Hmmmm
#365 posted by
Abyss on 2003/10/13 05:27:09
That is one screenshot I don't want to see.
Black Town
#366 posted by
pushplay on 2003/10/13 14:23:57
I take it back. If you can't be bothered to do the simple things like seal up your map then your map isn't worth jack no matter how pretty it is.
http://www.cursesandepithets.com/photos/blacktown.jpg
I didn't even trick jump, I just walked into a corner.
Lol ROFL
#367 posted by
R.P.G. on 2003/10/13 14:46:50
pushplay uses Orb model!!!!
Actually
#368 posted by
pushplay on 2003/10/13 16:18:28
That's Orb's head on Visor's body.
Big Head
#370 posted by
pushplay on 2003/10/13 22:42:56
Well the massive scores I rack up would give any model a big head!
Take that which ever way you will.
Black Town...
#371 posted by Scampie on 2003/10/13 22:59:44
Seems like an exercise in public masterbation to submit it to LvL... there was obviously no attention paid to making it a 'worth-playing' map.
Yes, it's kinda pretty, but there are so many errors, and horrid mapping in it, that it completly distracts from how nice it should look. The map doesn't 'push limits' it just pushes r_speeds.
And beyond that, just throwing some random song that doesn't fit the theme, and you have no permission/right to use it is just blatently stupid.
Still, it's worth looking at just for the theme and all the little nice details.
Cave Like Map For Ut2k3
#373 posted by
nitin on 2003/10/15 23:44:47
Geocomp For Q1?
#374 posted by
necros on 2003/10/19 20:56:02
hm...
tell me what you think. personally, i think the lighting still needs a bit of work to get a little more contrast out of it.
features aguiRe's super cool light program with the smoothing feature which helped out a lot with all the angles involved with the brushes.
http://www.planetquake.com/necros/levels/nesp16/nesp16_1.jpg
http://www.planetquake.com/necros/levels/nesp16/nesp16_2.jpg
Color Scheme...
#375 posted by
ELEK on 2003/10/19 22:15:42
The Blue and brown just is not working. Try some of the textures with more orange in them to contrast the blue mayhap? Of course I was never a huge fan of the blue textures.
#376 posted by
Vodka on 2003/10/20 00:39:08
yeah the textures look completly unattractive
seems the relation of scales could be better, but
cant see much from your screen
Dsf
#377 posted by dsfkjd on 2003/10/20 05:38:44
necros: the textures are horrible.
and the geometry sucks too, its all square?? and you are trying to create textures with brushes, that wasnt the point of the contest
Also
#378 posted by
starbuck on 2003/10/20 06:27:38
those dont look like geocomp textures to me, if you use rivets and stuff to make textures and trims it looks too much like a normal map (but more boring)
Whoa I Guess Nobody Liked It
#379 posted by
R.P.G. on 2003/10/20 11:03:49
I thought the first shot was kinda cool.
Bleh...
#380 posted by
necros on 2003/10/20 16:43:24
well, it's not really a true geocomp map, just that i concentrated on making cool geometry.
guess i suck though.
Necros
#381 posted by
Wazat on 2003/10/20 17:03:53
I like the first screenshot too.
BTW on above, that cave level is quite nice looking! Very moody and atmospheric. Good use of blue fog/lighting, methinks. Hope it play well... It's too bad there has to be such a wide line between beauty maps and gameplay maps. I love the few that do both.
I Recommend Not Using Tyrlite Skylighting
#382 posted by
grahf on 2003/10/21 23:38:28
Instead just put lights along the sky brushes, that way you'll get better lighting contrast, I recon. (Or maybe aguire's 2-skylight thing would help, i dunno, i havent played with it)
Level Pak For Quake 2 In The Progress
#383 posted by
amaryl on 2003/10/23 14:44:05
On website here are shots about some levels in progress, is taking me too much time though.
Custom textures.
Custom sounds.
Models form the reckoning level pak.
Still in mind using the Knightmare engine.
I Forgot The Wbsite. Opss .
#384 posted by
amaryl on 2003/10/23 14:45:57
www.geocities.com/amaryl_1
also there are two former maps to play with standard textures though.
Good
#385 posted by
R.P.G. on 2003/10/23 15:52:55
Some neat stuff in there. It looks like most of it is corridors, though. Try mixing it up with some larger, taller rooms.
Got It
#386 posted by
amaryl on 2003/10/24 15:09:12
bigger rooms still in progress and not compiled that is why I didn�t posted any.:)
Looks Nice :-)
#387 posted by
xen on 2003/10/24 17:30:37
Make sure to submit it on here when it's all done with, I love Q2SP!
Some Funk Usage Of Darkplaces For Q1
#388 posted by
nitin on 2003/10/28 07:42:12