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
Hm
#5420 posted by ijed on 2009/01/13 02:31:38
Does anybody use the SG once they have the SSG, apart from sniping monsters from miles away - which doesn't make much sense and isn't very fun.
They made the SG a pistol type weapon, which meant the SSG became the real shotgun.
Just me 2 cents.
#5421 posted by [Kona] on 2009/01/13 04:22:57
looks like q3 to me. where do the monsters go necros? :( nice lighting though, very doom3-esque.
Thanks Guys :)
#5422 posted by necros on 2009/01/13 08:12:50
that shot is early in the level (about a minute in or so). this is actually a "spiritual successor" to the venice HL2 map i tried doing before. doom3 meant a change in setting, but the original concept of a very lonely atmosphere is what this is going to be.
there is fps gameplay planned though, but i'm hoping to keep the player moving along without combat for at least a few minutes with puzzles and cool looking areas as rewards. i plan this to be a mod, with my doom3 'tweaks' included so it'll feel pretty much like quake, most likely, just with doom3 monsters.
anyway, that shot was mostly me breathing a sigh of relief as i was able to use 3ds max to model that area. i have some way cooler areas in progress. :)
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