 Yeah
#3000 posted by starbuck on 2006/04/15 07:59:46
I'm definitely getting a hint of teabagger from that post.
 .
#3001 posted by madfox on 2006/04/15 19:15:47
it's not a bug, in fact it is a mod with a partical beam, which in this case was affected by the voreball and me too far out of sight to catch.
 Really?
#3002 posted by necros on 2006/04/15 22:49:15
hm... i must have hallucinated the bug then... o.0
lol... i was pretty certain i had seen that before. oh well, heh :P
 Indeed A Rare Subroutine...
#3003 posted by madfox on 2006/04/16 11:29:19
It is from the ExtraQuakeC modr4.
http://developer.chaoticbox.com/quake.php
It has a func_emitter, func_switches and func_water. Also a well designed particle system.
Good ideas for a changing water-type
level.
 Just A Little Something I've Been Working On...
#3004 posted by necros on 2006/04/25 23:36:48
http://www.planetquake.com/necros/temp/room2.jpg
http://www.planetquake.com/necros/temp/outside.jpg
lighting in this second shot is temporary. just to show off the brushwork
heh, they make the monsters bigger, so i make the rooms bigger... o.o
http://www.planetquake.com/necros/temp/room.jpg
btw, don't be fooled by those fps numbers... my machine is pretty good. i expect performance would be crap atm, but i've yet to do any portals or optimizations beyond caulking behind patches... i suspect this will be a bitch to optimize. :P
 Necros
#3005 posted by JPL on 2006/04/25 23:56:58
Nice screenies indeed ! I love this gothic-like castle architecture... I love particularly the curved ramp stairs: very weel done !
However, you should consider to add more "colored" textures: these gray stones everywhere could have been replaced by something better at some point... and it gives a flatness impression at some point...
For example, the background wall behing the arches could have been replace by something more "bloody"....
Anyway, it's only my taste, and it sounds that it will be a cool map ;P
Keep it up... and go map :D
 Looking Nice...
#3006 posted by bal on 2006/04/26 01:00:54
But some of the textures look a bit flat for D3, like the outside of the curved stair case.
The styles look kind of weird in areas, like what the hell is going on at the top of the outside pic?
Good work though, nice to see something other than tech.
#3007 posted by necros on 2006/04/26 16:14:48
jpl: do you have any suggestions on different colours? i kind of like the tan look atm, but maybe i could redo those trim textures or something?
or did you mean i should just put more blood everywhere?
bal: what do you mean by what the hell is going on at the top of the outside pic??
do you mean because it just ends abruptly? i haven't finished the top part yet. hehehe
 Necros
#3008 posted by JPL on 2006/04/27 00:54:52
As the walls are pretty grey, adding either bloody splashes, or smooth red bricks, or whatever you wnat but grey stones, would, IMHO, give a better look to the castle, and for sure will improve the stuff.
I think there are some good stones textures from Hell level... myabe you nshould consider to use it, or maybe you should add some colored lightning effects...
It's up to you..
#3009 posted by necros on 2006/04/27 10:06:30
heh, the brick texture there *is* the brick texture from the hell pack, i just replaced the diffuse map. XD
i'll definatly look into adding blood splats. i tried a bit to make some red bricks, similar to the ones found in doom/doom2 and that i converted for use in ne_marb, but i can't seem to get it to look good... looks mostly like a brick sprayed red, and not something truly evil. :P i'll have to experiment more...
thanks for the input :)
 Necros:
#3010 posted by czg on 2006/04/27 12:56:38
In doom 3 it is easier to just drag some of the readymade blood splotches across the face on a patch than it is to put the blood into the actual texture.
 I Know
#3011 posted by necros on 2006/04/27 13:49:18
that's what i was talking about. :)
 Should Clarify
#3012 posted by necros on 2006/04/27 14:02:01
blood splats with decals, but i want to make like a deep red brick too. ehh, maybe i'll just use some coloured lights instead.
