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.
Anyone Else Wanna Test A Map?
#5410 posted by RickyT33 on 2009/01/11 21:32:38
Doing a full vis now, so you can use whatever engine you prefer (hopefully)
Hmm
#5411 posted by nonentity on 2009/01/12 01:23:46
I'll test it, email address is on profile...
Probably on the lower difficulty settings tho ;p
I'll Test It Too
#5412 posted by ericw on 2009/01/12 02:13:07
If you want one more tester. :) (email address in profile as well)
Madfox
#5413 posted by ijed on 2009/01/12 03:55:51
It seems like you've still got Quake shotguns - there's a few weapon patches that change them to their doom versions - just for damage / spread / fire rate.
Everyone is so used to the Quake shotguns that they don't realise how crap they are.
Looking good, by the way.
Heh
#5414 posted by RickyT33 on 2009/01/12 09:56:44
Vis took 8 and a half hours, but light is finishing now, and I have to go to work already.
Will send the beta in a couple of hours, when I get a break.... :)
Not Quake, But Whatever...
#5415 posted by necros on 2009/01/12 10:24:07
http://necros.quaddicted.com/temp/chasm1.jpg
really trying to finish it this time. :x that's lunaran's strombine textures btw.
So What Are You Gonna Have
#5416 posted by RickyT33 on 2009/01/12 10:43:54
running around down there?
Looks very Half-Lifey, prob the textures help.....
#5417 posted by JneeraZ on 2009/01/12 11:18:10
necros
Very cool scene. One of the things that I remember reading awhile back was something from Levelord on level design. He said that one of the things that helps a level really feel 3D in nature is to have long vistas with tall structures in the visual path to provide visual parallax.
You have that there with that column and the curved half of the hallway chunk attached to it. As you come down that hall, that piece of geometry will partially obscure what is behind it and give that parallax effect.
Looks cool!
Ijed
#5418 posted by Lardarse on 2009/01/12 15:11:26
They're not actually that crap...
Is It F.E.A.R?
#5419 posted by rudl on 2009/01/12 21:10:33
|