@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!
Yes
#10187 posted by Spiney on 2013/12/24 07:56:15
Please keep the base enemies in the medieval setting. It's freaking quake, things don't have to make sense. I don't understand the aversion to mixing themes in a game that's such a thematic mess anyway (and all the better for it!).
And yeah... put a hole in the pool :)
Looking Good
#10188 posted by nitin on 2013/12/24 11:24:40
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