That's Pretty Nice
#5528 posted by ijed on 2009/03/15 23:37:35
Definate Koohoo and then This Onion influences.
I wouldn't make the tombs cause damage though - its only low but I was pissing about to read the text before I noticed my armour draining away.
Might be good to complicate those with some zombie spawns instead.
You could probably replace half the Vores with Shamblers.
For the finale It'd be nice to see lava bit open and a load of spawns. Just an idea.
Lava Pits
#5529 posted by ijed on 2009/03/15 23:37:50
#5530 posted by Trinca on 2009/03/16 10:40:40
looks awesome, this texture set is very good and the lights are nice! keep the good work!
Btw
#5531 posted by spy on 2009/03/16 13:39:37
this reminds me that old norvegian winter pak :)
Spirit
#5532 posted by JPL on 2009/03/16 13:45:24
Very good use of DKT3 texture set there... Shots are very nice !
Nope
#5533 posted by gb on 2009/03/16 18:23:08
The texture conversion issues are glaring. The glass windows look really bad with those spotty/discolored areas. It's not just stray fullbrights, it's the pallette change from Daikatana to Quake.
I don't think using 100% "alien" textures for a map is very good. The screenie with the HK and ogre infighting looks very much like "Quake monsters having a field trip in Daikatana".
Their skins use the Quake pallette as intended, while the converted textures come from a different pallette. Thus, there is a mismatch. Textures and monster skins were created for different games, and it doesn't go together.
It's something else if you hand-pick Daikatana textures to go with original Quake ones, though. It's also something else in DM maps, because you don't see any monsters. So it can work - until you see Quake player models in the map, which again creates a misfit.
It often happens that a mapper becomes so fascinated with a game's textures that he wants to use them for the entire map, forgetting about all the issues that he is creating, because from his subjective perspective (through his momentary glasses of excitement) the map looks great.
But the map is only a part of the game. Quake monsters in what is practically, artwork wise, a Daikatana map just look shit. Smoothing over problems with bloom effects using certain engines is kinda dirty, too.
It's simply bad/no art direction.
Sorry for raining on the parade. But that's simply how it is. I'm sure they are great maps, but I could never get over the art direction problem.
This is only personal, of course. So... feel free to dismiss this comment...
That Horse's Legs Much Be 50 Feet
#5534 posted by Spirit on 2009/03/16 20:13:36
I love the art direction of the map. I think it looks incredible and quite unique. I wish more maps will pick up this dark and evil medieval theme. To me the textures are very very much fitting Quake.
JPL: Not my map. ;)
#5535 posted by gb on 2009/03/16 20:33:30
I wasn't talking about only the map, I was talking about the map as part of the game (monsters, items, everything that is on screen). I think saying that the glass window textures look "incredible" is a bit questionable. Need glasses?
I was not even trying to be mean, just honest.
But anyway. It's UPG like much of what I say/post/write.
#5536 posted by RickyT33 on 2009/03/16 20:38:06
10c
#5537 posted by necros on 2009/03/16 22:53:25
don't agree with everything gb said, but yeah, saying the glass texture looks incredible, let alone even 'decent' is ludicrous. the errant fullbrights make it look like complete shit.
once those fullbrights are cleaned up, i'm sure it'll look fine. plenty of maps have been done in completely new textures, and they look great. doing a map is all (or most) DKT textures isn't the problem. it's just the bad conversion that is.
#5538 posted by RickyT33 on 2009/03/17 01:40:45
i said it looked freakyy
Well Ok I Said It Looked "sweet"
#5539 posted by RickyT33 on 2009/03/17 01:43:22
http://www.quaddicted.com/stuff/temp/reQuiem009.jpg
its just too beautiful your minds cant take it in. neither can mine. reminds me of my velux bedroom windows :S
Now I Want An Eyebrow Smilie
#5540 posted by Spirit on 2009/03/17 10:03:18
I DID mention that those fullbrights should be eliminated, didn't I?
Gb
While on one hand you're completely right, on the other hand Quake itself is such a mish-mash/hodge-podge of stuff that sometimes it may not matter anyway. (Not sure how it is in this case, haven't looked).
