Just Realised
#1807 posted by
Spirit on 2012/02/25 23:32:41
This room and the mechanics inside are just fucking
ace:
http://i.imgur.com/Twzvg.jpg (e4m2)
#1808 posted by
necros on 2012/02/27 03:17:22
really? i didn't like the way there were just contrived things there to allow you to reach places, like those thick beams and that suspended platform.
That Room
#1809 posted by
Kinn on 2012/02/27 03:32:55
just reminds me how eye-gougingly bad much of the brushwork is in episode 4.
Putting r_fullbright on in that room is the Quake equivalent of opening the curtains for the morning light to illuminate whatever happens to be sharing your bed after a particularly brutal tequila party the night before.
But in both cases, whilst you can barely remember playing with it, you just know it was fun at the time.
#1810 posted by
Spirit on 2012/02/27 16:17:33
necros: That's what I love in Quake. Screw realism.
------------
Interesting write-ups about the creation of de_dust, de_dust2 and de_sienna (Counterstrike maps):
http://www.johnsto.co.uk/
Dubai
#1812 posted by
Kinn on 2012/03/01 01:58:39
Either that, or a really spergy minecraft map.
Professional Photography Blog
#1814 posted by Re:Futuristic Photo Decay on 2012/03/05 16:17:45
Above Post Feels Spammy...
#1815 posted by
metlslime on 2012/03/05 16:25:11
yea/nay?
Virtual Tour Of CERN
#1818 posted by
sock on 2012/03/09 05:16:44
http://petermccready.com/
Got some nice reference stuff using 360 degree camera points + industrial sound!
#1819 posted by
necros on 2012/03/09 05:54:20
interesting concept with the 360+sound.
it's quite immersive, in fact once an image loaded with my 'back' to some dudes and when i panned over to them it kind of creeped me out how they were frozen in time yet the rest of the place felt alive.
shame there is a very audible looping and some of the samples are extremely short (< 4 seconds).
also, it helps zooming in one mousewheel 'tick' because the fov it's set at is a bit high unless you a pro gamer. :P'
thanks for that link!
Virtual Tour
#1821 posted by
ijed on 2012/03/12 16:03:54
Nice. That'd work great as a level portfolio format.
Wow
#1824 posted by
DaZ on 2012/03/14 04:22:02
I clicked a Shambler link and didn't want to instantly sear my eyeballs out with hot pokers.
Nice pic.
Oh
#1825 posted by
Vondur on 2012/03/14 05:30:35
needs to be mapped instantly
Shambler
#1826 posted by
Kinn on 2012/03/14 14:33:25
needs more WIZARD METAL ONE TWO but otherwise that's an awesome use of the swampy wizard theme. In fact the transitions from wiz1_4 to wswamp2_1 work better than expected.
Where Is That?
#1827 posted by
ijed on 2012/03/14 18:21:30
Looks similar to places in Yorkshire.
Libraries
#1828 posted by
Zwiffle on 2012/03/19 06:19:08
Level Design!
#1830 posted by
sock on 2012/03/29 18:48:30
It is not often I see modern day level design (block-outs and scripting) on forums and explained in detail as well.
http://www.mapcore.org/viewtopic.php?f=57&t=1552&start=9285#p317400
Where's The Explanation?
#1831 posted by
megaman on 2012/04/01 10:04:58
i just see a bunch of screenshots of the scripting.
Also, why did he choose to copy the single most boring thing out of rage? :)