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| Posted by metlslime [12.231.113.167] on 2002/12/23 18:27:46 |
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.
Need a place to host your screenshots? Upload them here:
http://shub-hub.quaddicted.com (password is ilovetheshubhub) or here: http://www.quaketastic.com/ (same password) |
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| #6797 posted by necros [99.227.131.204] on 2010/07/14 22:22:05 |
i think what negke was thinking of was the trick to get around the static entities limit. however, you mentioned efrags which is something else.
from aguirre's site:
"Too many efrags!"
This console warning is normally caused by having entities (typically torches) too close to or
even partly inside solid walls. Another possibility is too many (or too far apart) brushes that
are included in one brush entity. EFrags means Entity Fragments. Enhanced Win/GLQuake has higher
limits.
as you can see, the efrags problem is not directly related to the # of torches. check your func_ bmodels maybe.
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Other Possibility |
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| #6798 posted by ijed [216.241.20.2] on 2010/07/15 17:47:34 |
So it can probably be fixed by making the lantern cages into func_illusionary...
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Ijed |
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| #6799 posted by Orl [69.253.226.218] on 2010/07/16 03:59:38 |
How could making the laterns into func_illusionary help the efrags problem? I'm still not 100 percent certain what causes efrags in the first place.
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| #6800 posted by necros [99.227.131.204] on 2010/07/16 04:43:02 |
well, according to aguirre, it seems to me as though it has something to do with a bmodel being in more than one 'vis zone'. i don't fully understand all the bsp stuff, but when you vis a map, each volume separate 'area' which has faces assigned to it (ie: it can be visible or not such that it will or will not display faces attached to it) would be like a 'vis zone' and entities that have a bounding box (anything that has a visible model and isn't explicitly set to be a point entity via setsize() in qc can touch more than one of these zones. this means that the entity has to be attached to more than one zone and in a visually complex area that has been split up many times by vis, that entity could potentially be attached to quite a lot of these zones. these are entity fragments (efrags).
now if you have a big bmodel (say like a really tall elevator), it could be attached tons of zones and if you had more than one of these elevators (or equally larged doors, trains, etc) you can see that it may run over the limits.
but i'm honestly not even sure what i said above is right. :S bsp and vis are not transparent subjects. :P
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Right |
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| #6801 posted by ijed [190.20.104.45] on 2010/07/16 05:52:16 |
But I suspect that those small cages are causing complicated leafs. Efrags is related to 'solid walls' - that doesn't mean walls, just anything that's a world brush.
This is just an idea, but maybe the flame models were causing the bug because they were too close to fiddly world brushes. If they become entities then there's no more problem since they no longer define the vis tree but are commanded by it.
In other words, they become visible or not as vis says so, instead of causing the vis to be more complex.
On the other hand, necros could well be right... although I'm not so sure for two reasons. Firstly, you've already identified the lanterns as being the problem, for some reason. The second reason I'm just pulling out of the air and half-remembered conversations, but typically when you've got a large bmodel that's producing the efrags bug it's also subject to entity flicker (becomes visible/not) because it's residing in multiple leafs.
The lanterns are small... so I doubt that's the case. But I could be wrong. Those bars though are already producing multiple additional leafs though - the viz zones Necros mentions.
Either way, small brushwork tends to produce these types of problems and bump your compile time. It's a habit but I tend to avoid using such and go for alternatives. With a hack you could put the Nehahra lantern model in there instead. Not sure which hack though.
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In Fact |
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| #6802 posted by ijed [190.20.104.45] on 2010/07/16 06:00:00 |
Open the map up in Fitz or Quakespasm and use the command called r_showtris 1 (I think that's what its called) which will show you exactly what viz is allowing to be drawn.
If the lantern cages are creating the efrags problem then you'll see wierd effects there in comparison to the rest of the map.
Won't be easy to see though since they're small.
