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Map Jam 2 - Deadline 27th July
Map Jamming is about creating maps of any size or detail level over a couple of weeks using a certain theme and texture set. Check the readme file below for further details of what the Jam is about. Any questions or comments, please post to this thread only.

Deadline - 27th July 2014
Theme - IKBlue + IKWhite inspired maps

Guidelines for Map JamTextures Wads + Map Prefabs

UPDATE: Released! news thread is here.
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Lighting 
I've touched up the lighting a bit. I wanted to make the scene less purple in tone, but also for the window textures themselves to glow a bit more.

New light
Yesterday's shot
The blue lights are less saturated, and the red is slightly less saturated, and is brighter but more localized to the windows. I think this works better and tones down the purple.

Here's the lightmap
Generally the red is pretty contained. And you can see that the texture is where much of the blue comes from with the other lights.

and here's a little bonus no colored lights
Obviously a bit too bright since the lights are pure white with the color information removed, but these does feel a bit Sin City black and white and red. Not going to pursue this for the map proper, but at least it has a neat look if you happen to not play with the .lit. 
Oh Wow 
that's awesome sock :D 
Ok So... 
Vondur and otp really liked the no colored lights shot... So I am trying a comprimise where the blue lights are now white, and I keep the red lights.

no blue

Think there is some value here, might need to adjust the brightness of the lights down a little, but just sticking with the natural color of the textures generally seems to be fine, and keeping with red accent lights. 
Heh 
thank god for mappers that are patient enough to do proper lighting (unlike me). a couple comments:
-architecture, obviously, looks amazing
-spotlights coming up from the ground seem to suit ikblue especially well, so that's great
-yet in this final shot, the light near the spotlights on the floor seems too bright (not sure if this is because it's white, but it might be).

if I don't get an in-game shot ready this week, I'll at least post another editor shot. tick tock... 
Scampie 
I think it works better with blue and glowing red. 
I Think No Colored Light 
looks best, at least from that shot. As for which colored light shot I like best, I prefer the shot labeled 'new light' to both the old shot and the 'no blue' labelled shot. 
Nitin Is Correct 
what he said.

Having said that, I really like the way things are looking, Scampie. The shot with coloured light is great too, although I think the shot without coloured lights has slightly nicer levels - maybe just because I can see more detail? Perhaps in game I would offer a different opinion. 
Second Thoughts 
Both skacky and nitin are correct. You should go for all colored, and grognards like me can then simply delete the .lit. 
Blerg... 
...three hours of work this arvo and now my mapping computer won't boot. Let's hope the guys in ICT can help tomorrow, 
LUNSP1 
Had an awesome under lift secret - it was a teleporter you could hear when the lift brought you down. 
That Secret Was Stupid 
it combined an under-the-lift secret with a quad-after-you've-killed-all-the-monsters secret

I was waiting for someone to bring that up. 
But 
You taught me to look under lifts! 
Goddammit 
wheres the czg map and shots 
 
You, all right?! I learned it by watching you! 
Blue And Red Lights 
I thought it looked fine. The red maybe had a little too much "reach" and the blue might have been slightly over saturated, but that's just opinion on my part. I wouldn't change it much.

Anyone that doesn't like colored lighting probably has seen too many games or game levels where it was done poorly. It adds a lot to Quake if done well, and anyone that doesn't incorporate it into their maps is probably some kind of Luddite. 
IMHO 
the "no color" shot looks the best (except for the light being a little too bright), but i would try starting from that and adding a tiny bit of red light that is localized around each light fixture. What you have no in the "no blue" shot has the problem that the entire room is purple because the red light is the primary fill light. 
More Pixel 
 
That is excellent looking, and I really like that fog now. 
Wow 
 
I Like 
All the subtle angles you've got there. 
Cool! 
 
Looks Like 
Quality hallcrawling 
Looks Great! 
Kinda looks like a new texture set almost ;) Are any of those stock ikblue? There are like, 8 textures in the entire ikblue set :/ 
Idgamma + Ikwhite 
For anyone that still has idgamma, ikwhite is completely unuseable and looks like unbelievable shit in game.

I just found this out as I was playing with ikwhite. A simple trip into id1 to rename the offending pak (in my case it was pak3.pak) fixed things. Now I can kind of see some details again.

Unfortunately, everything else looks dark and bland now :( I think idgamma adjusted the contrast of the palette as well as the brightness, since increasing the brightness in fq doesn't really help :( 
 
idgamma has a more complicated formula that messes with contrast and brightness and some other stuff probably. I assume you have to mess with multiple sliders? I've never used it.

Fitzquake gamma just recreates the software engine gamma basically.

Maybe someone will re-create the idgamma controls inside a quake engine, then people can delete their idgamma pak files.

On the other hand, that would result in anything TGA-based being brightened in the same way. I guess people who use idgamma are used to TGAs being dark and dim compared to 8-bit paletted textures. So they probably wouldn't like that. 
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