Hi Again!
#2058 posted by Snaga on 2005/05/25 14:36:26
I just realized its over two years since my last login...time flies for a newborn father I guess.. forgot my pass and changed my e-mail as well :l
Found a Q3 map I just about finished before my daughter came and realized it's not all that bad... a little dusty but still...or?
http://web.comhem.se/~u70315877/shot1.htm
Scrotch Shots!
#2059 posted by Snaga on 2005/05/25 15:00:53
After looking at scrotch's shots mine are dusty in deed :l
Beautiful work there!
Why Hello!
#2060 posted by R.P.G. on 2005/05/25 15:10:53
Snaga: it looks like you've got some good shapes, spaces, and lighting going on, but the detail level in several spots looks more on par with Q1 than Q3. Also, the textures seem a bit plain, and although that's not bad in itself (e.g. geocomp maps) it just exacerbates the situation with the details. About half of the indoor stuff looks tasty, though. Such as shots 5 and 8.
On the other hand, pro gamers will probably prefer the sparseness of details.
Some Of Those Shots
#2061 posted by nitin on 2005/05/25 21:56:02
have killer lighting.
But rpg is right about detail and texturing.
What They Said...
#2062 posted by Shambler on 2005/05/26 00:30:44
Nice clean style and great lighting, good build quality too, but a few stronger designs would be good. Not that it's not good at the moment, that is.
Snaga
#2063 posted by Shallow on 2005/05/26 03:07:04
I'm going to go with the general consensus and say it looks really good but needs a little more love.
Personally, I quite like the textures. Slightly more detail on some of the panels might work, but it's funny that you jokingly talk of the design seeming dusty, because there is indeed an interesting dusty abandoned base look to them, and I think it might be cool to play to that more by having cobwebs here and there (look to RtCW's cobwebs for a good way of doing these), and giving some lights a subtle volumetric effect with scrolling dust motes. Slightly less saturated colours on your contrast lighting might work well if you play up the dust aspect.
Also, get some phong shading on those rocks, it'll make them look much nicer.
#2064 posted by Snaga on 2005/05/26 13:43:26
Thanks for input yall:)
I do agree with you in the lack of detail in most pics. My intention from the start was to make the map fast in game, beeing sparse with detailing. But I guess that, as R.P.G pointed out, can only be pulled off by fooling the eye with more detailed textures, or making stunning architecture.
I don't think I have it in me to finish the map but it's always nice to get feedback on something you done.
Crates
#2065 posted by Mike Woodham on 2005/05/26 14:00:54
Surely, it just needs a few crates?
Snaga
release a beta?
BTW
#2067 posted by R.P.G. on 2005/05/27 13:25:18
Hurray!
#2068 posted by Zwiffle on 2005/05/27 13:31:42
Looks good, u
Woohoo
#2069 posted by Shambler on 2005/05/27 15:09:08
It's Dagnabbit hunting season soon! Just let me crossbow and head out into the highlands!
I Will Work Now =)
#2070 posted by here on 2005/05/28 07:33:09
thanks shambler
I understand what you mean and i will work again on this map after my exam... for another texture I will use the "jackboot pack" the bricks are green but i can filter it in red. I m agree with u I must use irregulary brick textures. I will work.
Ugh, Editor Shots :|
#2071 posted by Fjoggs on 2005/05/28 08:15:35
Very Funky...
#2072 posted by Shambler on 2005/05/28 08:16:31
...completely nonsensical, but very funky =).
#2073 posted by Zwiffle on 2005/05/28 08:42:18
Neat. Quake 3? Looks good.
It Looks A Bit Balish To Me
#2074 posted by R.P.G. on 2005/05/28 10:26:39
.
New Textures If Anyone's Interested
#2075 posted by nitin on 2005/05/28 19:18:45
Industrial style, made of UT series but I'm sure can be used in any game :
http://www.planetunreal.com/phalanx/
Screenshots
#2076 posted by JPL on 2005/06/01 12:37:06
Here are some screenshots from my last project... It has been started since Winter contest pack.. remember...
I already sent other screenies 2 month ago, and now I'm working to improve the gameplay...
I hope it will be released before the end of June... ;)
http://lambert.jeanphilippe.free.fr/Divers/CDA5.JPG
http://lambert.jeanphilippe.free.fr/Divers/CDA6.JPG
http://lambert.jeanphilippe.free.fr/Divers/CDA7.JPG
http://lambert.jeanphilippe.free.fr/Divers/CDA8.JPG
http://lambert.jeanphilippe.free.fr/Divers/CDA9.JPG
Enjoy !
Lookin Good There
#2077 posted by Zwiffle on 2005/06/01 12:44:34
JPL, the butresses look great. Only crits I see are:
1.) Some areas look fullbright. May not be a problem, I tend to make darker maps so fullbright gets on my nerves.
2.) You might want to scale up the lava texture 2x2 or 3x3. It tends to help prevent the feel that the lava is fake.
JPL
#2078 posted by DaZ on 2005/06/01 14:05:34
though I have not played any of your other maps, this one looks so much better than your past efforts, build wise.
As Zwif said, the indoor area is too bright imo, try fiddling with the lighting some, and ditto with the lava texture.
Jpl
#2079 posted by Vondur on 2005/06/01 14:44:30
very nice!
go finish it!
little hint: to make proper screens disable gun drawing by typing r_drawviewmodel 0 and crosshair 0 at the console.
Sexy Stuff There JPL
#2080 posted by HeadThump on 2005/06/01 15:50:35
JPL
#2081 posted by PuLSaR on 2005/06/01 23:04:04
Looks very good!
release it soon!
More Informations
#2082 posted by JPL on 2005/06/02 00:16:18
Thanks for encouraging me, I hope the final release will give you a max of fun !!
Some more infos: the map has originally fog density set up to 0.08, and here I dicreased it down to 0.04, in order to see more stuff in the screenshots. As well, I tuned gamma correction to 1.6, which seems to increae fullbright effect... during "real" play, it's not so bright... I played the map in DM mode in order not to be disturbed by monsters.. The map is an SP map, and right now there are 117 monsters.. I have to improve gameplay, add monsters, adding skill setting features, and it will be ready ;) Wait and see, be patient...
Oh ! Thanks Vondur for the console command ;) I didn't know it.
Zwiffle, thanks for the advice about the lava texture scale, I will try it this evening ;)
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