#5490 posted by Trinca on 2009/03/02 09:43:17
hard to see because there are no light ;) just pillars
but since is a Quake map can�t wait for it!!!
go finish!
#5491 posted by [Kona] on 2009/03/02 11:23:04
More detail and texture variation wouldn't hurt, but welcome to q1 mapping
#5492 posted by JneeraZ on 2009/03/02 11:23:21
hah! Nice to see people returning to the scene. You can definitely see the Doom influence on your level with the thick pillars. :) Looking forward to seeing what you come up with!
#5493 posted by KamiKaze on 2009/03/03 00:16:38
That's funny.. people in the Doom community said they could see my Quake influence in my Doom maps because of the "chunky architecture".
That Map..
#5494 posted by megaman on 2009/03/03 03:19:16
looks definitely like doom to me ;-)
Anyways.. more detailing:
http://www.haukerehfeld.de/blog/2009-03-03_megadm4-detailing
#5495 posted by Hipshot on 2009/03/03 04:09:21
Havent I Played That Before
#5496 posted by nitin on 2009/03/03 11:23:22
did you put out a beta ages ago hipshot?
Not The Same Level Dude.
#5497 posted by Hipshot on 2009/03/03 11:41:29
Few Shots
#5499 posted by RickyT33 on 2009/03/05 01:06:57
It looks nice, i like the egptian style. The lighting could be a bit cooler, it seems very bright in places. It need to be kinda moodier - maybe some more sourced lights like torches would look good. Also there are some parts where you have very dark shadows on the ground - remember that enemies will appear at the lighting level of the ground they are above, so the enemies on 100% dark areas will be 100% dark.
when i took the shots they looked very dark, so i brightened up the image in photoshop by 30% so everything could be seen easily. maybe this wasnt the best idea thinking back.
I intend to brighten up the ground in the last few shots, was just a bit eager to see what people thought about the shots so far.
cheers
#5501 posted by madfox on 2009/03/05 01:22:53
Textures give a high Hexen2 mood.
Good atmosphere.., map on!
Looks Great
#5502 posted by DaZ on 2009/03/05 03:03:39
Really like the look overall, a few things that caught my eye..
In shot 3 the walls are quite flat, the texturing suggests a buttress or some-such coming out from the walls, maybe try and work on that a little.
In the later shots of the courtyard it looks quite dark at the bottom, some sort of flame holders or torches would do the trick I think and add to the atmosphere.
Perhaps more of a personal preference, but maybe the map would feel more atmospheric if it was set at dusk/dawn with more torch light and a lower angle on the sunlight. But then again im a sucker for the darker egyptian stuff :)
Looking forward to seeing this one :) I'm guessing its single player???
Hmm
#5503 posted by nonentity on 2009/03/05 03:14:36
Aye, as said, it's looking very promising. Good work.
My only criticism is similar to Daz's first point, a lot of the walls look very flat/vertical. They look like they're already divided into seperate brushes for texturing, possibly add some variation to the angles (pitch?) of the walls.
But yeh, look forward to seeing more...
#5504 posted by [Kona] on 2009/03/05 06:02:06
looks like a daz map
#5505 posted by [Kona] on 2009/03/05 06:03:18
in a good way that is :D
those first two shots the ceiling is too low, i'll bash my head if i jump
Funny...
...before I read any post, I was about to say that the screens screamed [Kona] to me!!!
The low ceilings and all!!!
Well, I guess I need a good romp through the alk series!!!
;P
Deathmethod
#5507 posted by grahf on 2009/03/05 09:03:13
I like the texture choices. The Q3 blocks go quite well with the egyptian detailing; I don't think I've ever seen that particular combo attempted before.
I agree with what others have said about lighting contrast and flat walls/ceilings, but it looks interesting so far.
#5508 posted by Trinca on 2009/03/05 10:10:09
very very tasty ;) cant wait to put my hands on it!
keep the good work!
DeathMethod
#5509 posted by JPL on 2009/03/05 11:00:52
It looks indeed very good ! Just a question: will it be DM or SP ?
The level is going to be both sp and dm.
will see what i can do about the flat walls, im surei'll come up with something.
i did originally have the level set at night but couldnt get the lighting looking right so made it daytime. might give the dusk another try.
hoping to have a beta very soon
I'm Up For Betatesting!
... If you ever need a hand...
Yes
#5512 posted by nitin on 2009/03/05 13:06:34
flat walls but otherwise looks good.
Done.
#5513 posted by Hipshot on 2009/03/08 12:42:34
Hmmm
#5514 posted by megaman on 2009/03/08 13:26:21
just a list, no time:
- weird flow. some parts i just don't know where to hop next to, others i discovered nice ways after a while. The water doesn't really help with that,
- i love the water before/jump to the teles, and the wood thing at the ya that you're supposed to jump up to,
- the color scheme works well, but is a bit monotonous -- could use some more variation over the map.
hmm, is there a way to do something against the washed out look of lighting with q3map2? i have the same issue in my current map -- it's either too dark or looks washed out.
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