#5461 posted by [Kona] on 2009/01/26 10:38:59
lol
they look very cool nonetheless. when will it be finished friction? the quality of doom3 maps is really fukn good to be honest, and it doesn't look easy to do.
Negke
#5462 posted by Friction on 2009/01/26 13:48:34
Seven shots, seven.
Long Time Since Someone Showed Pics
#5463 posted by Hrimfaxi on 2009/02/20 00:13:05
So here are something I work on
http://www.hrimfaxi.dk/WIP.htm
Fucking Love It
#5464 posted by DaZ on 2009/02/20 00:19:12
silver/grey door textures stand out a bit compared to the rest, but thats really the only niggle I can find.
Beautiful otherwise, bring it on :)
Is it SP or DM?
Yeah
#5465 posted by Preach on 2009/02/20 00:23:33
That first shot in particular is incredibly boss. I can see what DaZ is saying about the grey archways, although that kind of grey looks fine in the demonic head wall textures. Maybe an outer ring of trim in the green-grey metal would make them look better defined?
Oooh.
#5466 posted by Text_Fish on 2009/02/20 00:42:22
I love the lighting. Those high up shaddows look very forboding.
#5467 posted by Trinca on 2009/02/20 00:43:50
your evilness is fucking hugely great!!!
:)
bring it on.
Ssssweet, Hrim....
...My pants suddenly shrunk...
When will you release it?
Hrim...
#5469 posted by JPL on 2009/02/20 09:56:10
Go map and release it ASAP ! I can't wait to play it now ! Good work !
Shots Look Excellent
#5470 posted by nitin on 2009/02/20 12:41:06
but where's that RL from? I'm assuming it some high poly version, but it looks surprisingly decent.
Hrim
#5471 posted by bambuz on 2009/02/20 12:49:16
Imo a bit too detailed and thin stuff there, but that might be just the old school me...
Some Information...
#5472 posted by Hrimfaxi on 2009/02/20 13:03:56
It's SP. Not many monsters yet though!
The archways change color now and then 8-)
As you can see on the pic it has one color on the top and another at the buttom. I change the hue and color now and the to find something that fits better!
Maybe a trim as Preach says!
Release? Can't really say guess the map is 85-90 % done, and going fast these past two weeks, but things can easily change if mappers block strikes! 8-).
Anyway Release is not that soon!
Thanks for your comments!
#5473 posted by Trinca on 2009/02/20 13:38:26
Hrimfaxi your maps always worth the wait!!! :)
Nitin
#5474 posted by Spirit on 2009/02/20 14:01:48
Thanks Spirit
#5475 posted by nitin on 2009/02/21 01:13:11
I quite like that RL.
Coming Soon.
#5476 posted by T_Creutzenberg on 2009/02/21 04:57:39
Really Like It
#5477 posted by DaZ on 2009/02/21 10:14:31
Just a few nitpicks though.
1) I always thought those faked lens flares from lights in q3 looked awful :(
2) The sky is perhaps a bit busy with all those stars, but I suppose that is personal taste.
Really like the lighting in the 1st & 2nd shot, what is down that brightly lit pit in the 1st shot? Looks interesting :)
T_Creutzenberg
#5478 posted by JPL on 2009/02/21 10:15:03
Looks cools :)
T_Creutzenberg
#5479 posted by starbuck on 2009/02/21 10:40:45
looks fantastic, I love the atmosphere. 2nd shot is money. Agree with Daz on the lens flares, but I actually really like the sky, don't change it!
Lens Flares + Sky
#5480 posted by T_Creutzenberg on 2009/02/21 11:35:47
Cheers!
I actually really like the lens flares, and I know some poeple won't...
And the sky will be a reason to argue, too. The Starfield is moving really slow, but but there are fast moving clouds, too. Well, there is always the option to fastsky it ;)
#5481 posted by JneeraZ on 2009/02/21 11:51:22
Looks great, man! I like the Quake3 levels that have that solid look to them. It's a "thick" sort of look and feel. The place feels like it could absorb rockets and not even feel it.
2nd Shot Reminds Me A Little Of Qfraggel2
#5482 posted by nitin on 2009/02/21 13:01:18
is this a similar sized map or something smaller?
Size
#5483 posted by nitin on 2009/02/21 13:20:38
Playerload is about 3 to 10 people, the "playable area" is about as big as q3dm7, but much more vertical.
It is also very VERY interconnected. You can run in a straight line from one end of the map to the other end from many points in the map, you just have to cover height differences to do so. Still, r_speeds do not top 9800 in the worst spots (with geometric detail set to low).
PS: I used an improved version of my old texture set from qfraggel3 with a few new ones as nobody seemed to use it and I can't find the time to do a new texture set ;p
Sorry, Last Post Was By Me
#5484 posted by T_Creutzenberg on 2009/02/21 13:23:12
I did fill in the wrong textfield ... sorry nitin.
Oh, and there are nearly no hallways in the map, I tried to keep it as open as possible.
#5485 posted by Trinca on 2009/02/22 10:28:46
great map, petty Q3 dont have SP ;)
but map got a real nice atmosphere, nice work
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