#13783 posted by Mugwump on 2016/09/12 13:48:20
Ugh, I hate Edie! I mean he's a challenging enemy and that's a good thing for base maps, but I think he belongs more in Q2 and doesn't quite fit in Q1. Still, I'm looking forward to playing this.
My playing style is more slow-paced and methodical. I often take 2 to 3x longer than the average YT playthrough to complete a level.
That Is Great Texturing And Lighting
#13784 posted by nitin on 2016/09/12 14:36:04
very nice mood.
The Best Rock Texture Ever Created
#13785 posted by DaZ on 2016/09/12 15:03:33
The map looks great, very moody!
#13786 posted by adib on 2016/09/12 15:40:54
Pritchard, it's looking great indeed. Lots of variation, curious to see how environments blend together.
As of me, this thing is developing:
http://www.quaketastic.com/files/Jam7/jam7_wannabe_02.jpg
#13787 posted by Newhouse on 2016/09/12 16:27:42
Those looks great, eager to play them when they're finished! I must be the lowest person compared to you guys*
If someone is interested I have been extending "IceCore" a little bit (mostly just thinking). Here is work in progress images (pretty hard to take pics because I haven't finished ceilings and so on):
https://drive.google.com/file/d/0BwxYkKdSD855TVJDMWlSSGo4VlE/view
The actual 'IceCore' I haven't started yet.. but it should be near the tower (bottom left). It is going to be basically much bigger cylinder shaped room.. etc.
Looking Good
#13788 posted by mjb on 2016/09/12 16:43:40
Adib, love all of the detail work in that hallway section.
NewHouse, you are bringing that cold vibe very well!
#13789 posted by Newhouse on 2016/09/13 02:39:55
I was testing something.. it is a bit dark but that is part of atmosphere also in the end:
https://drive.google.com/file/d/0BwxYkKdSD855aWRBa1piYTdWS2M/view?usp=sharing
#13790 posted by Newhouse on 2016/09/13 02:44:29
Just wondering.. is there yellow liquid texture already in some wad?
NewHouse
#13791 posted by mjb on 2016/09/13 03:01:03
Cool looking hellish screenshot there!
I can't think of a yellow liquid but you can make one yourself. Use TexMex, export a liquid you want to be yellow. Then open in a Photoshop program and change the color level or what have you.
#13792 posted by Mugwump on 2016/09/13 03:13:36
You wanna build a river of piss? xD No idea if such a texture exists but you can always take a previous texture and recolor it to your needs. The standard id tex for water should do fine.
#13793 posted by Newhouse on 2016/09/13 03:19:07
Okay.. now it is turning into bee queen's palace or something..
Mugwump : not piss -> liquid honey (it is golden/yellow like a lava or something)
https://drive.google.com/file/d/0BwxYkKdSD855b3BUdEhWNDdKRjg/view?usp=sharing
#13794 posted by Mugwump on 2016/09/13 03:20:22
Damn you Bloughsburgh, you beat me to it! ;)
NewHouse, I saw your new pics. Did you desaturate your blue lights? They seem to have lost much of their hue.
Mugwump
#13795 posted by Newhouse on 2016/09/13 03:22:27
Part of yes.. and no, since I'm still working on lights. I kind of came back to original ones, because blue wasn't that much as present. Too much white and it kind of lost the whole mood totally.
#13796 posted by Mugwump on 2016/09/13 03:34:00
Yeah, I loved the intense dark blue of your MJ7 version.
Yellow Death: Hey, if it isn't good ol' hskl07_1! I've just used the exact same texture for some stairs I made. Is that a new map? There is a very yellow lava texture in AD_lavatomb, maybe it will do?
#13797 posted by Mugwump on 2016/09/13 03:51:12
Also, when you're in need of textures, make sure you visit this page: https://www.quaddicted.com/files/wads/
It has a whole bunch of .wad files used by mappers available for download.
#13798 posted by Newhouse on 2016/09/13 04:37:26
Thanks buddy, this is just the concept. I really have to finish up first my IceCore map.
