? the green in the 2nd and 3rd shots is really vibrant and seems to be colours missing from quake's palette.
no externals - just a standard q1 palette. I did a gamma correction to the screenshots before exporting to jpg, so that may be the reason.
If you are going for the low lit IkBase look that Than perfected, Jago, I'll be very pleased to play it.
I am soooo jealous looking at those pics . . .
Interesting. I haven't before considered combining SpeedBz and IKBase. Your results look good enough, though. It might not look good in large quantities, but I'm sure your judgement would distinguish between good and bad.
What RPG Said
...Kinn rocks my world.
Jago: considering all the rust and drippage off those walls, do you think a murkier water tex might be more appropriate? BTW, I'm really looking forward to jqsp1 (?), your interpretation of 'base' looks very impressive.
Doom3 Dm6 Remake
Yes, I agree with you, these screenshots are really cool.. Just a question, when you say Doom3 Dm6 Remake, you told about dm6 from which game ??
Quake 1 ?? Really ??? I will take a look this evening, cause I don't recognize the map... It seems that the architecture layout has been modified a lot, by adding extra pipes, lights, ... and many others things so ... Anyway, thanks
doom3 mapping crisis is over!
...looks nothing like DM6.
Good Choice For A Remake Though
maps that good already?!
I mean, I thought we might have a MONTHS grace.
Remember, people have been mapping for Doom3 since the leaked demo - also I would imagine a lot of people have been making generic maps in the Q3 format, with the intention of converting them to Doom3 when the game comes out.
is there a dl link for that map?
that remake is of Q3DM6.. :)
that remake is of Q3DM6.. :)
woops.. double post. And according to the Quake3World forums, the map isn't completed the author believes it will be over 1 month till he is done with it.
Almost Stopped Mapping
After seeing Kinn's screenshots.
It felt as seeing Quake3 architecture in Quake1.
Surely did a good job!
A much simpeler example:
Courtesy Of Friction:
MadFox & Jago
MadFox: I've just took a look at your screenshot, and it's not bad at all... I agree with you: it reminds a Q3 architecture remake for Q1, and I like this gothik-like castle, with its central huge area, its many pillars, and its "head" in the bottom center of the screenshot... Texture use is cool as well... I just feel a little desappointed by lightning effect that shouls be really better... Anyway, nice work...
Jago: are you afraid of bees ???
MadFox & Jago
Madfox: Looking a lot better than your usual esoteric work, the strong theme and much better textures is an improvement. The face is a bit naff IMHO, but this is showing a lot more promise.
better architecture, better texturing.
Lighting still needs to be better, seems to be either fullbright or fulldark.
The bees thing is an "inside joke" from #tf.
.. I've understood it was a joke... Anyway, I glad to hear you are not afraid of bees... 8P
"Bees" is a joke? Then what the hell have I been playing for the last week? Bees III rocks!
Stop dreaming please, wake-up !!! Bees are really bees !! you are just sleepping into a honey apiary ...
come on, jplambert! there's no need to be insulting just because you haven't been able to play Bees III yet.
Necros... And Others As Well..
Oh, I'm so sorry if I hurted all of you guys who play Bees III... That wasn't my goal.... Thousands apologies...
Now seriously... where can I download Bees III game ?? And why I didn't heard about Bees ans Bees II ??? ... ;-)
You've got to pay for it like the rest of us, sonny jim.
.. could you find me a "sale point" in France please ???
Page URL Not Found
me want screenies :(
i think i like it... hard to tell because the high saturation looks wierd... but fairly nice brushwork nonetheless. ^_^
lighting looks bland, but i think that's due to the high saturation...
maybe go a bit darker anyway though?
Skyscraper Captains Beta 2
Amazing screenies !!! The lightning effects are really cool, and the architecture of this egyptian-gothik temple rocks !! Great job...
that looks infinitely better than the last beta. I'll let you knwo some comments when I've had a run around.
Pretty hard to get the vibe of the map just from that small shot. However it shows decent build quality and theme so that's good.
I like the alcove in the distance, that works well and is quite effective with the lighting. However I don't like the texture combination over all, with the base + orange bits + blue floor - doesn't really work in the foreground.
Keep it up though - go map =).
Looks pretty good however it doesn't really do it for me. Hard to get a grasp why but it's probably a combination of the arbitraryness of the architecture and the funny blue detailing on the textures. I prefer my Egyptian style to be a bit smooth texturally with more traditional designs.
Having said that it does seem well built, well textured, well lit etc etc. I find the blue lighting a bit strong but the yellow/orange lighting nicely warm and subtle. The first shot is the most appealing. Looks like it's pretty easy to get around too.
I agree with SHambler, it looks OK, but not really good. Architecture seems random and usually out of place in an Egyptian map to me. The layout also seems random in places; take the third screenshot for example. THe stairs are at a 45 degree angle leaving the pillar in a very wierd relationship with them. It doesn't quite line up, so part of it is sticking out of a stair that it doesn't seem it should be doing.
I would try to make things a little more coherent, focus a little more on a particular style, and not spread thin on a mishmash of interesting-but-wierd details. GL. (good luck)
Screenshot Of My Inprogress D3dm Map!
please don't post pornographic pictures.
in fact, please don't even post until you have something to add besides your idiocy. thanks.
excellent use of corpses, scampie. ;)
Kell: you're not helping encourage our community! :(
I think slagging off Scampie IS encouraging the community =).
Ok Ok :D
for real now.
before I added the bridge:
after the bridge:
there's been a slight bit more work done to it, but nothing much more screenworthy. Going to be 2 floor, 3 room affair. Pretty standard DM fare really, just as a way to get into the editor and quirks of the game.
awesome use of bees. What game is that for?
that looks really bland, dont what it is exactly but the whole looks isnt too exciting.
Yeah, screenshots looks good, and sure it's for DooM3 !!! (cause of UAC logo, etc...)
Well, It's A Start...
...but as Nitin says pretty bland at the moment. But hell you know that and you know what to do to make it good, I'm sure =).
Quite like the "pod" wall lights. TBH don't find the bridge adds that much to it, kinda looks intrusive given the rest of the room is high. But if it's a proper bridge then obviously could be a good gameplay feature.
I think with such grey textures, very subtly coloured lighting could be good.
Shambler: The bridge is part of the planned layout.
GIVE ME DISCO
The blinking red and blue lights and yellow spotlights with cloud effects are what really make it.
it's where the red and blue lights overlap to produce crimson; now that's class ^_^
Yet MORE Work-in-progress...
I Like The Cut Of Your Jib, Jago.
And I like the way you cut gibs even more >:D
RE: Like The Cut Of Your Jib, Jago.
Lighting needs work there. Too bright up top, too dark at the bottom. That architecture could be very interesting depending on how it's lit.
Also, if you knew this, please excuse the obvious.
Just stating that I appreciate a well-cut jib when I see one, really :)
(btw, nice screens :)
looks good! i actually like the ground being dark... maybe a few lights on the floor here and there could be nice, but for the most part, i'd leave it like that...
That's looking good, more interesting than before.
Sorry can't comment much more my retinas are burnt with D3 goodness.
evilness, Shambler, evilness!
...an APSP1 killer?
/me runs away quickly.
Beta - The High Place - Pjw3tourney4
Hi folks! This is probably my last Q3 map, before I move on completely to Doom 3 engine stuff, but I wanted to get it finished up.
It has two completely different item layouts for Tourney and FFA. FFA has Quad, RG, and an extra YA, while tourney does not. The map is so open that I figured tourney would be completely about the RG if it were included, and thus much less interesting.
This is far from your typical tourney map, and may not be very satisfactory to "purists", but I had a lot of fun on layout on this one, and the RA placement shows that. :) There are various obvious and not-so-obvious movement tricks and possibilities that can be discovered.
Props to Evil_lair for the textures, ydnar and Hipshot for the sky, Rungy for the waterfall, Death2UAll/RKone for the waterfall sound, and Finko for the ceiling light.
Still to do:
-some bot optimization
-improving lighting (which is a little assy atm)
Let me know what you think re: movement/layout and item placement (and please specify if you're talking about FFA or tourney play). Any feedback is welcome.
A Quick Note . . .
pjw3dm6 ("Guns") was a tourney map in it's early stages . . . pjw3tourney4, in fact. So if you already have a "pjw3tourney4_b1" in your baseq3, delete the old one; it's senile and starting to become stinky.
i must say very interesting map, not really my style but I can see how some would like it. I played it FFA with some bots, its a fun map and they play it decently.
My only complaint really is the kinda bland texturing in some of the hallways. I assume you want to keep the walls pretty much flat, but maybe some trim or something to make it look a little more interesting. Or maybe some of those hallways with the 90 degree turns, you could do this -- http://shadowdane.shackspace.com/45degree_corners.jpg
?? My brain is falling asleep and couldnt describe it so just decided to map it, LOL.
