.
#1265 posted by
necros on 2004/08/21 22:59:42
i think i like it... hard to tell because the high saturation looks wierd... but fairly nice brushwork nonetheless. ^_^
lighting looks bland, but i think that's due to the high saturation...
maybe go a bit darker anyway though?
Skyscraper Captains Beta 2
#1266 posted by
pushplay on 2004/08/23 01:57:17
Pushplay
#1267 posted by
JPL on 2004/08/23 02:35:01
Amazing screenies !!! The lightning effects are really cool, and the architecture of this egyptian-gothik temple rocks !! Great job...
Pushplay
#1268 posted by
nitin on 2004/08/23 03:11:02
that looks infinitely better than the last beta. I'll let you knwo some comments when I've had a run around.
Bliotz:
#1269 posted by
Shambler on 2004/08/23 05:04:33
Pretty hard to get the vibe of the map just from that small shot. However it shows decent build quality and theme so that's good.
I like the alcove in the distance, that works well and is quite effective with the lighting. However I don't like the texture combination over all, with the base + orange bits + blue floor - doesn't really work in the foreground.
Keep it up though - go map =).
Push.
#1270 posted by
Shambler on 2004/08/23 05:09:07
Looks pretty good however it doesn't really do it for me. Hard to get a grasp why but it's probably a combination of the arbitraryness of the architecture and the funny blue detailing on the textures. I prefer my Egyptian style to be a bit smooth texturally with more traditional designs.
Having said that it does seem well built, well textured, well lit etc etc. I find the blue lighting a bit strong but the yellow/orange lighting nicely warm and subtle. The first shot is the most appealing. Looks like it's pretty easy to get around too.
Push:
#1271 posted by
Zwiffle on 2004/08/23 10:24:58
I agree with SHambler, it looks OK, but not really good. Architecture seems random and usually out of place in an Egyptian map to me. The layout also seems random in places; take the third screenshot for example. THe stairs are at a 45 degree angle leaving the pillar in a very wierd relationship with them. It doesn't quite line up, so part of it is sticking out of a stair that it doesn't seem it should be doing.
I would try to make things a little more coherent, focus a little more on a particular style, and not spread thin on a mishmash of interesting-but-wierd details. GL. (good luck)
Screenshot Of My Inprogress D3dm Map!
#1272 posted by
- on 2004/08/23 14:57:35
Scampie
#1273 posted by
Kell on 2004/08/23 15:06:53
please don't post pornographic pictures.
in fact, please don't even post until you have something to add besides your idiocy. thanks.
Roflmao
#1274 posted by
necros on 2004/08/23 15:07:06
excellent use of corpses, scampie. ;)
#1275 posted by
- on 2004/08/23 16:13:54
Kell: you're not helping encourage our community! :(
Actually...
#1277 posted by
Shambler on 2004/08/23 18:39:41
I think slagging off Scampie IS encouraging the community =).
Ok Ok :D
#1278 posted by
- on 2004/08/23 20:25:01
for real now.
before I added the bridge:
http://scampie.spawnpoint.org/d3/scamptest6_2.jpg
after the bridge:
http://scampie.spawnpoint.org/d3/scamptest6_3.jpg
there's been a slight bit more work done to it, but nothing much more screenworthy. Going to be 2 floor, 3 room affair. Pretty standard DM fare really, just as a way to get into the editor and quirks of the game.
Bees!
#1279 posted by
starbuck on 2004/08/23 22:12:42
awesome use of bees. What game is that for?
Um
#1280 posted by
nitin on 2004/08/24 02:56:34
that looks really bland, dont what it is exactly but the whole looks isnt too exciting.
Scampie
#1281 posted by
JPL on 2004/08/24 03:20:52
Yeah, screenshots looks good, and sure it's for DooM3 !!! (cause of UAC logo, etc...)
Well, It's A Start...
#1282 posted by
Shambler on 2004/08/24 06:02:21
...but as Nitin says pretty bland at the moment. But hell you know that and you know what to do to make it good, I'm sure =).
Quite like the "pod" wall lights. TBH don't find the bridge adds that much to it, kinda looks intrusive given the rest of the room is high. But if it's a proper bridge then obviously could be a good gameplay feature.
I think with such grey textures, very subtly coloured lighting could be good.
#1283 posted by
- on 2004/08/24 09:02:58
Shambler: The bridge is part of the planned layout.
K
#1285 posted by
- on 2004/08/24 15:56:18
http://scampie.spawnpoint.org/d3/discodancin.jpg
The blinking red and blue lights and yellow spotlights with cloud effects are what really make it.
You're Wrong
#1286 posted by
Kell on 2004/08/24 16:55:30
it's where the red and blue lights overlap to produce crimson; now that's class ^_^
Yet MORE Work-in-progress...
#1287 posted by
Jago on 2004/08/25 17:15:23
I Like The Cut Of Your Jib, Jago.
#1288 posted by
Kinn on 2004/08/25 17:26:49
And I like the way you cut gibs even more >:D
RE: Like The Cut Of Your Jib, Jago.
#1289 posted by
Jago on 2004/08/25 17:27:35
Err?