Sock
#5898 posted by inertia on 2009/08/12 21:18:34
The angles on the outside wall just look too soft! I don't think the brickwork would naturally decay like that, if it's old; if it's new, it would be a very sharp angle.
Also
#5899 posted by inertia on 2009/08/12 21:19:26
This thread is like tumblr for mapping -- I love it.
Sock
#5900 posted by necros on 2009/08/12 22:42:09
the building looks much more imposing from close up. i don't know about 'cartoony' but the panned shot lacks that imposing feel.
the flared out upper part of the walls make it feel powerful when looking up at it from the ground.
Hmm
#5901 posted by spy on 2009/08/12 22:44:40
agreed
Hong Phong Phooey
#5902 posted by sock on 2009/08/12 23:24:06
@nitin, I will changed the texture density for the roof tiles, they are far away and look alot different from the ground.
@JPL, when the map is finished I will release all the source files, so all will be revealed soonly! (The curved corners you are looking at are brushes with a 60 phong value on them.)
@negke, the phong lighting and texture alignment/density is the illusion.
@inertia, ooo never heard of that place before :D Yeah this place is a cool mapping blog/home, lots of different people.
@necros, yeah the panned out shot was really so everyone could see the overall outline, but yeah it feels alot different up close. Most people rarely look up in games so alot of high detail will be missed.
#5903 posted by metlslime on 2009/08/13 02:19:09
Most people rarely look up in games so alot of high detail will be missed.
solutions:
1. spawn in some annoying flying bad guys with low hit points
2. shootable buttons near ceiling to open doors
3. game mechanic that rewards taking photos of rare objects or creatures, requiring people to look around more
4. cutscene that takes control away from the player and shows your preferred backdrop while "plot" happens in front of it
5. a tantalizing secret item that you can see easily but can't tell how to climb up to without looking around
Cool!
#5904 posted by pjw on 2009/08/13 04:10:23
I'd go with the same trim style on the upper roof. It looks unfinished to me now, with the trim on the lower.
I'm not sure if the floor texturing was just unfinished in the first shot, but I kind of liked the look of that better. In that first shot it almost looks like decking...some sort of rough-hewn planks or something. Much more interesting than that square-cut stone in the new shots.
6.
#5905 posted by ijed on 2009/08/13 05:09:58
Get a job making drinks on the beach instead.
Re: Tumblr
#5906 posted by inertia on 2009/08/13 08:33:04
I mean sock you are basically livemapping. It is awesome.
Already Shown On #tf...
#5907 posted by JPL on 2009/08/13 15:58:13
.. just posted it to show the progress f CDA sequel :)
http://lambert.jeanphilippe.free.fr/Divers/GTH03.JPG
http://lambert.jeanphilippe.free.fr/Divers/GTH04.JPG
Top of the destroyed castle is yet finished, I hope to start next area soon :)
#5908 posted by JneeraZ on 2009/08/13 16:02:17
That map is definite hotness! Can't wait to play it...
Looks Very Nice JPL!
#5909 posted by RickyT33 on 2009/08/13 18:13:37
go go go!!!
#5910 posted by Trinca on 2009/08/13 18:38:33
zomggg i need inspiration ~:\ havent mapped for weeks... not a single brushe!
look very cool JPL, keep the good work!
Fine!
#5911 posted by madfox on 2009/08/14 03:24:39
I hope any light dwells on buttom of these dark caverns.
JPL
#5912 posted by inertia on 2009/08/14 10:49:48
Can't tell, are you using minlight?
Inertia
#5913 posted by JPL on 2009/08/14 11:19:55
Yes, minligth = 20, and sunlight = 110... light compilation has -nominlight option in order to obtain some complete pitched black area with antilight...
What's the problem ? Do you have problem with your screen setting ?
#5914 posted by negke on 2009/08/14 11:22:52
Minlight and those textures don't mix too well.
Well
#5915 posted by JPL on 2009/08/14 11:36:46
I made a try without minlight, and it is completely black-ish darkness-ish in some area where there are no light sources... hence my decision to use minlight... just a matter of taste afterall... though... :P
Jpl
#5916 posted by megaman on 2009/08/14 12:10:07
the floors look washed out, the shadow areas don't.
Sock
#5917 posted by - on 2009/08/14 12:39:38
I'd try a browner color instead of the white trims to lose some of the cartoony feel.
JPL
#5918 posted by Spirit on 2009/08/14 13:00:28
Are you using 16 bit or did you change the gamma or brightness a lot? The colours look awful (not the map, but the screenshot).
Screenshots....
#5919 posted by JPL on 2009/08/14 14:53:06
... does not reflect the map ingame guys ! Please remind this... Actually gamma is set to 0.55... (default value I think)... I just reworkd brightness and contrast by increasing the values respectively by 40 and 30% before posting... as I do all the time :/
Arrrrgh
#5920 posted by Spirit on 2009/08/14 16:22:37
Gamma 1 is the default. 0.55 is like HELLO LET ME EMULATE A NUCLEAR BLAST RIGHT NEXT TO YOUR RETINA! ;p
Set your monitor to sRGB if you can and calibrate further if needed: http://www.normankoren.com/makingfineprints1A.html
Spirit
#5921 posted by JPL on 2009/08/14 19:00:57
Well, it means that the map is darker than it is seen ingame... hmmmm seems that I have to check that now... but I fear that the main problem will then be to provide screenshots with something visible... bad...
Spirit
#5922 posted by JPL on 2009/08/14 19:05:00
Actually gamma value is directly linked to the brightness set in the Quake setup menu.... So if gamma is set to 1, it is very dark... then if gamma decreases, it is brighter...
Also depending on your screen (CRT or flat), the rendering is different... it then explain why it is impossible to satisfy everybody with shots: better is to wait for the release, and play the map ;)
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