Hahahaha...
I honestly thought to myself "you know, if this is going to be exactly like id did then maybe I should screw up the alignment".
I can't bring myself to do it. I have OCD.
Nice
#10091 posted by DaZ on 2013/12/12 23:01:58
but if it's as id did it, you need to unalign 50% of your textures ;)
The base maps have terrible alignment issues, the other maps are nowhere near as bad. No idea why that is.
#10093 posted by Joel B on 2013/12/12 23:16:08
It must be that Romero was going to go back and put in secret doors for every misaligned texture, but he ran out of time. Yup.
Also... QUAAAAAAID: http://3.bp.blogspot.com/-ESYPfqNZfpo/UCppEbTJQfI/AAAAAAAAiZE/beUp2hkMWwc/s640/TOTAL-RECALL-KUATO.jpg
The Thing That I Noticed...
#10094 posted by quaketree on 2013/12/13 02:25:41
in DTWID was that in general the weapons, items, secrets and enemy types and counts were pretty much the same in the relative sense of the original id maps that they are supposed to replace. Done entirely differently of course but there were a lot of similar ideas used in different ways. The same goes for D2TWID. I got the feeling that they were going for the same basic game balance but with entirely different layouts.
Just something to keep in mind as you progress. Good luck.
Yep
There will be a progressional feel through maps in the same way here. Most SP maps now are singular experiences with every enemy and weapon appearing. Mine will try and retain that classic feel.
@Fifth
#10096 posted by quakis on 2013/12/13 13:19:02
Minor nitpick regarding the title, rather than calling it "Quake As Id Did", might be neat to be consistent with the Doom releases and call it "Quake The Way Id Did". Makes these projects feel more like a set with a common goal then.
Nice start so far though, have any plans to tackle other themes?
Telefragged
#10097 posted by ijed on 2013/12/13 15:29:21
Looks Sweet
Rick And Tronyn
Rick's Pentagram is kicking ass. Especially the shadow on the floor. Nice touch.
Tronyn, those editor shots look sweet!
More Rubicon2
#10100 posted by Hrimfaxi on 2013/12/13 19:55:56
Oh, Comme C'est Beau !!
#10101 posted by JPL on 2013/12/13 20:36:11
Really nice shots indeed :)
Quakis
Verily! I'm making them chronologically though. This is essentially map 1. I have a few experiments with other themes but my most complete maps so far have been base maps, I need to break the cycle!
#10103 posted by [Kona] on 2013/12/13 22:10:10
hmmm, i must admit, i'm not a huge fan of rubicon textures. I think it's the lack of colour contrast (everything is that same colour) and those giant blurry bolts around everything like xmas decoration. so it is good to see some other textures mixed in.
ijed your screenies remind me of zerstorer.
Thanks
#10104 posted by ijed on 2013/12/13 22:12:26
#10105 posted by - on 2013/12/13 22:45:12
...aren't you color blind Kona?
@hrimfaxi
#10106 posted by Breezeep_ on 2013/12/13 23:09:24
Looks like the Rubicon Empire is trying to take over the quake universe.
Also, are those barrel textures in screenshot 3 from half life 2?
Ijed And Hrimfaxi
#10107 posted by nitin on 2013/12/14 00:57:33
both looking good.
Fifth
#10108 posted by Yhe1 on 2013/12/14 05:38:47
If you like old school stuff, you'll like this:
https://www.quaddicted.com/reviews/descent.html
Colorblind?
#10109 posted by ijed on 2013/12/14 13:51:58
Most of my family are, but not me. Even my sister is, which is rare.
I like rubicon because of its contrast - the red and green. Which are classically the easiest colours to confuse when colour blind.
Rivets like Christmas lights. Argh.
Ok, need to include more red bits and less rivets.
#10110 posted by metlslime on 2013/12/14 20:53:15
I kind of agree that the staple textures of the set are all kind of green/rusty/reddish without a huge amount of contrast. (though the red and green do complement each other so be sure to use both.) I think the way to make the set look best is to use enough of the accent colors like the beige concretes and rock walls, the hot red/blue/white light fixtures, blue computer screens, and the liquids/skies. You also need to use enough architectural details, and varied lighting and shadows, to keep things interesting.
M2c
#10111 posted by Spiney on 2013/12/14 22:45:52
Always found Rubicon textures to be very noisy in terms of detail/luminance. Most of the Id base textures are very flat and simple in comparison (incidentally emphasize lighting more). I think toning down the contrast on the single textures but increasing the color contrast over the range of the entire set would make the scenes appear more appealing. So, reduce variance in micro and increase in macro...
On the other hand it does have it's charm. I like the clunkyness and rawness of it, which is somehow unique to Quake.
#10112 posted by Spiney on 2013/12/14 22:49:02
Also, maybe there should be a steam-age Rubicon set to use with the non-base monsters? Could be a fun design challenge.
@ijed
#10113 posted by Spiney on 2013/12/14 22:55:03
Shots look great... but I think you might want to try some alternatives for the brown brick walls. They seem to give everything a busy look and steal attention from the other geometry.
Ok
#10114 posted by ijed on 2013/12/14 23:33:26
I've just started adding a bit more variance in the texture set so now is a good time to add distinct areas, ones that don't rely on the bricks as much.
The map needs this; it makes my previous levels look small in comparison.
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