 Question
#178 posted by Drew on 2015/08/03 04:37:25
Where is skacky?
Shots look rad, scampie in particular if you can bring that theme to proper fruition!
 @Warren
#179 posted by adib on 2015/08/03 04:38:06
How did you set your fog? I'd like to steal it.
 @Warren
#180 posted by adib on 2015/08/03 04:38:06
How did you set your fog? I'd like to steal it.
#181 posted by scar3crow on 2015/08/03 04:53:17
I think skacky is working on a Thief project right now.
As for those feeling discouraged or comparing their work to other mappers, this isn't a competition. The idea is to encourage mapping and avoiding brush creep. I've participated once, and my map was terrible. But making a map that was playable from start to finish within a deadline was huge for me. And don't feel bad when looking at the shots of others. This community has a ton of veteran mappers, professionals, and former professionals. The Quake community is a uniquely golden opportunity to learn rapid, focused, gameplay oriented development while getting feedback from some of the best. If you're new, this is not a final exam. This is the gym. Go lift some brushes.
 Drew
#182 posted by skacky on 2015/08/03 04:53:25
Not mapping for this jam.
 Feeding Back
#183 posted by adib on 2015/08/03 04:57:47
I don't have screenshots yet. But I'm gonna have my level fully functional today or tomorrow... but unlit and using just one or two textures, ugly as a train wreck.
Some awesome screenies here. If I don't get back to my map now, I'm not keeping up. Promise to give more feedback later. Just loving to take part on this.
 Noted
#184 posted by ShoTro on 2015/08/03 07:58:34
Thanks for the critiques everyone, I am trying to get my crazy lighting under control (if I find something new, I tend to go overboard with it). I will try sunlight2 instead and maybe grey out the red sun aspect of the map.
Loving the maps out there. It is cool that so many different styles of maps are coming out of this theme. Keep up the good work!
@ItEndsWithTens - I have to say that those "totems" with the evil grins sell the setting all by themselves.
 Looking Good
#185 posted by negke on 2015/08/03 08:12:43
Except for Scampie, who should really incorporate the scraps from the Vigil chainmap or gtfo!
 ShoTro
#186 posted by - on 2015/08/03 08:54:12
You will actually likely want to combine sunlight and sunlight2, they work best in tandom. sunlight more or less casts a large spotlight, and is responsible for making nice crisp shadows. sunlight2 basically casts ambient light from your sky, which prevents things like dark shadows right in sight of the sky which looks poor.
 ShoTro
#187 posted by - on 2015/08/03 08:54:12
You will actually likely want to combine sunlight and sunlight2, they work best in tandom. sunlight more or less casts a large spotlight, and is responsible for making nice crisp shadows. sunlight2 basically casts ambient light from your sky, which prevents things like dark shadows right in sight of the sky which looks poor.
 Necros You Crazy
 Very Cool Stuff.
#189 posted by Shambler on 2015/08/03 11:00:32
#190 posted by JneeraZ on 2015/08/03 11:38:42
adib
Sure, just add a "_fog" key to your world properties with these values : .035 .35 .25 .25
 Heh
#191 posted by - on 2015/08/03 12:14:08
surprising how close your fog is to mine, I have 0.025 0.35 0.3 0.3
 Is It Possible To Trigger A Fog Colour Change?
I plan on having my player go through a teleporter and fog appearing on the other side of the tele
 Not Without A Mod
#193 posted by - on 2015/08/03 13:27:34
 @Warren _fog
#194 posted by adib on 2015/08/03 13:57:13
Yes, I did this on that DM level you liked, but it doesn't work on some video cards. It looks perfect in my desktop but overly bright at work and in my notebook. Some people are saying "the fog is to dense to see the level" as well. I was hoping you used some other setting. My fog level is 0.05, but I'm pretty sure I used 0-255 values for RGB... Gonna test again later.
 Fog Differs Between Engines
#195 posted by Spirit on 2015/08/03 15:32:01
 Warren Adn Scampie
#196 posted by nitin on 2015/08/03 15:40:36
looking great guys!
Some of the others are promising too. I dont yet know what to make of necros' engine breaking map (need more shots hehe).
 IMPORTANT ANNOUNCEMENT <-- IMPORTANT <- MORE IMPORTANT
#197 posted by DaZ on 2015/08/03 16:19:46
Firstly, I have been blown away by the amount of interest this map jam has garnered, it's wonderful to see so many new and returning faces to Quake level design and I certainly didn't expect it!
One thing that this means that I hadn't factored in is that a lot of the people building maps have been relearning the tools or learning from scratch which has taken a huge bite out of their available mapping time with less output as a result.
Sooo....
DEADLINE EXTENDED BY ONE WEEK. NEW DEADLINE -- 16TH AUGUST 2015!
Hopefully this will help people who have been struggling to (re)learn the tools to get that extra boost that they needed to finish up their maps. I must emphasise that this deadline extension is so that you can finish and polish what you are currently working on! Don't get crazy and add 4 more wings and a secret level to your plans! I (and everyone else!) would rather have a smaller but complete and polished level rather than an unreleased behemoth! Keep your scope the same, refine, refine refine!
With the deadline extension in place, we won't be having a mid week ROLL CALL this week. The next official ROLL CALL will be next sunday 9th August! With that said, feel free to post wip images whenever you please!
<3
 Good!
#198 posted by Breezeep_ on 2015/08/03 16:26:54
 ^
#199 posted by - on 2015/08/03 16:27:34
THANK YOU DAZ FOR THIS GIFT OF EXTRA TIME I PROMISE NOT TO WASTE IT BY SLACKING OFF
 ^
#200 posted by - on 2015/08/03 16:27:35
THANK YOU DAZ FOR THIS GIFT OF EXTRA TIME I PROMISE NOT TO WASTE IT BY SLACKING OFF
#201 posted by - on 2015/08/03 16:28:18
...i really need to buy a new mouse... this one keeps double clicking :|
#202 posted by necros on 2015/08/03 16:29:33
LOL
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