Too Cheesy?
#10062 posted by Rick on 2013/12/08 16:01:50
Not Really
But it's kind of flat, and in more way than one. The lighting could be a bit more dramatic, surely, and perhaps sink the middle of the floor, a bit?
An Attempt To Pack In As Much Detail As Possible.
I have been wondering how much detail you can pack in to a map before things start to break. I got to this point when I started seeing wandering vertices and degradation.
http://www.quaketastic.com/files/screen_shots/5the1m1.jpg
Rick
#10065 posted by ijed on 2013/12/08 16:35:36
How about a spotlight above the pentagram so it casts it's shadow on the floor?
5th, nice stuff, but it's a bit bright - some shadows would help.
Lel
That's an editor shot ijed.
Need A Bigger Tablet...
#10067 posted by ijed on 2013/12/08 16:41:04
And trenchbroom needs a lighting preview!
Also, I'll post some proper shots of mine (with proper links as well) soon.
Rick
#10068 posted by - on 2013/12/08 16:47:53
I feel like the gate and teleporter are too small for the scale of that room. Perhaps just making the gate larger would do it.
Otherwise, yeah it's cheesy, but such is Quake amirite
#10069 posted by Rick on 2013/12/08 17:17:16
Yeah, the lighting in that room needs work, that's why I'm looking at it. The floor could be less flat also, don't know if my marksurfaces can handle that though.
How about a spotlight above the pentagram</>
There already is one, but it's turned off in that shot.
the gate and teleporter are too small
I'm pretty sure it just looks that way because of the angle you are seeing it at and partly because I kicked the fov up to 100 just for that shot. The actual distance between the gate and the teleporter is over 800 units. Both the gate and the teleporter are pretty large, 192x192 I think.
#10070 posted by necros on 2013/12/08 18:16:24
mfx: i love the super tall hallway in the right side of your second shot. more of that please!
Sup
#10071 posted by Breezeep_ on 2013/12/08 19:20:31
I decided to register since i'm becoming interested with this community. also, screenies:
http://i.imgur.com/aZWtINM.jpg
http://i.imgur.com/N9CJjl4.jpg
http://i.imgur.com/xpt88vy.jpg
#10072 posted by quaketree on 2013/12/08 19:57:02
"How about a spotlight above the pentagram so it casts it's shadow on the floor?"
That pentagram is way too high to get a crisp looking shadow out of it.
I've found that if you use a func_detail brush (so no vis or r_vis hit) along with a skip texture (so the player never sees it) and then place it where the player can't get to it (and that there's never going to be an enemy above the player) that you can make some very detailed shadows in tall spaces like that
Yes
#10073 posted by ijed on 2013/12/08 20:08:12
That'll allow for a crisp shadow, but another way might be to have the pentagram purposely distorted; going up the walls and so on. Although I suspect that wouldn't work in that particular room.
I'm thinking of that one room in id1 where for no reason there's a Q shadow on the floor. And of an unreleased custom map that did some similar shadow painting tricks.
Ringofquad
#10074 posted by ijed on 2013/12/08 20:11:01
It's kind of hard to see what's in the shots. Screenshots from the game are always dark, usually they need brightening in Photoshop or whatever to leave the contents more visible.
New quoth map in the works? Is it single player?
@Ijed
#10075 posted by Breezeep_ on 2013/12/08 20:40:02
Yeah, its a quoth sp in the making. I apologize for the dark screenshots though.
Don't Worry About It
#10076 posted by ijed on 2013/12/08 22:02:12
And good luck!
Ringofquaddamage
#10077 posted by nitin on 2013/12/08 22:48:44
looks moody, but the walls need more detailing or breaking up.
Btw, I could see the shots fine, not too dark at my end.
#10078 posted by quaketree on 2013/12/08 22:56:58
"I'm thinking of that one room in id1 where for no reason there's a Q shadow on the floor."
Actually that shadow is the clue for a secret on the back side of the teleporter that it's in front of that leads to the roof, a quad damage and a fiend. (E1M4 I think, maybe E1M5). That one was done using a func_illusionary )or maybe a func_wall) disguised as a sky texture and a solid "Q" shape with a normal texture on it above that (inside a box made up of a sky texture). That was about 2 player heights or so over the floor
What I was describing was for very tall spaces like the one in the screenshot where there is no way to do that and still have a crisp shadow.
#10079 posted by Rick on 2013/12/08 23:49:31
I messed around with this room for a couple of hours today. Never really got it looking much better but did manage to increase the marksurfaces by over 600, so I just gave up for now. I did find out that I can't really change the floor much because there's stuff under it that would be too much trouble to modify.
Here's a shot with the pentagram light "on".
Screenshot
Pentagram Shadow
is hawt. :D
Looks Great
Can't wait to play.
WTF Did I Just Find
Otp
I have seen those before. My guess may be necros for those since he likes to use doom textures.
OTP
#10084 posted by mfx on 2013/12/09 00:38:05
I think those shots are fom tronyn.
Pentashadow
#10085 posted by ijed on 2013/12/09 01:14:37
Awesome!
Gonna have to rip off the idea now. But that involves me making a nine point symbol because of... never mind.
Quaketree; yeah I remember. The red castle level with the various types of trap in it. And that's one of my favourite secrets as well. Really sets the tone for good secret hunting "something's not right here..." But it's not just a wonky texture or something.
Heh
#10086 posted by Tronyn on 2013/12/09 01:28:12
yeah those are my shots, I did post them somewhere in this thread... that map is still coming but alas progress is slow.
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