Looks Awesome
#2833 posted by Blitz on 2006/01/03 18:07:13
Great looking stuff Ankh -- can't wait to play the level. I love the blend of textures in those shots.
Really Nice
#2834 posted by than on 2006/01/03 18:17:33
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...
#2835 posted by distrans on 2006/01/03 20:38:16
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:
#2836 posted by necros on 2006/01/03 20:43:06
the blue brick texture on the ceiling in the first shot on the right looks ungood.
Thanks For Comments
#2837 posted by Ankh on 2006/01/04 01:40:31
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,
#2838 posted by necros on 2006/01/04 19:26:19
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
#2839 posted by anonymous user on 2006/01/04 20:56:16
NOT enough bloody trims!
and lights too
#2840 posted by Ankh on 2006/01/05 02:18:53
NOT enough bloody trims!
Who says that!!? ;)
Now, seriously I plan to add some trims and decorations in the area posted on the last screenshots.
I will check if I can do something with the ceiling texture, but I'm not sure about it.
Might Have Already Seen These...
#2841 posted by DaZ on 2006/01/08 15:36:41
DaZ
#2842 posted by JPL on 2006/01/09 00:04:22
Yes, it has been already sent... Nevertheless, the screenies look good !
#2843 posted by Trinca on 2006/01/18 08:10:41
Hell Village
#2844 posted by Elvis on 2006/01/22 15:18:21
This
#2845 posted by Jago on 2006/01/22 18:24:33
looks like an SP map
Indeed
#2846 posted by Tronyn on 2006/01/22 22:24:27
It reminds me of some of the village maps in Unreal 1 SP
#2847 posted by Elvis on 2006/01/23 12:23:43
well it's supposed to be a dm map but still it's not finnished yet many things can change
Elvis (was A Hero To Most)...
#2848 posted by generic on 2006/01/23 15:32:07
Looks good, but I would lose those "upside-down ice cream cone" trees.
#2849 posted by Elvis on 2006/01/24 02:05:22
hehe that tree was just a test to see if it would fit
and why does this look as a sp map when i was trying to make a dm map, please say what would make it more dmish :)
#2850 posted by Kell on 2006/01/24 02:42:18
please say what would make it more dmish
an atrium :|
It Should Have
#2851 posted by bambuz on 2006/01/24 10:18:33
less open areas
#2852 posted by Elvis on 2006/01/24 12:46:44
kell eh an atrium hrm i doubt that would fit on this map and i doubt ill make it any larger, the castle is largh enough
bambuz well i actually make maps with some open areas thats just how i like dm maps easy to spot and shoot no thinking just good old run and shoot lol
#2853 posted by Trinca on 2006/01/25 02:57:50
i told u elvis... :) make a sp of it...eheheheh
#2854 posted by Elvis on 2006/01/25 03:08:15
ugh thats to late now Trinca when i'm allready placeing in dm like stuff on it, like a litle patch on the mountin sides just for hiding and shooting heh
Quake 1 Deathmatch
#2855 posted by Text_Fish on 2006/01/25 19:14:23
has no place for sniping from hillsides. A Q1 DM map should be all about connectivity and manouverability, so separate buildings joined simply by open spaces generally doesn't suit the gameplay mechanics. A talented DM player maps a route round the map in their mind, so without a little guidance the gameplay will be reduced to a very skilless and therefore unrewarding experience.
Or so I think.
I Dunno
#2856 posted by Shambler on 2006/01/26 01:39:27
Maybe something different can work, if the mapper has the skills and inspiration to pull it off. Q1 DM gameplay doesn't HAVE to be about a rigid specific style, I think there are other possibilities for enjoyable gameplay if people are prepared to see them.
No Dude.
#2857 posted by metlslime on 2006/01/26 01:58:34
NOOOO.
Dapak clones 4 life.
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