Ankh
#1783 posted by JPL on 2005/02/15 00:57:39
I agree with necros, you should scale texture up by 2, in order to break this unifromity feeling I had when looking to the screenshots.
IMHO, some light effects near the ground with fire, or torches near pillar will help the player to find his way in this dark cave..
Nice work realy, keep it up !
Title Goes Here
#1784 posted by Friction on 2005/02/15 07:18:34
Friction
#1785 posted by czg on 2005/02/15 07:26:33
Blue & yellow wire texture sucks
Friction
#1786 posted by starbuck on 2005/02/15 07:48:05
use less textures please.
Also, go map ;)
I'm Using Too Much Texture Memory
#1787 posted by Friction on 2005/02/15 12:34:39
And it feels so good.
Friction
#1788 posted by R.P.G. on 2005/02/15 12:59:08
That's a really good start, but make sure you make the floor darker so the player has an even harder time seeing where he's going.
Impressive
#1789 posted by Blitz on 2005/02/15 14:04:41
Friction that looks like some kind of evile space station/spaceship. It looks somehow different from the rest of the Doom 3 maps out there...I think it might be the ceiling/upper wall detailing...anyway good work, keep it up.
Necros
#1790 posted by Zwiffle on 2005/02/16 12:54:38
Did you get my email? Just wondering, I don't think I've received anything from you yet.
I Got It This Morning.
#1791 posted by necros on 2005/02/16 14:08:23
i'll play it tonight and let you know tomorow.
Friction
#1792 posted by JPL on 2005/02/17 00:00:26
Like Blitz, I think this screenshot if so far the best I've seen for Doom3. Nice complex architecture of a spaceship/lab/or something like this, but really nice ! Well... as usually said here: go map ;)
It Broke Down.
#1793 posted by Friction on 2005/02/19 15:16:30
Still Think Those Colorful Wires Are Gay.
#1794 posted by czg on 2005/02/19 15:26:52
And since we know you are awesome Friction, we can be really picky with you. That texture in the top left corner is sad.
Not going to fawn because you know it's awesome yourself without me telling you.
Add...
#1795 posted by . on 2005/02/19 18:36:19
even more little debris, and some debris/dirt/bitgs decal on the floor and such.
^
#1796 posted by . on 2005/02/19 18:36:42
bits, not bitgs
.
#1797 posted by necros on 2005/02/19 23:18:34
finaly, a d3 screenshot that isn't so dark i can't see anything!
some of the wires should hang down, possibly with some ripped completly out and sparking and swinging around. :) (if that's possible o_o)
the rest looks fine to me.
Well.
#1798 posted by Friction on 2005/02/20 23:52:35
Swinging wires and sparks definitely are doable, but as I just broke 100.000 r_speeds in that area, I'm bit worried about adding extra detail.
What are acceptable FPS rates anyawys? Did the ID maps cause framerates to drop below 20 when not in combat for anyone here? Because that's what happening here..
Hmmm
#1799 posted by DaZ on 2005/02/21 05:32:44
I would say try and keep fps at around 25-30 minimum..
The hard thing is that performance varies A LOT between each generation of graphics cards on doom 3 from what I have seen, and the best way to keep framerates up on lower gen hardware is to keep the lightcounts per face down as much as possible (yeah... duh).
Sounds obvious, but from all the systems I have tested my map on (geforce3, geforce4mx, radeon 9800se, radeon 9800xt) that seems to be the best way to keep fps up. good portaling comes next, followed by actual scene detail levels (polygon wise) ...
Err hope that helps someone!
Random Doom3 Mappage
#1800 posted by metlslime on 2005/02/22 02:33:03
These are from a map I built over the past week for a design test. The spec was to build a Maginot-Line-style bunker in Doom 3:
http://www.celephais.net/shite/bunker1.jpg
http://www.celephais.net/shite/bunker2.jpg
http://www.celephais.net/shite/bunker3.jpg
http://www.celephais.net/shite/bunker4.jpg
Overall it's a bit plain, but it's hard to make a map like this without lots of sppopriate models to scatter about. Oh, and the hazard striping is goofy as hell, I realized.
Note: textures are mine, too.
Appropriate
#1801 posted by metlslime on 2005/02/22 02:34:05
Metlslime
#1802 posted by JPL on 2005/02/22 02:51:14
Wow, really good screenshots. I visited in my youth a part of the Maginot-line (I'm native from North-East of france, so, it's a part of my "cultural" knowledges...). I found the screenshots very realistic, as far as I remember !! Nice textures as well...
Just take a look at (it's in french.. sorry...)
http://verpelliere.free.fr/hackenberg.htm
http://www.le-site-web.com/onac57/site-mf/Veckring.html
http://www.ifrance.com/letunnel/maginot/fortif.htm
The last web site is slow, but full of interesting photos... ;)
Hey!
#1803 posted by Friction on 2005/02/22 06:16:47
Nice textures there, subtle. With some more detail and junk thrown about, it would be quite HL2ish.
Lonely Q1 Screenie
#1804 posted by BlackDog on 2005/02/22 07:52:48
I Like The Shapes ...
#1805 posted by . on 2005/02/22 08:28:18
But some will peck you to death about using the same tex on walls and ceiling.
Do as you want, I say.
On The Floor Too, Actually
#1806 posted by BlackDog on 2005/02/22 08:41:24
wizmet1_2: the gift that keeps on giving.
I'll try not to overuse it.
.
#1807 posted by necros on 2005/02/22 11:09:32
i like the ceiling details and the 45 degree angles. :)
lighting is fine
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