#26 posted by gibbie on 2007/02/02 11:38:15
Thanks everyone for ze kind werds. Sorry negke jago trinca i forgot to put you guys names in the readme... Should keep a list of testers next time :)
About the sameyness, yeah you guys have a point.. I had trouble making it less samey. I think its because there aren't really any distinctive areas that i could detail differently without it looking out of place (or something). But maybe that's just me (probably)...
#27 posted by Trinca on 2007/02/02 19:45:32
hehe i dont care ;) map is fun! just like to see it in a server to kick your asses up!!!
Played 4 Rounds
#28 posted by pope on 2007/02/02 20:10:17
fantastic map. plays well. just damn fun.
2-way teleport has issues, sometimes the player doesn't make it if they are providing forward momentum. it's strange. could definitely benefit from fine tuning.
that gap between the steps and the wall on the bottom floor. WHAT A PAIN, player gets caught on it often..
otherwise amazing stuff gibbie. can it go in ze book? :P
Gibbie
#29 posted by JPL on 2007/02/02 21:34:22
Nice architecture, I like the angular stuff you put everywhere. Lightning effects are very cool... Nevertheless, the texture you used could have been better... anyway, it is quite interesting and very different from other DM maps... Did you took some inspiration from Dali ?
24-bit Textures
#30 posted by apa on 2007/02/03 01:47:54
Will you be making any 24-bit textures. That would make the map look a lot hotter I guess :)
#31 posted by gibbie on 2007/02/03 02:03:29
Oh yeah i forgot to thank aard.. i was inspired by his slopy map (hence the name of my map)
JPL: nah not Dali, maybe Gaudi... my favorite architect :)
Pope: mais bien sure it can go in ze book, i'd be honoured :>
apa: i don't think higher resolution 24 bit textures will improve the looks that much, as the difference will (at least if done properly) only be seen from upclose. I just don't think its worth the effort. If i do decide to retexture, i'll make diff/spec/bumps a la d3/q4. But i won't :) But if i did, the sameyness issue that alot of people mentioned would still be there....
Fantastic Lighting Gibbie
#32 posted by HeadThump on 2007/02/03 02:30:43
adds a bit of tension to a match because the depth of space gets obscured in some places.
Wow
#33 posted by PuLSaR on 2007/02/04 23:12:25
Great crazy design, cool lighting, good use of oldskool textures. Nice work, gibbie, i'm impressed
GIBBIE
#34 posted by Spirit on 2007/02/05 09:06:13
YOU MADE A TERRIBLE TEXTURING JOB SO THERE IS A FIX ALREADY!
http://quakeworld.nu/forum/viewtopic.php?pid=16137#p16137
Oh god. :x
VOMITING AS I'M TYPING RIGHT NOW ONLINE!
#35 posted by czg on 2007/02/05 09:37:47
Fucking Players
#36 posted by Vondur on 2007/02/05 11:48:31
i hate them!
#37 posted by gibbie on 2007/02/05 11:59:17
hmm indeed.. those new textures lookmuch better!
anyways thanks for posting about ze map on there :)
Good Gawd
#38 posted by HeadThump on 2007/02/05 16:23:12
Do they do that sort of shit to ALL DM maps on QuakeWorld? I remember the retina burning neon colored textures that were misplaced on SleepwalkR's map a few years ago.
SHEEIT.
I'm guessing all that QW playing turns people into colorblind asswipes? Thank God I never got into that sort of thing.
Remind Me To Put Clauses
#40 posted by pope on 2007/02/05 19:28:37
in readme's from now on
Now,
#41 posted by negke on 2007/02/05 19:53:58
that's a good idea actually...
I Always Have
#42 posted by Lunaran on 2007/02/06 00:51:03
Every readme I've ever released has said "You may not use this map as a base to make additional maps. Make your own damn map."
#43 posted by gibbie on 2007/02/06 01:43:59
yeah i forgot. not that it would've stopped him tho
#44 posted by metlslime on 2007/02/06 01:56:36
"You may not use this map as a base to make additional maps. Make your own damn map."
That doesn't prohibit people from playing your map in a modified game environment, which includes new exe, new progs.dat, new models for walltorches, normalmaps, specmaps, blah blah blah etc.
And I don't even hear people complaining when old maps are recompiled for transparent water.
Well
#45 posted by Vondur on 2007/02/06 08:22:23
just let the pigs swim in their shit, we'll stay with our textures!
Superb
#46 posted by golden_boy on 2007/02/11 12:48:52
I like your style gibbie, your map Shadows has been a favourite for a long time.
This is the logical evolution.
Superb lighting; don't let the sameyness comments deter you! If you take sameyness far enough to turn it into a style, it becomes art.
:-)
shame for those that don't get it.
Keep it up.
#47 posted by golden_boy on 2007/02/11 13:05:59
and good gods, can I have your texturing skills please?!
Well, No
#48 posted by Lunaran on 2007/02/11 20:21:16
shame for those that don't get it.
Yes. It is. Strong style is unified variety, not monotony. And it doesn't mean 'make it hard to tell where you are or even perceive depth when looking around.'
Awesome.
#49 posted by Drew on 2007/02/12 22:19:22
Hmm, Lunaran
#50 posted by golden_boy on 2007/02/13 13:56:59
Black-and-white paintings (or grey paintings) can't have strong style?
(Let's not discuss what art is, please.)
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