 Neat
#367 posted by mwh on 2006/10/25 01:39:15
Looks a bit like SoA episode 1 -- and that's a good thing!
#368 posted by Joint on 2006/10/25 02:03:57
thks guys! i think i progress a lot in this last part of map! :\ but now it looks like was other mapper that did area after silver key :) must rebuild the others area to :\ or will look like were two mappers working in this map and isn�t true!!!
Bambuz, JPL and HeadThump gave me real good advices thks guys for all the help!!!
P.S--> Bambuz go map to Q1 you lazy bitch! :)
#369 posted by Trinca on 2006/10/25 02:14:29
lol was at my partner of work, computer! :\
 Nice Work, Trinca
#370 posted by than on 2006/10/25 03:55:32
Looking cool. Like the underwater computer that others pointed out.
Some suggestions:
SHOT1
try raising the height of the plain textured part of the ceiling and making sure it isn't as brightly lit. I think it will make the room feel a bit bigger, and also should improve the look of the ceiling. Also, consider putting a lip around the hole in the ceiling so that it doesn't just blend into the plain textured part.
SHOT2
Looks cool :D
SHOT3
I just think the inside of the pipe could use more detail. Perhaps makethe parts where you have the lights stick inwards a little bit to get some more shape. I can't explain it very easily - sorry :/ Perhaps also think about making the bend in the pipe have a small 45 degree bevel on the inside too - and again, lighgting looks a little plain - maybe it's joequake that is doing it, but try putting a light entity where each visible light is (in addition to what you already have) and set the brightness to 400 and attenuation ("wait" key) to 8 or so. It should give you nice highlights around the actual lightsources, which should make the lighting more interesting.
Keep up the good work :)
btw, I can't use my usb drive at work any more thanks to a security crackdown, so I can't bring in screenshots from home to upload. Basically, I can't show you what I've been up to with my level of late (not much :)
 Than,
#371 posted by inertia on 2006/10/25 08:16:50
Try emailing stuff to your work address as attachments.
#372 posted by Trinca on 2006/10/25 08:38:34
inertia how is slipsp1 going? :)
 Nice Work Trinca
#373 posted by madfox on 2006/10/25 10:57:29
Screenshots are good, you're making progress.
My map suffers hard from HOM's.
Had to go back halfway to improve the brushes.
 Trinca
#374 posted by JPL on 2006/10/25 11:58:58
Nice work: you really made real improvements regarding your previous releases... As I told you (during your scampie blues...) you would have made a big mistake stopping mapping qt this time... Furthermore after reading the few comments above, I now conviced that you are not a newbi any more, even if all can be perfected... In anyway: Keep it up !! 8D
BTW, I think I will be ready for Xmas... with a smaller map than I was expecting... Unfortunately, my map will not be based on Quoth pack... Sorry for this... but I think the result is quite cool... I'll post screenshots later on...
 OMG...
#375 posted by JPL on 2006/10/25 12:01:04
I read my post, and it is full of typos... Too much beer tonight.. Maybe I would have posted it on the drunk thread.. doh !!! :P
#376 posted by Trinca on 2006/10/25 13:11:58
zomg :) thks ;)
JPL u can get drunk with beer? :) i have to drink a lotttttttttttttttt
 Trinca
#377 posted by JPL on 2006/10/25 14:21:29
I'm very sober since 3 or 4 years.. so with only 1 beer, I already feel the drunkiness coming....
#378 posted by Trinca on 2006/10/25 15:08:04
heheh :) i start getting drunk after 8 or 10 :\
 Slipsp1
#379 posted by inertia on 2006/10/25 23:20:53
do not talk of the monolith before it is deployed
 Some Shots...
#380 posted by JPL on 2006/10/26 13:25:56
 Jpl
#381 posted by bambuz on 2006/10/26 14:49:40
very interesting. looks clean... would like to test it in the engine to get the feel of the scale.
 Solid Work JPL
#382 posted by HeadThump on 2006/10/26 20:55:54
I had to ramp up the brightness on my monitor to see the pics. Quake engines darken screenshots too much. Once that was done, the lighting brings out the brush work. Laser beam looks intense in BTH4.
#383 posted by Trinca on 2006/10/27 01:32:31
looks very evil!!! :) and that is good ;) can wait to get my hands on that :p
 Ramp Up The Brightness??
#384 posted by nitin on 2006/10/27 01:54:34
it looked heavily washed out to me :)
jpl, scale looks slightly off, could just be me though.
 Shot Brigthness...
#385 posted by JPL on 2006/10/27 02:33:18
.. has been already increased by 20% I did that many times before and the result was fine.. Maybe the monitor settings also have influence on the visual results...
