D'oh @ Me
#2714 posted by necros on 2005/11/08 21:45:58
:P
btw, it's just colour then that's the problem atm?
#2715 posted by gone on 2005/11/09 00:45:59
I forgot to mention that all that was about the tex, not the geometry
Gw`s Q4 Dm Map
#2716 posted by screens on 2005/11/11 17:36:58
Gw`s Q4 Dm Map Screenshots...
#2717 posted by JPL on 2005/11/12 01:21:39
... looks good... even if they look Q3-ish... Now I really have to buy Q4... doh !
.
#2718 posted by necros on 2005/11/12 09:23:12
even if they look Q3-ish
i don't get it, isn't q4 gameplay supposed to be similar to q3? if that's so, wouldn't it follow that maps designed for it would reflect q3?
also, what exactly was it about q3 that isn't good, and shouldn't be repeated in q4?
#2719 posted by Kell on 2005/11/12 09:38:24
what exactly was it about q3 that isn't good, and shouldn't be repeated in q4?
Absolutely everything about it except aerowalk remakes. Apparently :P
Necros / Kell
#2720 posted by JPL on 2005/11/12 10:44:29
Please note that I think Q3 is a good game, and I really like it, that's also why I said Now I really have to buy Q4... Looking so much like Q3 (regarding the screenshots) was just rising up the fact I was just expecting something a little bit different... nothing more..... :P
Gw`s Q4 Dm Map
#2721 posted by jsHcK on 2005/11/12 15:20:14
Nice looking screenshots. I'm happy to see any quality releases for Q4DM, which is in need of a wider variety of maps.
Trim texture on the parallel ramps in the second screenshot look misaligned. Something wierd is going on with the lighting around the ceiling details in the third screenshot.
Q3 is awesome and Q4DM is very similar.
Q3
what exactly was it about q3 that isn't good, and shouldn't be repeated in q4?
You're asking for a pretty long list there, but in the interests of keeping it short and relevant... I'd have to say that the map visuals and level design were pretty bad in Q3.
That covers both stock maps and user maps (with the rare exception). Most fell somewhere between bad and depressingly average in Q3. I don't want to see typical Q3A style maps in Q3, let alone in Q4. :D
Hmm
#2723 posted by bal on 2005/11/13 06:09:30
I thought there were really plenty of great looking custom maps for Q3, that were able to totally get away from the design and visuals of the original (shite) maps (except for the necessary ugly bouncy items etc).
Shadow Fall
#2724 posted by jsHcK on 2005/11/13 13:08:14
The previously posted screenshots of this map compelled me to find the beta. It turns out to be quite good. Awaiting final release...
http://quake4.filefront.com/file/Shadow_Fall_Beta;50193
My Main Issue With Q3 + 4 DM
#2725 posted by Text_Fish on 2005/11/13 16:06:11
is starting off with a machine gun. You get a lot of spamming and not much aiming.
A single barrel shotgun or the blaster would be better imo.
What Bal Said
#2726 posted by nitin on 2005/11/14 00:32:33
plenty of good looking, different enough maps with decent layouts.
DRSDM2 Dev Screenshots
Here's some screenies of my current WIP, DRSDM2, which if all goes well will be part of a weaponsmod I'm going to be working on.
This is the basic lab layout, where I'll be putting some of the more powerful weapons.
Pardon if these are a bit dark...
http://tlb.circa1984.com/tacod/screenshots/
Thoughts, opinions, and questions appreciated =D
Shadowborg
#2728 posted by Vondur on 2005/11/14 22:08:44
well, there's weird texture usage.
floor has medieval texture while the walls are base. and support beams texture must be rotated 90 degrees.
Text_fish
#2729 posted by Lunaran on 2005/11/15 14:21:45
If you can't survive a fight against a freshly spawned player using the weaksauce machinegun you're probably going to die no matter what weapon they're holding. :)
That Wasn't
#2730 posted by Text_Fish on 2005/11/15 14:54:12
quite the point I was trying to make. Lol. It's the spam that's annoying. Spam with any weapon is annoying, and giving players a machine gun to start with just encourages it.
But
#2731 posted by Kell on 2005/11/15 15:01:35
the MG has zero splash: if you don't aim with it, it's useless. If you do aim, it can be effective at any range, whereas a SG cannot. I don't see why spamming is a problem.
Vondur
I updated the screenshots, so the room is pretty much in it's final configuration. :)
I was trying to go with some ceramic floor tile feel with the checkerboard texture, but some other people agreed that it sucked, so I changed it. =D
Also, the shots have been gamma corrected so no overdarkness. :)
Dr-Shadowborg I Presume
#2733 posted by Kell on 2005/11/15 22:59:23
Updated screenshots show a marked improvement. Looks pretty good now :)
Kell
Thanks! =D
I'll be back in about a week with some more screenshots ;)
Some More...
#2736 posted by gone on 2005/11/18 02:10:54
cool, except too dark (and why is it so dark when there are light textures visible?)
#2737 posted by necros on 2005/11/18 08:36:06
the blue lights are at odds with the orange sunlight... they are clashing rather badly.
either:
1. reduce the saturation of the sunlight to a more white to allow the blue lights more freedom, or
2. change the colour of the blue lights to something closer to the sunlight, maybe yellow (even a very pale, near-white yellow)
also, like speedy said, those lights on the ceiling in the background aren't even properly lit. it's pitch black there.
Kaziganthe
#2738 posted by R.P.G. on 2005/11/18 19:13:43
Nice job. It looks well composed to my meager eyes; although perhaps the detail level is still a little low for Q3. No worries, though. I also tend to agree with speeds' and nitin's comments regarding the lighting.
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