En fin. My advice, so you don't have to do too much work or a visual change, is to group the bars of each lantern into singular func_walls - func_illusionaries being slightly cheaper.
If it doesn't work at least it's a simple change to test, and should speed up compile anyway.
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Orl |
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| #6803 posted by negke [88.70.251.200] on 2010/07/16 09:43:43 |
Which flame entities did you try it with - yellow or white? I can't imagine small_yellow to cause problems if the inside of the lantern cages are at least 20-24 units high.
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| #6805 posted by gb [89.27.199.153] on 2010/07/18 22:06:19 |
L4D city environments always remind me of Tony Hawk games. I wanna ollie on that pavement.
It's only missing the bums and destroyable fire hydrants.
Looks good of course.
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Willem |
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| #6806 posted by Zwiffle [97.87.57.94] on 2010/07/19 01:30:55 |
Lookin really good, can't wait to get my grubby little hands on it. It's scavenge right? Or are you going to turn it into a campaign or some such?
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| #6807 posted by Willem [24.163.61.78] on 2010/07/19 02:08:37 |
Survival. I don't have anywhere near the time necessary to do a campaign. :)
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That Looks Great! |
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| #6808 posted by Drew [98.124.27.98] on 2010/07/19 06:51:49 |
... does it mean your q1sp is cancelled or just delayed?
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| #6809 posted by Willem [24.163.61.78] on 2010/07/19 11:09:55 |
"does it mean your q1sp is cancelled"
To be honest ... yeah, probably. I just can't work up the energy to work in Quake these days. It's too limiting and I find that I'm just plain tired of the monsters. Maybe I'll get that spark back some day in the future...
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Bummer |
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| #6810 posted by Drew [98.124.27.98] on 2010/07/19 13:35:09 |
oh well, good luck making bus stops!
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Orl: |
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| #6811 posted by RickyT23 [86.25.6.66] on 2010/07/20 15:28:07 |
Nice shots - your rockwork has never looked better :)
Also the lava falls are really cool looking. And the whole map looks very organic - like it is falling apart. I'm only gonna say that perhaps the lighting looks a little bright. It would be very atmospheric if it was a little bit moodier and darker, with some dark shadows for monsters to lurk inside :)
Willem:
Also cool shots :) I would like to see more of a distinct theme, like a specific location. Although I understand that you are finding your feet with the L4D style. And I also kinda understand that "generic suburbia/city streets" IS L4D style, so, er....... I dunno. Just seems very well built, but a bit samey.
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Oh Yeah |
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| #6812 posted by Drew [98.124.27.112] on 2010/07/20 16:36:13 |
orl, I really like the looks of those shots and am looking forward to messing around with those textures myself. I love it when people expand on quakey themes like you seem to be doing!
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I Agree With Ricky About Willem. |
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| #6813 posted by Shambler [86.25.164.171] on 2010/07/20 17:01:07 |
Looks okay but I would prefer more visual hooks. I liked that untextured building shown before. I think with all the props and detailing and effects and shit, the importance of impressive structures can be lost these days...
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Yes.................................. |
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| #6814 posted by MadFox [84.26.187.83] on 2010/07/20 22:20:01 |
quake does more with less.
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I Like The Last Shot |
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| #6816 posted by nitin [124.168.117.82] on 2010/07/24 06:48:51 |
looks cool
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| #6817 posted by necros [99.227.131.204] on 2010/07/24 07:59:01 |
the city street shot looks really nice. i like the variations of roof heights as it makes it look like more than just a sky brush on top.
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| #6818 posted by rj [86.0.165.149] on 2010/07/24 09:50:02 |
i like the variations of roof heights as it makes it look like more than just a sky brush on top.
i agree, however i cannot say the same about the rock-tops in shot 3.. they seem a bit uniform. otherwise very nice though
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Madfox |
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| #6819 posted by generic [67.233.149.177] on 2010/07/24 14:57:56 |
Slowly but surely you are becoming an 'on grid' kind of guy ;)
Nice shots!
