#5228 posted by
Trinca on 2008/10/31 01:15:01
one for stress :\
negke cutesy for this one ;)
http://trinca.quaddicted.com/temp/joequake117.jpg
he made a good option in this one!!!
+1 TrincA
#5229 posted by
Shambler on 2008/10/31 10:31:41
Nice dude, looking forward to it.
#5230 posted by
Trinca on 2008/10/31 13:12:10
Like everything in life motivacion is our best friend!!!
thks Shambler for support ;)
#5231 posted by
Trinca on 2008/10/31 13:14:17
shops sorry :\ shambler and all :)
Trinca
#5232 posted by
JPL on 2008/10/31 13:49:52
Now it is time to release it: go finish your map !!
#5233 posted by
Trinca on 2008/10/31 14:08:34
will take much more time JPL ;)
be pacient!!!
I Need Your Help!
#5235 posted by
efdat on 2008/11/03 10:43:12
here's the second beta release of my rgb deathmatch map pack. neg!ke and i have been testing these maps for years - now it's your turn =)
i'm looking forward to your feedback.
screenshots:
http://files.efdat.net/efdat_rgb_beta2.jpg
download:
http://files.efdat.net/efdat_rgb_beta2.zip
Better Late Than Never, Eh?
#5236 posted by
Fern on 2008/11/03 13:49:19
nt
Better Response...
#5237 posted by
Fern on 2008/11/03 14:02:45
In the "green" map there were a few times when I tried to get the megahealth and got stuck in the corner - literally suck, unable to move, in slime.
Other than that I think they were okay. :)
#5238 posted by
[Kona] on 2008/11/03 23:39:59
cool efdat. you should join the 3 together into a big single player level. might need a setpiece or 2 though. i like green the best.
RGB
#5240 posted by bear on 2008/11/07 17:19:53
While they don't have yaw dropping in your face visuals they do radiate that special quake sex appeal in larger doses than I've seen in a long time. The only reservation I have is the mushrooms in blue, while I normally appreciate the nice forms of shrooms they do come off as too blocky and stiff to be organic and doesn't fit very well in this context.
All in all I'm very impressed just be looking at them and hope I'll get around to playing them.
Shots Of My Current Map
#5241 posted by
JPL on 2008/11/08 09:35:30
#5242 posted by
Trinca on 2008/11/08 11:02:50
looks nice, but arent the ligts to flat? :)
JPL
#5244 posted by
ijed on 2008/11/08 15:50:51
Looks good!
What's that texture set?
Ijed
#5245 posted by
JPL on 2008/11/08 18:34:23
A mix in between Doom3 and Half Life texture set.. I suppose I'm mapping for the wrong game :P
Don't Think So
#5246 posted by
ijed on 2008/11/08 19:02:31
There's still, ten years on, a wealth of unexplored possibilities for this game.
So...
#5247 posted by
JPL on 2008/11/08 19:37:01
.. I hope this map will please most of you.. even the Quake purists ;)
JPL
#5248 posted by
grahf on 2008/11/08 19:43:00
Looks good so far. However there are a few tweaks you should definitely consider:
1) The height of the encircling wall is too uniform, especially if the player can almost see over it. Bring the vertical intersecting bulkheads up further, or add some angles, anything to reduce the obviousness of the straight line running all the way around the top of the wall.
2) It looks like you've used a high minlight value. Please don't do this; it looks very washed out and bland. There are effectively only two light values in the outside area that we see: the sunlight, and the minlight.
The central column/tower in both screenshots looks very cool, I think. I can barely see it. Add some spotlights so we can see the curvy detail.
3) That's the marcher fortress skybox you're using, yes? To my eyes it doesn't fit the textural theme you've selected. You have muted blue and tan rust, which I like btw, but then this intense bright orange sunset on rocks sky. Especially in fd16.jpg, it just looks wrong. Actually, you might consider some colored lighting, if you matched the sunlight color to the skybox color, the problem would be gone. The textures would look more interesting and varied with subtly colored point lights too.
Grahf
#5249 posted by
JPL on 2008/11/08 20:17:17
Some infos about your comments:
1/ The player will not be able to reach this point without "noclipping": I did fly to take these 2 shots, so the flatness of the top of the encircling walls is not visible as the shots show it... But I will take this point into account... and see if I can do something there...
2/ Minlight value is 25, and sunlight is 130.. It is enough to avoid completely pitched black area... and I think I will add mor lights on the bridges betwen the latform and the central tower... it will help to add more contrast here and there in this area
3/ I used this skybox (i.e Kell's dragonheart) because of the start area... it fits well there with the rock textures I used... You'll see that in time ;)
Thanks a lot everybody for the feedback ;)
That's Some Prompt Refeedback
#5250 posted by
grahf on 2008/11/08 20:38:19
It looks from the shots that the helipad platform with ammo and a crate on it is about the same height as the encircling wall. I suppose this could be a perspective illusion though.
#5251 posted by
madfox on 2008/11/08 20:40:20
Are you using airoplanes or is it just a wild geek of me?
map looks really good.
To Be Honest,
#5252 posted by
HeadThump on 2008/11/08 22:36:27
I'm getting better results with maps like the Zer_turtle where there is no sky lighting, than earlier maps I made that used it. No matter the settings, sky lighting tends to over blend to the detriment of obtaining nice contrast in the shading colors that make up a good looking scene.