#10737 posted by
Spiney on 2014/03/26 00:07:58
I miss the experimental maps that we saw a lot back in the 90's, even those that looked terrible visually. Now the trend is professional looking maps. Not that it is bad, but more variety would be good.
Thank god we still have Madfox 8-)
Madfox's Brushwork ...
#10738 posted by
Cocerello on 2014/03/28 20:53:52
... isn't experimental, his layout is. His brushwork, more than classic, should be classsified as idish in style.
Recent examples of experimental maps, i would say, Nyarlahotep, ITS, Ascending as descending, sm170, sm172, etc.
#10739 posted by
Cocerello on 2014/03/28 21:19:21
http://www.quaketastic.com/files/screen_shots/q70v05b.jpg
I haven't goten any good lighting into these after hours of tries. I want it so the monsters are lighted when they go near the torches but are mostly in the dark the rest of the time, but i don't want to lower the torches even more. I suppose the answer is doubling the number of lights, but
...
http://www.quaketastic.com/files/screen_shots/q73v03_400_3.jpg
http://www.quaketastic.com/files/screen_shots/qep73v03c_400_2.1.jpg
Any ideas for this ceiling? Nothing i tried convinced me. The lighting will change in the future.
http://www.quaketastic.com/files/screen_shots/qep73b03.jpg
#10740 posted by
necros on 2014/03/28 23:33:33
if you can't figure out what to put on a ceiling, just cloak it in darkness! :D
for the first shot, there isn't much you can do to make better lighting there because the brushwork doesn't really allow for anything. if you had rougher stones and things jutting out that could cast shadows, that would certainly help.
for the second and third shots, try putting the light down by the base of the pillars instead of high up and put them in the little corner where there's the inset arch so it casts shadows.
#10742 posted by
necros on 2014/03/29 04:04:02
looks like it's coming along quite well. one thing i really like about doom mapping is just how fast moving the whole process is.
just be careful with doing the lighting effects because if you need to change the area later, it can be really annoying having to deal with all those sectors.
#10743 posted by
Drew on 2014/03/29 19:08:38
looks good.
I really should try doom mapping some time
#10744 posted by
necros on 2014/03/29 20:17:07
it's fun and easy to get into!
doom builder:
http://www.doombuilder.com/
slade (in beta):
http://slade.mancubus.net/
Love Doom, don't really play too many custom maps though.
Personaly,
#10746 posted by
Breezeep_ on 2014/03/29 21:39:12
I recomend GZDoom Builder.
#10751 posted by
Joel B on 2014/03/31 19:42:02
I'm excavating so hard right now!
#10752 posted by
Joel B on 2014/03/31 19:49:21
Seriously though that's a potentially interesting bit of topology for moving/fighting around, and I've always liked the mossy-block Quake texture set as being one of the "most Quake-ish". Keep fiddling with the lighting.
Huh
#10754 posted by
ijed on 2014/03/31 20:05:33
The full version of that texture set has a lot more textures, but for some reason I don't have it in a cloud service anywhere.
I'll check on my local drives tonight for it.
@purple
#10755 posted by
Breezeep_ on 2014/03/31 21:20:10
Those textures look really nice!
Full Green Tex Set Plx
Nice work on your first map there Brown96, keep it up!
Please Do, Ijed
#10757 posted by
Cocerello on 2014/03/31 21:45:26
* Brown96, that looks good. Work on the lighting and, that angled brush at the left, looks unscaled to me, but maybe it is the perspective. That many health packs make me think that it is for a big fight, so i got wondering which kind of fight culd be pulled there.
* Faethon, Mechtech, i have some demos for you. When i get some time i'll send you them with some comments with.
My First Quake Map
#10758 posted by
brown96 on 2014/03/31 23:01:19
the healthpacks are modified with QuakeC. with another spawnflag, they give only 2 hp. there is a total of 48 hp and 100 armor to be had in this room, and you will encounter a total of 2 wizards, a hellknight, and 4 knights. given that the nailgun is found in this room with 75 nails, it feels "about right" for my skill level.
http://i.imgur.com/1SMAxNL.jpg
i still haven't messed with the lighting in the previous area yet. i intend to do so over the course of the next day or so. thanks for the feedback.
Ok
#10759 posted by
ijed on 2014/03/31 23:28:17
Found the textures. I'll prepare a neatened up pack.
They were painted for RMQ and feature modified / expanded sets of the id1 textures for the most part.
Should I email them to you as well Spirit?
Ijed
#10760 posted by
Spirit on 2014/03/31 23:29:23
Sure, I will upload them then.