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Avé Ceazar |
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| #6820 posted by MadFox [84.26.187.83] on 2010/07/24 18:30:06 |
Thanks for you're answer!
@nintin - crunching my first terrainmap. It was a big chunk of Quakers outmeal, before I had the hom undom.
@necros - I would like to make them deeper in the horizon to enhance the feeling of depht.
But this map is so large I can't do anything more or I hit warnings.
32719 clipnodes.
@rj - strange, I added mdl-rocks to break up the uniform structure. Someone else complainted about the severence of uniform appearance.
@generic - I'm playing my wits to get it done!
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Looks Great |
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| #6821 posted by ijed [216.241.20.2] on 2010/07/29 15:30:29 |
Are those hand rails .mdl? Personally I'd remove the blue dots and just leave them black all over - the blue dot looks stretched.
The rocky areas could do with some green stuff - especially in the last shot there's green in the skybox whilst the terrain the player will be exploring is uniform brown. .mdl trees, moss, plants or bushes? Doesn't need to be much, would just be a nice tonal offset.
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Go Ahead |
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| #6822 posted by MadFox [84.26.187.83] on 2010/08/01 02:10:54 |
and play it, see for yourself in the newspost.
My greatest concern was to get the texture of the endboss in the same value as the brushtes.
But as models are lighted different then plain brush texture I gave up. More from the point of vieuw that every engine has its own light specs. GlQuake suits more, Fitzquake less.
Telejanos blackens out, etc.
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| #6823 posted by necros [99.227.131.204] on 2010/08/01 02:25:39 |
i would say you succeeded, actually. i didn't notice anything until the thing started moving. :)
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Well |
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| #6824 posted by MadFox [84.26.187.83] on 2010/08/01 02:39:32 |
when you know it is different. It gave me headaches to cover up the texture.
First I thought it would be just making a screenshot of the brushside, and take the same part on the model.
Then the shape of the texture wouldn't fit, the seize started to get smaller, and finally I ended up with a mirrored texture.
Strange that the colour of texture makes that difference on models or brushes.
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Yeah |
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| #6825 posted by ijed [216.241.20.2] on 2010/08/03 15:39:12 |
I even have it downloaded, on a handful of different machines... look forward to fragging Granito again.
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| #6826 posted by Ron [86.80.123.127] on 2010/08/04 17:42:09 |
It looked great in DirectQ, my favorite engine of late.
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| #6828 posted by roblot [216.106.107.27] on 2010/08/08 20:50:17 |
Space colony with lots of spaceships and International SpaceStation (PlayStation) would make good senarios with that backdrop.
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Looks Goos. |
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| #6829 posted by nitin [124.168.219.130] on 2010/08/09 00:53:10 |
The ship is the level?
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Goos. |
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| #6830 posted by Shambler [86.25.220.162] on 2010/08/09 10:21:48 |
Textures!! The front ones don't match the side ones at all!!
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It Looks Like Lego. |
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| #6831 posted by SleepwalkR [130.149.148.83] on 2010/08/09 10:53:33 |
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Me Likes... |
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| #6832 posted by roblot [216.106.106.241] on 2010/08/09 22:44:47 |
The front texture does match, just customize it so the flat gray beams line up at ships edges. Then wrap the ships side dark gray texture bit about 32 units onto the front (add it onto the customization for the front texture). For the roof, continue the side angle higher to area the grunt is in. Then level off.
For the landing pads, use 4 steel girders like in jets maybe (with angled support struts). If you make it move it could dock onto something and latch at side door. It's a good start for ideas and looks good.
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I Think |
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| #6833 posted by MadFox [84.26.187.83] on 2010/08/10 20:25:55 |
it's marvelous!
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Cool |
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| #6835 posted by RickyT23 [86.23.98.66] on 2010/08/11 04:25:19 |
The third shot reminds me of the scene at the start of Aliens where Ripley dreams a chestburster coming out of her. Nice Work!!
