Phait
#2133 posted by R.P.G. on 2005/06/10 14:03:59
Looks cool. I would make the lighting have a bit more contrast, though. Otherwise the details and the level of detail is pretty good.
That's A Nice Box, Phait...
#2134 posted by Shambler on 2005/06/10 14:48:54
...and a good execution of Idbase.
Seriously though, good start, and good luck.
Good Job
#2135 posted by HeadThump on 2005/06/10 14:55:22
Nice sense of atmosphere. 'Gold' Id base is kinda making me nostalgic for Scourge's first level.
Wow
#2136 posted by Zwiffle on 2005/06/10 20:42:44
That's dark, even for me.
Hmmm
#2137 posted by . on 2005/06/10 23:31:32
Well, I'm on an LCD. I have my gamma set to something near what my CRT was, which was usually fine, but there may or may not be major differences between what we see.
Phait
#2138 posted by inertia on 2005/06/10 23:49:41
its really bright, actually, here
Vid Storyboard
#2139 posted by . on 2005/06/12 08:14:44
I know this looks really shitty but I'm no artist. I'm working on a little intro video thing for the addon:
http://www.phait-accompli.com/q/op/storyboard.jpg
^
#2140 posted by . on 2005/06/12 08:18:01
1. Pan past frigate ship, seeing load/unload arm set down a crate.
2. Panning past shipping base, see dog (actually has a bit of significance) moving...
3. Entering the frigate ship corridor. Probably bigger than I drew, door will open...
4. Going through starfield/space
5. In cockpit and we see we are about to impact with ground after malfunction
6. Important plot subject: secured crate carrying unknown creature is shattered, creature apparently missing.
7. Entering unknown abandoned outpost for help
8. ?
Inbetween certain scenes will be text kinda explaining the plot, and music.
What Addon?
#2141 posted by Shambler on 2005/06/12 09:54:25
And does the addon have any substance yet?
For My Addon
#2142 posted by . on 2005/06/12 10:06:13
As I mentioned earlier. I have the story mostly worked out as of now, just struggling with at title.
Story
#2143 posted by bambuz on 2005/06/12 10:35:07
It's a bit unclear -
1)first loading ship,
2)then showing shipping base,
3-4)but then showing the ship moving? Is this the ship that was loaded in scene 1? Then why were we shown scene 2 in the middle?
You could add a scene of the ship lifting off or something.
You'll See
#2144 posted by . on 2005/06/12 10:37:32
But unfortunately I have to cut some corners.... this is Quake 1 afterall. I'm only interested in keeping Q1 as it is, pretty much. Which means no custom code.
#2145 posted by inertia on 2005/06/12 12:38:14
generic cutscene, mark 2
It's Not A Cut-scene
#2146 posted by . on 2005/06/12 12:47:46
I know of no way to implement them anyway.
.
#2147 posted by pushplay on 2005/06/12 22:43:06
Gibson: You want me to replace the villain with a dog? I mean nobody will know what's going on.
Homer: They will if you set up that the dog is evil. All you do is have to show him doing this. [lowers eyelids and glances around in shifty-eyed fashion] The people will suspect the dog.
LOL
#2148 posted by . on 2005/06/12 23:49:10
Okay So This Is A Quake Add-on Then?
#2149 posted by Shambler on 2005/06/13 01:34:04
So you have new maps ready, yes? Maybe the odd new monster or weapon?
Working On The Maps
#2150 posted by . on 2005/06/13 02:12:22
No new monsters/weapons.
Working on ship interior...
http://www.phait-accompli.com/q/op/ship2.jpg
Will probably redo that curvy-pipe area.
Phait
#2151 posted by JPL on 2005/06/13 02:36:10
Architecture looks good, even if the pipe in the ceiling is not really good (as you said...) On the other hand, I guess you didn't work yet on lightning effects, isn't it ?? This part needs a real impovement ...
Yeah
#2152 posted by . on 2005/06/13 03:52:02
All a work in progress. What I usually do is one element at a time, be it a room or important object (in this case the freighter ship). Then I go through with lighting and other entities.
Phait
#2153 posted by JPL on 2005/06/13 04:16:46
OK, I understand your "flow"... I (try to) do map like this as well, but I rather prefer to work on lightning effects at the same time... It gives me a better overview of what finally will be the map look...
IMHO, there is no real "universal" and "unique" mapping method, so the most important is to be consistent and to have fun ;) .. Keep it up !
I Maek Map
#2154 posted by Lunaran on 2005/06/13 10:34:21
Lun
#2155 posted by Kinn on 2005/06/13 10:53:18
looks uber-tasty :)
can't wait to see your improved zer enforcers >:}
Good
#2156 posted by bambuz on 2005/06/13 11:22:01
I bet the last screen involves some electrocution.
Lunaran
#2157 posted by Jago on 2005/06/13 11:37:56
Looks very promising, but I think that "q2 warehouse" textures can/should be replaced by something else, they don't quite fit the Quake theme imho. The uber-green water/slime texture also looks odd. Other than that, looks good.
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