#3289 posted by Trinca on 2006/10/26 04:04:51
nice texture alight zwiffle...
http://www.faqtion.org/zwiffle/screenies/SpacePiston07.jpg
go make a Quake1 map! nobody play pray :p
Zwiffle
#3290 posted by Lunaran on 2006/10/26 17:34:12
Oi, colors and lights everywhere. Maaaybe scale back on that a bit. Or a lot. Otherwise, your shots appear to be of little architectural elbows you've put together rather than the map's actual spaces (although knowing that engine you may very well not have any).
Actually
#3291 posted by Zwiffle on 2006/10/26 20:20:16
The lights are so I can SEE the map when I run it. I haven't implemented any final lighting at all (the orange is just to see how it looked), because I've only got half the architecture "done." You may see these empty spaces of little red lights glowing from blackness - those are parts of the map that aren't put in yet. As for the colors, that's just how the textures work.
And yeah, the map is basically one atrium with little elbows around it connecting to different parts of the map. It's a 1v1 DM map, I'm not gonna put in tons of areas.
Headthump
#3292 posted by nitin on 2006/10/27 02:27:41
architecture looks great, heaps better than your previous stuff. Texturing still needs a lot of work as others have said.
I presume it's not really lit yet ?
Argh..
#3293 posted by metlslime on 2006/10/27 02:37:32
i'm trying to do this looping thing on a handful of files, and it seems to work on SOME files and not on others, even though i'm doing the same thing on all of them.
That's Right
#3294 posted by HeadThump on 2006/10/27 10:50:28
Those blocks with the flames are just temporary placements so I can see while doing stuff in level. They'll be replaced by serpent skull lamp models eventually.
And thanks distrans. I think that would be the most optimal approach.
Spirit
#3295 posted by Hipshot on 2006/10/27 17:06:54
I've done them myslef, like 99%, check the readme for that info. They are scaled down alot here compared to what I used in the beginning, I will release them with thier full resolution later.
More Prey
#3296 posted by Zwiffle on 2006/10/29 21:20:10
Your Map Smells Of Poo. And Monkey Wrenches.
#3297 posted by R.P.G. on 2006/10/29 21:40:24
Looks much better than the last shot. Needs somemore details, though. And lighting needs work but I'm sure you're working on that.
I Think...
#3298 posted by Shambler on 2006/10/29 23:55:30
All Doom3 engine maps should be shown in basic brushwork first (if such a thing is possible) without the fancy lighting, textures, bollockmaps etc etc. So we can see what the actual structure and architecture of the map is like...
.
#3299 posted by necros on 2006/10/30 00:17:33
ah much better, zwif. :) basically same thing rpg said. keep refining it with some more interesting tidbits of detail. it's getting there.
Shambler
#3300 posted by inertia on 2006/11/02 10:13:29
We think that's pretty much not true at all.
They Hunger Full Game Shots
#3301 posted by DaZ on 2006/11/06 18:32:02
http://www.blackwidowgames.com/
They added some new screenshots of the new zombie models but it was the level design shots that impressed me the most, very atmospheric and aparently the game is very close to release.
Wow, Those Look Nice
#3302 posted by Lunaran on 2006/11/07 01:28:47
Who does Neil Manke have doing the maps for him?
Nobody
#3303 posted by inertia on 2006/11/07 09:19:43
from Raven, that's for sure
Rimshot
#3304 posted by Zwiffle on 2006/11/07 15:08:09
Cool
#3305 posted by tron on 2006/11/07 15:19:44
Looks fun, and I don't care what anyone says, I always enjoyed the Neil Manke Quake maps. :-�
Manke
#3306 posted by HeadThump on 2006/11/07 16:36:47
Quake and Quake II, esp. Coconut Monkey and Slaughter Ship were fun maps to play. Both Half Life series, They Hunger and the more conventionally Half-Life like one were kind of boring.
Starship...
#3307 posted by metlslime on 2006/11/07 17:44:00
was probably my favoite manke map and probably in my top 10 or 12 levels of 1997. It had a good mix of solid classic q1 progression with quakec gimmicks, and the aesthetics, while simplistic, were actually about on par with other levels at that era. His first soldier of fortune map for quake2 was also pretty good, actually, and hit the curve at the right time for quake2 build standards.
Oh...
#3308 posted by metlslime on 2006/11/07 17:45:29
nevermind, soldier of fortune was for quake1. I think i'm mixing memories of that map with the sequel he made for Q2.
For The Record, I'm Just Shitstirring
#3309 posted by Lunaran on 2006/11/07 19:00:45
Neil Manke is perfectly suited to work at Raven.
S'more For Inert
#3310 posted by Zwiffle on 2006/11/07 21:55:04
Cool
#3311 posted by inertia on 2006/11/07 21:58:15
looking much more interesting!
He He
#3312 posted by HeadThump on 2006/11/07 22:09:59
For The Record, I'm Just Shitstirring
Perfectly understandable, a little schadenfreude is good for the soul, but I bet you find yourself on the recieving end of people shitstirring more than your fair share of the time.
Oh,
#3313 posted by HeadThump on 2006/11/07 22:10:31
great looking shots Zwiffle.
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