But other than that, I felt it was good.. a nice change from most of the other maps I've played.
I thought either you'd got the URL wrong or my monitor had decided to display some random image off www.architectsdrafts.gr....
Well. Very original obviously. Indeed. I think it looks pretty intriguing, I'd definitely give it a look if I had Q3A. Looks like it would play pretty fun as long as it's not too easy to fall down the chasm. I quite like the style. The one thing I'd do, since it's like some weirdo fucked up temple thing, is try to accentuate that a bit with a bit more "realism" in designs. For example, the ramp thing looks a bit out of place.
Nice one anyway.
This map looks... uhm... interesting to say the least. From the screenshots it looks like you've been on crack while mapping this but I hope playing the map will prove me wrong... it was acid after all, wasn't it?
I don't have Q3 installed at the moment but this screenshots might make me do that. I'll see if I'm able to look at this later today...
...but effective. Has appropriate D3 feel. Good start.
Well, architecture looks good, even if rather "simple".. Texture use is a too much "flat" IMHO... As well, i think that lightning effects can be really improved: it's a little bit dark I think... Anyway, for a first D3 map, it's a good start... Keep it up !!
Yeah, the design is a little . . . "different". No drugs involved--more just not really giving a crap about it looking like anything in particular and just mapping for the fun of it and playing with layout.
Shadowdane--good suggestion. Yeah, more detailing needs to be done, but since there's not much vis-blocking, I'm trying to keep things lean.
I did notice while playing more last night that it's pretty quick to go RA --> MH. I'm thinking about removing the MH, from Tourney at least, and maybe altogether . . .
the good: the waterfall, the rocks, the broken path is convincing
the bad: a lot of platforms feel poorly defined because of a lack of trim, holy 90degrees batman
the ugly: that damn grate texture
Yeah, the lack of trim and the 90-degreeness are both the result of making the map too damn open. :(
I'll try to dress it up a little more before it's done.
Shadowdane, pics look cool, but possibly a bit dark overall (almost certainly so, if those were taken at anything but r_gamma 1.0).
Sexy Is What Sexy Does
Nice looking map, Shadowdale. As far as I can tell, as someone who has downloaded about everything from .:lvl over the past three years, this is an original looking map. Bluish lighting and brick, very sedate mood like shooting skeet in the Bunker with William Burroughs while throwing back some whiskey and 'ludes.
One slight quibble. In the upper left hand corner of shad3dm2_pic2.jpg two adjacent textures that do not match up well. I would suggest lowering the texture with the square patterns down to where they meet the adjacent texture's verticle line. It may be just a visual trick from that pic's perspective but to my eyes it calls attention to itself.
"Shadowdale" = Chip's evil *other* buddy, created by the anti-Disney.
yah the pics are at r_gamma 1, I do all my mapping to look best at that setting. The light levels pretty much match that of the stock Q3 maps. Except for the basement area, pictured in pic5.. I want it to be dark.
Also the level looks darker in screenshots than it does in game.. dunno exactly why.
Nice style, slick execution, great lighting....but get rid of the damn bricks on the ceiling structures :P
Diffenently looking better. Screens look a little dark, but thats already been adressed. Keep it up.
I assume your talking about pic #4 right with the brick on the ceiling. Never really liked it myself, and couldn't figure out what to do with it so had left it for a while. But finally re-worked it slightly, better/worse?
(its from a different angle, but u get the idea)
Okay, I worked on the release candidate all weekend and it is now uploaded.
-better item/weapon placement
-various bot optimizations
-all grate areas except the two large ones changed to solid to make RL/GL more useful
-MH is not as fussy to get
-no more MH in Tourney
-misc. texture screw-ups fixed
-custom bot added
Bots will now go for the RA, but still get retarded and fall to their deaths upon occasion. Human players probably will too, until they get a feel for things.
Oh yeah, and I changed the mapname. It's now "Cremaster Conditioning", which is a bit of an obscure joke . . .
Let me know if something sucks; I'll probably wait a week or so before going final.
May The Bee Be With You.
It's exceedingly silly that the cable doesn't follow physics properly, but i'm a silly mapper like that.
Now that looks sweet. Respect the uberpipe!
Looking good there Friction. Quality stuff, got any more shots from various locals within the room? Looks like there is some quailty pipe work and I'd like to admire it more. Feed me more.
It needs barrels.
Shadow - looks better, a little plainer of course, but more natural if you get my drift. Bricks aren't a prominent ceiling material...
Fric - cool stuff, like the brown theme. Do you have a "big pipe" fetish eh boy! P.S. If you release a map WITHOUT the Bees crate, you will be forever ostracised from the mapping community =).
Jago - good stuff, coming along nicely there, keep it up.
*AHEM* More Q1SP Mappage...
I've Got The Blues
This might end up in a separate map. I've been using quite a lot of textures so far. People like multi map SP missions better anyways. Right? Right?? :(
Same As Before...
Jago, looks good. I like the white lights although they need to give off a little more light.
Fric, looks good, for a small area. Looks "convincing" which is important in D3...
Friction: Nice. Again.
Jago: Post pics of different areas please. But looks good.
Jago: Nice also. I really like that area.
biggest issue I have is with that ladder... looks way too bulky. perhaps if you either made the siderails smaller, or did like in efdmX maps and chopped the outer edges a bit that would help.
definitely the best looking custom d3 shot I've seen so far. SP or DM?
Either way, at least it's not for q3 :)
friction, I saw your pic on the d3world forums when browsing through some of the tripe there. And thought to myself... well this 'ere looks like the only thing worthwhile so far...
I didn't bother to check who posted it at the time...
Looks pretty Q3ish. I think you need to ask yourself what the purpose of this building is. We don't need to necessarily know what goes on here, but it's nice to get the impression that this really is a useful building.
That Looks Suspiciously Like Pope4
it looks like the quake map it's a remake of!
reminds me of jesus
I Knew Him On A First Name Basis
he was brilliant at pinball
pope: the doom 3 stuff looks solid, maybe needs more contrasting lighting? More detailing/pipes/crates/crates/pipes?
gets worse with every map
that a ture phenomenon
go map please
It turns to gay contest !!!
Oh, Case Solved, Everyone Move On...
<scampwork> Vondur, you here?
<biff> 9:53 <Vondur> And if scampie shows up looking for me, tell him to fuckov!
<biff> heheh, I kid!
<scampwork> just wanted to let him know, our friend lightR is Speedu.
<scampwork> lightR [184.108.40.206] Speedu is ~Doom@VZLAB-gw.RUSnet.ru Dns resolved VZLAB-gw.RUSnet.ru to 220.127.116.11
<scampwork> this is after Speedu claimed not to know the architecture article and that he doesn't read func_qmap
<scampwork> i had searched google for lightR's ip, just to see if he was a troll on other places or something... only results I got were old posts on func_qmap by speedy
At least it's one of our own being an asshole.
oh no! internet police got me! haha
well, posts here are real (if u only had a clue shrimpy) , the other thread is obvious trolling, but that article sure needs pics neway
oh no! internet police got me! haha
well, posts here are real (if u only had a clue shrimpy) , the other thread is obvious trolling, but that article sure needs pics neway
I'm Bored Damnit
I demand somebody up a Q1 SP beta map immediately.
RE: I'm Bored Damnit
I would... if I had some webspace to upload the map to. I might want to spend some more time working on the first few rooms of the map (improve lighting, texturing and add some more detail), but my Q1SP I have in the works is geometrically about 70% complete so I want to have a couple of people give me some feedback on it.
I Can Host It If You Like.
I have just got admin back on my site, so I can host your beta, and finished map too if you want :)
Mail me : megazoid (�) ntlworld.com
Yet More Work-in-progress...
i have a map that needs beta testing, but i'm too busy with other projects to care about that right now...
wtf is wrong with you people :D
yes rpg, your observation is correct
Nice screenshots !!! When it will be released ???
wtf is wrong with you people :D
I can only speak for myself, but I was dropped on my head as a baby. I still have the stitch marks.
I have some beta-ish q3 maps that have been lying around for awhile; I'd probably better polish them off (or release them as-is) before I get totally distracted by Doom3. Two small DMs, one old CTF, one rail arena; comments welcome: http://quantumtreefrog.tripod.com
Hate Tha Us
i hate it when people from the us think that all alabama people are red necks and all of them have accents like a hick and it pisses me off so fuck yall or think other wise
Im Not From The Us
and i do not hold that view, but let me apologise on behalf of my brother man for such disrespectful comments. When I come to a fork in the road and the land is filled with darkness, I think 'What Would Jesus Do?' and merciful lord god tells the messiah to keep me in the path of righteousness and light.
let Jesus into your heart, Chris aka Topher, and you will reach the promised land, for Christ doesnt care if you're a gay, an oriental, or a regular guy, he will forgive your sins :) :)
This delightful little painting seems appropriate here:
Thank You Kinn
trucks are people too, and we should respect them
I checked out the two DMs, and I'm quite fond of Hothouse--pretty cool theme you put together there, nice layout too. It's late and I have other shit to get done tonight, but I'll get you some decent feedback sometime in the next day or two.
