404
#1915 posted by Blitz on 2005/03/29 22:03:47
Links are broken JPL
Shit !!
#1916 posted by JPL on 2005/03/29 22:05:02
Looks Good
#1917 posted by Blitz on 2005/03/29 22:32:11
I like the design, but the shots are kind of disorienting in that I can't really tell what's going on. I think this might be due to the fog, but it looks like it's underwater or something, and I can't really tell, but everything looks kind of disconnected.
Shot 2 looks the best because you can actually see the brushwork the best in it. That weird arch in shot 4 seems out of place with the style of the building.
Good work so far it seems, but try and take some shots without the fog, and also try and take a wider perspective shot, so we can get a better sense of what's going on.
Q1 Shots
#1918 posted by necros on 2005/03/29 23:05:23
for screenshots, could you cut the fog density to about half? it will probably work good ingame with the setting you have now, but for static images, it's hard to make stuff out.
i like the 4 shot with the cool pillar thing.
Ja
#1919 posted by Vondur on 2005/03/29 23:08:20
fog is too thick
Ja
#1920 posted by Vondur on 2005/03/29 23:08:24
fog is too thick
More Infos
#1921 posted by JPL on 2005/03/30 00:20:03
Fog is set to 0.05 0.6 0.8 0.8 (density-R-G-B). Due to its blue-green color and density, and for sure also due to the fact I increased brightness by 80%, it looks like underwater screenies... well, I will set fog density to 0 for future screenshots...
Concerning the pillar things, they have rather to be called "buttress"... It's typically a gothic design.. I try as far as possible to "match" the concept... I placed many of these around the "castle"... so even if you see one which seems to be alone... there are many others, and just one above the player in screenshot 4... ;)
Anyway, I will post more (better I hope) screenies later 8D
Thank for your feedback..
Looks Good
#1922 posted by mwh on 2005/03/30 00:30:57
you need to texture that flying buttress better, but I guess you knew that :)
Is it based on any particular church, or just general gothicness?
Mwh
#1923 posted by JPL on 2005/03/30 00:32:28
It's based on general gothicness, and the idea came when I saw Bal photos gallery.. I found the idea rather interesting...
Mmmh!
#1924 posted by Spirit on 2005/03/30 10:10:31
They look really nice! Good luck with the mapping!
Fog
#1925 posted by necros on 2005/03/30 10:19:06
well, for example, i have an outdoor map, and the density i use for fog is i think around 0.006, which makes a thin haze at around 800-1000 units and makes everything beyond 1000 blend smoothly away (instead of creating a thick wall)
but a thicker fog can have a more oppressive atmosphere, and if you don't mind shrouding your brushwork i'd say leave it as is for the playable version.
anyway, since you can change fog density ingame, it's not a big deal to simply fiddle with settings.
JPL
#1926 posted by PuLSaR on 2005/03/30 17:04:22
JPL
#1927 posted by PuLSaR on 2005/03/30 17:11:26
screens look very good. I like the theme.
Also it seems to me that you use the hexen2.wad. If it is so, I like your choice.
Necros / PuLSaR
#1928 posted by JPL on 2005/03/30 23:44:56
necros: A good fog effect is effectively quite difficult to find, and it's a trade-off between visibility and ambiance... I made many tries before finding these settings (fog 0.05 0.6 0.8 0.8). I think I will not change the fog RGB (dark blue-green color), but for sure the density should be decreased a little bit... As you said, it's really easy to change fog settings with the console command ingame.. Nevertheless, I will made further test to see how I can improve it ;)..
PuLSaR: I started the map for the DKT3 1000 brushes Winter Pack (launched in October/November 2004). I missed the "delivery date" in early December, due to the birth of my last daughter.. :) So I decided to follow the idea of this pack: mapping with only DKT3 texture set. But here I forget the 1000 brushes limitation... (I'm rather near 4000 now !! he he he...). Furthermore, there are no Hexen2 textures in the map, only DKT3 textures, and one extra textures (for "rockish generated terrain") coming from a wad file I found on "geneticrose" web site (which doesn't work any more...)...
In anyway, thanks to all for your feedback.. I will post more screenies later, with a better quality I hope.. ;)
JPL
#1929 posted by Lunaran on 2005/04/01 14:20:11
jeez, turn your brightness down :(
When someone with their brightness where it's supposed to be plays that it'll be dark as hell.
:|
#1930 posted by Fjoggs on 2005/04/02 18:20:43
Fjoggs
#1931 posted by Kinn on 2005/04/03 00:51:35
Linky no worky for me :(
Worked
worked a few mins ago, sure it will be up in a short while...
It's Empty
#1933 posted by Friction on 2005/04/03 13:42:10
Fric
#1934 posted by than on 2005/04/04 05:32:09
looking great as always. Is it a single map or a whole episode? You've been posting shots for a while now :) Don't think I've seen the same areas many times either.
I Take Too Many Screenshots
#1935 posted by Friction on 2005/04/04 06:35:07
It is more than just one map however.
"Iv made a picture of many cool loking map screenshots tiled together. Custom maps from different fps (quake, q3 and ut mostly)
It looks nice, can be your backdrop, give some inspiration or just make you wonder what maps are those.
1280x960 (get this)
http://www.planetquake.com/speedy/..."
Thats cool Vodka, wow even one of electro+I maps on there :D
^^^^
Also a shot of a map I never released hehehe
Errrr
#1938 posted by DaZ on 2005/04/05 02:11:54
the link it totally fucked :(
Killaz fix it now moran!!!! :D+
Killazontherun
#1939 posted by - on 2005/04/05 11:20:38
welcome back!
now fix your fucking link you twit.
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