Egyptian Temple Is A Cool Theme
#14092 posted by
PuLSaR on 2016/10/31 20:12:48
There's a great Sock's egyptian textureset btw
Shut The Fuck Up About Jams In The Screenshot Thread
#14095 posted by anonymous user on 2016/11/01 10:31:42
Blue
#14096 posted by
mjb on 2016/11/01 11:08:31
Ooh, more quakes! Looks moody and lovely. :)
#14097 posted by
PRITCHARD on 2016/11/01 14:33:22
I can always respect a map that can make textures that are themed one way look like they're themed in another. Not sure if it's intentional, but great use of the egyptian set to build something medieval-feeling.
#14098 posted by
Newhouse on 2016/11/01 17:06:36
Is that really using eqyptian set? Looking very nice in medieval theme.
How Do You Know Its Scampie?
Also looks awesome!
#14103 posted by anonymous user on 2016/11/02 00:38:25
Simon's Egyptian set yeah, but I'm just using them for the grey stone and blue highlights, and less of the symbols... just like I did with my Jam5 Qonquer map that no one played.
#14105 posted by
Mugwump on 2016/11/04 08:16:26
It seems like a vore and umm... red shadows? :) What's that LG model you're using?
Dwere's G.O.O. Pack
#14106 posted by
Qmaster on 2016/11/04 12:23:33
The guns of okayishness (g.o.o.).
#14107 posted by
dwere on 2016/11/04 13:21:14
Mine is much less curvy.
This seems to be one of the models included with Makaqu, also by mankrip.
#14109 posted by
muk on 2016/11/04 15:20:52
http://imgur.com/UorFgo8
http://imgur.com/eWL9NWa
Im all about editor shots. Leaves more to the imagination...or something.
Wanted to play around with knave.wad, maybe make a couple rooms.
2k brushes later and I think I might actually have my first map on my hands. All rooms are complete just need to commit to my weaker area of expertise and set up all the entities/triggers.
Looks Great
#14110 posted by
mjb on 2016/11/04 16:11:54
Awesome man, congrats on nearing the homestretch! It is more of an achievement than you may realize.
I am also working with the knave texture set for my personal map and find that triggers/entities are my strengths where as making things look pretty is my "needs improvement" area.
Mukor
It looks good.
I might just post a quote from John Romero's Qexpo interview with Tronyn.
"When we began working on Quake, the same rule applied: no location in a level can look like it could be made in DOOM�s tech. I told the designers, �Look UP. If there�s nothing interesting up there, put something up there.� It didn�t take long for everyone to get it and run with it"
I've started applying this to my levels. Not every room needs it, but it stops rooms from looking like they're made from simple boxes.
Anyway, post more screenshots, I'm keen to see more :)
#14112 posted by
mankrip on 2016/11/04 16:24:10
Mugwump: "Red shadows" is a good description. I've just used the color shading map from the emitter shading instead of the one from the lighting.
Dwere: Yes.
mukor: The layout seems blocky, but fun to navigate, and the rooms looks well detailed.
#14113 posted by
Mugwump on 2016/11/04 19:48:02
@mukor Yeah, what Romero said. Details on your walls seem good but that ceiling needs some too.
This seems to be one of the models included with Makaqu, also by mankrip.
Thanks dwere, I'm gonna have to check it out. Always found the blockiness of the original too... umm... blocky. Oh, and nice job with it, mankrip.
Mukor
#14114 posted by
skacky on 2016/11/04 23:03:03
Looking great! Always love the knave set.
Like the others said, the ceiling in that room looks very flat. Either decorate it more or add another vertical layer (this is good for connectivity) because it's rather jarring with the rest.
My days of Natural Selection mapping have spoiled me greatly because I often put more effort in detailing ceilings than floors (since an alien class could walk on all surfaces).