Cool screenies nb. I like more the first one than the others, which are less beautiful, IMHO..
In the first screenshot, the yellow/orange walls with its top glass ceiling is a cool idea...
The second screenshot is more basic, and I rather see nothing of the level.. not more than the external part...
About the third, it remind me a Q2 like base, but the lightning effect are really well done on this multi-platform grey architecture..
The fourth and last one offers a good overview of the global architecture...
Well, even I'm not able to play Q3 levels, it's rather good.. go mapping now !!
A Bit More Hothouse Feedback
1. You're missing a texture--the one on the end of all the small lights. Let me know if you need a name and I'll check.
2. You can rocket-jump up from where the MH is and stand on the very lip of the glass, and jump up from there and see various ugliness. Just need to clip it a bit cleaner.
3. I love the jumps up to and up from the RG.
4. YA seems a bit close to MH. If you don't want to change map geometry and make a farther-away area for it, I'd at least consider moving it on up the stairs and in that highest perch.
5. The water bugs me. Granted, Q3 isn't exactly the icon of realistic physics, but how about having water in the lowest part of the level only, and adding some sort of flow marks or decals or something for the rest of the area where the water is now (and maybe some pipe outlets at the top)? Slanty water is bleh.
I love the layout and look of this level, and am looking forward to the final.
Some moss here and there in the channel where the water is now (and water at the bottom)?
Let me know if you need a name and I'll check
If you could, please. I can't reproduce it, which means it's somewhere not very obvious. There's always one...
Water - I was planning on at least changing the shader and making it flow downhill; probably adding some grates at the top too. Drying out the upper area and putting stain decals or moss there is an interesting idea; I will investigate further. I think I have some moss photosources somewhere...
MH clippage - noted; thank you.
RG jumps - :D, pity the bots disagree. Though the jump from the RG to the current YA carries a serious risk of bumping one's head on the low ceiling, which is kind of annoying, but the geometry seems to work so I kept it. 'Known issue', I guess.
YA/MH - Mm, true. That'd be whoreage waiting to happen in a 1v1. The high overlook should do for now; it's quite exposed to the main room, which should make things a bit more interesting.
An Old School Beta...
The func_msgboard be thanked for this.
I don't know where to start, in fact I can't stop at all.
You can find me on the Anapurna, considdering what I have done.
Hope to become an alpha soon.
this one won't use GL, pure Quake1 as it is.
...nightbringer might release!
More importantly 0.00 0.00 and -1
To be expected from an egoist.
Forsooth, the clenching brings me, to the extrapolating of a Demon? That is the gift, if indeed a truth.
I just don't know what to make of the world anymore.
looks nice new with the thinner railings like we spoke about earlier tonight. good work.
Very Nice Nonny
We need more inspiring shots like such in here
Yes, looks nice... but just a question: what the "yellow logo" on the platform ?? Is it a lightning effect or something else ?
Missing Light Texture
Never mind; found it. nblights.shader missing from the pk3. Still, better than the previous beta - I forgot the sky...
The screenie looks quite nice, I just can't say anything about the ceilingdesign because it's a bit dark up there...
One thing that looks quite odd to me is the railing. I don't like how it's seperated into three parts (bended one at the platform and two for each stair section). Imho it would look better if it's one continuous railing. I hope my babbling makes sense to you...
That "yellow logo" is a glowing rune, something quite common in D3...
Thank you... I didn't know glowing rune, because I still haven't found time to buy Doom3 :( ... but it will come sooner... I hope...
Yeah, it's one of the large set of runes in the decals folder.
And happens to be being used as my RL marker
Large Areas Consume My Soul
Nice one, certainly tis' a large area, larger than most in D3. Good style. Brown is the new brown. The crate entrance looks ominous. This one is looking good.
Looking Good Fric
Nice stuff there. Like sham said thats larger than most indoor bits in D3 that I can remember. Keep it up.
looks good mostly, but i see the same problem with the lighting that i saw in some of the id maps -- you have a large area lit by a whole bunch of really small lights, and the result is that the screenshot doesn't gel as a whole. We see a bunch of little bits of architecture, and assume they are connected, but to me they look like they are all sort of swimming in this black soup or something. Like they're a collage put together from various screenshots.
Fewer lights that stretch farther would solve this problem, but i understand that there is a tricky balance with how many light volumes overlap and how many passes there are on a surface. Anyway, that's my complaint.
P.S. I noticed the alpha labs and levels in that part of the game seemed to have the worst problem with this, and starting with the delta labs things seemed to improve a lot in this regard. Not sure if it was just a different mapper or what.
Anyway, if you want more info about this, i can try. It seems like a pretty important part of getting lighting to look good in doom3, but it's hard to explain exactly why it looks wrong when you don't do it.
I Know Exactly What You Mean
And i've taken some measures to fix the issue already while doing light optimizations. Color of the day is GREEN and lots of it. Using huge lights with flares up at the ceiling and then illuminating the floor area just with one non-shadowcasting light gives quite good illusion of proper radiosity lighting. Especially when beefed up with shadow casting local lights at logical places. This of course won't keep lightcounts in the red, but careful planning keeps them at least in the green zone. The walkways surrounding the lower area are actually much worse offenders than the pit, pillars or ceiling, but it's not that apparent from that (old) picture. 30FPS at worst at this point.
Btw, ID kinda cheats and uses fog in almost all really large spaces. And go totally overboard with lightcounts at times.
Been Fixing The Issue, Not Done Yet...
...but better. (levels adjustment done in photoshop for those unlukcy ones with shitty dark monitors)
If you're using D3Radiant, how do you align textures nicely? I've only played with it for a bit, but it seems overly reliant on fit-to-brush. Not being able to move textures texel-by-texel is irritating.
You Can Do That Actually
Shift+arrow moves the texture unit by unit to desired direction. Works best on single faces. Rotate with 1 or 0.5 degree increments and then adjust the texture. Scaling is broken on angled textures tho, so you have to do proper scaling before you start to rotate (If you need scaling, that is).
You can also use FIT to get texture to fit (duh) on slanted faces that don't encompass the entire lenght of the texture. like those warning stripes. FIT 0.75 vert there i think. Then just fit the straight part with 0.25 and see how they line up perfectly. You might have to do some flipping if texture is mirrored.
Shift+arrow moves the texture unit by unit to desired direction.
I think I've broken something in the config; shift+arrow moves in grid-size unit increments.
Scaling is broken on angled textures tho, so you have to do proper scaling before you start to rotate
This was what was confusing me, I think. I hope the patch fixes the editor as well as the game :\
I think I've broken something in the config; shift+arrow moves in grid-size unit increments.
That's a nice feature nb, get used to it and it will save you a lot of time... however, if you don't like it that way, look for an option like 'texture increment matches grid' in your preferences. That way you can use whatever increment setting you like all the time.
It would be worth getting used to changing grid sizes as needed to more or less finely adjust the texture using the arrow keys, its pretty fast considering that you can just use the 1-9 keys to quickly adjust the grid setting. It will save you time in the long run.
Things Learned In The Last Five Minutes
however, if you don't like it that way, look for an option like 'texture increment matches grid' in your preferences.
Since I'm using D3R, such a preference doesn't exist. I figured that the num-keys were the best thing to use; certainly easier than hammering .
some testers for a Q1SP beta. System requirements are fairly high for a Q1SP. Please post here or email me (email@example.com), as I'll need to make sure the public finds the map playable before I release it.
nb, just memorise 1/(2^x) for x from 1 to 8
RE: I Need
I am up for it.
email me with whatever.
Sorry to hang out the dirty washing but my e-mail is kaycuffed.
Following error occurs:-
'mapversion' is not a field
'mapversion' is not a field
call1 464(precache_model(precache_model ()
host_error: program error
I remember SOA now I've seen it!
Old QMap thread 2001 (also available zipped at my site), GlassMan posts:
too many precached models. Only 255 allowed including brush models. Remember each individual func_movewall, func_illusionary etc etc will count towards that maximum. Use mcache to list them. The items marked *1,*2, etc are your brush models.
it will include all the weapon models, health etc etc..use mcache & you will have them listed. 195 is a _lot_ of brush models.
