Rudl
#3728 posted by Sielwolf on 2007/08/11 17:31:31
awesome rusty textures; you could turn these wall decos into some real rusty pipes or add them anyway, would make the room appear more interesting.
The floor in the 3rd shot: hmm seems like it�d be a pain to move there (just my thoughts).
BTW what is that red thingy in the first shot, looks kinda weird ?
Looks Good
#3729 posted by ijed on 2007/08/11 18:15:15
I'm a fan of Ogro's sets as well, and I like all the angles you've put in everwhere.
The large red lightpanel in the first shot does look a bit out of place - so make it into more of a feature with a glowing light or some details enclosing it.
#3730 posted by necros on 2007/08/11 18:17:29
i think it could do with more texture variety. also, the three pipes on the wall's texture tiles in an obvious manner.
there's some nice geometry in there, but it needs some trim and contrast to bring it out.
cheers :)
Try
#3731 posted by inertia on 2007/08/12 00:07:08
idbase
Yeah, Cheers :))
#3732 posted by ijed on 2007/08/12 01:12:25
And maybe Ogro's brown set (of Nehahra fame) could help add some trim to break up the repeating rust texture.
#3733 posted by -_- on 2007/08/12 01:16:33
idbase is overused
Ijed:
#3734 posted by rj on 2007/08/12 11:00:20
that rust texture is from ogro :-p
#3735 posted by rudl on 2007/08/12 12:12:58
Well I like the idbase textures too, but ogro's texture-set is a bit darker grimmer.
This shots show more or less one room, so I don't think it's repeating. Here is another (with brown ogro textures)
http://rudl.quaddicted.com/joequake155
The large red lightpanel in the first shot is the back site of the computer. Already put a pulsing light there, looks a lot better.
The three pipes are made in an obvious manner, does it look bad?
Thanks for some nice ideas and feedback :)
Ogro
#3736 posted by necros on 2007/08/12 17:54:24
what i'm seeing here (and what i've seen before with the set, which is why i never used it) is that they don't tile well at all. take a look at the 2 thick beams on the ceiling in that shot... you can clearly see it repeating over and over. same goes for the rusty wall on the right side. it's clearly tiled 4 times there.
the textures look great on their own, but when they aren't broken up with a lot of geometry, they look shit.
i think if you added in the 16 wide trim you used on the ceiling beams in between each repetition of the rusty wall on the right side, it'd look a lot better, for example.
And...
#3737 posted by rudl on 2007/08/12 19:31:15
...It would look a lot better if I aligned the texture on the thick beams correct ;) lol
I did a grave mistake (The original beams were
thicker, I downsized them)
Better?
#3738 posted by rudl on 2007/08/12 20:46:28
#3739 posted by inertia on 2007/08/12 22:45:07
I still think they look dated, kind of in the same way as the original rubicon textures.
Yep, Better
#3740 posted by ijed on 2007/08/12 23:17:31
But you should realign that panel texture on the left that's below the blocks that are below the lights. It looks like a 128 brush so that texture should align to the floor height.
The map's looking grimy and evil.
It's Coming
#3741 posted by Mikko on 2007/08/28 19:24:24
#3742 posted by Trinca on 2007/08/28 21:52:15
look very nice ;) cant wait to put my hand on it!!! :) dont have any sp to play :( alreaqdy played all Q1 maps :(((
Looks Okay
#3743 posted by Zwiffle on 2007/08/29 01:52:56
But even the shots with angled brushes seem incredibly flat.
Angle it up!
Nah, Box It Up!
#3744 posted by Lunaran on 2007/08/29 04:19:20
go all frank lloyd wright in this bitch
Spotlights . . .
#3745 posted by ijed on 2007/08/29 15:03:41
Would like nice on those recessed anglewall lights in shot2 - AguirRe's light tool can help to set up spots without messing around with info_null's.
As it is they look pretty diffuse for what is an otherwise dark corridor.
To save yourself time lighting the more bright areas (like in shot 3) you could also use delay in the same light tool for wider range but faster falloff - produces very nice effects when normal and wide range / ffalloff lights are mixed.
Dadaa
#3746 posted by Mikko on 2007/08/29 17:47:14
Well, yeah I kinda noticed how the map turned out to be very boxy and x-axis but I guess that was a result of some sub-conscious planning. You see, I have been building maps for Duke3D for the past ten years (see my profile) and the editor ("Build") is somewhat limited. For example, you can't create solid objects that float (bridges, for example, unless you construct them using tons of 2d sprites).
ijed:
"Spotlights... Would like nice on those recessed anglewall lights in shot2 - AguirRe's light tool can help to set up spots without messing around with info_null's. "
Yeah, I actually wanted some kind of spotlights but found out I can't do that with tools that come with WC. I'll take a closer look at various third-party tools when the architecture is finished.
I Use WC As Well (v1.6a)
#3747 posted by ijed on 2007/08/29 17:50:37
And you can; open the smartedit tab on any light and give it the various fields needed (check the docs for those).
You can also write them into a fgd so that you don't need smaredit - I have a Quoth version I can forward.
Mikko
#3748 posted by bambuz on 2007/08/29 22:20:35
Kinda what ijed said, but if the stuff is not in the fgd (prolly not) you have to disable smartedit.
Use aguirre's build tools and read vis.txt for documentation of the new light utility. It's quite versatile.
I Agree With Lun.
Totally digging on the rectangular vibe there, Mikko. Nothing wrong with playing to your strengths, or at least exploring them.
Mikko
#3750 posted by R.P.G. on 2007/08/30 05:10:12
Build... whoa, I haven't thought about that editor in quite a while.
#3751 posted by anonymous user on 2007/08/30 16:10:26
my textures + ik base. kinda cool!
Betas...
#3752 posted by Mikko on 2007/09/10 22:55:26
The map needs a bit more polishing and I still need to add gameplay. This could take a few days or about a week. After this the map should be ready for testing. So, I need TWO experienced mappers to betatest the map.
Anyone?
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