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Lun3DM5 - You'll Shoot Your Eye Out
A blockout map is also pretty, in its way. When gussied up with gentle fog, soft omnidirectional lighting, and enough fractious post-brutalist geometry to lend the depth and texture that unfinished maps are lacking, without sacrificing the stark austerity that a map textured entirely in bare concrete must by nature embrace, it becomes prettier still. This is at least the working theory behind "You'll Shoot Your Eye Out."

http://www.lunaran.com/page.php?id=218

Screenshots:
http://www.lunaran.com/images/maps/large/lun3dm5_1.jpg
http://www.lunaran.com/images/maps/large/lun3dm5_2.jpg
http://www.lunaran.com/images/maps/large/lun3dm5_3.jpg
http://www.lunaran.com/images/maps/large/lun3dm5_4.jpg
http://www.lunaran.com/images/maps/large/lun3dm5_5.jpg
http://www.lunaran.com/images/maps/large/lun3dm5_6.jpg
http://www.lunaran.com/images/maps/large/lun3dm5_7.jpg
http://www.lunaran.com/images/maps/large/lun3dm5_8.jpg
http://www.lunaran.com/images/maps/large/lun3dm5_9.jpg
http://www.lunaran.com/images/maps/large/lun3dm5_10.jpg
http://www.lunaran.com/images/maps/large/lun3dm5_11.jpg
http://www.lunaran.com/images/maps/large/lun3dm5_12.jpg

Download:
http://www.lunaran.com/files/lun3dm5.zip
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Looks like ioquake3 can't handle this, shaders not working or something. Damn! 
Cool 
Reminds me of Combine architecture from hl2 in a way. Simple but very effective, love it :) 
 
greebletastic 
 
You got Mirror's Edge in my Q3! You got Q3 in my Mirror's Edge! 
 
haha that's awesome!
the fake ambient occlusion worked out really well, too. 
Spirit 
I made and tested it primarily in ioquake3. Are you getting broken shaders? 
Also 
More shots and info at kungfusquirrel's page for the map:
http://www.button-masher.net/content.php?i=1379 
Gorgeous 
Amazing work as always, there is shader errors with ioq3, but nothing serious. I was wondering when you were going to release this and it also reminds me of minecraft on crack! 
Looks Great! 
Awesome 
that is one of the best looking maps i have ever seen. hi res screenshots (sans entities) could actually pass for art 
Spirit / Lunaran 
The shots are awesome. A shame I do not have Q3 installed on my computer :( 
Looks Brilliant 
Great work on the sounds too. 
Lun 
 
known hater of crates in maps -> designs map made entirely of cubes 
 
oh, but it is stupor purty 
Spirit 
You and Simon are apparently both getting that. Your pastebin reveals no stand-out errors, but I can't argue with the screenshot.

What I don't get is that I emptied baseq3 except for my pk3 to test that it was complete, and tested it with ioquake3 and everything was fine. I use a lot of non-standard blend modes - maybe ioq3+your specific hardware doesn't like that?

Does it do that with vanilla q3? What version of ioq3 do you have? 
Lun 
deleting an old beta of this map fixed it. 
Doh 
I had an idea to make a version of the concrete shader with an extra-high lightmap res and apply it to only the big broad faces that have sharp diagonal shadows falling over them to crispen them up without destroying q3map2 any more than I already have, but it's too late and I was kind of hoping there WAS something critically broken so I could have an excuse to recompile it that way and re-release it. 
Ready For Release? 
@Lunaran: Can this be added to the map queue at ..::LvL yet? 
Superb... 
I especially like the positioning of the railgun: a little exposure for a decent reward. 
Tigger 
Sock has put me onto a crazy ninja method for getting an appropriate working aas. I'm going to give that a shot, so maybe hold off? thx bro

I'm pretty sure now that I think about it that I have never released a Lun3DM I didn't have to release again two weeks later. 
NP... 
No problem, send it when you are ready. 
 
The screenshots look very cool. Indeed combine-esque, and also remind me of some abstract art poster I once had. More of an experiment obviously, I doubt the map makes for proper gameplay, but who knows. How's the performance anyway? There's also something about the lighting that I like - as with other modern Q3A maps. Seems very refined to me.

Didn't think about the AAS, but yeah, bots should have a hard time with all the edges. How are you going to approach this? Perhaps make a simple version of the layout/structures without 'detail cubes' and use that AAS file for the actual level? 
 
i have to say i was kind of disappointed when i actually played this. :(

it looks fantastic, no argument there, but from the screenshots it looked a lot bigger.

the map is actually pretty small.

i know there's gameplay considerations and whatnot, but i would have loved to see it at 1.5x or even 2x size.

also, i was sad the top part was all clipped off. :P

but yeah, it's still awesome. ;)
thanks! 
Man 
what a map!!

Is there any chance of getting the bots working? I have been spooging just walking around but would be great to try and play.

Also, what are the r_speeds in this one, framerate dips ocassionally. 
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