It feels so great to know.. actually when it is finished - I don't want to sound rude or anything, but it is sure couple people will start posting comments like "buhuu it is so dark, I can't handle this darkness" yet "it is so hard, I can't handle this madness".. it really makes me wonder why brightness settings aren't implemented yet for quake (modern standards). It is impossible to make everything work for every person screen settings, when dealing with colors a lot, and that is fact.
About difficulty.. if you remember playing doom maps, difficulty was often just pure evil (almost even impossible), and my map wasn't even in those levels. Just couple projectiles to be able to dodge, shoot precisely not wasting cells etc. basic stuff. And some people starts almost demanding/expecting that hard difficulty it shouldn't be that hard.. what do you expect sincerely? Next difficulty after hard is nightmare already yet we don't live anymore in 1996 when even couple shamblers was too much to handle. I personally appreciate hardcore players, which love even unfair situations and ammo limitations. Normal mode will always be just enough, it will be a bit harder than normal mode in original episodes.
But even though if I appreciate many opinions, and try my best to make it appeal as many people as possible, it is unavoidable that surely some people will dislike it no matter what you do. That's why I want to do what just feels right to me in the end.
"That's Why I Want To Do What Just Feels Right To Me In The End."
#13799 posted by Mugwump on 2016/09/13 05:05:40
Amen to that. You first get into mapping because you want it, not because the others want you to. It's good to take advice from the community but when you aim to please everyone, you expose yourself to losing your identity. I love it when mappers have their own style and personality. A Sock map doesn't look and feel like a Necros map and that's how it should be. Hell, even the original id mappers had their own styles! If your style is intense colors, so be it! We don't see this kind of stuff much since Unreal and I enjoy it. People say it's not realistic but since when Quake is supposed to be realistic? It's one of the most surreal FPS I've ever played.
And if people really find your map too dark, they can easily adjust it with QuakeSpasm's new contrast setting. I've used these settings:
contrast "1.5"
gamma "0.85"
and it was perfectly fine. I still need to play it in Darkplaces though.
#13800 posted by NewHouse (on phone) on 2016/09/13 05:13:56
I haven't tried it on darkplaces either, even though I had downloaded it long time ago.. it has that a bit shiny-look, if you know what I mean. Also I need to consider writing down on readme something about those console commands.
#13801 posted by Rick on 2016/09/13 14:41:07
I think Quake's light map is gray scale 0-255 if no lit file is used, and I don't think screen shots are affected by the gamma setting. If so, you can probably tell how well a map is lit by looking at the RGB values in a photo editor for screen shots taken with r_lightmap 1
And if people really find your map too dark, they can easily adjust it with QuakeSpasm's new contrast setting.
Literally the opposite of "good advice for lighting".
#13803 posted by ayy lmao on 2016/09/13 15:37:15
Literally the opposite of "good advice for lighting".
"Nothing wrong with my map, must be the player's fault" seems to be a running theme in the Cumdump and PooHouse show lmao :D
LMAO.
#13804 posted by Shambler on 2016/09/13 15:48:12
Rick
#13805 posted by Newhouse on 2016/09/13 16:10:58
Rick: I have been doing that, but it is not that easy in practice.
onetrupurple: Not the best advice & I highly try to avoid it, but in the end "some" people might need to use them.
ayy lmao: you aren't spammed already?
Wot Like "some People" Radically Change The Gamma Of Quake Itself??
#13806 posted by Shambler on 2016/09/13 16:31:04
Srsly tho. Look at Quake. Make your maps a comparable overall brightness to that. Then it will work for almost everyone. It's not complicated.
Shambler
#13807 posted by Newhouse on 2016/09/13 16:35:31
Okay? Then what do you think about these pics I sent earlier (I haven't received much feedback about new lighting attempts):
https://drive.google.com/file/d/0BwxYkKdSD855V0RmZHBFNENRRms/view?usp=sharing
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