Crates
#2065 posted by Mike Woodham on 2005/05/26 14:00:54
Surely, it just needs a few crates?
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.
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 ;)
JPL
#2083 posted by
mwh on 2005/06/02 01:11:17
Cool stuff. Are those Hexen2 textures? Some of the shots remind me of the last bit of hexen 2 (which I've just played for the first time -- slow on the uptake, me?).
What The Other People Said.
#2084 posted by
Shambler on 2005/06/02 01:28:19
Looking good baby, it's obvious what to improve. P.S. There is no fog in Quake - maybe you need to update your video card drivers if you're getting strange effects like that.
Mwh
#2085 posted by
JPL on 2005/06/02 01:28:59
No, the textures are all coming from DKT3 pack.. As I explained 2 month ago, I started this map for the Winter Pack, but I was very late at this time (due to the birth of my last daughter :D ), then I switched to a more "personnal" project, and a much bigger one: the map is close to 32500 clipnode, and marksurface exceed 32767 max value... it is close to 33150 or something like this.... I suppose I will not be able to reduce MarkSurface value, but I guess increasing heapsize can solve the problem (you now the -heapsize field in the engine command)... I have to test this point as well.. BTW, anybody can confirm that heapsize increase (with a "big" value) is a kind of "turnaround" about MarkSurface exceedind max value?
Shambler
#2086 posted by
JPL on 2005/06/02 01:32:43
Sorry, but there are foggy effect possibilities with GL engine.. With FitzQuake, or aguirRe's GLQuake, just type fog in the console command, and you will get the explanations... something like fog <density> <R> <G> , with each value ranged in 0 to 1.. (BTW, my settings are fog 0.08 0 0.5 0.5), which gives a low density fog with a blue-green color.. Or maybe are you joking Shamy ??
Hehe
#2088 posted by Tron on 2005/06/02 08:46:36
Shambler was making a joke about the fog, saying that you are using a "broken" form of Quake. :)
Beta 4
#2089 posted by
Blitz on 2005/06/03 15:24:06
Beta 4 of my latest map is up for anyone following
http://blitz.circa1984.com/dm_ortho_b4.zip