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. :)
Screenshots &
#5423 posted by madfox on 2009/01/14 13:16:53
http://members.home.nl/gimli/hangar.jpg
Well my modelling skills are driven to their aces, but sofar I got the ZDoomGl models. And as always at the last moment one of the monsters doesn't behave as in my testmaps, lostsoul has gone lost bouncing.
It's more a pak to show my results than a real attemmpt for a level. I hope to come to a good confinement of how to handle these monsters.
Textutres look awfull in FirtzQuake. Aguire's engine is better. Glad to have them running!
http://members.home.nl/gimli/Hangar.7z
lol
Spy, Grahf
#5424 posted by RickyT33 on 2009/01/17 17:52:38
check your mail! ;)
I Got It Ricky
#5425 posted by spy on 2009/01/17 19:02:52
OK Here's Some Shots
#5426 posted by RickyT33 on 2009/01/18 20:47:41
Meanwhile, Back In The Quake Engine...
#5427 posted by Shambler on 2009/01/18 20:54:06
...and in a world where finding and using freeware image manipulation progams isn't rocket science...
Errrr yeah, looks pretty good, looks meaty.
Thnx ;
#5428 posted by RickyT33 on 2009/01/18 20:58:55
Fatty Ass Lights
#5429 posted by DaZ on 2009/01/18 21:23:55
The light podiums sticking out of the floor look a bit fat imo, they need a diet of approximately 16 units!
Very nice overall, lighting is a bit flat in some areas for my taste though. What does the map look like in standard gl / fitz? :D
OK - Heres One For Shambler
#5430 posted by RickyT33 on 2009/01/18 21:35:25
http://www.quaketastic.com/upload/files/screen_shots/smablersgif.gif
Daz - 32x32 base is pretty fat I know, but Im on a strict diet of marksurfaces here and I dont think I can afford it....
you can jump on top of them all though :D
Looks Nice
#5431 posted by necros on 2009/01/18 21:36:50
my only complaint is that the 64x32 metal block texture is overused and boring.
also, i don't know if this is intentional or not, but all that bloom makes the map look very damp/humid and sweltering.
on a tangent, it would be nice to see games use bloom for specific effects instead of just globally applying it to the entire game. a level taking place in a sunny but hot swamp would make good use of bloom.
Actually
#5432 posted by Shambler on 2009/01/18 21:40:39
That one for me is pretty cool!
Now THAT Is My Taste Of Base Map
#5433 posted by gb on 2009/01/19 02:12:40
Not boring at all Ricky! Change nothing! (OK, rotate the crates in that one screenshot).
Yummy.
... What mod?
I See
#5434 posted by gb on 2009/01/19 02:16:33
didn't look at the monsters because I was so absorbed by everything else.
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