#12545 posted by JneeraZ on 2015/09/14 12:23:16
As for the shot, the white lights are a little weird as well in that they wouldn't be splashing up on the bottoms of the pillars like that. Your light entities are too far away from the light source...
Cant View The File Here
#12546 posted by mfx on 2015/09/14 15:35:38
Stupid Host, use quaketastic or imgur.
Imgur
#12547 posted by Kinn on 2015/09/14 15:54:24
No sign up required, no buggering about, just upload and go.
http://imgur.com/
Dropbox
#12548 posted by Cocerello on 2015/09/14 17:17:09
Doesn't go directly to the image, so for many places is more than a nuisance than a help, for many reasons.
For other things, like for big files is good.
#12549 posted by JneeraZ on 2015/09/14 17:18:26
It certainly does.
https://dl.dropboxusercontent.com/u/161473/Misc/RobotDesigner.jpg
Does clicking that not just load a JPG for you?
First Time ...
#12550 posted by Cocerello on 2015/09/14 17:29:23
I see it like that.
All i have seen till now where like the one from Mediafire Adib linked to, and in worst cases, the page wouldn't even load, depending of the system the page used and hard/soft used to load it.
#12551 posted by Spirit on 2015/09/14 17:35:31
Yeah, Dropbox usually puts a WOULD YOU LIKE TO SIGNUP popup above files hosted there. Super annoying.
imgur has the drawback that big files get re-encoded and dropped after a while. Just use Quaketastic!
#12552 posted by JneeraZ on 2015/09/14 18:16:50
It might be because people don't know how to use DropBox ... If you right click the image in file explorer and use the "Get public link" option or whatever it's called, you get a clean link. I imagine there are ways of sharing via DropBox that do annoying things like what you guys are saying.
The way I do it, it's transparent.
Dropbox Has The Disadvantage
#12553 posted by SleepwalkR on 2015/09/14 19:53:04
That the files are likely to disappear when people clean up their Dropbox though.
#12554 posted by JneeraZ on 2015/09/14 21:14:54
Sure, there's that. I treat my public folder as frozen but I know not everyone will do that.
Grrr....
#12555 posted by adib on 2015/09/14 22:12:15
There you are:
http://quaketastic.com/files/screen_shots/cct02.jpg
Someone please delete cct02.jpg from "files" directory? Don't know how to do it. I saw the "screen_shots" dir too late.
DaZ and Warren
Thanks for the comments. Warren is right about the splash. DaZ, I can try either a longer falloff or a weaker bright. That amount of brightness is falling too fast, indeed. But the blue comes from a night sky (yes, another nightie level). Makes more sense now?
Adib
#12556 posted by ericw on 2015/09/14 22:28:11
really neat, the concrete + metal + flesh theme is unique.
One idea, try making it so the lights below the concrete pillars don't light up the lower part of the pillars, since it looks like that should be in the light's shadow (or at least, receiving less light than the floor does).
Also think the blue might still be a tad too saturated, I get a bit of a theatre/movie lighting feeling from it.
#12557 posted by Rick on 2015/09/15 00:45:36
There would be some light reflected off the floor that would illuminate sides of the columns. I would probably stack 2 lights per side, one near the floor and the other slightly higher and dimmer.
#12558 posted by adib on 2015/09/15 03:23:43
Thanks everyone.
About the pillars, I think Warren and Eric are saying the same thing. So I turned the big lamps func_wall and placed a point light entity inside each one, instead of using surface light. Lamp + pillar look better and the metal parts trace a soft shadow on the floor.
So far, this room is all I got. I'll get back to your comments when it's time to tweak.
I'm inspired by The Devil's Advocate and a 2009 movie called Walled In.
Feedback Needed
#12559 posted by mfx on 2015/09/16 20:53:47
More Stuff That I Am Working On -
MFX / Sock
#12561 posted by ijed on 2015/09/16 21:14:13
Flames will look bad as mesh IMO...
Why not a particle effect instead?
Otherwise, it's cool - I like flying melee enemies a lot :)
Mfx
#12562 posted by adib on 2015/09/16 21:31:12
Loved the Lost Soul. I think it's finished the way it is plus flame particles (agree with ijed).
Fifth
#12563 posted by adib on 2015/09/16 21:48:07
Looks like a metal map using some base textures. Metal is my favorite Q1 theme. The level looks all atmospheric already, and it's looking great. Wanna play it.
I know that while you're posting you should be mapping, but I'd love to hear more about people's creation process.
Fifth
#12564 posted by ericw on 2015/09/16 22:01:24
Looking awesome.
I made a crappy speedbase version of muh_bad a while ago, uploading in case it's useful: http://quaketastic.com/files/texture_wads/speedbzmuhbad.wad
Rad As Fuck Fifth
#12565 posted by skacky on 2015/09/16 22:25:36
Adib
my creation process usually involves a huge amount of procrastination. The problem is that my PC is my primary form of entertainment so it's easy to get distracted away to youtube or steam.
One of the biggest things I find about mapping is that you need to actually lay brushes down in order for something to get made. Mapping in front of an audience, like on twitch, kind of forces you into a frame of mind of "well I need to be doing *something*" so you just throw brushes down in the hope that something decent will come of it.
First thing I do is pick a theme and make some prefab areas, usually a test map, play with lighting a little bit and some specific shapes (long curved rooms, stair way ideas, door-ways and windows etc), think of it like creating a kind of "palette" in which you're going to paint your map. It also helps to keep the theme consistent.
For the main map I usually start out by making some shapes on a 64x64 grid just to get the ball rolling. Even if it's just the main atrium or a couple of rooms. I then see about how traversing the environment might be fun, so I make some raised platforms and stuff and think about how the encounters might play out. When it comes to detailing I have made my test map with prefabs already, so I see how they fit into the gameplay area I have made, sometimes it involves shuffling things about and making areas bigger or smaller.
The last part, but the most important, is to ensure you put at least 1 spawn in the map. Preferably in a small room that is hard to escape from if you find yourself in there.
Spawn
#12567 posted by adib on 2015/09/17 04:13:57
You mean a tarbaby? I thought you all hated this monster.
Anyway, I used to blockout the level completely and then start to make prefabs. For jam 6 that cost me about the time I took polishing the map after deadline.
So, now I'm starting with an overall concept and making prefabs. I got stuck because I don't know where to go after that room I showed above. I decided to just think and prefab other spots to connect them later.
But you're right: maybe I should prefab and map separately. Let's see how it goes.
Fifth
#12568 posted by nitin on 2015/09/17 12:44:20
that looks spectacular. The first shot reminds me of UnrealED type architecture.
Nitin
One of my earliest forays into level design was for unreal...
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