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
Very Cool
#389 posted by Wazat on 2003/10/28 09:41:00
funky indeed. :)
Cool Looking Ut2k3 Map Pack
#390 posted by nitin on 2003/10/28 19:48:28
http://dynamic.gamespy.com/~polycount/ubb/Forum2/HTML/007871.html?00007
Dont know how they play/run etc but the some screenshots look very nice, I like the last one on the bottom right.
Re: #390
those ut2k3 screenshots look tempting, but i dont even have the game.
might buy it though...
whats the gameplay like in ut2k3? say compared to Quake 3? and do they have a railgun equivalent? :)
Uwf
#392 posted by nitin on 2003/10/28 20:09:09
I dont have the game if you were asking me :)
UT2003
#393 posted by Abyss on 2003/10/28 20:53:20
Gameplay is good, I know alot of people around here may think different, but if you give it a fair chance, you will get rewarded. I don't like all the button mashing to activate the powerups (adrenaline) or the dodgejumping etc. But you can turn that off. The game looks amazing. There are some excellent custom maps around for it. The bonus packs also give you some great maps. There are good maps on the retail version, also some not so good. To me it is not quite as fast as QuakeIII, but faster than UT (I thought UT was crap, SP aside) Closest thing to the rail gun would be the Lightning Gun, which can be quite rewarding to use.
People would say wait until UT2004 comes out to buy, because it is supposed to have all the UT2003 content, which is fair enough. I myself would prefer to have both.
Find the right maps, Pump the bots up to Inhuman, or Godlike, and you'll be hard pressed to find a better experience. Then there is online play. Which is very good on a good server. Although, coming up against someone who has all the dodging moves down can be, well, lets say eye opening.
Would I trade my QuakeIII for UT2003?, NO!!, Would I like to be without UT2003? NO!!
Oh Those Maps.....
#394 posted by Abyss on 2003/10/28 20:55:00
in the map pack, they play/run fine, most are very good, depends on personal taste of course
#395 posted by Abyss on 2003/10/28 23:48:18
Apart From Shot1
#396 posted by nitin on 2003/10/29 01:03:20
that map seems to suffer from classic UT2003 overdetailing :)
Ah
#397 posted by Abyss on 2003/10/29 01:05:08
But when you actually get inside, your opinion may change
UT2003
#398 posted by Shambler on 2003/10/29 08:11:26
Distinctly inferior yet simultaneously highly derivative of the excellent UT. The graphics are nice, though.
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