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| #6836 posted by necros [99.227.131.204] on 2010/08/11 04:46:22 |
that looks pretty cool. please tell me those cargo containers move?? pretty please? ^_^;
i really functional space station maps. one of my favourites was the first map in the second episode of duke 3d. i loved that the station was under attack by that one ship that was flying around. what great ambience.
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Yes! |
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| #6837 posted by rj [86.0.165.149] on 2010/08/11 19:26:54 |
that it lovely looking stuff. how near completion is it?
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Titan Map/Duke3d |
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| #6838 posted by Mechtech [24.211.158.217] on 2010/08/11 21:50:10 |
Necros of course the containers move.
Been playing Eduke32.
http://www.eduke32.com/
http://hrp.duke4.net/
"Come get some":) If you have never played Duke3d or never played on a modern engine give it a go. You need a copy of DUKE3D.GRP
The Titan map is close. I would say 90 percent of the brush work, models and sounds are done. It's in about 5 pieces now. I need to finish up a connecting section then hope it doesn't crap out when combined on compile. It should break many of the OE Quake engine limits but that's what fitzquake085 is for.
I hope to have up for beta testing soon.
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I Presume. |
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| #6839 posted by Shambler [86.25.222.233] on 2010/08/12 11:44:20 |
That 10% includes sorting those textures out? The map style looks very cool but stuff like that makes it look like a block of brushes rather than a spaceship...
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Looks Good Hrim. |
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| #6841 posted by Shambler [86.25.222.233] on 2010/08/12 23:47:10 |
Looking forward to it.
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Nice |
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| #6842 posted by necros [99.227.131.204] on 2010/08/13 00:31:23 |
i like the ikbase textures and you seem to be doing a great job with them. :)
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Ikbase! |
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| #6843 posted by rj [86.0.165.149] on 2010/08/13 00:53:23 |
i think i just came.
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Hrimfaxi |
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| #6844 posted by JPL [82.227.228.57] on 2010/08/13 08:24:29 |
Yet another Quake jewel in the pipe I would say... shots looks really good, and map looks to be quite huge: keep it up !!
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Looks Like My Kind Of Map! |
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| #6845 posted by RickyT23 [81.156.237.207] on 2010/08/13 12:40:54 |
Really man - very impressive, size and style. Looks to be well on its way too. Looking forwards to this one :)
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Great |
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| #6846 posted by MadFox [84.26.187.83] on 2010/08/14 02:42:57 |
That looks rather huge, with transparant glass!
Monster of a map, how can you reach that polycount.
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Madfox And Others! |
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| #6847 posted by Hrimfaxi [89.150.173.209] on 2010/08/19 00:23:22 |
Yes it's a huge map.
I'm over the max for clipnodes and marksurfaces but then again I haven't done anything yet to optimize the map!
So after I've done the last two corridors I will give the whole map an overhaul but I can't be sure it will run in anything other than a enhanced engine.
Time will tell!
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Can't Wait To Play It Hrim! |
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| #6848 posted by Drew [216.168.120.223] on 2010/08/19 06:49:21 |
I'm sure it'll be a blast - hope it's hard as hell!
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Firecult... Continued |
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| #6849 posted by enki [108.1.49.223] on 2010/08/21 05:57:08 |
Hay guys... it's been about a year and a half, and I just started working on this again. I've had some IRL stuff that kept me away from mapping for awhile, but am back at it with this series. The former link is to a site that no longer exists...
Here are screenshots for the work I've done on those maps in the last few weeks. I've decided to keep with the series, but release it as a mini-mod complete with new monsters, new menu art, particles, etc. and a progs.dat. No more betas will be made for awhile. I've got some groovy new ideas for this. Cheers.
http://www.thirteenninetythree.com...
