Looks Good
#10162 posted by Rick on 2013/12/21 15:36:32
Nice looking screen shots FE.
I would guess delay 2 or 5 on the lighting with maybe some _sunlight? Delay 3 is no attenuation. Delay 4 is "local minlight" and I've never really figured out what that does.
I never used any delay in the past, but I've been doing a lot of re-lighting lately and I'm kinda liking delay 5, as long as the wait is cranked high enough. Delay 1 with low light values can make good fill light as long as there is only one or two in an area.
quakis, thanks, it's not that difficult for quake to feel moody due to the textures, ease of adding a brush under a flame and the sounds attached to texture volumes (like sky and water). It's fairly quick to get going.
coce, I have used various wait keys on the lights. Not played with delay values actually. I am trying to stay faithful to the feel of the original game but I wouldn't expect it to be exactly the same. Can't say I played a whole lot of the expansions for quake, played them maybe once and though they're good I never returned to them.
Rick, thanks. like I said, just using wait, nothing with delay.
Glad peeps like the shots, I have done a lot to that area now. It's tempting to overdo it but that would stop it being "like id did".
@skacky
#10164 posted by quaketree on 2013/12/21 18:08:22
Very nice. Love the vertical look of it and the attention to detail in the "trim" around the doors, things like that make a level "Pop" and have a sense of being. My only (albeit minor) input would be that the wall lighting sconces could be a bit less of a "Block holding a torch" and maybe a bit more detailed.
@ FifthElephant
#10165 posted by quaketree on 2013/12/21 18:10:18
I like the E1M1 shot. The varying roofline gives it a feeling of depth without looking like it went too far off of the feel of the original level. Keep up the good work.
Shots.
#10166 posted by Shambler on 2013/12/21 18:37:30
@ skacky - looking great, and having see the speedmap, I definitely trust you on consistency and build quality.
@ Fifth - still good but pretty simple, I do like the pure Id theme, although any twists with your own design would be great.
Thanks For The Kind Words
#10167 posted by skacky on 2013/12/21 19:17:31
@Tronyn: Breakfast is one of my main source of inspiration, especially the amazing outdoor areas.
@quakis: there is some climbing involved but nothing too crazy in terms of sheer height. There is one secret, however, that overlooks a whole area and that is very high up. The verticality is mostly used by monsters such as ogres and death guards to bombard the player from ledges above. Hard/Nightmare is a challenge thanks to them.
@quaketree: these are still work in progress, I'm not really satisfied with the way they look yet.
Map 2...
I'm thinking of redoing a lot of what I have done. Here's the screenshots... it feels a bit massive when you're in the map, it's a nice scale but it feels a lot less "id" than map 1. What do you reckon?
https://www.dropbox.com/s/4xniigg0ax40yi7/Quake0006.jpg
https://www.dropbox.com/s/awpwfs4jjtl7jdx/Quake0005.jpg
https://www.dropbox.com/s/57revjzi1f0cq09/Quake0007.jpg
I Reckon
#10169 posted by ijed on 2013/12/22 22:51:29
You lack monsters.
Patrolling.
And ambient sounds, maybe.
5th
#10170 posted by Shambler on 2013/12/22 22:57:14
Looks good, don't scrap, keep it going.
Yeah, That As Well
#10171 posted by ijed on 2013/12/22 22:59:01
Fith
#10172 posted by Breezeep_ on 2013/12/23 01:21:44
Looks really promising!
Ringofquaddamage
#10173 posted by nitin on 2013/12/23 02:05:11
so were you going for the Oneiros tyle from Undying? Cos it looked promising.
@nitin
#10174 posted by Breezeep_ on 2013/12/23 14:46:31
Kinda like that, but it's loosely based off of the secret area from e1m2quoth, which was included in the pak files.
Also...
#10175 posted by Breezeep_ on 2013/12/23 18:30:09
how do you take screenshots like that?
Press "+" ingame until the HUD is gone, and then use r_drawviewmodel 0.
Screenshots
#10177 posted by DaZ on 2013/12/23 18:50:39
Heres my binds for screenshots, you can copy it into your config.
bind "o" "r_drawviewmodel 1;sizedown;sizedown;crosshair 2;echo Screenshot mode off"
bind "p" "r_drawviewmodel 0;sizeup;sizeup;crosshair 0;echo Screenshot mode on"
Hmm...
#10178 posted by Breezeep_ on 2013/12/23 19:12:40
!
Sweet.
ROQ
#10180 posted by mfx on 2013/12/23 19:46:54
Looks nice!
No.
#10181 posted by Shambler on 2013/12/23 20:03:23
Quoth base enemies in medieval world? No. Unless it's a transition start like E1M2.
Looks good otherwise.
#10182 posted by [Kona] on 2013/12/23 21:55:12
yesh the big white fluffy monster is right, no base. use tronyns little arrow shooting dudes if you want grunts, they're effectively replacements for the grunt/enforcer.
Well...
#10183 posted by Breezeep_ on 2013/12/23 22:48:38
actually e1m2quoth had a mix of base and medieval monsters, so I will have to play around with monster types until you guys like it.
RingofQuaddamage
#10184 posted by ericw on 2013/12/23 22:59:46
Looking really nice, nice terrain sculpting. Which editor are you using?
Like in e1m2, a few base details (crates and a slipgate) will make the base monsters look at home.
@ericw
#10185 posted by Breezeep_ on 2013/12/23 23:30:35
Re Waterfall Pool
#10186 posted by Drew on 2013/12/24 04:44:55
Bothers me that the waterfall is continually filling the small pool without it overflowing.
Besides that, looks really cool!
|