 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.
 Does Look Very Impressive
#1195 posted by nitin on 2004/07/16 05:53:52
but the lighting does need a lot of work.
 OMG
#1196 posted by mwh on 2004/07/16 09:27:42
Shot 3 is a bit less impressive than the others -- it only looks slightly grander than gmsp3!
 Kinn
#1197 posted by Kell on 2004/07/16 12:43:14
Ah, dude. Welcome. I lay down the carpet of red viscera for you. Finally, someone who can outgoth me ;)
Superb handling of the proportions of the fortress exterior; reminds me of Bruegel's Tower Of Babel. A tangential influence maybe?
On the subject of textures: if you are going to use the Q3A gothic wad, please delve as deep as you can. There are some superb gigeresques in there as well as multiple trims and such. The blandness of the same blocks_c texture covering vast acreages of brushwork unrelentingly was my only disappointment with Bastion. Palette conversion is always a limitation, but there must be more you can get out of the wad.
Also, if you're going to have pools of water on a brownish landscape, near brownish buildings under a brownish sky...you should consider having brownish water. That clean blue id water makes for a visual oxymoron, since there's no blue in the sky that it would be reflecting.
That would be the mpterra1 rock tex on your terrain too. Not a bad choice I must say, though palette conversion seems to have messed the saturation about. There are plenty of others available that may be worth trying on your terrain. Many of them on my HDD as it happens :P
Finally: it's very satisfying to see my skyboxes associated with such impressive mappage. Regarding dragonheart specifically - it has hills in it that will be parallaxed behind the actual brushwork hills of the map. this may be your intention, but if you'd like I can always re-render the sky sans terrain. I also have a couple of other 'infernal' skies you won't have since SoK went down, which may be of interest to you.
You are a man after my own heart. On a spike. Over a gatehouse probably. Mmm, mapobjects...
|