Og
#3678 posted by HeadThump on 2007/07/10 01:48:51
I'm looking forward this one.
While my syntax is 10097 BC.
Numen:
#3679 posted by metlslime on 2007/07/10 01:49:17
overall i like the look of it, the fog, skybox, textures, etc. However, it seems there is not a lot of contrast in the lighting, everything feels very flat-lit. Some darker shadows and pitch-black nooks and crannies, some spotlights and bright-lit things that pop more, and some "bright light coming through a grating and casting cool shadows" type additions would be good.
Also:
#3680 posted by metlslime on 2007/07/10 01:51:42
If you're using minlight, I'd seriously consider not using it. This is pretty much my opinion on all maps that use minlight. But if you do use it, please keep it very dim, and put most of the burden of lighting on your point lights.
Forgot To Mention
#3681 posted by HeadThump on 2007/07/10 01:52:48
forgot to mention that lavafall is supergroovy.
#3682 posted by Trinca on 2007/07/10 02:19:01
looks great man ;)
Rj
#3683 posted by R.P.G. on 2007/07/10 05:13:53
I completely agree with everything that everyone else has already said about those shots: looks cool, but the lighting needs more contrast, and the rocks might need a little spice.
P.S. everything is better with a little (or a lot of)wine.
Very Intriguing Numen Shots!
#3684 posted by johnxmas on 2007/07/10 07:54:08
Strong sense of shapes, textures and color palette. Love the scalloped walls, square greenish pavement and the big pillars... Bravo!
Responses..
#3685 posted by rj on 2007/07/10 09:07:49
aguire: yes it's q1sp.. or will be, i just haven't put any monsters in yet ;D
i can't see any of the layouts working well for dm
metlslime: i too share your disdain for minlight, but have only set it to 15 in those three maps.. which is what i thought was enough to eliminate fulldark without hurting the contrast. i've been toying around with removing it altogether though, so will prob try that & post a few comparison shots at some point. i should mention that the outdoor/skylit areas use increased falloff lights to provide an overall softer 'natural' feel.. but this shouldn't appear inside
headthump: it's actually a bloodfall, but cheers :D also, when you say the stonework needs work, do you mean more detail, better shaping or just different texturing?
rpg: i agree the rocks need work in shot 9, and i intend on giving them a makeover. but the ones in the first two i'm pretty happy with
anyone else: thanks :)
...
#3686 posted by Shambler on 2007/07/10 11:12:02
Fucking hell that looks amazing.
Screw the full episode thing, just release it episodically...
Awesome Stuff
#3687 posted by nitin on 2007/07/10 11:27:56
agree on the lighting comments.
question, some of those shots look inspired by ctf-shadar by el chicoverde. Have you played that at all?
Rj : Numen
#3688 posted by JPL on 2007/07/10 11:37:02
Wow, looks really nice ! Cool architecture and design layout. texturing is also very well done. And it seems there is a kind of smooth foggy effect on some shots, that is really cool !
Very tasty indeed: keep it up.. and go map :)
Rj
#3689 posted by negke on 2007/07/10 12:20:01
Yeah, looks cool. Quite a large scale - does this hint to excessive horde combat?
Looks Great
#3690 posted by ijed on 2007/07/10 15:27:55
Very interesting ideas.
Rj
#3691 posted by HeadThump on 2007/07/10 15:36:39
I hate dwelling on negative things when everything else about those screen shots work superbly, and I may also be oversensitive to rock formation because I spend a lot of time hiking in mountains and foot hills so this advice can be taken with a little salt.
You are not going to see very many 90 degree vertical angles on the side of cliffs when you are in nature. Erosion tends to smooth things out. So using one long brush for a cliff side is not effective because cliffs are stratified in nature. If we had phong shading for Quake it would be easier to get away with it because the edges can be smoothed out and even warped with just the shading, but given our limitations, it is best to mimic stratification by using several brushes piled on top of one another.
Cheers
#3692 posted by rj on 2007/07/10 23:26:17
it's nice reading these comments. thank you all!
nitin: i hadn't, but just googled the author & saw a screenshot of the map & can see how you mean. i'll have to get round to reinstalling UT sometime & have a proper look at it
neg|ke: i enjoy occasional bouts of horde combat but certainly not in excession. i've vowed to stay away from planning the gameplay too vigourously until the bulk of the layouts are completed anyway.. so who knows :p
headthump: no worries man, i'm actually intrigued.. i'll admit they may not be completely realistic but i'm also having trouble picturing your description.. is there any chance you could knock up a small example map & post a screenshot? just something tiny to illustrate the brush piling thing, would appreciate it :)
Sure Thing
#3693 posted by HeadThump on 2007/07/11 02:10:04
I'll put something together this weekend.
Rocks
#3694 posted by bear on 2007/07/11 14:02:24
triangular faces are your friends!
Spd
#3695 posted by anonymous user on 2007/07/12 14:47:28
thats reallty awesome, havent seen such coolness in years.
fov is cheated tho haha (wider fov = better looks)
hope to see it
Bear
#3696 posted by ijed on 2007/07/12 14:58:06
Triangular faces are not your friends; they are soul-sucking leaches that drain you of joy and mapping spirit.
To Rj Again
#3697 posted by Spd on 2007/07/12 15:00:11
on lighting
It looks quite realitic - a bit washed out,
but still with proper sourced lights and shadows (unlike ORL screens that have unconvincing lite, like if he`d used linear falloffs). Reminds me of UT, which is good
minlight is the only way to simulate radiocity, but dont use a high value for it
Headthump..
#3698 posted by rj on 2007/07/19 01:17:21
I'll put something together this weekend.
any action on this btw? no worries if you have no time or anything, i don't want to seem impatient. it's just i'm working on a particularly rocky section at the moment and got concerned about how to go about it, so have taken a break to work on coding :p
Hey RJ
#3699 posted by HeadThump on 2007/07/19 01:54:32
sorry, man. I decided to use a terrain section of my base map as an example, only I didn't get as far in the construction of the map as I had hoped last weekend.
The map I made for the Winter/Norway pack (the .map file is included) has examples in the first and last areas of how you may use strips to emulate terrain, but it is not quite the technique I use now.
Tricerops Tribolitus
#3700 posted by madfox on 2007/07/19 03:13:04
I know it still has a flattened skin, but I finally succeeded in the tribolitus new Quake 1 monster. Made it from scratch, based on the demon fiend.
But as I had no basemodel, I imported the original demon and stretched it back to base.
From that point I accelerated the animation frames. It may look a little scrunched, but the dxf files had so many errors, at least 15 in each frame, and there were 81.
Layed my hand on the qc, and thanks to preach it runs now with the demon leap and the shamblers magic.
http://members.home.nl/gimli/gnerk01.jpg
comments are welcome.
Animated Vieuw
#3701 posted by madfox on 2007/07/19 03:28:14
#3702 posted by tron on 2007/07/19 15:57:30
Ahah, I came in here to see it looked like the offspring of a squid and a triceratops, but I see you yourself have made part of that intentional.
It looks...odd.
I'd say the texture definitely needs some work, it looks like a higher quality texture that has been dithered down right now. The tentacles look weird as well but they could look cool ingame as it runs towards you.
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