Willem
#4278 posted by JPL on 2008/01/20 14:38:19
Looks nice indeed !
Ooh, Yes.
#4279 posted by biff_debris. on 2008/01/20 17:29:43
Love the archy stuff, and excellent base usage overall.
Looks Cool
#4280 posted by than on 2008/01/20 17:41:20
going to have a run around it now. Looking forward to any proper maps you might make with your new editor ;)
Fine!
#4281 posted by madfox on 2008/01/20 18:53:36
congrats with your new Mac Editor!
#4282 posted by JneeraZ on 2008/01/20 19:16:13
Thanks all!
Yeah, definitely looking forward to doing some larger, real maps.
Willem/Than
#4283 posted by RickyT33 on 2008/01/20 19:38:47
Your levels are a similar style - 'v.nice IDBase'
You should make a Pak!!!
Trinca - Your map looks cool!! Hurry up and finish it!! Also, I started making a new map, "IKDoom" !!! Bah :-P
#4284 posted by Trinca on 2008/01/20 19:41:56
Willem looks fucking hot!!! :)
Willem
#4285 posted by Spirit on 2008/01/20 19:49:43
I am very disappointed by the proper texture alignment on those crates.
Looks Really Good
#4286 posted by starbuck on 2008/01/20 19:55:47
I love the small super detailed maps, there should be more of that I think!
Also Trinca, looks nice, you've got some temple skills for sure.
#4287 posted by JneeraZ on 2008/01/20 19:56:03
Hah!
#4288 posted by JneeraZ on 2008/01/20 19:56:30
I see my crate alignment skills (or lack thereof) have preceded me. :P
Fanca Trinclub
#4289 posted by bambuz on 2008/01/21 12:40:22
looks pretty good but your floors in the two shots are completely flat, that's what I'd concentrate on changing perhaps? (Or maybe you have done that in the other areas already?) Kind of a macro level thing, a different question altogether from detail and decorations.
Another Shot
#4290 posted by JPL on 2008/01/24 19:50:24
Second part of the map started some weeks ago (after SK), it remains 50% of the map to finish... and it is already huge...
http://lambert.jeanphilippe.free.fr/Divers/fd12.jpg
Feel free to comment... ;)
Nice Footlights!
#4291 posted by madfox on 2008/01/25 01:09:03
I wish I could make that effort in short time!
(Droole...)
#4292 posted by RickyT33 on 2008/01/25 10:30:47
JPL - that looks v.cool, reminds me of 'office complex' from Half-Life 1 (it's the floor tiles)
I'll put a screenie up next week...
As Promised...
#4293 posted by RickyT33 on 2008/01/28 11:07:33
Ricky
#4294 posted by nitin on 2008/01/28 11:12:57
that looks great. Not too sure about the D3 tex though, I dont think they convert that well.
I like the rockwork!
Copycat !!
#4295 posted by JPL on 2008/01/28 11:58:13
These shots looks good, but what are you copying my latest project shots (same base theme, same rock tex, same skybox... grrrr..) ??
No seriously, it looks really interesting, and the Doom3/DKT base theme is really well implemented: I can't wait to play this map !
Keep it up !!
Nice
#4296 posted by bambuz on 2008/01/28 12:25:21
imo hex tiles in the roof don't work tho.
and be careful with the openness, have good vis blocking.
Ricky
#4297 posted by DaZ on 2008/01/28 12:26:40
Very original texture scheme, but as Nitin said, some of the textures do not transition well, especially the grey metal one in the 2nd screen shot before the stairs.
I really like the build style though and the lighting is good, looking forward to the final product :)
OK
#4298 posted by RickyT33 on 2008/01/28 13:38:13
Rockwork - used 64 unit deep triangular prisms throughout! It seems a good technique, so far all of that has only one Txqbsp warning!
nitin/DaZ - D3 textures - some of those texes definately converted better than others! Its a shame really, cause they could have been cool!! I might try touching up some of the ones i'm using myself. Or find some better ones...
JPL - 00ps! Sorry if your first impression was that I was copying you (I hadnt even realised about the skybox). I think the overall theme is different, yours seems much more 'present day' whereas mine is kinda meant to have a sort of sci-fi/aliens sort of feel to it! I dont think the rock texture is the same, mine comes from DktE1.wad. I had to fuck around with it something rotten so get fullbright speckles out... I actually was attracted to the Daikatana textures after having a blurt around your Event Horizon map (I've never played DKT)
Vis blocking - The area shown is meant to be a sort of 'hub', the idea being that a network of underground passages interconnects around it, with different chambers and stuff. Maybe some caves. The area shown (1st shot) is likely to be as bad as the vis gets!!
(admittedly its pretty open, but nothing on the Sickbase, or maybe even parts of The Hand...)
Looks Nice
#4299 posted by ijed on 2008/01/28 13:50:38
Only thing I'd say is have some more outdoor shadows and better spotlighting indoors, otherwise looks good to me.
RickyT23
#4300 posted by JPL on 2008/01/28 13:57:04
No offense taken, don't worry: and no go map, and release it quickly ! I want to play this map soon :D
#4301 posted by Trinca on 2008/01/28 20:59:21
looks cool Ricky :)
The Texture Mix...
#4302 posted by distrans on 2008/01/30 04:41:33
...is pretty slap dash. I doubt you could get DKT or D3tech to mesh well with gothic Q3. Why not try the evil lair tech sets instead. Having said that, will we see a D3 Temple section hidden below the base...please :) Your implementation of the Fury underground in The Hand was excellent!
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