Yes
#2483 posted by cyBeAr on 2005/08/05 14:04:54
and that tech texture on the lower part of the new tower doesn't look good when repeated that much, upper part seems like an improvment on the other hand.
Textures
#2484 posted by megaman on 2005/08/09 16:47:37
Travail Screenies At QExpo...
#2485 posted by distrans on 2005/08/10 20:51:04
Distrans
#2486 posted by Zwiffle on 2005/08/10 21:44:30
Looks fantastic! :D
/me swoons
Lots of awesome looking maps at QExpo.
OMG
#2487 posted by Shambler on 2005/08/11 03:37:59
It has fancy foreign level titles, it must be good!
Looks interesting tho, nice one.
Help
#2488 posted by . on 2005/08/11 19:48:15
Anybody interested in giving input on a couple maps? I think I would benefit from getting some realtime suggestions and thoughts on what I've got so far, rather than just posting shots.
AIM: itsphait
Yahoo: phait_accompli
MSN: thecarbonflaw@yahoo.com
Thanks.
Phait
#2489 posted by Zwiffle on 2005/08/11 20:02:22
I can help you out if you need it.
Zwiff
#2490 posted by . on 2005/08/11 20:06:20
Thanks, I accepted your add on Y!Messenger but forgot to add you as well - whats your screen-name again?
Yay
#2491 posted by . on 2005/08/11 22:38:04
Thanks Zwiff, again.
Again if anyone else wants to take a look at the maps and offer their opinion, more than welcome, just add me and message me when you see me on:
AIM: itsphait
Yahoo: phait_accompli
MSN: thecarbonflaw@yahoo.com
Or e-mail: http://www.phait-accompli.com/q/contact.php
Update...
#2492 posted by distrans on 2005/08/11 23:01:59
...at the Travail site involving the final beta of disqdm1 http://qexpo.quakedev.com/booths.php?tag=Travail
Shambler: hehee, a small tip of the hat to the Spanish wierds. This project is full of appreciative references both in game and out.
Phait
#2493 posted by Shambler on 2005/08/12 03:39:28
Beta-comments:
Homogenise the architectural style a bit.
Beef up the designs in the plainer sections.
Try to have more interesting connections between the main areas.
Round off and naturalise the terrain a bit.
There we go that's enough beta-comments, get to work.
Shamb, Out Of Curiosity
#2494 posted by . on 2005/08/12 12:54:42
Did you go through the maps (from Zwiff), or are you just speaking from the shots?
#2495 posted by Zwiffle on 2005/08/12 13:33:22
He's just giving general info.
Ah
#2496 posted by . on 2005/08/12 14:05:43
Cause some of that was vague.
Phait.
#2497 posted by Shambler on 2005/08/13 03:52:07
Errr no, that was from nothing except an instinctive estimation of what most maps need.
I See
#2498 posted by . on 2005/08/13 03:59:59
Yeah I've been reworking areas here and there.
(Before: http://www.phait-accompli.com/q/s4/pre/tower11.jpg -- After: http://www.phait-accompli.com/q/s4/pre/tower11b.jpg )
I'm just getting tired of spending dozens of hours on one area. It's a bit hard to let go and move on to the next area.
Terrain
#2499 posted by . on 2005/08/17 00:17:46
Also
#2500 posted by . on 2005/08/17 00:22:04
Yes I'm working on the lighting. Right now I used metl's suggestion to put a light in (or near actually) the sky. But I hate that big ol' circle of light.
And I dunno why the sky looks like crap, I recall it looking better. I must not have my color depth/bits switch in my FQ shortcut correct... -bpp 32?
Also
#2501 posted by . on 2005/08/17 00:23:00
Yes I'm working on the lighting. Right now I used metl's suggestion to put a light in (or near actually) the sky. But I hate that big ol' circle of light.
And I dunno why the sky looks like crap, I recall it looking better. I must not have my color depth/bits switch in my FQ shortcut correct... -bpp 32?
Stuff
#2502 posted by grahf on 2005/08/17 08:06:22
the sky looks crap because it's a different skybox than the "old crap."
I actually like the broken shattered look of the "old crap."
The "new" cliff walls don't vary at all in height, i.e., they're all clipped off at the same height by the sky.
i think i liked the old better.
and i'm getting tired of making these comments on every single room test map you make. please trust your own instincts.
Those HOM's Must Be WitchCraft!
#2503 posted by madfox on 2005/08/17 09:17:37
Madfox
#2504 posted by grahf on 2005/08/17 11:13:58
looks like a nice oldskoolish runic map, i've no complaints with that.
except, what is that texture on the "A" crossbeams right below the sky light hole? It looks really odd, like an alphamasked texture with no alpha channel.
Well
#2505 posted by . on 2005/08/17 12:25:44
I fixed the sky actually, as the tops weren't actually flat - just obscured by the sky. I found the problem with the sky - my shortcut didn't have -bpp 32 in it.
Omg
#2506 posted by inertia on 2005/08/17 20:37:47
FASCINATING
/me fucks off to somewhere where he cares..
Texture
#2507 posted by madfox on 2005/08/17 20:59:23
it's the end map of abandon, with gravity set low so you can jump.
me a bad boy, texture stolen from prince of persia.
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