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This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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hey, it must be PRO map - minimum lights, not much geomety 
Thanks For The Feedback! 
Yeah, the main reason for the relative plainness (esp. with lighting), is performance. The layout of the level is quite open, and in fact (even with this level of plainness) I had to close up a few entrances/exits and jam a big wall down the middle of one area to get performance at a decent level for MP (which is pretty conservative at this point).

Tris have less impact than lighting, so I'll see if I can throw some more detailing into a few of the plainer areas for the final.

(Oh, and Text_Fish--if there wasn't any lighting, there wouldn't be shadows and light and stuff. It would be dark.) 
Hmmn. 
One thing I might do for the final is to tone down the ambient a bit--that should help with some of the flatness, since ambient tends to kill the normals. 
Ahh... 
Yes, I see some of the shadows upon closer inspection. I was thrown by the lack of any shadow cast by those big pipes. 
Really 
so the doom3 engine cant even render that sort of openness ? 
Well 
Of course it can...depending on how the map is designed.

It was misleading for me to talk about the openness of the level, since that's not really the issue, and I should have chosen my words a bit more carefully. "Interconnectivity" or "complexity" might have been better words to use, but still not quite right. I'll see if I can explain and be more precise this time. :)

The problem is one of [b]denseness[/b] of maps. There's also an important difference between MP and SP maps...

This particular map is an MP map, and in an MP map it's a bad idea to have any pitch black shadow areas (at least for an MP game of this kind).

This necessitates me finding a magic balance between:

(a) having normal lights sufficient in quantity/placement to light every small dark nook and cranny, which would result in crappy performance on this particular map since lights don't really illuminate to the bounds of their actual volume (more or less depends on the shader used), and would thus overlap quite a bit, and each overlap adds to a performance hit. Or

(b) using a single large ambient light volume (which has a special shader that lights all surfaces within that volume evenly with non-directional light). The problem with this is simply that it *is* non-directional light and thus tends to flatten stuff out and kill your normals and make stuff look like ass.

This particular map is denser than many other maps, with various layers both horizontally and vertically, which means the overlapping of light volumes is harder to avoid.

You could make a gigantic open space map with only a few huge lights and it would run quite well and also look quite good (because you could avoid ambient altogether in a map like that and not have to worry about light density).

You could also make a gigantic map comprised of both indoor and outdoor areas all connected together in a soup of complexity...as long as all the areas were spread out a bit and not smooshed into each other like sardines.

And SP is easier; it doesn't matter if you have dark corners.

Is that helpful at all? 
Pjw 
that explains it reasonably well.

But I dont like the sound of it :)

That sounds as much of a step backwards (engine wise) as it is forwards (most the d3 engine features do look nice). 
OK... 
...now I understand. Thanks pjw! 
On Another Note 
I just noticed that at least half the bajillion lights in this map don't have an assigned shader, and the default is really quite dark. I'm guessing that I saved over the wrong version at some point a few months ago, didn't notice, and haven't bothered checking since.

After I throw myself down a flight of stairs, and weep for a while like a little girl, I'll spend a few dozen hours fixing/adjusting/repositioning/deleting lights and the map should be better lit and run faster to boot. 
Del... 
eting, that is. Fuck. 
Okay, 
New version up. Same link. The lights that were h0rked are fixed and ambient has been lowered by about 50% and it's looking less washed out. I also added a second SG and RL and some detailing here and there and various and sundry other crap.

Same links, updated pics:
http://www.planetquake.com/pjw/screenshots/pjw4dm1a.jpg
http://www.planetquake.com/pjw/screenshots/pjw4dm1b.jpg
http://www.planetquake.com/pjw/screenshots/pjw4dm1c.jpg

Download:
http://www.fileplanet.com/dl.aspx?/planetquake/pjw/mapstorage/pjw4dm1.zip 
New Ligthing 
looks much better 
Pjw 
im interested to see how the void plays... :) 
Agreed, But... 
I still think it looks a little flat. I understand that is bare so that it runs well and is easy to play competetively, but I think you can still add a few more interesting designs and shadows in places which won't interfere with the areas players are going to be moving through.

The towers have some nice angles, but the walls just look a bit bare. This is only exacerbated by the fact you have several different textures all sharing the same plane. Perhaps angle some sections of the wall, extrude others slightly and add some interesting lighting or designs to the walls.

Also, I personally think that the curved doorways look a little out of place in a map with such chunk angular designs. Perhaps you could design a more angular doorway and use that instead?

God... commenting on your map has made me really want to have a go myself. I used to love mapping for Q2, and the game itself had some really great designs in places. I'm going to see if I can find a copy for a reasonable price here and buy it if I can.

Unfortunately PC games in Japan are not so popular, so I might have trouble tracking it down, despite how big a title it is. They also still sell pc games in ridiculous fat cardboard boxes rather than slim DVD cases :( (http://www.amazon.co.jp/exec/obidos/ASIN/B000BNY9LW/qid=1136010855/sr=1-1/ref=sr_1_10_1/250-3209704-5480269 - see!)

Shame I can't download it via Steam or something :(

METL! Can we have a Q4 icon please? 
 
im interested to see how the void plays... :)
Eh? I'm not sure what you mean. You mean all the drops off the edge?

@Than, I may do a bit of extrusion/angling on some of the wall sections--it's not expensive and will add a bit of variety. Thanks for your feedback. :)

If you want, can't you just order it from the U.S. or Europe, or wherever? 
 
yes pjw, the drops off the edges :) 
Bla Bla 
I have finished all the main brushwork. The map has also an exit now. The gameplay is ready in 95%. There will be about 85 monsters on hard skill. The other skills have to be done yet. There is still much work with details and decorations; some bug fixing is needed also.
Here are some pictures again.

http://republika.pl/quake_1/hdn4.html
http://republika.pl/quake_1/hdn5.html
http://republika.pl/quake_1/hdn6.html

I have also created a simple web page :)
http://republika.pl/quake_1/index.html 
Ankh 
Nice screenshots ! 
Looks Awesome 
Great looking stuff Ankh -- can't wait to play the level. I love the blend of textures in those shots. 
Really Nice 
I really like the way you have used the blue theme here - the first shot on your site is especially nice.

However, I can't say I am crazy about the red rivit trim - perhaps there is another more suitable texture you can use instead? I think perhaps the light grey brick would look nicer.

Keep up the good work though. 
Yay... 
pjw, I'll run through tonight - screens look better.

Ankh, bring it on! Can't remember the last blue map I played (possibly anonca base) but I like blue themes. Have you tried replacing Kell's red rivet with the silvery one from the same set? Without red elsewhere, that particular trim sticks out like dog's balls. I'm going to dream blue until this is released :) 
One Thing: 
the blue brick texture on the ceiling in the first shot on the right looks ungood. 
Thanks For Comments 
I hope that the map will fulfill all expectations :)
I have tried some different trims some time ago and I liked the red one the most. This rivet texture is also used on some lifts, bars and lights, so changing it to brick doesn't work easy. I would have to replace it manually with at least two different textures.
I will try the blue rivet texture and post a screenshot here.
Necros - what's wrong with the texture you are speaking about? I can't imagine how I could change it. 
Well, 
just that that same texture is used on the walls too. maybe it's just me, but wall textures on ceilings look bad to me. 
Damn It ANKH 
NOT enough bloody trims!
and lights too 
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