 But Enough About Sprites...
Necros, that map looks pretty, are you aiming for a primarily vertical map again?
#5817 posted by Trinca on 2009/07/16 17:40:12
nice pic necros look�s like a map of tronyn in soe indian summer map pack :)
 Sod Sprites
#5818 posted by ijed on 2009/07/16 18:43:32
The pic link is down - I scanned it before but can't remember well enough to comment.
#5819 posted by necros on 2009/07/16 19:46:54
nah, no more vertical. it was fun, but i don't want to do that again.
it'll be similar to cda, i think.
 Note:
#5820 posted by metlslime on 2009/07/16 22:25:47
sprite and skin replacement is not supported by fitzquake (yet)
 Extra Glow
#5821 posted by sock on 2009/07/17 09:29:10
Necro, why do the torch bases glow so much compared to the rest of the environment?
 Sock
#5822 posted by AEnoch on 2009/07/17 16:35:05
The torch bases are a model. He used quoth entities.
 Something In The Works
#5823 posted by AEnoch on 2009/07/18 03:16:35
 Down The Rabbit Hole
#5824 posted by sock on 2009/07/18 13:01:27
More sleepless nights carving wooden pointy teeth. Ive included a brief one liner for each image, its something I do on another site and thought it might be more interesting.
A contracted wooden iris blocked by chains
http://www.simonoc.com/images/design/maps_q3/moteof1an1l.jpg
A sky light framed by a circle of chains
http://www.simonoc.com/images/design/maps_q3/moteof1an2l.jpg
A gaping hole lined with wood teeth
http://www.simonoc.com/images/design/maps_q3/moteof1an3l.jpg
A dark connection with plain wooden cross beams and warm left-hand light - http://www.simonoc.com/images/design/maps_q3/moteof1an4l.jpg
Plughole kaleidoscope - http://www.simonoc.com/images/design/maps_q3/moteof1an5l.jpg
Down past gaping steps and angled wood lies helping metal hands - http://www.simonoc.com/images/design/maps_q3/moteof1an6l.jpg
#5825 posted by JneeraZ on 2009/07/18 13:34:32
I love the one-liners. It gives every shot a sense of place before you click.
Lovely work, sock. The level is looking better and better all the time!
 Err
#5826 posted by nitin on 2009/07/18 13:48:08
that looks fantastic, lovely lighting.
 Yeah
#5827 posted by ijed on 2009/07/18 13:48:24
That looks too good for games almost - excellent stuff.
Aenoch - the link seems broken.
#5828 posted by JneeraZ on 2009/07/18 13:58:19
Dreamhost is having a switch/router issue at the moment so Quaketastic is temporarily offline. It's being looked at...
#5829 posted by necros on 2009/07/19 04:07:22
that looks fantastic ^_^
 Sock
#5830 posted by metlslime on 2009/07/19 09:35:54
Looks excellent. The chains are a bit primitive though... Maybe use patches or, even better, a mapmodel, instead.
 Sock
#5831 posted by Shambler on 2009/07/19 16:46:46
Nice gaping hole, dude o_O
 Progress
#5832 posted by JneeraZ on 2009/07/20 00:58:49
3,800+ brushes and it's finally sealed. Now to start detailing and finalizing gameplay...
http://wantonhubris.com/blog/wp-content/uploads/2009/07/map_preview.jpg
#5833 posted by Trinca on 2009/07/20 01:33:27
looks fucking great!!!
i want this :p
go map!
#5834 posted by Zwiffle on 2009/07/20 01:45:09
Time to START detailing?? Looks pretty detailed to me!
#5835 posted by necros on 2009/07/20 02:26:57
haha no kidding. it looks great already ^_^
 I� I�
#5836 posted by ijed on 2009/07/20 04:36:31
Not a fan of the texture set, but it's a taskmaster map, so weather it's good or bad it will be well done.
Good or bad being relative to whichever gameplay angle you're exploring.
Is that id basic sky tex up top? I'd always vote for skybox, but there you go.
The only question that remains . . . when :)
 Willem
#5837 posted by sock on 2009/07/20 08:12:50
wow very cool I like the brightness of the textures and vaulted ceiling, gives the area a regal/palace feel. What do you mean by start detailing? Is 3800 brushes alot? sorry for stupid questions, not a q1 mapper anymore.
 What Others Said
#5838 posted by JPL on 2009/07/20 08:19:33
Very promising shot :)
#5839 posted by JneeraZ on 2009/07/20 11:09:51
Wow, thanks all! And, yeah, that area in the shot is pretty much done but there are others that need detailing (box rooms). :)
 Hmm
#5840 posted by nonentity on 2009/07/20 13:21:23
I like the cathedral-esque up lighting on the ceiling, gives it a sense of grandeur.
Not sure about the square windows/light fittings tho, especially the stack of 3 on the left. They just seem too square/blocky. Possibly have one tall window instead, would flow with the lines of the room better and help emphasise the height
(altho all that may be based on the low angle of the screenshot)
And I'm all in favour of more detail, I reckon you can push a few more polygons out of the Q1 engine (altho it does look very nice already, I'm just a fan of adding modern engine-esque levels of small detail into Q1 ;)
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