Streaming Tonight
#12640 posted by foogs on 2015/09/30 02:01:59
forgot to add im doing some level design streaming tonight. just working on that dm map cleaning up the brushwork and changing a few things before texturing / lighting / detailing.
http://twitch.tv/foogs_
Not Much Progress Was Made Tonight
#12641 posted by foogs on 2015/09/30 05:15:13
im awful at the art part :(
http://imgur.com/a/YJnut
Foogs
#12642 posted by
adib on 2015/09/30 05:17:21
Sweet broken floor. I could see the layout when you noclipped. It will be a fast 1v1 arena, right? Those are my favorite.
Cradle To Grave - Redo
#12644 posted by Ruin on 2015/09/30 07:03:27
After considering a lot of the constructive criticism and suggestions from Quaddicted and here, I've made some changes to the original idea for my map. This is a complete overhaul. Please let me know your thoughts.
Thanks!
P.S. for some reason the video is super bright, but I recorded it without it looking like this, so I don't know wtf. I have bad luck with technology, I guess...
https://youtu.be/x3G7NDBwQpE
Enclave On Sale @Steam
#12645 posted by
primal on 2015/09/30 10:21:06
Mentioned in #12510 and some following messages, Enclave is on Steam sale until the 5th. Amran posted some screens of his custom map for it, if you don't remember.
http://celephais.net/board/view_thread.php?id=3&start=12510
It's only 0.69� in Euroland. Not a lot more than getting a copy for free as offered by Amran in #12519. (I don't know if his offer is still good. You can ask him via e-mail.)
Foogs
Watching you run through the map last night makes me think this will be an excellent map to play on. I'm not sure about your texture choice, also it looks like your texture res is lower than it should be? Even quakes textures aren't normally that low resolution, you should always take your preview screenshots at the best quality you can.
I'm not 100% sure on the theme, I dunno if the texture you have on the walls is doing it justice since it's more of a floor or ceiling texture. I kind of expected something like the DaPak or ZTN style aesthetic.
Ruin,
The scale looks really great now! I'm glad you took on-board the advice given.
The outdoor area feels really huge. I would get some people to playtest the map a few times and get them to record some demos for you with annotations to help you fine-tune the level. But it looks great. I still think the monster variety in standard quake isn't doing the level justice and I would recommend using Quoth, Drake or waiting on Sock's mod to gain access to a larger bestiary.
Fifth
#12648 posted by
nitin on 2015/09/30 15:29:28
that looks really nice and moody.
5th
#12649 posted by
Drew on 2015/10/01 02:48:23
2nd shot needs some pipes!
1st shot looks super fucking sweet. I'd personally add some trim or something along the window there though.
Really digging the slime.
Happpy Birthday Darryll! :-)
#12652 posted by
czg on 2015/10/02 12:22:25
#12653 posted by
adib on 2015/10/02 17:04:08
Happy birthday!
And we get the gift? I want to play it!
Looks Cool.
#12657 posted by
Drew on 2015/10/03 00:41:59
happy birthday.
please continue.
Some More Progress Shots. This Time With Textures
#12658 posted by foogs on 2015/10/03 23:17:01
Foogs
looking good man!!
Interesting texture set, I haven't seen that one before. I'd probably have the floor texture as something that is a different colour to the walls for contrast. Also if you're using coloured lighting then I find picking 2 colours works well... Make them quite subtle so it adds tone but doesn't make the map look like crayola.
https://www.dropbox.com/s/0tb6qoepfyno6e6/lightingexample.jpg
https://www.dropbox.com/s/qy4rektk41ddgma/qon1.jpg
Having 2 tones adds a lot to a scene
Agree 100%
#12660 posted by
Drew on 2015/10/04 04:01:33
Maybe integrate some Rubicon textures in? They'd fit pretty well...
Smore Screens From Tonight
#12661 posted by foogs on 2015/10/04 05:05:14
#12662 posted by
necros on 2015/10/04 06:17:16
what's up with the water? Looks like the faces got split somehow; check that the textures have the same alignment and offset as that will prevent the faces looking like one smooth bit of water.
Foogs
Yeah looking a lot better with the contrast... dunno if I would have chosen magnolia for the floor but it's your map!
Necros is correct on the water, make sure the water texture is aligned otherwise the faces will split and it will look weird in the engine. (I usually select all water brushes and reset their alignment and it will fix this for you)
#12664 posted by
Rick on 2015/10/04 22:49:36
Yeah, I call that a "GL seam". Any time there is the slightest difference between the textures, you get one. Rotation, pixel color, offset, etc., any difference at all. In this case, I'd guess the scaling is different.