Beta Map - Zasiruth: Burial Ground Of The Honored
#16545 posted by RavenFW on 2021/03/05 23:28:58
Looks Good
#16546 posted by madfox on 2021/03/06 08:53:01
.., for a first map. Gives me a Daikanta feeling in some way. The shapes are well in dimensions and give a sense of exploring.
I like the way you make the rocky edges, but they'r often a victem of strange lightning. Sometimes they won't fit and can be hidden by a small rock on one of the gaps as in the third screeny, I think. Small texture error on the water ledge brush.
Quiet good for a first map!
Thanks
#16547 posted by RavenFW on 2021/03/06 16:06:16
Hi, thanks for the feedback!
I'll see later if I can try and fix some of the "rock cracks", luckily those shots are from the air and not that obvious from the ground. :)
Which screenshot has the texture error on the water ledge?
Beta Map - Zasiruth:BGH - Rev B Updated
#16548 posted by RavenFW on 2021/03/06 17:53:50
Correct Link
#16549 posted by RavenFW on 2021/03/06 17:58:23
RavenFW
there's 32 megs of screenshots in your latest archive rev B FYI
32 Meg Screenshots
#16551 posted by RavenFW on 2021/03/06 22:19:38
Thanks for letting me know, was wondering why the zip was so big.
Will remove them when I upload Rev C.
Rev C Out
#16552 posted by RavenFW on 2021/03/12 20:57:00
Made some changes and uploaded Rev C.
www.quaketastic.com/files/WIP_maps/Zasiruth/ravenzas1/zasiruth%20-%20RevC2.zip
Some new things:
- Added difficulty levels (Easy, Normal and Hard) with Normal being the default. See Readme file on how to set/change difficulty level as desired.
- Changed all windows to breakable.
- Changed some skins and lightning.
- Added a green key door as part of progression/flow.
Thanks to everyone for their inputs, however, I could not change all of the recommendations.
Cheers!
RavenFW
#16553 posted by Barnak on 2021/03/12 22:24:35
I tested your map (a mod, actually) on OSX Spike QuakeSpasm (QSS).
It works perfectly (as I could tell). I love the breakable (especially the windows). Great atmosphere and map style variations. I liked the default music for this map.
I only have two personal complains/critics :
1. For a single map, I would prefer a map that could be put in the ID1 folder or in a major mod (like copper or AD, for example).
2. I don't like the straight and squared corridors, with it's simple tiled texture. Feels retro there.
Barnak
#16554 posted by RavenFW on 2021/03/14 14:33:45
Thanks for the feedback!
Will try and avoid straight corridors with my next map.
Barnak
The map you are referring to is based on progs_dump 2.0.0
The entire reason pd exists is to serve as a devkit for people who want to do stand alone releases similar to "Bastion of the Underworld" or "Altar of Storms."
When packaged correctly, the downloads are pretty small compared to other mods, especially AD. The only small request of that player is to run it as a mod.
Surely you understand how this works?
New Project "Welcome To The Jungle"
Hi!
Have started a new project in that I work with natural environment. It now includes assets of grass, trees, palms and bushes.
I'm working on waterfalls, typical jungel plants, rocks and destructible buildings. My goal is to create a minimission with a pile of assets for all to use.
First screenshots:
http://www.quaketastic.com/files/gsh_adoria/jungle/jungle%201.png
http://www.quaketastic.com/files/gsh_adoria/jungle/jungle2.png
http://www.quaketastic.com/files/gsh_adoria/jungle/jungle3.png
http://www.quaketastic.com/files/gsh_adoria/jungle/jungle4.png
Interesting...
#16557 posted by metlslime on 2021/04/15 18:35:09
are the trees made of brushes or models?
Looks like you have a lot of pink edges visible. Makes me wonder if you have some pink in your textures that are not actually index 255.
Or, it could be that indexed transparency is not handled correctly in the mipmapping process. Which engine is it?
I also see weird white halos around some bushes. Can't really explain that, do you have external glowmaps for these textures?
@metlslime
The tree trunks are brushes.
Yes there are still some pink edges and halos that I have to repaint. The problem lies in importing pictures in wally when they get color reduced.
engine is quakespasm.
GunSgtHighway
#16559 posted by metlslime on 2021/04/16 00:17:20
Cool, sounds like you have a plan to fix those things. I'm curious how it will look once you get those things fixed plus lighting.
Jungle Map - Testvideo
Heres a little test video of my jungle map, work in progress, with a destructable building.
https://www.youtube.com/watch?v=bq7jzQazByc
Funny Jungle!
#16561 posted by Barnak on 2021/04/21 22:16:30
That map appears cool!
Just a critic: the natural textures are too "squared", not random enough, especially the grass patterns between trees. Is there a way to make them look less regular? Put some rocks here and there to hide some of the square patterns, or some dead trees...
Thanks For Critics!
#16562 posted by @ Barnak on 2021/04/21 22:49:51
Yes, the grass is a problem. I did it the oldschool way to arange it in squares and that's a lot of work. But know that you said it, I think about reanranging that, maybe creating some sets that can be placed anyvere.
Yes I will put some more rocks in
Dead trees are in work. :)
Jungle Map, Progress And First Assets
As the progress goes on, I've vreated some new floor vegetation.
http://www.quaketastic.com/files/gsh_adoria/jungle/jungle11.png
http://www.quaketastic.com/files/gsh_adoria/jungle/jungle12.png
Also the first assets of floor begetation like grass and little plants, bushes, trees and palms are ready for use. Background trees follow soon.
http://www.quaketastic.com/files/gsh_adoria/jungle/jungle6.png
That's Sharp
#16564 posted by madfox on 2021/04/28 03:12:55
I suppose you're using static entities for those trees. They look beautiful, and also very real. My first thought was to chance the weapon in a paintbrush, but that's just me kidding. Lightning will be difficult as they catch no shadows.
At this point I think only high poly monsters will fit, as the comments ones will look very blunt in this hyper reality.
Well done anyway!
@madfox
All plants are brushes and grouped as func_detail, for trees and bushes, or func_illusionary for small bushes and grass, so you can easaly drop them wherever you want.
Lightnig is no problem because func_detail is in the lighting callculation.
I think you are right with the high resolution and I will downgrade the textures in a thurther step.
GunSgtHighway
#16566 posted by Orl on 2021/04/30 19:15:50
As I mentioned in the Adoria mod thread that despite me being rather negative of the map, you showed a lot of promise for future projects, and this I believe is that promise. I've attempted jungle themes in the past and they all came out bad, really bad. But what you've shown so far has got me very interested, and far better than anything I've attempted. Just from the trailer alone it seems like an enormous step up from your last map, and that destructible building is really giving me Crysis vibes.
You can bet I'll be first in line to give this map a go when you release it, cause its rubbing me all the right ways.
First Map - Omgyjyaswitch7
Nice!
I love the design. It reminds me on oldschool Action-RPGs. Also the details and use of textures is very well done.
Thanks For The Feedback
... and yes oldschool action-rpg feeling crumbs are always with me anyways :) for the textures i am mixing knave, default pd_200 and quake_101 sets.
Details, cracks and randomizations are very time consuming but i like doing them tho they are making you forget about "gameplay" aspect which is i am constantly reminding myself.
I am also thinking that it is lacking "levels" like elevators or floors but yeah i will focus more on this on my next project.
|