Now That's A Quake Tank
#4010 posted by ijed on 2007/10/25 14:22:19
Yeah
#4011 posted by negke on 2007/10/25 16:33:23
Just as a reminder: SM138.
MATSP3 - Q1 Sp Level
#4012 posted by MaTi on 2007/10/25 21:51:07
vehicle made from brushes - 1st try to make a texture (that part with logo) and I have to align it better in photoshop and add rest of the parts...
http://level-design.org/flyer.jpg
and a part of the map with details (roof have to many brushes - it have to be changed :()
http://seir.level-design.org/portfolio/matsp3.jpg
Looks Muted
#4013 posted by bambuz on 2007/10/25 22:01:18
but that could be good once the lighting is in! Hope it won't be too open in the final version.
The rocks look quite cool too, some nice environments to move around in and kill monsters, with all the passages, ramps and columns etc... that could possibly work in multiplayer too.
Very Brown
#4014 posted by ijed on 2007/10/25 22:05:48
But looks quite nice - the second shot is an internal?
Looks Q2 style as well. Maybe try using some (subtle) coloured lights to offset the texture set - yellows and reds.
I Was Going To Say
#4015 posted by Fern on 2007/10/26 02:31:13
...that your engine sucks until I realized it was a worldcraft shot. :) Looks pretty good - the rocks especially are natural and quake-y.
Yes,
#4016 posted by MaTi on 2007/10/26 07:32:02
it's VHE shot ;)
more soon :>
No Tanks...
#4017 posted by JPL on 2007/10/27 22:52:41
I made some modifications on the map, particularly texturing (I used only HL and Doom3 sets) but this is not the most important...
Is the forklift looking cool or not ?
http://lambert.jeanphilippe.free.fr/Divers/FD_test.jpg
Oh, and thanks to distrans who provided the cool rock texture that fit well with the skybox ;)
Yummy!
#4018 posted by johnxmas on 2007/10/28 03:37:59
Fork truck is sooo cute...
Tasty rock texes too!
Yes
#4019 posted by Fern on 2007/10/28 05:11:55
nt
Tank And Truck
#4020 posted by JPL on 2007/10/28 09:55:32
Thank for the comments ;)
So now, same map, but with a "4-tubes" Tank and a truck (I had to rework both prefab a little bit in order to be able to build the map...)
http://lambert.jeanphilippe.free.fr/Divers/FD_tank.jpg
http://lambert.jeanphilippe.free.fr/Divers/FD_truck.jpg
wWhat do you think ?
Hmm
#4021 posted by inertia on 2007/10/28 09:59:15
Quake does fantasy really well, but not "realistic vehicle with human proportions."
I dislike both of them -- make an idbase tank or something like that! (seriously)
The Truck Looks Nice
#4022 posted by Fern on 2007/10/28 15:27:59
But when you stand closer, it's clearer that the tank's guns look like tiny water cannons i.e. unrealistically narrow. (And the Quake engine doesn't do narrow stuff very well anyway).
Enforcer Super-tank
#4023 posted by Shambler on 2007/10/28 15:59:19
Totally bad-ass, someone needs to feature this in a map.
JPL - what inertia and Fern said. Good otherwise.
Have To Agree
#4024 posted by ijed on 2007/10/28 19:47:01
The tank and truck look a bit out of place, and probably would in any Q1 map.
Already Explained On #terrafusion
#4025 posted by JPL on 2007/10/29 07:59:45
Let me explain the storyline (at least my starting point idea for this map):
This is war on Earth (you will hear that ingame...) as Quake armed forces are invading us now... And just back from a new mission, you release your base on earth has been infested as well... and you have to kick these bastards' ass, etc.. etc.. bla bla bla...
Well, the concept is that you are on Earth, with humans, with human military stuff, so why should it be "Quakish" ? BTW, it doesn't mean it will not be Quakey ingame... On the outside area the soldier bestiary will fit perfectly IMHO, and inside the base, it will be another story (Ogres in a surgery room, etc...)..
Wait and see... Five River Lands map was also flamed when I presented the first shots (too dark, too "Doom3-ish", etc...) Let me the chance to finish the map, and we will discuss after the release ;)
Jpl
#4026 posted by nitin on 2007/10/29 12:16:55
but if it's future earth, the forklift etc look out of place.
But something like the tank that someone lse posted a shot of which look futuristic (and quakey) would be a better fit I think.
I Think
#4027 posted by RickyT33 on 2007/10/29 12:56:06
the truck looks cool. Particularly the truck. Fern is right about the barrell of the tank, but apart from that they look cool also.
Honestly though I think the rock texture is cool and the road texture looks cool but the texture of grass - the ground in between the rock and the road - I think it clashes a bit, certainly with the skybox. I would try and find a texture different to, but similar colours of the rock texture. Maybe. I dunno, it looks cool!
Cool!
#4028 posted by inertia on 2007/10/29 13:10:40
JPL
#4029 posted by -_- on 2007/10/29 17:04:38
I think you are mapping for the wrong game
try Halflife or Medal of Honor
Mapping For The Wrong Game ?
#4030 posted by JPL on 2007/10/29 20:13:49
I don't think so..
And I'm very surprise how much people are so "conservative": can somebody explain me why people are so reluctant when new things come? It doesn't make sense, as I try for each map to find new "setup" (texture use, ambience, story,..), to push the game close to its limits, to do in fact things that have not yet done (AFAIK)...
I have to admit Quake has its own setup, that it has its own "world", but come on, something new will not kill the game at all, it will just enlight how much it is possible to do new things with some imaginations...
My 2 cents... :P
2 Cents As Well
#4031 posted by ijed on 2007/10/29 22:13:41
When people say 'Quake doesn't do realism well' what they mean is 'nobody's done realism well in Q1 yet'.
#4032 posted by JneeraZ on 2007/10/30 00:04:37
Well, I think there's something there though. The lighting engine, the movement, and the feel of Quake are all very fantasy oriented. Scenes tend to be dark in Quake and that doesn't mesh well with realism. Also, it generally uses low res textures and lightmaps which further detaches it from doing realistic scenes well.
Quake has many strengths but realism, IMO, isn't one of them.
Realism
#4033 posted by -_- on 2007/10/30 00:14:12
Its not about 'conservatism' its more about coherency and style. Those HL models look completely out of place in a typical quake environment.
If you want to use the 'realistish' models you would need to use the fitting realistic textures (probably from kingpin, SoF1 or HL as well ) and ditch the IDbase and the 'floating ball' sprites. But then how would quake monsters look in such surroundings? It might actually work...
So Im taking my words back. Try to pull it off in Quake and we`ll praise you if you sucseed (and eat you alive for the realistic vehicles in an e1m1-styled map!)
And 'nobody's done realism well in Q1 yet' because... Quake doesnt do realism well.
Lets see: quake player has eyes in the center of his 'body' and runs at the speed of a car! Thus you can never make a realistic environment that would look and feel right at the same time. Its either huge or super-cramped. The gameplay works much better in spacious surroundings. And the engine/compilers are not really suited for small-scale detail. But then again something like 'realist-ish' outdoors city scene could work.
...and Just For The Record,
#4034 posted by distrans on 2007/10/30 07:09:30
that new rock texture comes courtesy of Lunaran. There is no doubt...the guy rocks!
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