#36 posted by sock on 2014/06/18 21:10:59
@affine, Wow that does look good, keep going :)
I would recommend moving the light fixture higher so that players don't bump into it when going around the wooden platform.
The lighting in the CZG honey map is strong shadow lights around the flame sconce's and light entities which are long range low value fill lights. The best thing to do is copy and paste a sconce and entities from his source map, it will have everything setup. To create the long range fill lights use wait=0.4 light=48 and remember to add colour values. (0.82 1.00 0.98)
#37 posted by affine on 2014/06/18 21:14:09
Thank you sock! I was wondering what the wait keys were for. A couple light setups I did in fact copy/paste because I was unsure, but now I'm eager to do some experimentation.
Pictures Before Going To Bed
#38 posted by skacky on 2014/06/19 00:15:28
Jesus, you guys are machines.
I have barely got past what I already posted (mostly due to fucking long working hours) I should pick up the slack in the next few days though.
All Pics
#40 posted by ijed on 2014/06/19 00:34:51
So far make promise drip out of my screen.
I should probably buy a new one; it's starting to burn a hole in the desk.
Incredible Direction This Thread Is Going.
#41 posted by Breezeep_ on 2014/06/19 00:38:12
Very Honey-styled
#42 posted by Cocerello on 2014/06/19 00:57:07
*Skacky: even better looking than the previous ones. I would stick a step to the floor where the hell_knight is standing, or a crate, to break a bit the ground.
#43 posted by Lunaran on 2014/06/19 01:06:43
you all need thicker fog!
Very Nice Shots So Far
#44 posted by nitin on 2014/06/19 01:33:08
FYI, I am using the exact same density setting as Honey except the hue is different. ;)
Or maybe I should use the same fog setting as Fatal Instinct from Quake 3?
Damn Skacky
#46 posted by mechtech on 2014/06/19 02:25:33
I started a map today. I'll have no time to finish it.
http://www.quaketastic.com/files/screen_shots/honmech1.jpg
http://i.imgur.com/GaHVJIr.jpg
Damn that looks good.
I'll just put the Hammer away and play yours.
Skacky
#47 posted by mfx on 2014/06/19 02:31:34
Yes! These look amazing, i�m very exited to play your map! And socks..
Mechtech, i like the shot, just make it a speedmap, whatever..
Yup, Very Nice Skacky
#48 posted by Drew on 2014/06/19 09:57:07
The only thing that is bugging me aesthetically is the 45 degree angle on the pipes, considering the curves elsewhere.
verging on the superfluous but if it was feedback you were looking for there it is.
Looking forward to all of the maps, whether turtle- or speed- or something in between!
#49 posted by - on 2014/06/19 10:58:40
#50 posted by sock on 2014/06/19 11:50:16
@fith, there is plenty of time, the whole of next week and two weekend's worth of time to go yet! Closing date is really Monday morning.
@mechtech, lovely chain bridge! The beauty of the map jam is that you just need to create something with an exit trigger. It can be a single room or corridor that is up to you. Just stick an exit at the end of the map and create a bridge too far combat setup! :P
@scampie, very tasty, you have even gone with some different fog!
Nice Shot Scampie
#51 posted by Drew on 2014/06/19 13:17:38
That gets me even more excited for this! Even though I am discouraged by the lack of Zer crates...
I am way too busy and might flake out but these shots are really making me want to make a submission.
Would someone be willing to make me a HLwad so I can use my crappy WC 3.3 on my crappy computer to possibly maybe throw something together for the deadline? I can't get Jackhammer or Trenchbroom to work, and I've been unsuccesful in previous attempts to convert the textures to the HLwad format in the past (using RickyT23's method). In fact, if someone can hold my hand through that process that would be even better.
Drew...
#53 posted by JneeraZ on 2014/06/19 15:46:48
shacky
Really nice work! Good lighting AND you took the time to do some decent composition set up. Impressive...
#54 posted by Spirit on 2014/06/19 15:59:07
I am tempted to attempt e1m3_honey
Great Idea
#55 posted by Drew on 2014/06/19 18:39:00
Please submit to your temptation.
Map Jam
#56 posted by sock on 2014/06/19 22:34:20
is about just creating maps, they don't need to be textured masterpieces or complete adventures with multiple skill levels and encounter balance. They can be simple rooms, long corridors or complex environments, there is no restriction, no minimum or maximum amount of level you can submit. It could even feature no monsters!
There is only one rule ... one EXIT trigger!
/me Makes Map With 2 Exit Triggers
#57 posted by - on 2014/06/19 22:43:13
I Will Title My Map EXIT Trigger
#58 posted by mechtech on 2014/06/19 23:17:40
#59 posted by digs on 2014/06/20 18:24:18
@Digs
#60 posted by sock on 2014/06/20 18:34:20
The Honey Yummy Metro System! :)
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