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!
Small, Pointless Base-style Deathmatch Map
#4303 posted by negke on 2008/02/04 18:39:07
http://negke.quaddicted.com/files/negdm1b.zip
Someone please comment on the item placement.
I'm not going to add RL or LG.
...
#4304 posted by Shambler on 2008/02/04 19:57:38
Lush looks for a simple base map, superbly made.
I think without the RL or LG, you should up the numbers of GL or SNG, otherwise it will be a bit of a scrappy fight with lesser weapons, I expect. Or chuck a quad in....or ROS....
I Can't Play
#4305 posted by Text_Fish on 2008/02/04 21:18:55
Quake at the moment. :( Can somebody post some screenshots so that I can pretend?
My Only Complaint
#4306 posted by Zwiffle on 2008/02/04 22:07:35
would be to remove those square heat vent things. They ruin the scene.
Else looks good.
#4307 posted by Trinca on 2008/02/04 23:19:17
where is lg and rl? :)
Great Level!
#4308 posted by madfox on 2008/02/04 23:33:52
I like the doorshapes and the round teleporter.
Sorry I'm no dm player, but looks fun to play.
Negdm1b
#4309 posted by nakasuhito on 2008/02/05 00:13:38
is fucking awesome. this is why i usually stop making, because levels like this make me jealous to and i never finish anything that i start :)
Typos As Always....
#4310 posted by nakasuhito on 2008/02/05 00:14:17
making supposed to be mapping.
#4311 posted by Trinca on 2008/02/05 00:37:14
i now what you mean nakasuhito got 9.000 brushes made that i will probably quit :\
Stop Being So Emo Please And Go Map
#4312 posted by czg on 2008/02/05 00:48:49
#4313 posted by JneeraZ on 2008/02/05 01:51:10
Some really cool brushwork in there! I love the crates being stored under the floor. It's simple brushes but it has a great visual impact.
And that is, hands down, the most elaborate teleporter i've ever seen!
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