#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.
Oh And Is That Fog?
#5553 posted by nitin on 2009/03/18 23:47:17
or some spiffy shader for the bloom-ish light effect from the roof?
Beta
just wondering if anyone fancies beta testing my new map. would appreciate any feedback anyone has to offer.
thanks
http://www.quaketastic.com/upload/files/misc/toabeta.zip
#5555 posted by JneeraZ on 2009/03/23 23:22:42
DeathMethod
OK, some quicky feedback:
- love the look of the map! It's simple but man do those textures work well! Some annoying fullbrights here and there but nothing tragic.
- the zombie pit/cave is awesome. nice telegraph and it was fun clearing them out.
- I think it needs more ammo. I ran out a few times and had to cheat.
- needs a little more health as well, IMO.
- the blue and gold key doors/grates really need to be marked. I had the blue key and was wandering around thinking, "I don't remember seeing a blue door...?" And then something opened for me that wouldn't previously.
Nice map though! Must VIS like lightning! :)
#5556 posted by Ankh on 2009/03/23 23:58:37
Nice looking map. For me it was a bit to easy. In the first half the fight feels too static for me. I think you should challenge the player to move a bit more (more scrags, some more ogres in close combat, one or two surprise fiends). The look is ok even if I don't like the Egyptian texture set that much. Layout is also nice but as Willem said you must mark the key doors. Ammo is tight but not impossible on hard skill.
Here is a first play demo recorded in joequake.
http://www.quaketastic.com/upload/files/demos/toa_ankh.zip
#5557 posted by Trinca on 2009/03/24 00:22:04
i will not download ;) i want final product but i�m glad there is another mapper in house!!! now delete map to many people to beta!
Nice Looks.
Lot of space for improvement, though.
Some tex misalignments especially around stairs edges and on the slope leading to the 1st vore.
Gameplay is indeed a little on the easy side, I suggest you'd remove the last shambler and have him teleport in when you get the gold key. After that, a huge monster+ammo+(item) spawn may start a battle royale to round things off. Otherwise, after the gold key, the action's over...
Sk3 demo.
http://www.quaketastic.com/upload/files/demos/toabeta_1stnm_thesilent.zip
Nice work overall...
Ah... Trinca...
STFU!
;)
#5560 posted by Trinca on 2009/03/24 09:49:09
the silent si prega di chiudere il cazzo
:p
is u need help to map hard i�m a pro in making hard maps :)
LOL!!!!
You're killing me...
My fave mapper!
;P
DeathMethod
#5562 posted by enki on 2009/03/26 14:24:28
I love it, but I've always been a sucker for that texture set. Great brushwork, very nice use of textures. There are a few places in the floor grooves i got snagged up and had to noclip out of tho. I can make screenies if you can't find them. Some clip brushes should clear those up nicely. Maybe consider moving that SSG a little closer to the player spawn if it doesn't throw off gameplay all that much.
Overall it looks like you invested a lot of time in this. I'm a fan of the loosely placed bricks myself, it adds a real nice ambiance to the map.
|