#5690 posted by Trinca on 2009/05/17 14:31:47
very nice both maps!!!
go map ladies!!!
Willem
#5691 posted by necros on 2009/05/17 19:33:50
looks cleanly built so far.
Hm
#5692 posted by ijed on 2009/05/18 00:47:10
If homoerotic (and wtf was a sheep doing at the start?) games aren't your thing then the Japanese also cater to the opposite end of the spectrum:
http://www.youtube.com/watch?v=YHCw3MZdm0I
Lol
#5693 posted by starbuck on 2009/05/18 02:42:41
some killer animation at 1:11. Just moonwalkin up and down those stairs.
Yeah
#5694 posted by ijed on 2009/05/18 03:32:03
If you don't have that sort of stuff implemented then why put it in the environment. Oh yeah, because your target audiance is 14 and will one day be a 40 year old virgin.
The original video I saw had a character selection screen - they probably spent weeks getting the bump and grind animation just right, find it and you'll see what I mean.
Mind you, girls in bikinis chopping up zombies?
-> they'll make money.
Or You Could Just Make The Two Games Into
#5695 posted by meTch on 2009/05/18 04:01:20
onesuperultraextracrapyoudontneedmakinglowfpsbutwhocaresitlookscoolandyoudontuseconventionalcontrolscositsonthewiisofuckyaeahbitch
but then again there was some thing with 'omoz and moonwalking and zombies already...
http://hg101.classicgaming.gamespy.com/moonwalker/moonwalker.jpg
you know it you know it
and i know this most likely didn't make any sense but ...meh
Wot Trinca Said...
#5696 posted by Shambler on 2009/05/18 13:43:13
Nice looking maps, good to have some quake to get excited about.
JPL, great atmosphere and tile details.
Willem, nice designs and style. One thing, please fix the texture under the arches so it actually looks like proper stone blocks (i.e. should match up with the blocks the wall is made of) </pethate>
Willem
#5697 posted by nitin on 2009/05/18 14:35:02
I love your brushwork style, very clean for lack of a better word.
#5698 posted by JneeraZ on 2009/05/18 15:11:48
Shambler
Thanks! And, yeah, ignore the texturing. There are tons of misalignments that I intend to go back and fix up later. Just trying to get the layout and a basic texture pass done at the moment.
I Like These Shots
#5699 posted by Drew on 2009/05/20 17:19:56
Because they look awesome, and because you two both tend to finish what you start!
Not Dead Yet
#5700 posted by Orl on 2009/05/21 03:50:20
Haven't posted anything in a long time. Just a reminder I am still here, and am still currently working on my next SP maps.
All work in progress:
http://qrf.mine.nu/~orl/misc/oms221.jpg
http://qrf.mine.nu/~orl/misc/oms222.jpg
http://qrf.mine.nu/~orl/misc/oms223.jpg
They aren't much, but its what I have so far. I can't say how soon I am to finishing, I am a very slow mapper. But it will get done.
Turtle Sign Allowed
#5701 posted by madfox on 2009/05/21 05:15:04
Good mapping skill on terrain area, almost fell through a McGee's level. Fine to see that cavey part well done. Lightning can bloat some texture, but that aside, screenies do own some atmosphere.
Keep on the good job!
ORL
#5702 posted by Shambler on 2009/05/21 10:59:03
Cool, I like, the rock texture is a bit grim tho. Tried the Armagon one??
Nice
#5703 posted by DaZ on 2009/05/21 18:52:57
I think the lighting needs some work though, way to bright in most areas!
I like the 1st screen shot especially, more of that please! :)
Thanks For The Feedback
#5704 posted by Orl on 2009/05/22 00:55:33
MadFox - It's hard to try to get the entire cavey part into one screenshot, but I can assure you that there is more to see. :)
Shambler - I had a look through the Armagon .wad, but I couldn't find a suitable rock texture replacment. Think you can point me in the right direction?
DaZ - I manually brightened the screenshots after I took them, since they were originally very dark, and almost impossible to see anything. Lighting levels seem to vary from different monitors, what may appear dark to me, may seem bright on someone else's monitor. I can tell you though, the actual lighting is darker than shown in the screenshots. Also, the 3rd screenshot has no lighting at all, still under construction.
Thanks all again for the feedback. :)
Orl
#5705 posted by RickyT33 on 2009/05/22 03:43:17
there are some sweet rock textures in the rune wad, er somewhere in quaddicted. I recommend you check it out too :)
Nice shots btw :)
Yeah,
#5706 posted by Drew on 2009/05/22 15:18:54
looks good. Interested in what kind of wizard/city hybrid textures you've developed. the pink bricks look better than I would have thought actually...
More Shot
#5707 posted by JPL on 2009/05/22 15:59:12
http://lambert.jeanphilippe.free.fr/Divers/GTH2.JPG
Other side of the broken area is done... to be continued ;)
Jpl
#5708 posted by necros on 2009/05/22 22:47:04
i think some statues of knights and/or hellknights in that broken courtyard would be pretty badass.
maybe broken statues, even. just like, delete half an arm or the head and seal up the hole created.
Necros
#5709 posted by JPL on 2009/05/23 10:47:07
I was thinking about it, but it is quite complicated to either find good statue prefabs (I didn't look for deeply on the internet so maybe it exists), or to create it from existing monster...
It could be a good idea to add such things in next Quoth version... :)
Hmm
#5710 posted by nonentity on 2009/05/23 13:40:35
I like the pillars...
Also, seems to lack a ceiling ;p
Nonentity
#5711 posted by JPL on 2009/05/23 13:47:28
yep, ceiling is not done yet... normally there will be a platform placed onto the pillars... it is not finished :)
JPL
#5712 posted by RickyT33 on 2009/05/23 17:53:01
This is code from starkmon for the dead player models:
{
"classname" "func_illusionary"
"frame" "82"
"model" "progs/player.mdl"
"origin" "848 2456 -1344"
}
You can change the player.mdl to one of the knights, and find the correct frame-number for a normal stance, like a statue...
There has to be a monster in the level already though, of the same type as your statue, and it has to appear higher up in the map file entities.
JPL
#5713 posted by generic on 2009/05/23 18:15:19
If you are using Quoth (*recommended*), you should be able to include the knight MDLs from Rogue's Dissolution of Eternity Quake mission pack and use the mapobject_custom entity.
That is, of course, if you do not want them to spring into life at some point. :)
RickyT23 / Generic
#5714 posted by JPL on 2009/05/23 18:36:57
RickyT12: It works fine indeed, I just have to find the correct frame number that correspond to the effect I want... cool !
generic: Thanks I have to experiment this stuff, I completely missed this one, and I was not aware it was possible to use it for statue generation :)
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