Also Includes trigger_* brushes
The limit is not 256 'bmodels'. Its 256 models of all kinds. That includes sprites, each type of monster, monsters heads, the bsp of the map itself, weapon models, the rocket model, the nail, gibs the lot. I doubt you would have enough space left for all these models if you have 200 'bmodels'.
I don't mind. See on my system this map runs perfectly fine under Darkplaces without lag or errors, and when I play it it seems like the difficulty is reasonable enough... hehe. See, that's why I have testers, as for everyone else it's undoubtedly buggy and impossible :)
So, I guess I could try to reduce the amount of models in the map, but given as it has so many monsters and it is so large, I don't know if it's feasible. Hmm.
fek, looks like i'll need to use darkplaces too...
As I mentioned in my email (to Tronyn), DarkPlaces was the only engine I found that could run this map.
The walls in the first shot are a bit too grid like imo, try making the insets wider than the supports, atm it's too many 64x64 panels which make it look overly repeative.
Second shot looks nice, but you might want to think about making some of the insets a different colour (especially the set in curved bit going down the wall and along the ceiling on the left corridor), again to break up the repeative look a little bit.
What Nonentity Said...
...but I would add that the theme, build quality, and lighting are all looking good. The second shot is particularly sweet lighting-wise.
But yes, a less panelled look is worth striving for.
did you get my feedback?
Shad3dm2 - Deep Freeze (Beta 1)
Well my Q3A port of my Q2 map - Deep Freeze is finally ready for testing!
This is a beta release, as a few things aren't quite completed but I wanted to get this out for a bit of testing to refine it before going further.
- Architecture/Details (May add a few more details/effects)
- Clipping (Clip / BotClip Brushes)
- Ambient Sounds (There are none)
- Lighting (Nearly perfect, but might need to touch up a few areas)
- Bot Optimizing
- Weapon / Ammo Layout (Would like suggestions if any on this)
has it been optimised? I get severe slowdown in the main atrium.
I like the layout and look though, nice detailing and brushwork. Texturing is pretty well done, it's good that you havent restricted yourself to just some of th emore common textures from that set. Lighting wise I think the blue lights could be 'colder', they dont lookr ight ATM.
I didnt play it, mainly because of the slowdown I mentioned above so cant really comment on the items.
Thanks for the comments noentity and shambler. I'll take them for revision ;)
yeah its about at optimized as its gonna get.. Due to it being pretty open level r_speeds average around 10,000 - 12,000 in the main atrium.
What kinda hardware you running??
I get no slowdown at all
about the blue lights being colder, what do you mean by that? More blue, softer, more saturated?
darker and more blue.
I'm running a p3-733 with a GF2, pretty old stuff but most q3 levels run fine on it.
cool.. I'll have to adjust the lighting that and see how it looks.
I'm still going to tweak things a bit, see if I can bring down a few hot spots. There is a few spots where r_speeds can jump to 20,000+ O_O
But honestly I was aiming this level at a more mid-range to high-end setup. But I'll see if I can bring r_speeds down a bit without doing anything major. I really dont want to cut detail or change the layout.
Yup, Necros, I Got Your Feedback
& thanks for it
New Q1SP Preview
Well, after 6 months of work, please find here 4 screenshots about my new incoming Q1SP map... There are not yet monsters even if some life and ammos are already present, perhaps layout and lightning effects can be improved, but the global architecture is fully built...
All feedback and comments are welcomed..
hey man, looks really cool.
you should rip some HL textures or something and put some vehicles in there (parked of course).
looking forward to it.
Interesting, some good design features in there. Obviously not particularly quakey but suitably gritty and grimy so it should work.
I think you could improve the consistency between the shots tho, some of them don't seem to be related to the others, thematically.
It's a good start though.
Shambler / Tronyn
Shambler: To explain a little more: This map is a base-based map. You start the level from screenshot 1, and you have to progress throught different level (0, -1 and -2, using a lift) to screenshot 4... and this relates only the Silver Key Card search... 1st and 2nd screenshots show the first part of the map (the "chicane" entry and the "garage" parts).. here you are at level 0. The 3rd and the 4th screenshots show respectively the room with the Gold Key Card Door and Silver Key Card location (level -2 and -1 respectively).. As the scrennshots relates some different zone of the map, it seems normal that they can't be related to the others, thematically ;)
Tronyn: Very good idea !! I found some good prefab on the web, and sure I will try to add them ASAP
Thanks for the feedback.
sorry I dont really like it much. It looks a little plain, maybe its just the areas in the screenshots.
ppl are still making quake1 maps
Shut Up Speedy
Nice, Subtle Use Of Angles, JPL
On the first shot.
Lighting is layered in a very pleasing way in the second shot. Like Tronyn said. it has a Half-Life 'realism' feel about it.
Third shot looks like a classic Quake base design on the lines of Jawbreaker or Genetix. Maybe that explains the transition of theme effect Shambler mentioned. I kind of see it too. However, the lighting and textures are of the same variety so in game will most likely still be consistent.
This is high on my list of levels that I am loking forward to.
Keep The Q1 Mapping Strong!
Rather "pale" in texturing, but quite spacious.
You're on the right way, JPL, looking forward to it.
Talking of textures...the people of Tenebrea did a tremendous job retexturing all those Q1
textures! Really thanks for that!
can't say i really like it... sort of like a lesser half life...
walls are plain and bare, chunky and fat looking...
the lighting is pretty good though. nice shadows and such.
as others have hinted at, i think the texturing might benefit from more detailing and variation.
Thanx for comments and advices... I will try to add some detail to "break" plain walls, by adding some details, or retexturing some part of it... I tried to do my best to build a base as more realistic as I can.. Concrete walls (like in the 1st shot) have for sure the most boring look of the map! ... Anyway, I will make some tries to improve the stuff, while I think it will be rather difficult to do something good with huge areas...
BTW, Tronyn give me the good idea to add some vehicules (car, truck,..) in the garage part (2nd shot). I found some good prefab on the web, but all dedicated to HalfLife... Is there anybody how knows where I can find this kind of prefab (car, truck...) for Quake ??
Has a good collection for Quake 2 & 3, Half-Life and KingPin. Only a handful are native Quake.
All of these can be used in Quake. All you need to do is strip out the entity definitions that the brushes have. In GTKRadiant it is easy to do without losing the brush.
Also, if it is a Quake3 prefab, the texture scale will be .5 instead of 1.0 on the brushes, something to keep in mind but shouldn't be a problem.
One More Thing,
Dont go to that site without a good firewall. Mine was just having a field day when I double checked the sight.
I made some try yesterday night with other prefabs found on planetquake, but the major problem I found is the loss of textures, because I don't have Q2, Q3, HL on PC.. so textures are unknown... I was able to reuse the map file, but I need to re-apply texture to polygon... but only Q1 texture, not the real one...
So what I'm looking for now is prefab with .map and its corresponding .wad file !!
Anyway, thanks I found the website, and I will take a look as soon as possible..
prefabs must be prohibited and destroyed....
More Q1 Preview
Some pictures from a base map I have been working on. The map became so large I had to split it in two. The pictures here are from the first map.
Excellent, looks very good throughout pretty much all the shots.
The only issue I can see is that the large amounts of metal trim and those small pillars can get quite repetitive, especially in the 1st/2nd and 4th/6th shots.
But overall very good.
Nice screenshots !!!
Shot 1: I agree with Shambler on the metal trim issue, it's too repetitive. Look into introducing more texture variety. I would also change the rock texture to a darker one and introduce some "floor terrain" variety on the Z-axis.
Shot 2: Again, needs more texture variety.
Shot 3: The white trim/pipe/whatever texture seen in the top-left corner of the screenshot looks out of place, you might want to try some other texture there. Also, the areas in which the ceiling texture meets the walls look akward. I would suggest either adding some detailing to those areas near the ceiling or change the ceiling texture.
Shot 8: The ceiling details look to repetitive. Try introducing more varied geometry in that area. Also, the big wall at the back is using only one monotonous texture.
Shot 9: The rock "wall" on the left looks just like a "wall" and not a "rock". Add some geometry variation to it.
Other than these issues, looks pretty good to me.
Pipes Are The New Crates
RE: Pipes Are The New Crates
Friction: Out of all the screenshots you've posted of your D3 map, this one looks to be the most atmospheric.
you're making progress.
I like the pipes into the lift cage. The light with this kind of "foggy effect" are really cool too !!! Very good !!
Friction makes babymappers cry
u are too good
"babymappers" don't cry... they are just very interested by these kind of very good screenshots.. They realize they can really improve their "mapping style" and it really motivate to be as good, or perhaps one day better, as (pseudo ??) pro mappers are...
I guess I'm not talking just for me here... ;)
Babymappers... Or I Might Say [18.104.22.168]
.. is again a jackass which have not enough bollocks to stand in front of me and use his real name... meany bastard you are....
