 Lol Otp
#290 posted by Tronyn on 2014/07/22 01:51:48
to ensure the 18, some of the architecture has to be ruined though. that and fill it with ogres and ammo.
 Okay, Finally Got Some Lighting Done
#291 posted by Tronyn on 2014/07/22 07:53:54
I may well still be overdoing it with coloured lighting. I'm not saying this lighting is finished. Suggestions welcome, the more specific (ie, light settings) the better.
http://www.quaketastic.com/files/screen_shots/mj1.jpg
http://www.quaketastic.com/files/screen_shots/mj2.jpg
http://www.quaketastic.com/files/screen_shots/mj3.jpg
#292 posted by - on 2014/07/22 09:33:25
I think the yellow light is too much on the green side, and that's effecting how the colors mix poorly. I'd try moving that toward a redder yellow, and tone down the saturation of the blue lights as they are a bit strong.
The exterior shot and the ceiling in the third shot look cool though!
 Tronyn...
That feels very heretic 2 to me. I dig it tbh
I don't mind the saturation on the blue lights myself, it really helps the ikwhite and the ikblue bits look good together.
The area from screenshot 1 just has to be another take on the "a narrow and desolate ravine" painting, doesn't it? Also it's a bit funny that I'm pointing that out in post no. 300.
 Umm.
I could swear that I saw 299 before posting, not 293.
 Tronyn
#296 posted by mfx on 2014/07/22 14:27:28
Looks nice, but too much saturation. Tone it down a bit..
 291
#297 posted by spy on 2014/07/22 14:30:37
not a fan of colored lighting in quake
but those shots are looking particularly great
 I Spot A Candle...
Is this allowed? I thought it was vanilla only?
 Oh Yeah Heh
#299 posted by Tronyn on 2014/07/22 15:10:03
yeah it is vanilla only that'll be changed to a flame ;)
Thanks for the feedback guys
 That Looks Fine On My Screen
#300 posted by nitin on 2014/07/22 15:31:15
not too saturated.
 "That Looks Fine On My Screen"
Just like every pitch black Q1SP screenshot posted and Fitzquake + idgamma?
 Otp
#302 posted by nitin on 2014/07/22 16:31:21
I said my screen. He can choose to ignore it if he wants.
#303 posted by - on 2014/07/22 17:28:10
fyi, I am hoping that my map will kill every single motherfucker who, upon being given a nailgun, quickly switches back to the normal goddamn shotgun when confronted with a horde of 8 knights so as to not waste the 150 fucking nails I also gave them to gleefully shoot those knights with.
I am looking at you 90% of the people who played my jam1 map.
 Joke's On You I Almost Always Axe Every Knight
 I'm Sure
#305 posted by ijed on 2014/07/22 17:57:41
You can detect players carrying the shotgun with a hacked trigger and teleport them into a pit of lava.
 That Would Be A Bizarre Fucking Map
#306 posted by Lunaran on 2014/07/22 19:33:59
if the only way past seemingly random instadeath traps was to be carrying the right items at the time.
also I don't think vanilla progs can be hacked quite that way (is there ANY entity that detects .weapon?), but I'm sure preach will happily prove me wrong with some subtle and amazing trick.
 Somebody Called For A Hack?
#307 posted by Preach on 2014/07/22 20:30:04
http://celephais.net/board/view_thread.php?id=37116&start=58&end=82
Well, there's something close to a trigger that detects what weapons you have in there. Keys and weapons are all part of the same bitflag field so you can make doors that open based on weapons (and then take those weapons from you)...
 Yeah
#308 posted by ijed on 2014/07/22 21:52:33
I remember that weaponstrip tutorial. You give the player the weapon to make sure they have it, then take it away...
 We Know That One
#309 posted by Lunaran on 2014/07/22 23:49:55
We're talking about what weapon you have selected. "Use this nailgun I gave you or go to hell."
 Oh Sure
#310 posted by Preach on 2014/07/23 00:37:29
No, there's no way to check...but if you steal away all the other weapons from the player then what option do they have!
 Tronyn
#311 posted by necros on 2014/07/23 00:45:25
 What Necrosis/ Scampie Said.
#312 posted by Drew on 2014/07/23 04:17:44
#313 posted by Lunaran on 2014/07/23 06:39:32
That shot is nice, but the main 'idea' behind it is the warm secret glow against the expansive cold, and currently it isn't executed as well as it could be.
All the deep blue lights decorating that temple are just that: decoration. Let the temple interiors all stay lit warmly, and bring the blue into the outside via the sun/environment light instead. Leave the exterior sourced lighting (like around the dome) darker and more color neutral. That'll really drive home the "remote fortress on desolate tibetan mountaintop" feeling in that screenshot, because the contrast of color will underscore the contrast of environment.
 Wow
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