Necros
#3165 posted by
JPL on 2006/07/30 05:28:21
Sorry, I'm late, but if I can help: send me the stuff please ;)
Good Old Gothiness
Just a little something to get away from tech-based mapping:
http://kaz.quakedev.com/junk/gothctf3.jpg
http://kaz.quakedev.com/junk/gothctf4.jpg
Still very early :]
Ok,
#3168 posted by
necros on 2006/08/01 23:23:51
i'm recompiling with some changes atm... i'll let you and JPL know when it's done
Kaz
#3169 posted by
nitin on 2006/08/02 01:57:01
looks a bit generic ?
what's the layout ?
Q4 DungeonsKeep CTF
#3170 posted by
madfox on 2006/08/07 12:40:18
I found someone, who has rebuild the Q3 DungeonsKeep to Quake4 from scratch.
Then he designed his own textures for Q4.
But it doesn't suit him he has to use replaced textures for distributing the level.
http://www.helpmij.nl/forum/showthread.php?p=1707079#post1707079
Court Of Conscience
#3171 posted by
Text_Fish on 2006/08/08 04:50:45
A little DM map I've been working on for the past week or so. I'll be testing the gameplay at a lan party later this week, then if all goes to plan I'll release it towards the end of the month. :D
I still have to work on the lighting (hence the funny filters used on the screenies) and some of the textures/architecture displease me.
http://www.eden-era.com/quakemap01.jpg
http://www.eden-era.com/quakemap02.jpg
http://www.eden-era.com/quakemap03.jpg
Looks Interesting But
#3172 posted by
than on 2006/08/08 07:57:42
you DEFINITELY still have to work on the lighting.
Turn minlight down a bit and get some contrast and shadows in there. I wouldn't stick minlight at more than 30 to be honest. If you set the light coming from the sky to be very bright, then you have some really strong contrasting light as you starting point, and then you can add in other shades from there. Also, spotlights really suit the e3 metal textures, so try sticking some uplighters and downlights where you think they might look good (probably not in that big light area though, maybe the more dingy areas if you have any).
It's SP, right? ;)
Sorry
#3173 posted by
than on 2006/08/08 07:59:07
I was being retarded. I skipped straight to the screenshots after skimming over the second paragraph, so I didn't even notice it was a dm. Maybe bright non-contrasting lighting doesn't matter so much then.
/me slips away into the shadows.
Actually
#3174 posted by
Text_Fish on 2006/08/08 08:52:03
any lighting advice is always helpful. It's my Achilles heel. :) Ta.
And I have been considering working on a SP version once I've done and released the DM, though that'd be a while off yet.
Citadel
#3175 posted by Andrea Rosa on 2006/08/10 06:24:25
Hi folks! Following the good feedback received for "Deus Ex Machina" I'm working on a new SPQ2 named "Citadel". It's roughly half-way done, you can check some screenies and read more about it here:
http://www.andrearosa.bravehost.com/citadel.htm
See you!
Andrea
AR...
#3177 posted by
distrans on 2006/08/10 18:14:44
Based on those shots, your level design skills are coming on like a frieght train. I'm looking forward to some fresh Q2SP.
Aye
#3178 posted by
Vigil on 2006/08/10 23:13:00
It's looking good in the shots. The old-school style brings back quite a few memories. Hope to play that pack soon.
Citadel
#3179 posted by Andrea Rosa on 2006/08/13 14:38:51
Thanks for checking my work, guys!
In reply to Nitin, Citadel will feature four maps. Level 1 and 2 are finished, on medium skill they deliver respectively 128 and 117 enemies.
The game uses the modified gamex86.dll made by Knightmare (along with Lazarus, Xatrix and Rogue entities), but doesn't necessarily need the famous Knightmare engine. You won't find new textures since the theme is a typical Q2 unit. This will also allow for a relatively small download (less than 20 Mb).
Citadel has been inspired by "The Powersphere Quest" by Cedar Kraus, which I consider the best SPQ2 ever made. As you can see in the preview, in some locations I've tried to replicate Cedar's stunning visuals following fond memories of his masterpiece.
Coop Support?
#3180 posted by
than on 2006/08/13 18:44:00
Is it going to be as hard as PSQ? I hope it won't be quite as ridiculous, but the extra challenge of PSQ was certainly great for coop. Will you be supporting coop?
I Should Have Mentioned Earlier
#3181 posted by
HeadThump on 2006/08/13 20:36:52
those shots do look awesome, Andrea. I'm looking forward to playing your episode. I replayed Powersphere Quest a month ago, and it does indeed hold up well.
Nice =D
Those shots are really impressive -- I need to play catch-up and get Deus Ex Machina, tho...
Citadel
#3183 posted by Andrea Rosa on 2006/08/15 09:44:06
@than: no coop nor deathmatch for the moment (although those features may be implemented in the future, should people ask for them). Concerning difficulty, Citadel won't be a walk in the park, but it won't reach the PSQ level neither.
Beta Testers Wanted
#3184 posted by
Jed on 2006/08/15 15:02:24
I'm looking for one or two beta testers for a small medieval SPQ map.
Screenshots:
http://www.angelfire.com/nh/rdp/map.html
email me at jedjed78@hotmail.com if you're interested. Thanks.
Jed
#3185 posted by
Blitz on 2006/08/15 16:04:43
You'll always have a place in my heart because of your outstanding frontpage updates on. I will beta test your map :)
Metro 2303
#3186 posted by
DaZ on 2006/08/17 15:03:49
http://www.3dgamers.com/news/more/1096485535/
Why is it that the Russians / Ukranians are the best at capturing the "post apocaylpse" look and feel? These shots remind me a lot of Stalkers environments and they look damn sexy.
The game is aparently "an action oriented survival horror action fps" =)
Daz
#3187 posted by
Vondur on 2006/08/17 21:54:56
because alot of russians are utter fans of fallout 2
DaZ
#3188 posted by
R.P.G. on 2006/08/18 12:04:15
Because Russia/Ukraine is post-apocalyptic. See: Chernobyl.