I Agree With Nitin
#533 posted by
R.P.G. on 2004/01/17 15:44:55
Try sticking to 2-4 insets/panels for the map. Using that many in one room is especially distracting. You could try replacing one of the central inset pieces with a support column of some sort. It's not a really huge deal, it just could be done better and that small thing would really improve the map.
#534 posted by
. on 2004/01/17 16:18:39
Thanks again! I'll post more shots when I get more done and I think I will remove some panels, a few more areas need them yet anyway =)
Earlier In Quake
#536 posted by
madfox on 2004/01/20 00:19:33
If you loop back to this site...
than loop back to good old school Quake...
http://members.home.nl/gimli/Quake19.jpg
I lost the shape of the tiffany,
by scaling the level again.
Re:
#537 posted by
R.P.G. on 2004/01/20 08:59:16
Gib: I can't load the image. It just loops back here.
MadFox: looks good.
Plumbum Oxide
#538 posted by
madfox on 2004/01/20 10:13:23
While texturing the window for the third time,
it comes to me from a distance the black surrounding square won't leave!
I have changed all the pixels into lighter ones, but the dark square stays.
Funny result after all that texturing.
CnP
#540 posted by
GibFest on 2004/01/20 14:42:54
If you cut n paste it works, probably my mates shitty free hosting.
Madfox...
#541 posted by
distrans on 2004/01/20 19:26:23
Try using the original tex but scaling it up in editor.
The other option is to use the original tex centered in the opening then add a surround to hide the errant pixels.
X-Ray Window
#542 posted by
madfox on 2004/01/20 19:35:09
I already tried with pasting over the texture, but this won't work. Seems the black square appears every time from a distance.
The texture limit is 128x128, so scaling up will divide it to more texture units. (argh... texture count!)
Untitled Tourney Map For Unreal Tournament
#543 posted by
om9zer on 2004/01/21 02:01:36
....
#544 posted by
starbuck on 2004/01/21 10:57:30
awesome lighting, really, just the right amount of coloured light to be interesting while still being subtle.
Brush work looks solid and fairly original generally but lacks unique features from one area to another, such as could be provided by small level detailing, etc and ends up looking slightly plain. This could be a texturing problem actually, maybe try replacing some of the brick texture with something else in places
but generally it looks great
Actually
#545 posted by
starbuck on 2004/01/21 11:00:55
the 'problem' is only on shots B-D
wow, B-D looks like a tiny penis
er, ill get my coat.
Hmm
#549 posted by
nonentity on 2004/01/27 23:01:16
Oh right, yeah, the map.
Kinda dark in places and the texturing is a bit repetitive, but I like the brushwork and theme.
Yeah And If I Pasted The Right Pic.. That'd Be Cool To
#551 posted by
pope on 2004/01/28 07:02:36
I Like The First Shot Better, Bp
#553 posted by
necros on 2004/01/28 15:14:45
oh wait...
i like the quarterpipe lava canal.
I Have To Agree With Nitin
#556 posted by
R.P.G. on 2004/01/29 10:23:23
The build quality is there (I mean there aren't weird assortments of odd-shaped brushes), but there isn't much of anything there. The walls are exceedingly flat. You've put in a few cool touches (damaged bits, wires, and artificial colored lighting from the slime), but those aren't doing much for the overall detail level. Comparing this to Ph8DM1, I know you can do better.
Sorry to be harsh, but that's the way it is.
Phait
theres so much detail and variation you can do with idbase. no need to keep the same wall texture over the whole map. plenty of 'detail' textures that can be used like comps and stuff, that lend themselves to their own brushes rather than being wall decoration
take some time and play older idbase sp/dm maps and apply some of what you see to your map.
and dont forget CRATES