*pulls JPLambert's hair and cries more
*poos in his potty and then picks up the poo
Empty Can't Be A Title
Doesn't stand for funk_name and brushes its shoe
He He He ..
babbymappers had his bottle of milk, made his belch, his mother changed his napkin, and then put him to bed... sleep baby sleep...
FMB100: Nearly There
Spooky thing going on there with the faces, nice features. All very palatial and neatly structured. The terrain has piqued my curiosity too.
Looks good so far - not fantastic, but that's obviously down the architectural bits your working with. But definitely good, the 3rd and 4th shots being the most appealing, I like the gothic touches in 3 and the proper temple shiiz in 4. Like Kell, I like the faces too, their quite unnerving.
Nice one, look forward to it.
Good stuff. Pretty much each subsequent shot is better than the last. I don't like your choice of a rock texture, though.
No, Me Neither.
the terrain itself is nice though.
yay, spikes! i wouldn't say the map looks spectacular, but it does look consistently, decently good. nice work.
Point me to some nice rock textures then...
What you cannot see in the screen shots is the sandy shore. This grates badly with the brown/green Quake rock textures, which is why I stuck to the one shown. But hey, I'll change it.
Mike, what about the one from RPGDM1? Similar color, but it doesn't look as camp (which is expected from a Lunarian-based texture). Here's a screeny from RPGDM1 where you can't really see the rocks at all: http://rpg.spawnpoint.org/images/maps/rpgdm1_1big.jpg
I Liked The Rocks
08 is the best imo ;)
Can't see those shots, mate.
Copy And Paste
To see with haste
I Thought The First Rocks Were Fine
but shot 08 is also good. 07 I think stands out way too much.
I Quite Like
Nice screenshots indeed (I've just seen the first 4 ones...)!
Relating to rocks texture: the better shot is 07 in my humble opinion...
Keep it up !
Sorry but related screenshots link doesn't allow us to view them... Using your first link (see post #1452), it works fine...
Id rather prefer misc2 shots than misc1 shots.. They remind me more standard Id quake levels than first serie..
Bottom Of The Thread
Is definitely cool looking.
That first pic reminds me alot of a UT2003 or 2004 map, can't recall it's name though.
Needs To Be Darker...
...I can still see stuff...just...
Get your own style please. Thx.
zwiffle, be helpful and try not to be a doom3 map troll or you'll go on 'the bad list'.
it looks very q1 baseish to me. Coul do with more etailing though, but nice start.
Both the lighting and the architecture look Quake2'ish. Which is NOT a good thing.
It's perhaps a little bit too dark, but rather nice job: It reminds me the Nostromo lightning ambiance..;) But like the other guys, I think you might add more details to avoid this sensation of Quake (or Quake2) "deja vu".
Anyway, nice screenshots indeed, and a good start for a Doom3 map.. Keep it up !
I know that those shots are very dark but you reach this part of the map during a poweroutage (OMG! Innovative!) so I didn't want to put alot of pretty bright lights into it.
Drink a bottle of ricin please. Thx.
nitin / Jago:
Could you please be more exakt on what is looking Q1/Q2-ish? I know that I'm still not totally into the D3 look so knowing what exactly is wrong would help me a lot.
I have googled ricin, and I find your comment offensive. Surely I am of cyanide-class poison.
Scampie: Clarify your doom3 map troll comment, please.
Yeah you are but I didn't want to deprive you of the joys of googleing.
I am absolutely jealous of your FPS rates. 77! with Doom3 -- it is unfair, unfair, unfair.
The first thing that SCREAMS Quake 2 at me is the yellow lighting. Pure yellow lighting just looks bad. You could change the light color and add some smaller yellow lights here and there, but having yellow lighting dominate entire areas is plain ugly.
The most Quake2'ish screenshot of all 3 is the last one. The design of the computer panels reminds me of some stock Quake 2 base maps. You would also want to do something about the upper part of that room being pitch black. You have a room with computers, with yellow lights on the floor and pitch black in other parts. How does that make any sense? Would anyone consider actually working on a computer in such an area? You could argue that "stuff has gone bad in the base", but static yellow doesn't work well as alarm light.
Hope this helps.
Yeah, that helps a lot, thanks. At least I know what you mean now :).
I'm gonna check into the things you mentioned and see what I can do about them.
I like it in this case. Hush Jago :P.
I popped a new page onto my site with some backstory for the episode and 11 screenshots (you may have seen them all already if u browse doom3world.org
Fuckin A, Daz
excellent plot line, make sure you include a holodeck too. And fill it with virtual hookers.
I just talked SleepwalkR into fixing pipeline, so now it's back up.
I've made some slight progress on my Q1SP map, but please, stop asking me for release dates. The only release date I cannot possibly miss is "when it's done
The only release date I cannot possibly miss is "when it's done".
Bal has missed that date on Bal3DM5.
i think some small 32x32 (or 16x16) lights running along the edge of the floor where the trim is shining upwards would look good and help to equalize the lighting. right now, it's super bright up top and the floor is fairly dark which looks odd.
i like the detail on the trim on the ceiling. not many take the time to extrude trim like that and it really does make stuff look better.
Bal has missed that date on Bal3DM5.
Now go away, you seely eenglish peeg dogs!
Bal has missed that date on Bal3DM5.
Low blow! But one that had me laughing out loud, nice insultry, RPG.
his blackmarket beta of bal3dm5
And yes, I know that ladder has to be redone.
That celing on the right of the ladder looks like it needs more support, I'd whack in some poles or something there to look like they're holding it up. Its not a big deal but its a tad unrealistic as it is now.
jago that looks good and what mister fribbles said...
It looks cool, and it's an interesting architecture... I just chave to omplain about the lack of light near the floor, whuch is a little bit too dark IMHO.. Anyway, it's rather good... Keep it up !
I win because I deleted my blackmarket copy because I thought it would be released soon...
Still Got Those Dark Floors...
still recommend putting some spots shinning upwards along the walls there. ;)
rest (besides the ladder) looks nice.
CyBeAr Is Teh Win!
I win because I deleted my blackmarket copy because I thought it would be released soon...
Worst Ladder Ever.
Ten dollars? I laugh at you. Please to note that this is no ordinary comic book.
Progress Without Ladder...
actually look pretty ok. Break up the flat walls with some angles to avoid repetition.
it's a normal madfox map! cool!
is this a new map and not one of the older scraps?
There's a bridge-walk in the middle, which I left out. Reason it looks rather flat.
...if you played the older scraps you might know...if it's worth mentioning.
Rather nice screenshots with cool lightning effects... Perhaps you should use a different texture in the middle part of the walls to break its uniformity... Like nitin, I also think that some angles will increase the map design quality... anyway, it's a good work...
Carving Like A Piece Of Cake...
It's my first attempt on working grid-attitude.
I wondered, how it would look like, if the texture design was carved out...and at the same time create decent "inner" textures.
Creating good carving tools, ie texture sides.
Don't use the carving tool. It will only cause grief. What editor are you using now btw?
that is something you have to learn from experience ;}
we're talking about madfox here.
Because, MadFox, if you're using that piece-of-shit "Deathmatch Maker" non-editor, like you implied earlier, then no, you are NOT using the grid.
Deathmatch Maker doesn't use the grid, it uses it's own arbitrary decimal grid (i.e. increments of 10), with no way of changing it, because the creator obviously assumed that it's users would be too stupid to understand the concept of a binary grid system.
Deathmatch Maker is useless for mapping. Don't use it.
Thanks for your response.
I am making the best of the less. I bought this Deathmatch maker, because I thought it would comfort me in mapping. Now I worked some time with it, and it surely has a bunch of tricky errors in it. But I must admit it's more than the Qmap I was working with in that time.
So now I am gathering the goodies in it, like the bright textures, and the prefabs, which are realy worthwhile.
The carving tool, I was making, relates to Quark. I hope this editor uses the grid well.
I got some interesting results, with polygons
extracted from leaks.
Is it true that the carving tool only causes grief? I thought it works quicker carving a cube, than adding six walls.
Or are you reffering to the fact, they could cause microbrushes?
We're all behind you!
/me waves a little flag
The First Rule Of Carving:
Don't Listen To Them!
...nothing wrong with carving. Know your scale, know your shape, know your editor, and carve and be happy.
This is carving and NOT subtracting.
what's the distinction?
I Use Worldcraft
I use Worldcraft (very occasionally) for Quake 1 level building.
