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Posted by metlslime on 2002/12/23 18:27:46 |
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.
Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB. |
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Shad3dm2 - Deep Freeze (Beta 1)
Well my Q3A port of my Q2 map - Deep Freeze is finally ready for testing!
This is a beta release, as a few things aren't quite completed but I wanted to get this out for a bit of testing to refine it before going further.
COMPLETED
- Layout
- Architecture/Details (May add a few more details/effects)
NOT COMPLETED
- Clipping (Clip / BotClip Brushes)
- Ambient Sounds (There are none)
- Lighting (Nearly perfect, but might need to touch up a few areas)
- Bot Optimizing
- Weapon / Ammo Layout (Would like suggestions if any on this)
Download: http://shadowdane.shackspace.com/shad3dm2/shad3dm2_beta1.zip
Shadowdane
#1409 posted by nitin on 2004/09/25 21:29:18
has it been optimised? I get severe slowdown in the main atrium.
I like the layout and look though, nice detailing and brushwork. Texturing is pretty well done, it's good that you havent restricted yourself to just some of th emore common textures from that set. Lighting wise I think the blue lights could be 'colder', they dont lookr ight ATM.
I didnt play it, mainly because of the slowdown I mentioned above so cant really comment on the items.
Thanks
#1410 posted by Fjoggs on 2004/09/25 22:29:28
Thanks for the comments noentity and shambler. I'll take them for revision ;)
Nitin
yeah its about at optimized as its gonna get.. Due to it being pretty open level r_speeds average around 10,000 - 12,000 in the main atrium.
What kinda hardware you running??
I get no slowdown at all
about the blue lights being colder, what do you mean by that? More blue, softer, more saturated?
Shadowdane
#1412 posted by nitin on 2004/09/26 01:06:39
darker and more blue.
I'm running a p3-733 with a GF2, pretty old stuff but most q3 levels run fine on it.
Nitin
cool.. I'll have to adjust the lighting that and see how it looks.
I'm still going to tweak things a bit, see if I can bring down a few hot spots. There is a few spots where r_speeds can jump to 20,000+ O_O
But honestly I was aiming this level at a more mid-range to high-end setup. But I'll see if I can bring r_speeds down a bit without doing anything major. I really dont want to cut detail or change the layout.
Yup, Necros, I Got Your Feedback
#1414 posted by Tronyn on 2004/09/26 16:21:35
& thanks for it
New Q1SP Preview
#1415 posted by JPL on 2004/09/27 02:08:57
Well, after 6 months of work, please find here 4 screenshots about my new incoming Q1SP map... There are not yet monsters even if some life and ammos are already present, perhaps layout and lightning effects can be improved, but the global architecture is fully built...
http://lambert.jeanphilippe.free.fr/Screenshots/SGC1.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/SGC2.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/SGC3.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/SGC4.JPG
All feedback and comments are welcomed..
Cheers
#1416 posted by Tronyn on 2004/09/27 02:31:23
hey man, looks really cool.
you should rip some HL textures or something and put some vehicles in there (parked of course).
looking forward to it.
JPL.
#1417 posted by Shambler on 2004/09/27 05:34:43
Interesting, some good design features in there. Obviously not particularly quakey but suitably gritty and grimy so it should work.
I think you could improve the consistency between the shots tho, some of them don't seem to be related to the others, thematically.
It's a good start though.
Shambler / Tronyn
#1418 posted by JPL on 2004/09/27 05:46:20
Shambler: To explain a little more: This map is a base-based map. You start the level from screenshot 1, and you have to progress throught different level (0, -1 and -2, using a lift) to screenshot 4... and this relates only the Silver Key Card search... 1st and 2nd screenshots show the first part of the map (the "chicane" entry and the "garage" parts).. here you are at level 0. The 3rd and the 4th screenshots show respectively the room with the Gold Key Card Door and Silver Key Card location (level -2 and -1 respectively).. As the scrennshots relates some different zone of the map, it seems normal that they can't be related to the others, thematically ;)
Tronyn: Very good idea !! I found some good prefab on the web, and sure I will try to add them ASAP
Thanks for the feedback.
