New Shots Here
#4203 posted by
JPL on 2007/12/16 15:53:25
http://lambert.jeanphilippe.free.fr/Divers/
Check out fd4 to fd8.jpg
It's dark, but these are preliminary shots ;)
JPL
#4205 posted by
Orl on 2007/12/16 16:46:44
Looking good. What texture pack is that?
Texes Pack Used Are
#4206 posted by
JPL on 2007/12/16 17:09:36
.. Half Life, Doom3, and Fury (for concrete essentially)
Hmm
#4207 posted by
DaZ on 2007/12/16 17:47:57
I see the kind of style you are going for but I really think it could use some more colour and less minlight. Get some more static light fixtures mapped into the halls and rooms, the whole thing will look 10 times better with some contrast provided by sourced lights imo.
Also, if you really want to up the "german ww2 bunker" style you have going on I would suggest adding some red into the mix somewhere :)
I Think It Looks Good...
#4208 posted by
RickyT33 on 2007/12/16 18:43:38
...but the small lights in the darker areas (i.e. the spotlights in the entrance to the bunker and ones on the cieling of darker corridors) - hmmm... I think it can be a pain in the arse to get right!
I mean if fullbright textures are supported in the engine being used (like fitzquake) you can have a fullbright texture on the light, with a spotlight entity underneath it, and then below that have something like:
"classname" "light"
"light" "65"
"wait" "0.3"
underneath it, about halfway between the cieling and the floor.
OK
But if fullbright textures arent supported then you have to makesure that the texture used on the light itself is fully lit, with another light entity close to the light itself, maybe with "wait" "4" and quite a high light value...
My (rather badly explained) point is that I dont think it looks good when you have light cast around the edges of the light brush on the cieling, cause in real life it wouldnt be there!
Well
#4209 posted by
JPL on 2007/12/16 19:01:13
These shots are preliminary shots, and I still didn't really focused on ligths... I know it has to be reworked.. don't worry ;)
Thanks for the comments.
Maybe
#4210 posted by
ijed on 2007/12/16 19:06:04
A harsh industrial warning stripe trim could help indoors - either red or yellow could help.
Are you going to be putting prefabs / hl textures inside as well?
Ijed / Speeds
#4212 posted by
JPL on 2007/12/16 20:13:38
ijed: yes indeed, I will add it later ;)
Speeds: Nice reference shots! Thanks
Has Fd6 Got Two Panes Of Glass In It ? (!)
#4213 posted by
RickyT33 on 2007/12/16 23:46:42
Speeds
#4214 posted by
Shambler on 2007/12/17 00:38:59
Good reference shots indeed, I think looking at JPL's style and textures, those shots contain just the right ideas to ramp up the designs and details.
RickyT23, And All...
#4215 posted by
JPL on 2007/12/17 08:37:12
Yes, it is 2 pane of glasses.
Also, as I said, these are preliminary shots, and lot of modifications are planned (trims with yellow/black stripes, box of ammos, doors, etc..). This part of the bunker is the first defense line (i.e you can see the outside from this place), so as usually in such bunker: it is very "flat".
A second (and a third) part will come with more details, for sure... and thanks for the shots speeds: they gave me plenty of ideas ;)
Thanks a lot for all the comments :D
Is That Mod Still Going
#4216 posted by
nitin on 2007/12/17 10:59:34
nightwatch that is, I thought they said it wouldnt be finished anymore?
Wasn't It
#4217 posted by
Text_Fish on 2007/12/18 11:32:26
NightFall that got cancelled?
Mechtech
#4222 posted by
inertia on 2007/12/24 06:00:25
I suggest adding more complex geometry to the map. Given your texture choices, you could choose to develop a new style in this level, one that feels like doom, but utilizes the possibilities of quake. 3D!
Sorry But...
#4223 posted by
Fern on 2007/12/24 20:42:51
That map looks awesome in Doom, but it's absolute bollocks in Q1. Like inertia said, you need to make it more complex. You can't just use the exact same lines as the original and expect it to look good.
I Liked It
#4224 posted by
RickyT33 on 2007/12/25 02:47:28
JUST like doom, but with Q1 monsters!
Nowt wrong with that if thats what you wanted to do, you did it quite well!
Progs barrels are cool - shame they dont have a 'dominoes' effect when shot.
DM Map
#4226 posted by
Dreadful on 2007/12/26 19:33:12
Hmmm..
#4227 posted by
RickyT33 on 2007/12/26 19:46:43
JPL - Looks cooler than before, nice details, like the Half-Life textures, conveyorbelt and ventilations shaft details make the place look a l00t more realistic. Still light around the lights though, but I'm sure you said you were aware of that!! Maybe a lower alpha keyvalue would make the glass look a bit better (?) - I'm looking forwards to this map!
Dreadfull - No email address in your ID? Your deathmatch map looks interesting, like the Metal style! A few more detailed textures on the wall wouldnt hurt, or some fixtures maybe with flames on the top or something would spice it up a bit - also the floor texture looks a bit too much like the wall texture, maybe something that contrasts a bit more? The layout looks interesting, and some of the rooms (Quad room, outside area with lava 'fountain') make for good gameplay! :)