They do say in their tutorial - " Carving, or subtraction as it's sometimes called, is a fundamental feature of any Quake editor. However, it is also the most likely to cause map errors if used wrong, and sometimes even when used right. The most experienced level editors tend to avoid this feature whenever possible. "
Actually, I've been trying to find WorldCraft 1.6a Registered on the Internet and it's impossible to find. I'm uploading it to my website when I get home. It should be freely available now concidering you can't actually buy it even if you wanted to. Stupid :P
Well, as far as I know, the only situation where carving (or "subtracting" if you like) produces desirable (or predictable) results, is when you want to punch a simple rectangular hole into a simple rectangular brush.
And quite honestly, in that situation the end result would only take a couple of seconds longer to build the usual way. You're far better off using the clipping tool.
What I've Lurnd From Experience
they only place where i found it useful was for taking corners off of square brushes. but then i started using gtkr and i could use 3 point clipping which totally roxors.
OK, this is where the editors seem to use different terminology. In BspEditor you have two distinct functions - Carving and Subtraction.
Carving is the act of determining two points on a face of a brush and 'slicing off' the denoted section, as per necros above.
Subtraction is the act of removing the shape of one selected brush/s from an overlaping brush/s.
Carving affects the one brush only and is therefore not in the slightest bit dangerous (besides, you have an Undo in the Edit menu?).
Subtraction can be a dodgy tool as it (usually)affects several brushes. As an example, in Fmb100 I inserted Tronyn's map VII right into my terrain. The terrain was larger than the imported map and therfore blocked the passageways in the buildings. So, select everything in VIII (it was imported straight into a Group and was therefore selectable en'masse) click Subtract and the shape of VIII was 'subtracted' from the terrain. The passageways were still blocked, but only by the parts of the original brushes that had not been subtracted - this was empty space before and not affected by the 'subtraction'.
Now, move through the passageways selecting and deleting the bits of terrain that were blocking the path. Very quick, and besides, you didn't think that I fitted all of that terrain to the buildings did you?
So, carve and be happy; subtract with care.
Not really a Scrrenshots and Betas topic, sorry.
Subject Receives A Ladder Of Progress...
Thanks for your pricisly subscription of the subject. Makes the mapping help toppic great!
In my screenshot i had a stamp sized in the shape of a walltexture. This were two polyhedrons, used as a stamp group, which i carved into a new cube of the same texture.
As long as the 2 poly's of the stamp fit exactly, they create 4 new with diagonals.
If they don't fit, they create triangle poly's
and microbrushes which mostly create errors.
Reading more of this subject encouraged me, because when the stamp is textured well, it makes pretty sideblocks.
Oh My God
So, select everything in VIII (it was imported straight into a Group and was therefore selectable en'masse) click Subtract and the shape of VIII was 'subtracted' from the terrain.
/me turns pale and begins to shake
somebody hold me
Oh My God II
Jesus Christ on a bicycle, Mike! o_O - Do you think that might have had something to do with the #clipnodes problems you were getting?
Oh My God III
Oh My Fucking God IV
oh no!! that's ... uh fucking satanic!
OH MY GOD V!
Kinn Et Al
No, absolutely nothing to do with the clip_node problem, which I believe is related to the complexity of the terrain brushwork and the limitations of the compilers, not subtraction. This is bourne out by my experimenting with terrain over the last nine months.
The clip-node issue is clearly apparent in a terrain map long before any other brushwork is added. Once extra brushes are added the clip-node problems either remain or REDUCE. I did not find any clip_node problems remaining in Fmb100 during testing, although some were reported by necros after release. (Mind you, he was probably using the ramp on the island nearest the third building and is misunderstanding the power of the launch - it's easy to overshoot)
The only real issue with Subtraction is the possible creation of extremely small or acutely angled brushes, which the compilers do not like. But these can be routed out by the Merge Brushes function or by manual deletion.
Have a look at Fmb100 in an editor and check out the brushwork: delete the buildings, compile and count the clipping errors. Reinstate the buildings, compile and count the clipping errors.
Subtraction is a tool, not heresy :-)
But then, I never did wear drainpipes either!
Me Marvels At Woodham's Balls
Even as a newbie mapper I have to stare in awe at somebody who would grab somebody's whole map and use it as a carving tool - lol.
i noticed a bunch of the "invisible wall" things when climbing the terrain in the first area.
Sorry, I just don't believe that basically butting two whole maps into each other and subtracting one from the other will not lead to thousands of extraneous splintered brushes, and horrific compile problems.
How many brushes did you say Fmb100 had in the end?
See my previous post on the subject of the use of clipping_brushes to reduce clip nodes. There is extensive use of these where I did not expect/want the player to climb.
You can climb up to the LG and you can climb from the LG to the narrow (slightly hidden) path to the second building: or you can slide down the terrain without losing health and use the secret short-cut. You can also climb from the second building all the way round to the roof of the third building and drop down onto the platform. You cannot climb around from the third building to the back of the first building. You cannot climb from the LG all the way to the roof of the first building. Lastly, you can jump onto the island and then onto the platform of the third building.
If you look at the map, you will see that this is very deliberate.
The only clipping problem that I found prior to release was between the health and the rockets on the 'beach' area. This was removed by the addition of a clone brush - you will see that there are two triangular brushes jutting-out slightly, whereas there was originally only one.
I have yet to find a clipping error on the map but I cannot say that there are none. I can assure you that I could provide a non-subtracted version of the map that is rife with clipping errors and the final Fmb100 has so few(?) that I still cannot find one.
Any-road-up, subtraction can be used with care, is not heresy, and can by beneficial without side-effects. I will admit that my use of it in Fmb100 was extreme but this is what happens when you play around with completed maps as there was no other way I could have achieved the joining. Note that I join maps, I do not build them from scratch and haven't done since Fmb1. I have used subtraction since Fmb2 and I had my pointed tail long before that!
If you enjoyed the map, all well and good. If you did not and the clipping errors spoilt it for you, I am sorry. Will I stop Carving and Subtracting - I guess you know the answer.
And what a long post again... and still in the wrong area :-)
I Enjoyed FMB100
and I don't think it matters much how you built it, although I must admit it's an unusually bold way of merging two maps.
I've actually done similar operations to test the compilers. I've taken several huge finished maps and just merged their brushwork sections (not entities) in the text map file to produce gigantic brush-heavy scenarios. The biggest had around 28k brushes and still compiled, although with excessive memory consumption, processing time and bsp values (clipnodes etc). The resulting maps looked a bit odd in-game though ...
I'm still surprised at how well most compilers can handle "messy" maps, i.e. maps off grid or decompiled with a huge amount of microbrushes, gaps and warped planes. I guess it's the same reason that the build process is a bit fuzzy; it's not entirely deterministic and therefore even clean and tidy maps sometimes have build problems that can't really be explained.
...that's another good point: I never build/join off-grid. When adjusting maps for joining you may find that a non-rectangular brush (chamfered, bevelled and/or tapered) ends up off-grid. So, and this is where I also use Subtraction, you line up your joining brush on-grid and overlapping the off-grid brush, and subtract. You now have two on-grid brushes with no visible join in the map. And is this not one of the things that compilers like?
an 'invisible wall' clipping problem is where you can walk past an edge, but can only jump over. the barrier is only present when you are in contact with the floor. this can also happen on walls. you jump, hit the wall and start sliding down the side, and all of a sudden stop moving, seemingly hovering in the air.
i wasn't talking about running into clip brushes. come on man, i'm not that stupid.
also i liked the map... no need to get hot and bothered... O_O
problem is where you can't walk past an edge
Not Hot And Bothered, Don't Worry...
... I just can't find the clipping errors and without finding them, I can't correct them.
And I am assuming here (I know I shouldn't) that we are talking clipping errors generated at compile time and not simply getting snagged on brushwork where the player 'expects' the mapper to have put handy clip brushes in the map to stop the snagging?
I mean, if I have left a jutty-out brush in the map, I am happy for you to get stuck: it may aid MY monsters in killing you :-)
Aguire Said It Best...
"...I must admit it's an unusually bold way of merging two maps."
You did it without giving up or going insane, more power to you.
Now I Really
want to play FMB100. It is only a matter of finding the time.
want to play [and review] FMB100. It is only a matter of finding the time.
From A Non Mapper Point
FMB100 was a very enjoyable and good looking map no matter how it was built, and it was relatively bug free unless you went looking for them. Frankly, if you go looking for bugs specifically, you can find them in any map.
screenshots should be posted in the fmb100 thread, to keep everything balanced.
Screenshots Are At The Top Of The Newsthread Q1SP FMB100
no, i mean screenshots of other maps.
Ooops! I'm a bit slow.
That Great Quake Engine...
Changed the progress status to released in the pipeline.com
Now everything is vanished, strange work in the pipeline...
looks decent, but break up the texturing because it looks repetitive.
1st and 2nd pics also look ok, but remove that stained glass texture or whatever that is from the 2nd pic.
