You Should Show Screenshots
#13643 posted by DaZ on 2016/05/27 11:03:26
The first bite is always with the eye
-- Some bloke
#13644 posted by Breezeep_ on 2016/05/29 18:03:58
Nice
#13645 posted by PuLSaR on 2016/05/29 18:50:42
I always appreciate a new runic map
#13646 posted by [Kona] on 2016/05/31 04:29:32
Could do with some texture variation, but structure is nice
Runic Is Nice
#13647 posted by mfx on 2016/05/31 04:45:13
try more variety in those m4_4 trims.
Screenshots
#13648 posted by Ruin on 2016/06/01 05:23:06
Very Dark
#13649 posted by PuLSaR on 2016/06/01 11:31:28
I an barely see anything on first two screenshots
Looks Pretty Sweet!
#13650 posted by mjb on 2016/06/01 13:30:55
Definitely getting the blood vibe there, love the grittiness of it all. :)
Ruin
I'm glad to see you still working on stuff! I really love Blood, favourite build engine game!
Ruin
I just tried to load the mod in Mark_V and I got a crash to desktop error. "Bad FOV 180"
I tried in Quakespasm and I got a crash to desktop error saying that "progs/cyborg.mdl is missing".
FifthElephant
#13653 posted by Ruin on 2016/06/01 18:43:34
I'll go back and debug it as much as I can in order to have it run on other engines.
Thank you all for the feedback!
Ruin
#13654 posted by killpixel on 2016/06/01 19:09:05
I tried this out last week in darkplaces and encountered several visual bugs and a ton of console spam. I've been meaning to tinker with it and try it in other engines.
I dig the project and am looking forward to the debug!
#13655 posted by lpowell on 2016/06/01 22:17:03
You use the floor textures as walls and ceilings rather freely, nothing particularly wrong with that, but it did make me think that this is another map like "the fly" from 1997 by Markus Klar.
For now, I'd say you should focus on texture alignment rather than choice, quite a few of little pesky errors in the metalwork from the last shot.
Looks like a vertical and multi-level map so far, keep the Z-axis going!
Looks Good!
#13657 posted by mjb on 2016/06/01 23:02:45
First map process, that is some pretty decent lighting and the textures are not too shabby either. It is a bit mish mashy with the textures so I would work on making things a bit more consistence. Looks like a pretty foreboding map!
Keep it going!
Lane
#13658 posted by mfx on 2016/06/01 23:42:38
What otp said, dont mix wall/floor textures too much. Else it looks good, go map!
#13659 posted by SirNukeSturm on 2016/06/01 23:58:56
Damn, it's been a while I passed through here, and I never posted before, but these screenshots are looking mighty fine. Makes me want to make a Quake map soon :P
#13660 posted by lpowell on 2016/06/02 22:00:44
Thanks for the tips y'all. I can see the misalignments otp was talking about it, and I've found more elsewhere in the map. As for the wall/ceiling textures, I kind of just stuck those on there based on the color palette I was going for without much regard to what they're normally used for in Quake. I had initially used a different wall texture (from ogro.wad) but decided it didn't look good in-game, plus some of those textures have nasty fullbrights. I'll have to experiment a bit with different wall textures.
Walls On The Floor
#13661 posted by Qmaster on 2016/06/04 01:56:33
My all time favorite Quake theme takes the floor and uses it as the wall and the ceiling as the floor, it's great. Limbo map from the first mispack, h2m5 or 6 I think.
So don't worry about it. Your skeleton textures seem out of place though.
#13662 posted by lpowell on 2016/06/06 01:40:16
I'll think about it... honestly the textures just look like brick to me, I don't really register them as floors even after it's been pointed out.
Brick is only used in this pattern when it's a floor.
#13664 posted by lpowell on 2016/06/06 19:05:56
Oh yeah, 'nested' like that. Yeah I will change it.
Looked Fine As Is.
#13665 posted by Drew on 2016/06/07 06:49:30
D�ner Mit AD
#13666 posted by mfx on 2016/06/08 05:59:33
#13667 posted by lpowell on 2016/06/08 06:47:58
Remake of your mapjam 2 map? Awesome!
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