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Hrim |
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| #6850 posted by Drew [216.168.120.162] on 2010/08/28 05:15:12 |
PLEASE let me know if you need a tester
I'm into quake again, hahaha.
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Ok! |
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| #6851 posted by Hrimfaxi [89.150.173.209] on 2010/08/28 15:39:47 |
When the time comes I'll let you know!
Going away for the next two weeks so no mapping.
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Good Stuff |
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| #6852 posted by ijed [216.241.20.2] on 2010/08/31 18:00:17 |
MechTech - that looks great. A bit shiny, but its definately an underexplored style, even if most maps in that style have been great.
Hrimfaxi - Great! Kudos on expanding into different themes as well.
enki - Sorry, have something to do just now, will check later.
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| #6854 posted by necros [99.227.131.204] on 2010/09/05 20:02:24 |
shot1: the top horizontal metal brace looks awkward where it meets the vertical metal braces.
try pushing the horizontal piece up 32 units and putting a blank metal square texture in the gap (similar to how the cross lights are for the lower connection).
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Woot |
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| #6855 posted by Vondur [195.218.191.171] on 2010/09/06 09:10:06 |
what necros says about braces.
also, all crosses must be inverted. point lights will make it shine. looks promising.
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Zwiffle Means Business |
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| #6856 posted by negke [88.70.68.164] on 2010/09/06 10:14:51 |
Half done already?
Careful with the hellknights this time!
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Shot 3 |
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| #6857 posted by generic [67.233.192.136] on 2010/09/06 15:24:46 |
Can the water be changed to lava? Something about them being so close together bothers me.
Can't wait!
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Well |
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| #6858 posted by Zwiffle [97.87.57.94] on 2010/09/06 15:25:45 |
If it gets changed to lava then you would probably die trying to swim through it :(
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| #6859 posted by [194.65.24.228] on 2010/09/06 15:31:57 |
slime?
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| #6860 posted by [88.70.249.253] on 2010/09/06 16:20:02 |
red water?
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Blue Lava? |
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| #6861 posted by DaZ [92.26.171.37] on 2010/09/06 18:10:19 |
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Hot Boiling Water ? |
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| #6862 posted by RaverX [79.113.94.167] on 2010/09/06 19:02:58 |
Or Frozen Lava ?
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Come On Guys |
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| #6863 posted by Orl [69.253.226.218] on 2010/09/06 20:00:55 |
It's clearly Jell-o.
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| #6865 posted by [81.84.215.78] on 2010/09/06 22:03:30 |
metal turtles maps to 25 December?
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Well-o |
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| #6866 posted by generic [67.233.192.136] on 2010/09/06 22:57:38 |
The Alice stuff doesn't look like it is meshing greatly but, in the word of Tim Gunn, "Make it work."
BTW, if Zwiffle is the layout guy and Negke is the detail guy, then those guys should team up ;)
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| #6867 posted by necros [99.227.131.204] on 2010/09/06 23:35:01 |
fuck, all i have is box rooms. :P
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Oh Wait |
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| #6868 posted by MadFox [84.26.187.83] on 2010/09/07 00:17:22 |
interesting zwiffle,
or is he a map?
can't wait to play zwiffle.
he won't play my map,
or is he a view mapper?
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| #6870 posted by necros [99.227.131.204] on 2010/09/07 00:29:46 |
cementy brick textures... very nice. :)
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| #6871 posted by [81.84.215.78] on 2010/09/07 00:34:17 |
Ankh, the word is massive!!!
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Hmm |
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| #6872 posted by nonentity [188.223.82.21] on 2010/09/07 01:18:36 |
So yeh. That stuff enki posted looks really, really nice. Good DKT texture usage (or is that Rune?)
And yeh, zwiff made something, big whoop (altho the metal turtle by december idea has merit... wanders off thinking).