I really like 1st and 2nd screenshots: The red-base texture is used in a cool way.. The 3rd remind me more some "metal" world from the Quake's episode 3... Well, it's ather a good work, so keep it up guy !!
I Like That Third Shot. MadFox
Empty Titles Don't Like Me
Very nice. Light the floor and you're golden.
i think every screen shot you've posted, someone has mentioned that the floor needs to be lit. ^_^
in my case they always say the mapper is lit, so you are doing good. Those Ikbase panels look good enough to eat off of, Jago.
Maybe some fribbles inspired floor washers would do good, from each side of the room.
Doom3 XP Screens
I'll post it here cuz it seems the place to go.
Looks good to me.
I just saw those myself. They look good, it might be the first expansion pack I ever purchase. The one monster, that stands upright and has the things hangin from the torso, I think I've scene ealier Doom 3 shots with him in it. Looks like they might of pushed him out to the expansion and used more imps instead.
Besides that, looks like it's full of quality mappery from what is show. Who else will pick up this? I am the only one that doesn't like expansion packs?
There Are Some Good Shots In There
The problem with fps expansion packs is that it almost always means more guns for the sake of having more guns. If you're holding ten weapons at any given moment, at least five of those are useless unless ammo supplies dictate otherwise. I'm worried that the D3 expansion will follow in the footsteps of Turok and have increasingly ridiculuous weapons of armagedon-sized levels of destruction, but with ammo you can only find if you're so good you didn't need it anyways.
That link has no Doom3 screenshots whatsoever.
The one monster, that stands upright and has the things hangin from the torso
Uh ... maybe it's best I not see this?
Shots: Yeah they look cool to me, looks like more doom and some nice enviroments and cool monsters and stuff.
Prod: You didn't buy Scourge, The Reckoning, and Na Pali?? Shame on you boy.
Push: I agree, it is a worry for me that this will add more shit for the sake of it, in fact I get that a lot with mission packs, the stuff added never quite feels like it blends in, it always feels a bit extra. Scourge was probably the best at avoiding that, everything it added was different and worthwhile. Well, we can hope....I'd just rather have more D00m3...
Apparently the article has moved. It was there yesterday.
New QW Mod And Map Running.
Day\nite cycling, helicopters, AAGUNS, laser ball...too much to list check it out.
parachute = bind key to chute
flashlight = bind key to flashlight
That makes me want to uninstall Quake and then commit suicide.
I'll play the Devils advocate here and say - It might play more fun than it looks.
Doom 3 Expansion Screens - The Revenge
I was one of the ones who missed these on Gamebiz the other day... I just noticed that Tiscali Games also posted a set of images on the 8th, which I presume are the same ones. So for the benefit of anyone that hasn't seen them yet:
Hopefully it will have helicopters and parachutes.
I Must Say
I love that TV-Mouth monster thing. Reminds me of the meatbag people from silent hill 3 sort of.
Hopefully it will have helicopters and parachutes.
New Texture Set
industrial type stuff. Tex set is for UT1 and UT2004 but I'm sure its easily portable.
pics : http://www.planetunreal.com/phalanx/textures/texcollection.htm
info : http://www.planetunreal.com/phalanx/
Yea, Helicopters,parachutes And Mini Subs
It supports mini subs too. I just need to make
the map...its coming
Next is tanks....just need to make maps
so these arent like... full footlongs?
Ut2k4 Maps Screens
A Night At The Opera
That map looks like something Glassman would make.
especially the first shot.
looks like a painkiller level
I've updated the Abandon sequel, the secret level wasn't playable in FitzQuake.
So now the whole thing can be played within that modification.
Thanks to Aguire, who scaled the brushes, so after some retexture it all fits well.
I didn't give it another version name, otherwise the links are dead. Tried to start a new toppic about it, but my messages were bounced.
More for my curiosity, I was wondering what youre opinion was, best level, worst texture...
If I see what people are talking about one level, I could use some feedback to enhance the PAk file.
hmmm, I must have missed something.
for being sick and twisted, but I'll be your good laugh...
if you turn 187 posts back.
Some Pictures From My Q1 Level
looks oldskool but quality ;)
go finish and release it :>
Well, it looks cool, but you should increase kpeg gamma! Your shots are very dark and its pretty tricky to see anything without increasing screen brightness up to its maximum...
I can see them just fine.
So I've to change either my screen, either my glasses ... BTW I don't have glasses so perhaps I need ones 8/
Some screenies look good, some look quite bad however. 6 and 4 look awful to me, but some of the others look really good. It doesn't seem like the map stays consistent, but you can't really judge it from screenies anyway. So, do what Vondur said and release it. Oh, finish it first, of course.
DKT Compo Map
Finally got started. I am not sure I'll manage to meet the competition deadline :/
what's with the disco nailgun? O_o
Shots look okay overall but need some improvement.
But man, your weapon models and HUD are fucked, that's some serious glitch/bugs you got there. I'd reinstall Quake if I were you!
I'm betatesting for my 1000brush map if anyone would like to help.I just need 1 or 2 people to help go through and squeeze out anything that's not good, and scrupulously desolve my self-esteem by pointing out mistakes I've made. Any takers?
Vondur - it's oldskool i think, made with worldcraft
Zwiffle - I will check if another texture mix in shot 4 can help.
Shambler - those are different models than the standard ones. Have installed them recently. On the shots the HUD is hidden. Only the speedbar from qdqstats is visible.
Thanks for opinion.
PS. From this moment "Ankh" :)
To The Artist Formerly Known As "Ankhgod":
I hope that custom model/engine stuff is optional - that kind of jazz doesn't usually recieve a very warm reception 'round these parts.
doesn't usually recieve a very warm reception 'round these parts
KILL THE HERETIC! BURN HIM AND HIS BLASPHEMOUS WEAPON MODELS!!!
Don't worry. The models won't be included. These are only for my viewing pleasures :). The release will contain bsp and txt file.
If someone however likes the models you can find them here http://members.optusnet.com.au/~plaguespak/
Err, I probably shouldn't, but I might be able to squeeze in some beta time on your map.
...I'd love to help you betatest your map, if the ranks are not full yet...
Some Progress On The 1000b Map...
And Some More...
It looks cool... good work..
Zooloo-Mooloo: 1000b Map
You changed it! I hope it's a little tougher now.
This Looks Promising...
can't people ever come up with new ideas instead of doing remixes of previous games?
You should have been there for my rant on "new ideas" in #tf.
To Be Fair
the newer shots for this look really good. I've nothing against conversions if the team actually puts in a bit of effort. Of course, it would be better if they put that effort into an original idea.
Re: Why Not Do An Original Idea?
Becuase everybody has their own original idea. By doing a remake of an existing game, you have a better chance of getting a team of people willing to do that instead of pushing for their own ideas.
Waste Of Time.
Hexen conversion for D3 - go play Painkiller. Plus, how many set-in-stone die-hard hexen fans are around these days?
Me, for one. I love Hexen. LOVE IT. Like a significant other. Almost as much as I love Quake.
Scampie, go make Hexen 3!!!
I loved all the Hexen and Heretic games.
I Stand Corrected
A Cool New Area I Am Working On:
read it, love it. you got so many things off grid in places, which will only lead to more polygons being created.
dude, i've never seen that tut before. sweet jesus that explains a lot! thx a lot
I Don't Get This...
I open a .WAV file in Soundforge, went to Special / Edit Sample, make the file a Sustaining Loop, saved. Opened a map using the file as an ambient sound in FitzQuake and it complains that "FILENAME is not looped".
Its not fitzquake AFAIK. I had a hell of a time getting custom sounds to loop in quake. It involves setting some sort of flag, and a bunch of programs had the 'loop' option but i think I ended up using cooledit pro which somehow made them work looped in quake. (Isn't soundforge the new cooledit?)
adobe audition is the new cooledit pro.
Good program, by the way.
looping sounds in quake has nothing to do with setting sustaining loops. you must set two cue points as a region to enable looping in quake.
...could you expand a bit on that, or point me to a tute?
The other thing, I seem to remember someone in Qmap days explaining how to link mp3 files to quake. Was that ever made into a tute?
...and Sorry All!
...my post should've been in the mapping help thread.
Cue points, or something like that. Do elaborate, necros, as I'll be needing the info soon too 8-)
well, there's really not much to it. you put in two cue points, one for the start of the loop and another for the end. that's all. it's just that there's a difference between the markers that he's using and these ones.
i don't know what the difference is, except that quake looks for one and not the other.
What sound programs are capable of doing that? I didn't see an option in audacity.
What sound programs are capable of doing that? I didn't see an option in audacity.
CoolEdit2000, Sound Forge, Goldwave(?)
these are the ones i am aware of... probably others.
don't know about audacity -- never tried it.