In anyway, thanks for the comments ;)
 Looking Good... (plus Other Stuff!)
#386 posted by than on 2006/10/27 03:45:37
Looks cool, JPL. I hope you will be able to compile it before the deadline ;)
Wait... did someone else already use that joke earlier on? :/
Since the Quoth guys are unlikely to be hitting the previous Christmas deadline, as Necros mentioned previously, perhaps we should use the extra time to do some thorough testing of each others maps?
I think maybe we should aim for christmas for beta and then test the hell out of all the maps and use whatever remaining time we have to polish everything.
I always seem to make stuff a bit too dark, but then, I always have a nice bright screen, so perhaps those people with dark screens just need to increase their gamma ;) Anyway, this is one of the many things I think we should check for, along with build consistency (try and make sure all the maps are up to a certain technical standard) as well as the usual gameplay and bugs stuff.
Thoughts?
Also, what are everybody's thoughts on support for Starbuck's enhanced texture set? I think that if we are using multiple sets and creating new textures too it is going to be a lot of work to ensure everything is fully textured in nice high res textures, so maybe we should forget about it for now and just make sure it all works properly in standard resolution. Also, what are we doing with regard to engine support/recommendation? We need to make sure everything works on at least one common engine, but ideally it would all work on all engines. My map works in software, but you can't see through the glass, and there is no fog, but it is still playable. I can get rid of the glass effect if everybody is really desperate to have full 100% compatibility with software, but I don't think it is worth it. Anyone still use sw?
 Bleh
#387 posted by DaZ on 2006/10/27 04:02:42
I dont think I will have my map finished by Xmas, I've decided I need to re-do some areas as its very chaotic at the moment and the style tends to vary a lot from room to room (in true daz q1sp fashion, lol) so Im gonna take some more time with it to get it right.
It will still use the quoth ents etc but it will be a bit late is all.
 Re: Enhanced Textures.
#388 posted by Text_Fish on 2006/10/27 04:03:26
I agree than. My map [or 'bits of map' rather] looks terrible when I play it on my main Quake install because the unenhanced textures look almost like fullbrights next to Starbucks'. It would be cool to eventually make it all enhanced, but until we know exactly which textures appear in the pack and sort out problems with duplicates/doubles that won't be feasible.
I have been noting down the names of any non-ID textures I use, just for future reference.
Oh, and I don't know any players who prefer Software quake to GL/Fitz/etc. There certainly aren't enough to warrent sacrificing your cool glass effect.
 Oh And SB Textures
#389 posted by DaZ on 2006/10/27 04:04:03
I've only used textures which have a hi-res version as well, apart from biffs awesome new idbase hanger door textures =)
 Re: Stuff
#390 posted by Kell on 2006/10/27 05:05:12
We've got four new monsters to advanced beta. Meaning: we're going to put them together in a temporary pak1.pak and send it to those of you mapping for the base pack so you can begin incorporating them into your maps. I'll log on to the irc channel for those that can make it, and I'll email to anyone else. Let me know where you'd like to get your copy.
Breakables have been started, but there's work to be done for debris models and sounds.
Oh, your general purpose shooter is in than ;)
We have, unfortunately, hit a size limit on the progs. According to the brains on Inside3D this is not neccessarily insurmountable, but there is still going to be some sort of practical limit on how much more we can add to Quoth.
necros is working on optimisation, and we will get at least the essential base content in.
On engine compatibility:
I don't see the need to make the pack compatible with all engines. Fog, glass and bumped limits are perfectly acceptable things to take advantage of IMO. But the maps should all be compatible with one engine overall, and that engine is, pretty obviously I think, FitzQuake.
On Starbuck's Textures:
I had considered the idea of including the textures - with SB's permission - into the Quoth pak1 so they would be available for all players automatically. I realized however that this takes away the option to not use them because many idbase maps feature custom textures not covered by the hi-res pack. So I think it's neccessary to leave the choice to individual players as to whether or not they consider the absence of some custom idbase hi-res versions objectionable.
If, when the pack is nearing completion, someone wants to fill in the gaps with corresponding hi-res texes then cool - this base pack is a great opportunity to take advantage of SB's work.
But I think replacement textures should remain an independent installation option for players.
 Testing
#391 posted by Lardarse on 2006/10/27 13:17:43
If people need maps (or code) to be tested, then feel free to pass them onto me. Just get my attention in #base and I'll be happy to help.
Kell: I hope you manage to get past the problem. Judging by the discussion at I3D, it's looking like a bit of a nasty problem...
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