
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
#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.

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.

Invertedpenguin "final"
http://www.chimpans.se/invertedpenguin.zip
This is what I would like to call a final, if there are any issues, please report. Made for cpma 2vs2.

Haha
#1941 posted by
DaZ on 2005/04/06 06:27:01
lol @ the url.
But can we have some pics please? :)
some semi-new ones at
http://www.chimpans.se/ip/
Lighting has been updated, and the corridor with blood under the fencing has also been updated. Will take new screens when I can be arsed.

VDC
#1943 posted by
R.P.G. on 2005/04/06 08:53:11
You've got some good (albeit typical) details going on. However, I really don't think the theme is consistant enough; especially with colors and lighting. The textures include a lot of oranges and browns, but there are also lots of greens, blues, and reds.
And the lighting is predominantly pure white, but it also includes orange and blue. This is bad. In Quake 3, pure white lighting is a no no; and having such a wide variance in colors is rather gaudy. So if your lighting was mostly orange with a few complimentary colors spread around (maybe red or yellow) it would not only look better, but also more consistant.