That window texture is definitely ass though, that has to go. (Fix it or get rid of it!)
#5542 posted by enki on 2009/03/17 12:49:16
replacing window textures for next release... thinking about making my own...
and patched up the lava brick textures to eliminate fullbrights.
For Spirit
#5543 posted by negke on 2009/03/17 16:55:42
|:)
Megadm4 Beta1
#5544 posted by megaman on 2009/03/18 00:04:26
screens & download: http://haukerehfeld.de/blog/2009-03-17_megadm4-beta1 :D
comments on architecture appreciated!
Megaman
#5545 posted by Zwiffle on 2009/03/18 00:08:20
Look like a map. As far as architecture is concerned (and I am no expert on q3 maps) it looks like a lot of other q3 maps - pipes, support beams, curves, etc. Not saying it looks bad, because it doesn't, just that it doesn't stand out either.
#5546 posted by starbuck on 2009/03/18 12:58:27
enki
A lot to like in your map, good atmosphere and nice theme. Gb is right about the theme/monster mismatch, but that's something we've been getting wrong for years now, not sure why he's picking on you in particular :)
My favourite architecture was in the start map, very nice. The beginning area of the actual map looks a little sparse, could do with a little extra detail. Nice use of coloured light, are you a Quake 2 mapper primarily?
In the upper area, I think if you fix/replace those window textures it'll look good, although there's quite a lot of windows, maybe losing one or two would help. Have you thought about shining light through the windows using skylight? I think it works if you put a sky texture behind the window brush, and attach the window brush to a func_illusionary. Looking forward to the release!
Megaman
Looks kinda like cold plain oatmeal tastes. You need to add some maple syrup.
Oh Hay...
#5547 posted by enki on 2009/03/18 15:05:56
starbuck, thanks. A majority of the problem is replacing those fullbrights in the used textures. I'm mid process of cleaning those up via color replacement in Wally / PSP, and losing one of the window textures in favor of the other, and yes I've considered adding skylight to the larger round windows as well. Also, I've done some things for Q2, but years ago. Most of the work I've done within a similar to Quake vein was for non-Source HL mods and more recently Q3 and some D3 engine. I'm one of the (probably) very few that prefer Radiant to WC/Hammer when it comes to Half-Life.
gb, I don't think it's a lack of art direction to put Quake monsters in a different texture set. ie: the Dtk3E wad isn't that far off the mark in Quake. As I stated in the readme and on our projects page many of the monsters are getting replaced / reskinned if I decide to make this more than just a SP set of maps specifically for Quake. The idea that it looks like a field trip to Diakatana for Quake monsters is a little unfounded to me in a game with teleporters and rapid loading / firing rocket launchers. It is what it is, I've always believed using the 'same old' .wads seemed a little uninspired after 12 + years. =/.
At any rate I'll have a better beta available by the weekend if anyone's interested. Thanks for the input guys :)
Enki
#5548 posted by spy on 2009/03/18 15:29:09
in texmex there is an option to remove fullbrights
#5549 posted by JneeraZ on 2009/03/18 15:41:37
enki
Different texture sets are always welcome, IMO. The id textures are great but they're getting a little long in the tooth.
I think the Daikatana ones, especially, look great in Quake. The palette shift is not so great that things look out of place to me. Medieval is medieval - it generally works.
Hmm
#5550 posted by megaman on 2009/03/18 20:07:20
yeah, the greyness of it.. ;)
zwiffle: well, it's for competitive gaming, so it mustn't stand out too much. It needs to be easily recognizable, with distinct areas, and architecture that gives the gameplay focus. No chartres allowed :(
thanks for the feedback ;)
TexMex
#5551 posted by Mike Woodham on 2009/03/18 20:23:33
I used TexMex when I was putting The Onion wad together and it often missed one fullbright - there is a reason but I can't remember what it is.
Megaman
#5552 posted by nitin on 2009/03/18 23:46:09
I think that looks great, the lighting and texturing look lovely.
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