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| #6873 posted by necros [99.227.131.204] on 2010/09/07 01:28:32 |
Problem is, he's the layout master while I'm just a detail whore
just struck me it would be interesting to see how people rate themselves regarding strength in, let's say: brushwork(macro), brushwork(detailing), brushwork(terrain), monster gameplay, layout gameplay, lighting, vis efficiency... maybe others, i dunno.
or maybe just do it as a poll and see what the general trend is...
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Meh |
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| #6874 posted by rj [86.0.165.149] on 2010/09/07 02:20:56 |
metal turtles maps to 25 December?
i don't like this. release them as individual maps with their own identity - not bundled as a pack with a silly label
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Ankh |
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| #6875 posted by Zwiffle [97.87.57.94] on 2010/09/07 02:36:05 |
Vondur would say invert the crosses.
nntt: Yeah, I know. :( Also, it'd be cool if it got people making and releasing maps.
necros: Probably average across all fields, or thereabouts.
xen: Same as nntt.
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Hmm |
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| #6876 posted by nonentity [188.223.82.21] on 2010/09/07 04:05:15 |
How dare you fob off both xen and me with the same answer. Especially when to took opposite views of the metal turtle idea (does anyone else get images of people being burned on giant metal turtles? Just me? (see Small Gods)).
That kind of laziness is exactly why you never release a map. And why my mother stopped loving you.
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Ankh |
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| #6877 posted by DaZ [78.147.107.81] on 2010/09/07 04:40:17 |
Loving that! Reminds me of dranzdm6 actually :)
inb4 Vondur "make the crosses inverted" :)
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Yar |
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| #6878 posted by negke [88.70.49.62] on 2010/09/07 09:04:20 |
My intention was to get Zwif's attention - tried it this way because he's always so aloof and not easy to approach and I'm too scared to talk to him directly. But rj's got a point, too.
necros: I wish my imagination was more geared towards the bigger picture, interconnected stuff, not single rooms. Though I didn't have a clear idea apart from a few bits, just started placing brushes to see where it goes from there.
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Yey |
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| #6880 posted by Vondur [195.218.191.171] on 2010/09/07 15:39:26 |
good progress with crosses, but with jesus you got carried away, zwiffle. i advise you to invert him.
zmm06 - there's that conical (triangular) square brush - not good.
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| #6881 posted by [194.65.24.228] on 2010/09/07 16:23:04 |
turtle event to 25 dec or not?
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Not |
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| #6882 posted by [213.132.100.2] on 2010/09/07 16:44:56 |
just go map whenever
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| #6883 posted by Zwiffle [184.60.27.118] on 2010/09/07 16:48:50 |
A Christmas map pack would be awesome to have, but I'm just gonna work on this map for the time being. If people want to organize their releases around the same time though ...
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Hmm |
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| #6884 posted by nonentity [188.223.82.21] on 2010/09/07 19:14:06 |
Why not? Yeh, metal turtle for 25th dec. Will be a nice christmas present (and gives a reason to map)
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However |
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| #6885 posted by rj [86.0.165.149] on 2010/09/07 19:17:13 |
does anyone else get images of people being burned on giant metal turtles? Just me?
if anyone wanted to contribute to a christmas map pack with this specific theme, i wouldn't object to it.
PS. stop posting anonymously!
PPS. xen schmen
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And Erm.. |
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| #6886 posted by rj [86.0.165.149] on 2010/09/07 19:20:02 |
isn't 3 months & 18 days a little long to be considered a turtle map anyway?
people used to grind out episodes in that kind of timeframe
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Hmm |
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| #6887 posted by nonentity [188.223.82.21] on 2010/09/07 19:20:51 |
PS. stop posting anonymously!
Glad you said it. I figured I'd just seem my usual grouchy self if I complained about it.
PPS. xen's men?
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Hmm |
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| #6888 posted by nonentity [188.223.82.21] on 2010/09/07 19:21:42 |
people used to grind out episodes in that kind of timeframe
We're old and lazy and have jobs. And SC2 in some cases.
