I Like That
#1808 posted by nitin on 2005/02/22 13:27:31
looks good blackdog
45 Degree Angles Make Everything Better
#1809 posted by Friction on 2005/02/23 02:10:14
Seriously.
Lovely corridor that, but I want to see a junction and room entrance next. Making them to look good while using complex corridor designs is the hardest part.
Metlslime:
#1810 posted by - on 2005/02/23 10:15:55
Awesome work!
Lighting Needs More Drama
#1811 posted by Friction on 2005/02/25 00:22:14
http://www.kolumbus.fi/ville.nieminen/bright1.jpg
Shame I didn't think of adding floor height variations here before it was too late (read: can't be arsed to re-map that much anymore)
,
#1812 posted by necros on 2005/02/25 00:32:36
nice, it's not completly pitch black like most of d3's maps. ;) having proper lighting gives the chance to show off the brushwork a lot more.
also, the style feels different from the original game. still feels like doom, but not typical delta/alpha labs stuff. well, that could just be the lighting. ;)
nice work. :)
Friction
#1813 posted by JPL on 2005/02/25 00:39:29
Looks cool, rather a nice space-ship/base corridor, I like it ! ... and now go map.. ;)
It Could Just Be That Angle And All The Bumpmapping
#1814 posted by nitin on 2005/02/25 03:32:10
but that looks like it suffers from what I call "ut2004 syndrome". By that I mean that it looks 'overdetailed and cluttered' if there is such a thing.
then again, I havent played any new engine games so maybe they all look like that.
Nitin Has A Point
#1815 posted by Friction on 2005/02/25 05:23:19
I know I've went overboard on some of the wall details due to the lack of planning. Different kinds of trims and wall extrusions too near eachothers, especially in the corridor on left. I'll fixx0rate.
Friction
#1816 posted by nitin on 2005/02/25 06:52:26
"Different kinds of trims and wall extrusions too near eachothers, especially in the corridor on left"
thats what I was trying to say.
Friction
#1817 posted by Kinn on 2005/02/25 07:24:57
Looks very, very good; especially the lighting. I think I also agree with nitin, in that the wedge wall extrusions on the left corridor might be a bit too much.
#1818 posted by Zwiffle on 2005/02/25 11:46:59
Looks like the Happy Days of Doom3 maps.
MP Thomasc Teaser
Wow
#1820 posted by DaZ on 2005/02/26 04:03:46
really like the look of that T_Creutzenberg!
Are those new textures? I dont recall seeing them in doom3, and they are very sexy indeed.
Love the colour scheme too, very monotone but with the red lights adding some colour, makes the map feel very bleak and harsh.
Be sure to post back here when its released eh!
Yah
#1821 posted by Kinn on 2005/02/26 04:50:41
Looks nice, T :)
I'm glad we're starting to see some quality coming through now for D3
That Is By Far The Coolest Looking Doom3 Map
#1822 posted by nitin on 2005/02/26 05:11:08
that I've seen pics of.
how does it run though?
Curious
#1823 posted by than on 2005/02/26 06:04:31
The screens look great. I was just wondering how much of that comes from existing Doom 3 mapmodels and how much is new - did you make much in Max/maya/whatever?
That Looks Great
#1824 posted by Zwiffle on 2005/02/26 06:41:40
But it's MP, so I don't care.
Looks Nice
#1825 posted by Lunaran on 2005/02/26 08:48:57
for high spec machines
Meaning "I can't be arsed to optimize properly" I assume?
Thanks For The Comments
DaZ: It's nearly all Doom 3 textures, I created a lot of decals myself though
nitin: It'll run a little bit slower than the multiplayer maps shipped with the game
than: I used a few model from the original game and created all the rest in Doom3Ed myself
Lunaran: Why not wait with such comment until the map is released? The map file is included and you can then check yourself what else to optimize.
Like I Said In D3W Already
#1827 posted by Friction on 2005/02/26 09:31:47
Kickass! I'm so going to stea... borrow your idea of decal usage.
That barrel trap is pretty neat idea btw.
Comments
#1828 posted by Lunaran on 2005/02/27 20:13:32
Why not wait with such comment until the map is released?
Because I'm commenting on what you said. Simply stating "this is a map for high end systems" is a copout, and it reflects the attitude of the mapper to go gonzo with looks without taking the responsibility of ensuring the map runs acceptably on the same spectrum of machines that the original game does.
Also, since I don't have a high end machine, maybe I won't be checking?
Don't Listen To Him
#1829 posted by pope on 2005/02/27 20:16:07
you just deflated his e-penis a little bit
#1830 posted by metlslime on 2005/02/27 21:54:40
it's designed for high-end vaginas
Oh Poo.
#1831 posted by Friction on 2005/02/27 22:07:14
I somehow can't believe that map would be slower than the ID originals, atleast not when compared to some SP maps. Hell, i got less than 10FPS in combat at times. Looks it could be portaled up quite nicely, which helps a lot.
Friction
#1832 posted by cant map on 2005/02/28 00:47:33
try cubemaps on lights or swinging hang lamps?
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