
Another Pic
#26 posted by
skacky on 2014/06/17 13:06:49
http://i.imgur.com/TpnTN3Y.jpg
The gameplay gimmick for this map works very well. It's going to be hectic.
#29 posted by
skacky on 2014/06/18 03:14:00
I compiled it. What am I doing with my life?
http://i.imgur.com/qAruWxS.jpg

Yeah !
#30 posted by
Barnak on 2014/06/18 04:39:16
All those screenshots are looking great !
Can't wait to play them, Texan style ! ;-)

Internet Map Legends
#31 posted by
sock on 2014/06/18 12:45:35
@scampie, wow nice atmosphere, looking forward to seeing more! :)
@skacky, WTF looks awesome! Who would have thought that CZG would inspire so many people to map! :)
#32 posted by
RickyT33 on 2014/06/18 16:00:33
Who would have thought that CZG would inspire so many people to map!
I hope that's sarcasm. Even out of you....
#33 posted by
negke on 2014/06/18 16:41:17
Who would have thought that CZG would inspire so many people to map!
Much like the "czg's anus"-themed sm pack. Some evil magic at play!
#34 posted by anonymous user on 2014/06/18 20:51:20
One for the thread :)
https://i.imgur.com/QXc42uW.jpg
I can't get the lighting to look good - help me mapping gods!
#35 posted by
affine on 2014/06/18 20:52:26
That was me above this post. So evidently you can post without putting a name and it displays your IP instead?
#36 posted by
sock on 2014/06/18 21:10:59
@affine, Wow that does look good, keep going :)
I would recommend moving the light fixture higher so that players don't bump into it when going around the wooden platform.
The lighting in the CZG honey map is strong shadow lights around the flame sconce's and light entities which are long range low value fill lights. The best thing to do is copy and paste a sconce and entities from his source map, it will have everything setup. To create the long range fill lights use wait=0.4 light=48 and remember to add colour values. (0.82 1.00 0.98)
#37 posted by
affine on 2014/06/18 21:14:09
Thank you sock! I was wondering what the wait keys were for. A couple light setups I did in fact copy/paste because I was unsure, but now I'm eager to do some experimentation.

Pictures Before Going To Bed
#38 posted by
skacky on 2014/06/19 00:15:28
Jesus, you guys are machines.
I have barely got past what I already posted (mostly due to fucking long working hours) I should pick up the slack in the next few days though.

All Pics
#40 posted by
ijed on 2014/06/19 00:34:51
So far make promise drip out of my screen.
I should probably buy a new one; it's starting to burn a hole in the desk.

Incredible Direction This Thread Is Going.
#41 posted by
Breezeep_ on 2014/06/19 00:38:12

Very Honey-styled
#42 posted by
Cocerello on 2014/06/19 00:57:07
*Skacky: even better looking than the previous ones. I would stick a step to the floor where the hell_knight is standing, or a crate, to break a bit the ground.
#43 posted by
Lunaran on 2014/06/19 01:06:43
you all need thicker fog!
FYI, I am using the exact same density setting as Honey except the hue is different. ;)
Or maybe I should use the same fog setting as Fatal Instinct from Quake 3?

Damn Skacky
#46 posted by
mechtech on 2014/06/19 02:25:33
I started a map today. I'll have no time to finish it.
http://www.quaketastic.com/files/screen_shots/honmech1.jpg
http://i.imgur.com/GaHVJIr.jpg
Damn that looks good.
I'll just put the Hammer away and play yours.

Skacky
#47 posted by mfx on 2014/06/19 02:31:34
Yes! These look amazing, i�m very exited to play your map! And socks..
Mechtech, i like the shot, just make it a speedmap, whatever..

Yup, Very Nice Skacky
#48 posted by
Drew on 2014/06/19 09:57:07
The only thing that is bugging me aesthetically is the 45 degree angle on the pipes, considering the curves elsewhere.
verging on the superfluous but if it was feedback you were looking for there it is.
Looking forward to all of the maps, whether turtle- or speed- or something in between!
#50 posted by
sock on 2014/06/19 11:50:16
@fith, there is plenty of time, the whole of next week and two weekend's worth of time to go yet! Closing date is really Monday morning.
@mechtech, lovely chain bridge! The beauty of the map jam is that you just need to create something with an exit trigger. It can be a single room or corridor that is up to you. Just stick an exit at the end of the map and create a bridge too far combat setup! :P
@scampie, very tasty, you have even gone with some different fog!