#5385 posted by [Kona] on 2009/01/03 01:54:21
yeah looks nice. maybe a diff texture under those arches or doorways? archway on the right of the second shot is a bit plain... maybe add some decals/lights, or give the step that metal trim. then again, i'm a bit of a detailist.
#5386 posted by JneeraZ on 2009/01/03 03:24:30
It's still early stuff, but thanks for the feedback! I was considering doing something custom inside of the arches. Your feedback kinda confirms what I was thinking in the back of my mind ... thanks!
Progress
#5387 posted by DaZ on 2009/01/03 10:25:12
3rd Shot Is Kinda Bland...
#5388 posted by - on 2009/01/03 12:45:56
but overall looks fucking nice Daz!
Q3 CPM Map 'in Da Works'
#5389 posted by sock on 2009/01/03 13:28:47
Screenshot : http://www.simonoc.com/images/design/maps_q3/silent_1au800.jpg
The website page has been updated with new screenshots and a list of changes since last alpha. If you have any spare time, please drop by #CPMPICKUP channel and give the map a test drive! All feedback welcome.
Top down map layouts, screenshots and download link are available here:
http://www.simonoc.com/pages/design/maps_q3/silent.htm
Daz
#5390 posted by nitin on 2009/01/03 13:57:32
2nd shot looks ace, rest a little uninspired IMHO.
Erm. (re: Daz + Comments)
#5391 posted by Text_Fish on 2009/01/04 03:54:46
I look forward to playing this but personally the second shot is the weakest for me. It may be quite pretty in a conventional HL2 sort of way, but it sort of implies that there might be a lot of 'walk round corner and be impressed by sunlit vista' moments that got quite boring in HL2. Personally I love the idea of veteran Q1 mappers applying their legendary instinct for ferocious combat to games that are more commonly known for eyecandy and scripted setpieces.
#5392 posted by JneeraZ on 2009/01/04 11:17:28
I love the first shot. I think a map that was based entirely around that "abandoned" theme would be awesome. A primarily exploration based level - combat could be worked into it but if the main basis was great looking areas in an abandoned factory or something it would be memorable.
Vistas Vs Gameplay
#5393 posted by DaZ on 2009/01/04 11:24:50
Its funny you should bring that up fish as I was thinking the same thing about that beach area, originally it was just a nice set piece to start the whole episode off with, the player simply awoke on the beach and had to make his way around some rocks to the houses at the other side.
Eventually I decided that was quite a weak intro so now currently there are pools of water filled with leeches that the player has to avoid by finding ways around them and various little puzzle "alleys" contained in the rocks with sentry guns and mines and all sorts of other defences before you make it to the buildings. I also had to cut down on the amount of water in the scene as it was starting to bring my graphics card to its knees in some areas, eventually I found a nice compromise by using slightly less water and using a slightly less complex water shader for the scene which seems to have done the trick for now.
I had no issues with the vistas in HL2 though, and its certainly great fun to create some of my own in a game I enjoy just as much as Quake!
#5394 posted by JneeraZ on 2009/01/04 11:31:38
"and its certainly great fun to create some of my own in a game I enjoy just as much as Quake!"
Ultimately, that's what's important. If you're having fun, forget the haters. :P
Incidentally...
#5395 posted by DaZ on 2009/01/04 11:46:36
Willem you are spot on with your comment on shot #1, thats exactly the type of level I'm aiming for with that section, I've been tracking down just about every urban exploration site I can get my hands on for reference material!
Loving those shots you posted also, like others have said you don't see those textures very often in a Quake map and I'm liking the clean lines going on there too. Looking forward to it!
Sock
#5396 posted by - on 2009/01/04 14:14:09
Texture set is temporary!? That looks fucking great IMO. Stylized and clean.
Scampie
#5397 posted by sock on 2009/01/05 08:59:00
The texture set feel temporary to me. The crowd of players the map is aimed at sort of dictates what I can use, mainly bright textures with well defined edges and no clutter. Originally the map was all gothic and moody, but no one could see anything! :D
Huh
#5398 posted by megaman on 2009/01/05 20:10:27
i feel the exact opposite actually. the darker maps like hub, pdm6 and ztn feel much nicer in low settings than the brighter maps like pt4. Bright textures are a no go with mapoverbrightbits.
It's important that your GEOMETRY doesn't clutter though.
Lol
#5399 posted by necros on 2009/01/07 05:46:06
Nothing
#5400 posted by starbuck on 2009/01/07 06:17:57
that's totally awesome. Did you model her yourself?
#5401 posted by necros on 2009/01/07 07:21:13
yeah, i watched wall-e for the first time a couple of days ago.
it's one of the more nonsensical things i've done, but damnit, that movie was pretty good. :)
Hawt...
#5402 posted by Shambler on 2009/01/07 10:52:53
...I would.
#5403 posted by JneeraZ on 2009/01/07 11:24:53
Hah! That looks cool as hell. Nice work!
Dooommodels
#5404 posted by madfox on 2009/01/07 19:29:21
small movie of my QuakeDoom map on modB.
#5405 posted by madfox on 2009/01/07 19:29:32
#5406 posted by JneeraZ on 2009/01/07 19:40:15
Cool video but, man, learn to aim. :)
Madfox Its Excellent!
#5407 posted by RickyT33 on 2009/01/07 19:53:34
You really captured the feel of the doom monsters.
It would be very cool if you could do the music and the sound effects for the guns too.
Maybe some ambient sounds?
Divx
#5408 posted by madfox on 2009/01/07 20:26:32
The divx codec made playing a hell because the framerate doubled while recording. I played it on double speed.
So I can imagine it looks cramped.
I'm trying to find the sounds but doom exports things rather snappy.
Sofar I'm glad I have all monsters walking and attacking. Only the texturing is so hard.
Like the DoomGuy, I really would like to see it crouching in qc.
http://members.home.nl/gimli/doomguy.gif
Sock:
#5409 posted by bear on 2009/01/08 12:58:51
Maybe the textures are temporary but judging from how it looks now I'd suggest not having that marbly/noisy look in all the textures.
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