Looks Better
#1099 posted by R.P.G. on 2004/05/31 12:54:33
But do you think you have enough lights in shot0021?
It looks like you could work a little more on the theme, too. But in general, this is a problem new mappers have, so don't worry about getting it perfect on your first attempt.
It looks like you're trying to put in too many colors, too. Blue, yellow, green, and red all in the same map? It might work out okay, but there are several areas that feature three or four of those colors (shot0019 and shot0020).
The curved beams in shot0021 look thinner in the middle, but that might be an intentional stylistic choice.
You might consider adding some additional details on the floors -- it looks like shot0024 would especially benefit from that. Somemore contrast in the lighting (such as spotlights) might help in that area too, but at the moment you might be more interested in architectural details than lighting.
It Just Occured To Me
#1100 posted by R.P.G. on 2004/05/31 12:56:48
Alcatraz used to have some excellent column entries detailing his experience building his first map. Too bad those are perhaps eternally lost to the internet daemons.
Restarted Work On This:
#1101 posted by - on 2004/06/01 08:26:26
This is one of the last few areas I've had to finish. This shows last night's work, and is still a ways from finishing.
http://scampie.spawnpoint.org/screens/stormtrigger_11.jpg
This shows various additions to the exterior area since I last showed screens here.
http://scampie.spawnpoint.org/screens/stormtrigger_12.jpg
Scampie
#1102 posted by nitin on 2004/06/01 08:50:54
2nd screenie looks ace, 1st screenie shows nothing.
Atonofpotential
#1103 posted by eggman on 2004/06/01 09:39:18
2nd screenie looks awesome. I love the differing subtle texture and light shades in the shot. 1st shot needs more vertical elements, white lights, broken pipes/water pools, and that greenish/yellowish texture thats in the lower-right of the 2nd shot. although if you really wanna do something, the base is built into a mountain righ? build an interior area that has suffered a cave-in/collapse, with exposed rust/metal cross sections of walls cielings and floors being cut open by large rocks.
Keep the sky, love the color theme. this one looks to be shaping up very nice
Looking Cool
#1104 posted by pjw on 2004/06/01 10:11:19
beta?
No Beta Yet.
#1105 posted by - on 2004/06/01 12:28:02
i'll put you on the list though. want to try and get things together for a beta before the speedchainmap. this map has sat for far too long.
eggman, nitin: white lights will def. be in. the lighting there was just lights I copied from elsewhere so I could see. and yeah, I'll do some rocks there. Not much there really, the only major thing there I really wanted to show off was the angled stairs and trims. :D
thanks for all the comments
Self-Pimpage
#1106 posted by R.P.G. on 2004/06/01 13:20:40
While we're on the topic of self-pimpage, I thought I'd break in and offer some screenies of a map I worked on for a bit last year.
http://rpg.spawnpoint.org/images/blah/rpgdm1old1.jpg
http://rpg.spawnpoint.org/images/blah/rpgdm1old2.jpg
I really like the architecture and some of the lighting, but r_speeds were getting too high so I decided to start over in a different set. Maybe I'll re-use the architecture in a SP map some point.
Nice.
#1107 posted by Shambler on 2004/06/01 14:37:30
Nice.
Eggman Said It Best
#1108 posted by HeadThump on 2004/06/01 15:01:28
I'll just second him that that is shaping up nicely, Scampie.
I Was Reading About QRad,
#1109 posted by HeadThump on 2004/06/01 15:07:11
a utility that I am not familiar with on Fatty's site the other day. It allows for Quake 2 style texture lumination in Quake. It looks like your map may be the perfect candidate for that approach, RPG.
Speaking Of R_SPEEDS...
#1110 posted by Jago on 2004/06/01 15:31:08
What�s considered to be "good average" and "max peak" r_speeds these days?
Depends
#1111 posted by R.P.G. on 2004/06/01 15:46:59
Some people still stick with 600-700 tops. SP maps are much less likely to adhere to this guideline. DM maps usually stay below 700.
New Pimpage
http://chop.ond.se/chop3tourney1/ <- has new screens and beta in it.
I want to send out "GJ" packages to scampie and rpg for impressive work :D (especially scampie)
Redone Concept
#1113 posted by . on 2004/06/01 22:05:44
Scampie...
#1114 posted by distrans on 2004/06/02 00:05:18
...looking good! That misaligned yellow light texture in the first shot is on purpose, yes?
Distrans:
#1115 posted by - on 2004/06/02 00:06:54
the lighting there was just lights I copied from elsewhere so I could see.
already removed as of tonight.
See And Test ...
#1116 posted by here on 2004/06/02 13:24:46
.
#1117 posted by necros on 2004/06/02 13:33:38
the brushwork looks good, and i like the textures. don't know where they're from...
lighting could use a bit more 'attitude'... i'd suggest these settings for the wall torches:
delay 5
wait 2
light 330
.
#1118 posted by starbuck on 2004/06/02 15:18:36
i agree that the brushwork and texturing look quite good, and this shows good potential, but that lighting really needs work.
It's hard to define 'good lighting', but I feel it's important to get the right balance between contrast and plainness. That is, you shouldn't have areas which are all the same brightness; even if the area is outside, try to include some other light sources, so the light level varies. Also, you shouldn't have excessively contrasting lighting... lighting can be dramatic while still looking smooth and having gradual changes in brightness.
or something.
Heresp3
#1119 posted by aguirRe on 2004/06/02 16:28:09
Nice architecture and textures, but lighting is awful. Fullbright next to pitch black will not promote anything in your map except headache, especially with the bright snow theme.
Just to get a different view, try relighting it with the following line:
light -fast -soft -extra4 -light 40 -addmin -range 0.15 -dist 0.9 heresp3
Or even better, follow necros' advice by using better falloff formulae, e.g. the new delay 5.
Gameplay was pretty good, maybe a bit too much teleport ambushes in really cramped corridors. Also, I'd suggest changing the now partly solid sky brushes into real sky by using the sky texture on all faces.
Heresp3
#1120 posted by JPL on 2004/06/03 02:25:31
Nice screenshots !! But like necros, I just ask me where did you find this cool grey brick textures ?? Did you made it by yourself ??
Lol
#1121 posted by here on 2004/06/03 07:19:08
ok, thanks I take advices and go map =)
I think u know these textures. ( I steal it on rtcw ) I know I haven't the right ... but the render is cool ...
I will be back in a little moment ... I put new beta edition when i finish it ...
Heresp3
#1122 posted by Kinn on 2004/06/03 07:44:51
Some texture observations.
Firstly, What texture scale are you using? It's difficult to be sure, but they look kind of hi-res. I would advise against using scaled down textures if poss.
You mention using RTCW textures, which are designed for a higher texture resolution than standard Quake. I would recommend resampling the textures in Photoshop (or whatever image editor you use) eg. 256x256 -> 128x128, before you do the q1 palette conversion. You can then use them in Quake with normal 1:1 scale.
RTCW textures are notoriously grey. If you have oodles of time to spare, you may also want to "brown-them-up" with a levels correction and/or brightness/contrast correction before fitting them to the q1 palette, although that is a matter of personal taste.
Also, looking at some of the wooden beam structures, it looks as though you need to rotate some of the textures 90 degrees, to "align the grain". The ceiling beams in the first screenshot for example could use this.
I won't dwell on the lighting, as much has already been said, but it needs to be completely redone.
Forgot To Add
#1123 posted by Kinn on 2004/06/03 07:49:17
I haven't actually played the beta yet, so all my comments are based solely on the screenshots.
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