No
#1170 posted by Zwiffle on 2004/07/15 16:54:51
Fucking
#1171 posted by Zwiffle on 2004/07/15 16:55:14
Way
#1172 posted by Zwiffle on 2004/07/15 16:55:33
that first yellow road tex is ugly tho
Zwiffle
#1173 posted by Kinn on 2004/07/15 17:00:54
good point re: yellow texture. It does tile badly from a distance :/
Kinn
#1174 posted by cyBeAr on 2004/07/15 17:23:28
uhm that water is like really bright...
CyBeAr
#1175 posted by Kinn on 2004/07/15 17:35:55
oh that's just the contrast correction i applied to the screenshots. It looks normal ingame :)
Pic #3 Is A Beauty
#1176 posted by HeadThump on 2004/07/15 17:39:33
Pic #2 Is A Beauty
#1177 posted by HeadThump on 2004/07/15 17:39:40
Er, I Can't Decide
#1178 posted by HeadThump on 2004/07/15 17:41:53
I meant #2, I tried to erase #1176 before it posted
OMFG
#1179 posted by DaZ on 2004/07/15 18:01:49
Shot 1 is truly epic, amazing stuff SB!
I am eagerly awaiting release.
I Told You
#1180 posted by starbuck on 2004/07/15 18:09:15
i cancelled the project, it was too GAY
Kinn,
#1181 posted by necros on 2004/07/15 18:09:28
what the fuck is wrong with you? you must be possesed by the devil to map in such a fasion!
whatever you do, don't stop! ^_^
Err Lol Etc
#1182 posted by DaZ on 2004/07/15 18:09:36
Of course I meant Kinn not starbuck, I think I am going insane...
CUM IN MY PANTS!
#1183 posted by cardo on 2004/07/15 18:11:06
sorry for that outburst but considering that's q1 and handbuilt terrain u say! it's stunningly erotic. Probably the most amazing q1 outdoor screenie i've ever seen. Keep up the stiffy!
Ahhh
#1184 posted by DaZ on 2004/07/15 18:11:33
Kinn and starbuck have the same sorta nick colour, thats why I got them mixed up...
(what? you mean the strange squiggly lines have something to do with it too? Gah...)
Thank You Guys
#1185 posted by Kinn on 2004/07/15 18:24:55
Yes the terrain is all handbuilt. It's actually hollow (i.e. there's an underground cave network), so an "instant terrain" tool like gensurf would have been of little use. Besides, I much prefer the level of control you get with handbuilding terrain vertex-by-vetex.
#1186 posted by . on 2004/07/15 18:41:22
vonsp1 is bettar
#1187 posted by HeadThump on 2004/07/15 18:54:36
Hip2m2 by Levelord is better, but only in the third main area after the second Shambler. Otherwise, Kinn has us all beat.
Then
#1188 posted by . on 2004/07/15 19:00:25
everyone's job is to outdo Kinn.
BTW
#1189 posted by . on 2004/07/15 19:01:08
Levelord is talking at 3DRealms.COM forums.
All Right! Thanks For The Heads Up Phait
#1190 posted by HeadThump on 2004/07/15 19:30:01
BTW I love what Kinn is doing to extend the Quake mapping scene, but there are a number of mappers who are as talented.
I recently played some levels by Than and Kell that blew me away.
I'm just glad to be in the vacinity of some really superb artist.
This Scene Ownz!!
Yeah
#1191 posted by . on 2004/07/15 19:41:45
It seems like Kinn is a refreshing mapper or something. I haven't seen that kinda praise in a long time or ever.
Kinn
#1192 posted by LTH on 2004/07/15 19:45:56
Nice. If you're going to be using a custom engine though, you might as well do something about q1's ugly water texes.
Actually,
#1193 posted by necros on 2004/07/15 19:57:49
i was wondering it it'd work in fitzquake.
technically, it is a custom engine, but it still shares some of the limitations of the original glquake such as the 600 edict limit.
also, upon furthur lookage, i find the third shot decidedly underwhelming when compared to the grandeur of the first and second shot.
i think a bit of something is missing in the third shot to make it consistent with the level of visual quality present in other areas of the map.
good map. ;)
Custom Engines Etc.
#1194 posted by Kinn on 2004/07/16 03:00:52
Well, I got the latest build to load in WinQuake, so it may be cross-engine after all :) although obviously you miss out on Kell's lovely skybox. Edicts shouldn't be a problem, either - I'll just do Bastion-style spawning if they get out of hand.
Necros - appreciate the comments. The third shot is from inside the fortress; the architecture becomes more traditional there. Overall, there's a quite a bit of variety in the architecture, with some nice watery areas, caverns and dungeons to contrast with the epic hugeness of the fortress exterior.
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