Good Job, Tronyn
#10789 posted by
Cocerello on 2014/04/11 19:42:11
Ijed, that way i don't have to record a demo. Less work for me. :D
Those shots look very nice. Awesome stuff indeed, even thought i still don't like the brown brick texture, but now it looks better than in your previous shots.
* Ceci02: that fog looks good. How you did the distorted effect on the teleporter? Looks eerie.
* Ceci03: mixing a construction with a natural environment is something i always liked, and in this one looks nice, it shows, but there is room for imagination on what's farther up.
* Cecia08: that looks amazing, it makes me remember of some UT maps or of the most interior room in the alien caves in Forbidden Planet (the first one, of course).
* Ceci09: that provides a nice contrast with the rest of the map, with those white bricks.
*Tfrag01: that water texture that end in an unexpected place?
* Tfrag05: in the vicinities of the central pilar it looks impressive, as if there were something incubating in there, but when the rest of the brushes are pitch black, the lava looks like if there were some bug in there. Maybe with some brightness 30-40 delay 1 lights ...
* Tfrag11: i love this, i love the fluids tank.
* Tfrag14: after so many good looking small places, this ample place adds a good variety and it feels like a breather.
Cocerello
#10790 posted by
mfx on 2014/04/11 20:22:43
The effect on the slipgate are thin layers of multiple func_illusionaries, with decreasing alpha values. Starting at 0.5, to 0.1 i think.
Not recommended, as this is purely a visual effect, and eats too many efrags.
#10793 posted by
skacky on 2014/04/11 20:51:15
Excellent stuff, all of you.
Thanks For The Comments
#10794 posted by
ijed on 2014/04/11 20:57:34
tfrag1 - waterfall
tfrag5 - Yeah that area is an unfinished secret, based off the altar secret in The Nameless City.
tfrag11 - It has some functionality not apparent in the shot, you might have to play after all!
tfrag14 - I avoided showing the other outdoor areas since I'm still tweaking them heavily for visuals.
Uh Oh
#10795 posted by
Breezeep_ on 2014/04/11 21:23:23
It seem that there's rubicon fever going on in this thread!
Go On
#10797 posted by
Cocerello on 2014/04/11 21:25:46
and make a ikwhite fever to counteract it.
Hrimfaxi
#10798 posted by
necros on 2014/04/11 23:39:52
locust4: please, please, use those ceiling girders to cast some sweet shadows! (please!)
Wow
#10800 posted by Tronyn on 2014/04/12 05:55:45
that response was off the hook - thanks guys!
These shots are exciting. Rubicon 2 was awesome, and it had that "partial conversion / mission pack / slightly new version of Quake" feel, so I'm really looking forward to going back to that world.
If you guys are all using the Rubicon2 mod, you should just link your maps together into a giant "Rubicon 2 - 2" episode and release it during QEXPO. Or maybe you are already doing this and it's a conspiracy. I am now going to stop making annoying suggestions and go map. I will post some shots in the near future.
#10801 posted by
necros on 2014/04/12 06:17:42
oh btw, kingpin textures look good alongside rubicon!
Oh Dear...
#10803 posted by
distrans on 2014/04/12 10:32:25
...after Hrim's second shot I just stopped. I'll be upgrading my system to guarantee playing this lot. Rubicon2 and variants forever!!!
Nice Work You Guys
really cant wait to play them!
What texture set is that OTP??
If that's multiple sets then you've done well, it looks good. Kinda doomish.
It's
jf2, Kingpin, Doom 2, cr8, and Jackboot. I try to learn from the best texture mixers (aka distrans).
Hi All, I Just Made My First Map Release For Doom 2!
#10810 posted by
Breezeep_ on 2014/04/12 15:08:29
#10811 posted by
necros on 2014/04/12 16:39:41
omg woodmet!
also, make a news post about it ring.
Reposted On My Blog Ofc....
Pretty good map. IMO I think it suffers a little from not enough ammo near the beginning and also it's quite tough, I never realised that the Revenants rockets tracked the player until I played this map.
Plus it's a bit too linear, could have done with a couple of branching paths.