Full Circle
#6038 posted by
sock on 2009/08/27 16:35:01
@scampie, The screenshots look really cool with all the plants and cliff sections but I have to confess not having played the game (DOW) I have no clue what stuff in those screenshots are your creation. Which nicely brings me to a nice tangent or 'shoe on the other foot' situation.
I recently posted screenshots of map stuff on an art portal/site, they branded me a cheat for posting stuff which they thought belonged to others and cast me out. Fair enough I suppose because they did not understand or could not work out easily from my screenshots what was my stuff. It is certainly strange seeing this situation from their perspective with your DOW screenshots.
Scampie
#6039 posted by bear on 2009/08/28 10:24:31
that razor sharp waterline hurts my eyes but I guess there's nothing you can do about it? never played dow.
Awkward Angles
#6043 posted by
sock on 2009/08/31 18:07:21
Sock
#6045 posted by
pjw on 2009/08/31 19:02:23
The cracked, semi-dry ground in that second shot is awesome. Haven't seen that look pulled off so well in Q3 before.
Litter Problem
#6046 posted by
sock on 2009/09/01 09:28:14
Another update on detail:
http://www.simonoc.com/images/design/maps_q3/moteof1bw4l.jpg
@zwiffle, the textures are mostly standard ID, nothing special.
@pjw, thanks :D
Upstairs Downstairs
#6048 posted by
sock on 2009/09/01 20:49:30
#6049 posted by
inertia on 2009/09/02 00:20:49
Given the aesthetic quality of the rest of the map, that brick / diagonal cutoff as the floor wraps around the octagonal hole bugs me a lot.
Well...
#6050 posted by
metlslime on 2009/09/02 00:23:15
there is trim there. Maybe it should be raised up to imply the diagonal-cut stones are covered by a strip of wood.
On the other hand, go map!
Stone Alignment
#6051 posted by
grahf on 2009/09/02 06:15:23
That sort of minor misalignment used to bug me too, then I looked at laid stone in the real world and realized that it almost never matches up perfectly like a power of 2 sized texture... It's not that hard to cut stone to fit.
Cool
#6053 posted by
inertia on 2009/09/02 10:29:13
Just make sure to clip it :D
#6054 posted by
necros on 2009/09/02 10:38:54
it's amazing how little things like that end up looking awesome. :)
Oh My Gosh
#6055 posted by
spy on 2009/09/02 13:30:00
i wish that would be converted to q1sp
#6056 posted by
necros on 2009/09/03 02:24:52
Criminally Underused Textures
#6058 posted by
grahf on 2009/09/03 03:15:21
But you've done them justice with some very clean angular curvy brushwork. I can visualize how it all fits together and it is a thing of beauty. The grating in the middle is a nice touch, even if its color does clash a little with the muted speedbz trim around it. I would love to see another sublevel below where the floor of cabling is now, just to really drive home the feeling of vertigo, but perhaps that would be pushing the portal count a bit. ;) The only thing I don't understand is the square rods seemingly coming off the ceiling; maybe they make more sense from a different angle, I just can't see what they are doing.
Altogether, it looks sexy and I want to play it. You are a mapping machine, necros, and I'm glad someone is still holding the torch for q1sp in 2009.
Also, it's my new desktop background.
Necros
#6059 posted by
JPL on 2009/09/03 09:48:57
Nice shots ! The architecture is cool ! Go map and release it ;)
Hmmm.
#6060 posted by
Shambler on 2009/09/03 10:17:39
I find them a bit....a bit blatant? Like they're trying to be too industrial...
How is this map breaking Quake then necros? Or is it the same one?
#6061 posted by
necros on 2009/09/03 10:28:17
my major complaint about clockwork droid is that they're a little limited. it's either trim or squares. no rectangles or triangles. i really love the ikbase set for that.
as a result, i've mixed in metl's obtex and speedbaze. the borders between external tgas @ 2x res and normal 1x res palettized textures is sometimes a little obvious, but i can live with it because i find the oblivion textures too blue and the speedbaze textures too dark and brown on their own.
in anycase, this map was originally going to be the second map of the three i was planning to do.
i'm working on this while i perform some vis tests on the other one.
Clockword Droid
#6062 posted by
nitin on 2009/09/03 13:28:46
beautiful textures but I have to say that most maps that I have seen with them tend to look the same. That might be because of what necros says above but it does seem like they were textures created for a particular map already built.