Shot #1 looks interesting, even though you obviously haven't done any lighting work yet. I am not sure I would rotate that rock texture 90 degrees like you have in the middle though.
Shot #2 shows that you need to lit your floor better and also I don't think that the floor/stair texture you are using fits in with the ikblue textures you seem to be using. I would either add more non-ikblue detailing or change the floor texture to some blue one.
pretty stuff. I always like the more traditional gothic style. What textures are those by the way? They look great.
like the UT set chicoruins to me.
Most textures were ripped from 'schloss' map after I downloaded it a few days ago.
The lighting isn't finished just yet still experimenting.
However, I will be going away for a week, tommorow and mapping will be on hold, but I think I should be able to finish this map when I get back.
Did you get my e-mail reply?
Ah yea jsut noticed, ta
shot1 look really good. I like such a theme and texes. Shot2 is also rather nice, but I also think that floor texture doesn't fit the whole texture style good.
Same comments as above, except I also have doubts about the wood texture in shot2.
I quite like shot1.
Photography And All
How Is This A Map Screenshot Or A Beta?
"This is the place to post screenshots of your upcoming masterpiece and get criticism"
the photos are digital, so they were on my screen...
hehe, feel free to delete the post, whatever :)
Nice Shots Though
what sort of camera are you using?
minolta dimage z1
I posted this in sm40, but I need 1-2 testers for my sm40 map before I ship it off to RPG for completion. I probably won't change too much, but I'd like some feedback and any bugs people find. So lemme know if you'd like to test, thx.
The Sands Of Time
Not my map, but I thought this shot made Quake look like Prince of Persia: Sands of time. You know, when time goes back and its all glooooowwwwwyyy.
when time goes back and its all glooooowwwwwyyy.
Coming soon to a bloated custom engine near you!
For FUCKS Sake People
We've been discussing this in #tf some these past couple days, but this shot is just another example of a graphics feature getting out of control. Light blooming, when done correctly can add to a games experience and atmosphere. When done as above, it detracts from the experience and only hampers the players eye sight. That shot would look much much better had the bloom been reduced to near nothing. It should be used to accent certain features within the gamespace, not washout the playing field. Guild Wars seems to be another huge offender when it comes to the bloom effect. This feature seems to originated from graphics focused consoles, where every wiz-bang feature is needed to set a game apart from another. However, it would seem some console developers have gotten a grasp on how to utilize it properly. Examples of bloom done right include the Splinter Cell series, Rainbox Six, and more recently Burnout 3 on the road surface in the far distance because of the sun. Tenebrae used the bloom effect pretty well, I was suprised that we didn't see it in Doom 3. Regardless, people need to see that this is a graphics gimmick, just as the sun glare was years ago when it appeared in ever PSOne title.
while you exhibit no lense flare of your own, you are positively incandescent :)
The Bloom Effect
heh, should have mentioned that the shot was produced by me messing with settings, and actually looks fucking amazing when you run around with that on. Obviously that would only be used for a dream sequence, or using the dagger of time
I took the time to take pics of the bloom effect being used more moderately. Before and after pics at:
those first 2 shots are my map :]
DarkPlaces I'm guessing, yeah?
For an engine mod visual gimmick, that doesn't look half bad.
It kills the illusion of depth. Where the light effect shines on the textures, they only appear flat or painted on.
It Could Work
in monomaterial geocomps pretty well though. For it to be effective here, you would have to account for the individual darkness/contrast of the pixels to sustain the depth, and there you go: per pixel shading!
Yeah, what Kinn said--what engine?
I might have to use that for gimmicky shots of my maps on a future design of my site.
That's the latest beta of Darkplaces. AFAIK, it's not avaible on DP site yet, so ask LordHavoc for the download URL.
Yeah Its The DP Beta
headthump: dude, huh?
the shots with bloom on are the 1st, 3rd, 5th...
It just gives a blurry glow around light stuff in the engine, like a lens flare (ish). Doesn't 'kill the illusion of depth' at all.
how does it know why textures should be bloomed?
does it go by contrast or are there texture settings?
why = which
i think it works it out itself, don't ask me how. Just seems that a fair bit of light on a really light surface will cause it.
Take a screenshot into photoshop. Duplicate it to make two layers. In the top layer, use levels to cut out the dark parts, blur it, and change the blend to "screen"[*].
That's roughly how bloom works in most engines... and your eyes.
[*] At least, that's what jherax assures me.
A bloom alogrithm takes takes pixel information from around a light source, and saturatuates the light onto the pixel and so many pixel around it. At least thats what I'm guessing. For lighter colored textures, you'll see the light and texture bleed together. I think. I'm just guess it's through a pixel shader type thing, more specficly a opengl fragment program (or fragment shader or whatever they are called).
I should have been more specific. The results on the Ikbase are pretty subdued, so no harm done and could be counted as a visual improvement, but the Slipgate Complex, well . . . maybe it is a judgement call but it appears to me the contrasting materials on the walls and the rivet supports bleed into one another.
Although, To Be Fair,
take a look at the wall furtherest to the left on the slipgate shots with the rivets close by you. There is not much illusion of depth built into that texture in the first place ;)
think i see what you mean, on the ceiling, right?
pretty minor to be honest... not something i'd notice ingame. You can also change the amount it blurs and the opacity of the effect so you could adjust the effect till it suited you.
I Would Agree
the trade off is only a slight one. What I said before was overkill.
Does the new Dark Places beta support pixel shaders as ProdigyXL mentions above?
another empty post in the Arcane Wizard thread...
Take a screenshot into photoshop. Duplicate it to make two layers. In the top layer, use levels to cut out the dark parts, blur it, and change the blend to "screen"[*].
Or duplicate a layer, gaussian blur it and set it's mode to Lighten, get a dreamy/glowy effect.
It wouldn't support pixel shaders as it's an Opengl rendered. In Opengl they are called fragment programs, or pixel fragment programs or something. I can't remember the name off the top of the head, hope I didn't confuse anyone.
I thought it sounded like it was either a bit of a departure for where Dark Places was headed, or they were integrating Opengl 2.0 compliant code that I have not as of yet read up on.
My Next Q1SP Project
I've been torn recently over what Q1SP I should be working on. I've got a few projects with a substantial amount of work poured into them, and I'm currently flirting with all three, rather than sticking to one. So... I'm asking you to choose for me which one should be completed first. Cheers for looking.
P.S. It feels weird, using this thread for its indended purpose.
The last one; the evil doomy gothic thingy. Hands down.
I vote for Oxymoron or Necromodai. Oxymoron looks like a sleek update to original Doom levels - it has that style with the slime and stuff, and I would personally love to play it. Necromodai also looks really good, and it's not a base map, which will be fresh. Not a fan of egyptian, so I won't vote for that one.
The first one, the evil overscaled temple thingy.
If only because I like the sound of 12 secrets =). Nah seriously more temple would be cool. Also, you will get it out sooner which will give you confidence to tackle the others.
the one that will take the shortest ammount of time to finish is the one I would recommend working on.
Though I too like the sound of the 3rd project the most in terms of personal interest.
The Evil Temple Thingy.
I'm not a fan of egyptian texture themes either, but based on the screenshot and description it seems like the one that will offer a good solid chunk of mappage with the least additional fuss. More bang for the 'buck. Ahem.
Whereas Oxymoron with its complicated inception has a number of different elements you're trying to achieve that, while interesting, will take more time to consolidate. I'm also not desperately keen on a Doom-textured Q1SP, but that's merely personal preference.
Necromodai sounds like a major project, one that will require some heart and soul. It would be my advice/experience that you shouldn't try to get as committed to it as you'll need to be while unfinished bsps remain on your drive as distraction.
So, finish the Evile Temple Thingy where it's at. Refine and polish. The texture theme can be expanded, modified or completely changed more easily than brushwork and gameplay and it looks like there's still some flexibility in what you can do with the design.
I absolutely guarantee that you will learn something from completing the map that will aid you when you eventually come back to Necromodai.
OXYMORON GOD KILL ME NOW SO MUCH BAD BRUSHES AND WEEKS OF COMPILING THAT CRASH AT 50% NO PLEASE SPARE ME
However, you _REALLY_ need to work on lighting in Oxymoron. The shot of the map in it's state "a couple of years ago" looks heaps better than the newer one.
RPG Spreads Wisdom From The Frozen Northern Lands
Do 1 or 2 first and then do 3.
I'd say finish them in the order you've list them.
From what you've said, finishing up the first one shouldn't be too much hassle, then fix and finish oxymoron, and then you can freely concentrated on the big project.
(Although in terms of how much they intrest me, it'd be the reverse order).
Oh, and Oxymoron is that map that it took half of #tf to compile right?