Half And Half Here
#175 posted by - on 2008/04/17 19:41:22
I spend a long time working on the first area of the map to define look and style, and get get decent lighting, so I spend a lot of time going back and forth then compiling. Once I'm reasonably happy with the look and lighting, I'll just use those light ents and the defined style throughout the rest of the map so I don't have to constantly recompile and take a look.
'Nother Shot...
#176 posted by RickyT33 on 2008/04/21 04:14:15
Fuck Sake!
#177 posted by RickyT33 on 2008/04/21 04:16:09
Well i've accidentall uploaded both shots as e1m4, but they should be e4m1 (obviously)
http:/shub-hub.com/files/images/e1m4rmx.jpg
Wallop! (sigh)
#178 posted by RickyT33 on 2008/04/21 04:16:50
#179 posted by RickyT33 on 2008/04/21 04:17:55
Heh Heh
#180 posted by Orl on 2008/04/21 04:19:27
Ricky, neither one of those links work :)
Spoke To Soon.
#181 posted by Orl on 2008/04/21 04:21:43
Anyway, that looks really nice. I may use an engine with colored lighting for once on this map. :)
But.... another base!? Whats with all the base maps!
The Last One Does
#182 posted by RickyT33 on 2008/04/21 04:22:03
and i meant to save the file as e4m2rmx2, but saved it as e1m4rmx2, then uploaded it, then posted loads of incorrect links. but the last one does work on my comp...
(embarrassed)
E4m1
#183 posted by starbuck on 2008/04/21 10:29:42
that looks really good! Very clean architecture and texturing, just really pleasing to look at, very nice.
E4m1
#184 posted by Spirit on 2008/04/21 10:55:52
Nice architecture but it's dark. And remember that thing about too many/much colored lights.
Ricky
#185 posted by nitin on 2008/04/21 11:53:43
looks great!
Icky...
Ricky, correct me if I'm wrong here, but it seems you've got 4 different light styles and colours mixed together there in one (very small) area.
I reckon that that would look a bit dodgy even without coloured lighting.
My opinion: use less different light textures within the same area to give it a more unified look (especially if you're going to use coloured lighting).
Other than that, it looks great! :)
Thanks For The Pointers Guys!
#187 posted by RickyT33 on 2008/04/21 12:33:54
I must admit I've been very busy of late and have been piecing this one together quite gradually. Tips about lighting/aesthetics are good, if anything just because they'll make me tweak tweak tweak and try different combos, so great! :-)
#188 posted by gone on 2008/04/21 14:08:17
Im with frib, try 2 types - one coloreless/slight for overall and another for small colored areal lights
I Think The Blue White Light With Two Vertical Stripes
#189 posted by bear on 2008/04/21 14:09:45
doesn't fit while the other three work pretty well together. Apart from that it's looking good!
#190 posted by Trinca on 2008/04/22 01:32:41
RickyT23 if i will have a level design company i will get you to my team for sure... fast with lots of imaginacion!!! looks real cool
Thanks Man
#191 posted by RickyT33 on 2008/04/22 01:39:36
I must mention once again though that the texture set I am using is fucking brilliant! It's really easy to work with and looks great. And I think it fits a sewer system theme very well.
I Have Prepared A Little Something, Too
#192 posted by megaman on 2008/04/22 19:37:48
#193 posted by Trinca on 2008/04/22 20:10:46
sweet i wanted to make one to but my fucking time is to short :\
That Looks Interesting
#194 posted by RickyT33 on 2008/04/22 21:09:46
perhaps make the runic symbols on that teleporter symetrical, i.e remove one half of the frame, copy the other half and then paste it, and spin it 180. Just a dumb suggestion....
:P
Or, You Know...
#195 posted by - on 2008/04/22 23:03:00
he could just cut the top brush in half and scale the textures on one side by -1 horizontally.
Yay...
#196 posted by distrans on 2008/04/23 06:56:17
...I'm getting quite excited about some of these remixes.
RickyT23 - a superb vision for e4m1, clean - solid - detailed - can't wait! I agree regarding the light fixtures, and have never been able to understand why mappers insist on rotating floor tiles. Tile cutters (or in this instance the hot-axe) exist for a purpose. Unless the rotated section is such that it looks like a piece fabricated to fit round a bend - and I'm not suggesting realism here, rather consistency - then it just looks arse.
megaman - interesting, but isn't e1 off limits?
Thanks Distrans
#197 posted by RickyT33 on 2008/04/23 10:21:24
I gotta tell you though, the floor tiles were inspired by APSP1.
(hehe - tile cutters)
Pfft Tile Cutters
#198 posted by negke on 2008/04/23 11:57:21
Don't listen to them. (Properly) rotated tiles are the way to go. Cut tiles are ok on 45 degree angles and the like, but look totally bad on round floors.
Cut Floor Tiles
#199 posted by gb on 2008/04/23 22:02:08
almost always look bad. They're one of the first things you notice in a level (I do) even before misaligned textures. In the original e1m2 most of the big metal tiles were cut away somehow, which looks horrifying. For example.
The QW guys' craving for high quality textures, but at the same time ignoring crappy texture alignment, which looks much worse than the original texes themselves, amazes me to no end.
The base floor tiles (sfloorblah_blah) can be made to look good when cut, for example Gibbie pretty much has it down, look at his map Alcyone.
so, neg!ke++
megaman: Nice! Try using even less red? Perhaps red "runes" only in the corners? Looks good, proper metal. Niceness.
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