 Necros
#3013 posted by DaZ on 2006/05/01 10:12:27
Looks cool, but I reckon casting some blue light down from the open ceiling (as the sky is semi-blue) could add some needed colour and spice it up a bit.
 Oh And The 2nd Shot In Your Post...
#3014 posted by DaZ on 2006/05/01 10:13:44
has someone been walking around the imperial city too much in Oblivion? =)
 4 BETA Deathmatch Maps
#3015 posted by negke on 2006/05/01 12:45:19
efdat's rgb series, along with one bonus map.
designed for fast 1on1 matches; 3 player ffa works, as well. as the name implies, each map follows a certain color theme.
green plays pretty well already, the others may still have some things worth improving.
screenshots:
http://negative.net.tc/images/3eredbeta.jpg
http://negative.net.tc/images/3egreenbeta.jpg
http://negative.net.tc/images/3ebluebeta.jpg
http://negative.net.tc/images/3egreybeta.jpg
download:
http://negative.net.tc/files/3Ebetas1.zip
any comment appreciated.
 My Free 3 Day Test Server
#3016 posted by Spirit on 2006/05/01 13:56:36
runs the red map at the moment
85.25.40.16:27500
you should be able to connect with both nq and qw clients, fteqw serves ;)
 3e RGB+grey Maps
#3017 posted by bambuz on 2006/05/04 08:34:39
Nice stuff. I ran around in fuh. The grey one especially seems fun. And the green one too. The one-way door at mega was interesting as are all the holes in the maps. :) The ramps provide for some cool movements in the grey map. I like the pillar with rails area too.
Have to check fps and polycounts later.
That guy should try his hand at a 4on4 map.
I wish some slight memorability in some of the maps. Like some different floor texture on some level or something. I understand he wanted a strong theme to each but now some of them are a bit too single-tex throughout. Dunno, maybe they would start feeling better and better you if you played more.
Oh and the wind pipes were fun too, dunno how they work in game. :)
 Hot Off The Mill
#3018 posted by HeadThump on 2006/05/06 20:21:36
I'm working on a small total conversion (working title: Symbiote)I hope to have finished by the time the Quake Expo rolls around. Here is a pic of a monster model and skin in development (still alot of bending and seams to fix, but it is a rough sketch).
http://img200.imageshack.us/img200/6631/ghoul421hi.jpg
Tools used, MDL, Gimp and Blender.
#3019 posted by Drew on 2006/05/07 18:33:35
A small total conversion? Never heard of that before.
 : )
#3020 posted by HeadThump on 2006/05/07 20:32:32
That's a good way to put it!
I look at it this way. A good base map has only a handful of different monster and weapon types, yet still provides some decent entertainment. This will be on the order in size of a Mexx10; in that sense, it's a modest sized TC.
 Raw, Uncut
#3021 posted by HeadThump on 2006/05/08 16:12:37
screen shots of some weapons I'm working on
A dartgun
http://img440.imageshack.us/img440/6159/dartgun5tl.jpg
The material texture for this weapon will be plastic, hence the smoothing groups used on the barrel and other surfaces.
the view model version
http://img440.imageshack.us/img440/989/vdartgun23iy.jpg
a flachette
http://img522.imageshack.us/img522/6153/flachette28mg.jpg
and the view weapon version
http://img522.imageshack.us/img522/1476/vflachette29zw.jpg
In the last shot, the left hand is about half the size it needs to be on the gun's undercarriage. My bad.
 Looks Good
#3022 posted by starbuck on 2006/05/08 16:28:11
i like the second gun especially
 Thanks Starbuck
#3023 posted by HeadThump on 2006/05/08 16:41:45
That last problem I mentioned was bugging me so I corrected it.
http://img435.imageshack.us/img435/9729/vflachette34ox.jpg
 Okay
#3024 posted by Drew on 2006/05/09 02:36:19
So Headthump, Than...
Who else is working on anything significant right now?
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