JPL
#1419 posted by nitin on 2004/09/27 07:17:51
sorry I dont really like it much. It looks a little plain, maybe its just the areas in the screenshots.
Omg
#1420 posted by lightR on 2004/09/27 11:08:53
ppl are still making quake1 maps
Shut Up Speedy
#1421 posted by DaZ on 2004/09/27 13:30:12
Nice, Subtle Use Of Angles, JPL
#1422 posted by HeadThump on 2004/09/27 14:03:07
On the first shot.
Lighting is layered in a very pleasing way in the second shot. Like Tronyn said. it has a Half-Life 'realism' feel about it.
Third shot looks like a classic Quake base design on the lines of Jawbreaker or Genetix. Maybe that explains the transition of theme effect Shambler mentioned. I kind of see it too. However, the lighting and textures are of the same variety so in game will most likely still be consistent.
This is high on my list of levels that I am loking forward to.
Keep The Q1 Mapping Strong!
#1423 posted by madfox on 2004/09/27 14:21:37
Rather "pale" in texturing, but quite spacious.
You're on the right way, JPL, looking forward to it.
Talking of textures...the people of Tenebrea did a tremendous job retexturing all those Q1
textures! Really thanks for that!
Mmmf..
#1424 posted by necros on 2004/09/27 14:29:11
can't say i really like it... sort of like a lesser half life...
walls are plain and bare, chunky and fat looking...
the lighting is pretty good though. nice shadows and such.
sorry, :\
JPL
as others have hinted at, i think the texturing might benefit from more detailing and variation.
Well...
#1426 posted by JPL on 2004/09/28 02:20:39
Thanx for comments and advices... I will try to add some detail to "break" plain walls, by adding some details, or retexturing some part of it... I tried to do my best to build a base as more realistic as I can.. Concrete walls (like in the 1st shot) have for sure the most boring look of the map! ... Anyway, I will make some tries to improve the stuff, while I think it will be rather difficult to do something good with huge areas...
BTW, Tronyn give me the good idea to add some vehicules (car, truck,..) in the garage part (2nd shot). I found some good prefab on the web, but all dedicated to HalfLife... Is there anybody how knows where I can find this kind of prefab (car, truck...) for Quake ??
Thanks again...
JPL
#1427 posted by HeadThump on 2004/09/28 03:48:23
http://prefabs.gamedesign.net/game.php3?game_id=13&start=55&total_num=160
Has a good collection for Quake 2 & 3, Half-Life and KingPin. Only a handful are native Quake.
All of these can be used in Quake. All you need to do is strip out the entity definitions that the brushes have. In GTKRadiant it is easy to do without losing the brush.
Also, if it is a Quake3 prefab, the texture scale will be .5 instead of 1.0 on the brushes, something to keep in mind but shouldn't be a problem.
One More Thing,
#1428 posted by HeadThump on 2004/09/28 03:50:28
Dont go to that site without a good firewall. Mine was just having a field day when I double checked the sight.
HeadThump
#1429 posted by JPL on 2004/09/28 03:55:07
I made some try yesterday night with other prefabs found on planetquake, but the major problem I found is the loss of textures, because I don't have Q2, Q3, HL on PC.. so textures are unknown... I was able to reuse the map file, but I need to re-apply texture to polygon... but only Q1 texture, not the real one...
So what I'm looking for now is prefab with .map and its corresponding .wad file !!
Anyway, thanks I found the website, and I will take a look as soon as possible..
Bleh
#1430 posted by Vondur on 2004/09/28 04:09:32
prefabs must be prohibited and destroyed....
More Q1 Preview
#1431 posted by Hrimfaxi on 2004/09/28 07:08:24
Some pictures from a base map I have been working on. The map became so large I had to split it in two. The pictures here are from the first map.
http://www.hrimfaxi.dk/Who/preview.htm
Hrim.
#1432 posted by Shambler on 2004/09/28 07:39:37
Excellent, looks very good throughout pretty much all the shots.
The only issue I can see is that the large amounts of metal trim and those small pillars can get quite repetitive, especially in the 1st/2nd and 4th/6th shots.
But overall very good.
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