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They're Chained Up In The Basement. |
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| #6889 posted by rj [86.0.165.149] on 2010/09/07 19:22:03 |
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Er That Was IRT #6887 |
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| #6890 posted by rj [86.0.165.149] on 2010/09/07 19:26:26 |
We're old and lazy and have jobs. And SC2 in some cases.
well yes. but my point was i just didn't really see the point in dressing up any map with a deadline as a 'turtle map', which is really a term for a speedmap refined over several sessions. surely it's just a 'map'...
(not that i'll lose any sleep over it)
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Metal Episode |
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| #6891 posted by Zwiffle [66.170.5.18] on 2010/09/07 19:30:54 |
It'd be really swell if we could make this an actual episode ... but I'm afraid coordinating might be just a bit too problematic for most people, even if it just involves 'your map exits to this map, expect players to have these weapons' kind of thing.
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Metal Episode |
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| #6892 posted by Zwiffle [66.170.5.18] on 2010/09/07 19:30:55 |
It'd be really swell if we could make this an actual episode ... but I'm afraid coordinating might be just a bit too problematic for most people, even if it just involves 'your map exits to this map, expect players to have these weapons' kind of thing.
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Sorry For Dbl Post |
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| #6893 posted by Zwiffle [66.170.5.18] on 2010/09/07 19:31:05 |
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Hmm |
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| #6894 posted by nonentity [188.223.82.21] on 2010/09/07 23:06:26 |
Remove weapons hack at the beginning of each map?
Altho I don't see that much difficulty in co-ordinating some kind of progression without it. Apart from anything else different people have different skills at Quake and so naturally make harder or easier maps. That seems to lend itself to progression (discussion about more widely seperating the skill levels and not just building for a hardcore constant horde player aside).
And I don't really care what you call it tbh, I just like the phrase 'metal turtle'.
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Zwif |
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| #6895 posted by ijed [190.22.28.152] on 2010/09/08 03:29:59 |
Do you want e3m7rq?
Inverting the crosses looks wrong unless you modify the texture so the shadows from the rivets are below.
For me, I'd add some red metal structures (with corpses attached) for the water area.
Mapping is fun. Don't make it an inverted cross to bear.
To answer Neros' question:
Brushwork, Macro: 6
Brushwork, detail: 2
Brushwork, Terrain: 4
Monster Gameplay: 7
Layout Gameplay: 4
Lighting: 1
Vis Effieciency: 5
That's just off released maps, nothing I'm working on.
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My Typos Increase With Whisky |
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| #6896 posted by ijed [190.22.28.152] on 2010/09/08 03:31:13 |
Knew there had to be something.
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| #6897 posted by necros [99.227.131.204] on 2010/09/08 06:17:44 |
Inverting the crosses looks wrong unless you modify the texture so the shadows from the rivets are below.
this.
also, i find inverting the long cross lights makes them look unbalanced. maybe if you added a second cross so that the texture was vertically symmetrical...
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Or Maybe |
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| #6898 posted by nitin [124.148.168.212] on 2010/09/08 12:07:50 |
make the whole map seem upside down.
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Shots. |
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| #6899 posted by Shambler [86.25.166.225] on 2010/09/08 13:03:45 |
Cool. Keep at it guys.
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| #6901 posted by negke [88.70.56.139] on 2010/09/09 10:41:07 |
Maybe add some angles/slopes for detail.
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| #6902 posted by anonymous [194.65.24.228] on 2010/09/09 11:24:34 |
I started something and it might be finish in 25 December!
Will Zwiffle and negke try to release in that date or nothing will happened?
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Shot 3 |
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| #6903 posted by generic [67.233.192.136] on 2010/09/09 13:41:07 |
How about breaking up that big, bland back-wall with a recessed arch or something?
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Website copyright © 2002-2010 John Fitzgibbons. All posts are copyright their respective authors.
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