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
Floor Looks Amazing
#6047 posted by nitin on 2009/09/01 14:42:59
in last shot.
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.
New Stone
#6052 posted by sock on 2009/09/02 10:02:48
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
Love The Door-arch
#6057 posted by RickyT33 on 2009/09/03 02:34:44
:)
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.
Background
#6063 posted by sock on 2009/09/03 17:02:31
necros, what is the idea behind the map? is the structure part of something?
#6064 posted by necros on 2009/09/03 19:31:54
it's a giant machine. the area in the screenshot is the very top (or back) of the machine and it's purpose it to drill into the ground.
after the drilling has been done, and the machine moves downwards, workers at the top would then build a smaller metal passage way anchored to the sides of the shaft that was dug. (you can see the rebar of the unfinished metal tube that grahf was asking about)
it was built in a hurry by mercenaries hence the exposed machinery and wiring.
Background
#6065 posted by sock on 2009/09/03 19:53:53
Necros, OMG that is awesome :D I was half expecting the usual 'oh its just a series of platforms with a hole in the middle' but you actually have a reason for it all, total respect :D I love the history to it as well.
#6066 posted by necros on 2009/09/03 19:55:49
yeah, i normally don't really do that, but i was reading WoT when i started, and i felt it could be interesting to come up with a history and a series of events before the player even gets there.
I Always
#6067 posted by ijed on 2009/09/03 21:28:00
Try and come up with something to stop myself losing interest - just laying brushes.
Every Map Should Have That Kind Of Backstory
#6068 posted by megaman on 2009/09/04 10:50:52
makes the environments feel so much more believable.
#6069 posted by JneeraZ on 2009/09/04 13:38:28
The trouble with back story is how to tell the player about it. Players don't read text files and they don't like text on the screen so you pretty much have to tell it visually these days. Give them information via environmental clues and let them fill it in, IMO.
|