#6138 posted by JneeraZ on 2009/09/29 11:23:24
That sounds like the choke that newer versions of FitzQuake (higher than 0.80) perform on my Macbook. After a few seconds, hard lock. The Macbook has an ATI card so that might explain it.
#6139 posted by anonymous user on 2009/09/29 13:00:17
I�ve got a ATI850 Pro now and fitzquake dont work... got the screen all fuckedup!
joequake also got some problems with the command -bpp
Qrack that is based on joequake works perfect...
I need to try darkplaces and some others but I�m not having any time at home for nothing!
Grates And Swirly Things ...
#6140 posted by sock on 2009/09/29 18:37:23
#6141 posted by Spirit on 2009/09/29 19:03:06
Sock / Spirit
#6142 posted by JPL on 2009/09/29 20:45:02
@ Sock: Looks nicer and nicer everyday day !!
@Spirit: Am I dreaming or are there shots using Doom3 textures at the bottom of the thumbnails?
Jpl
#6143 posted by necros on 2009/09/29 21:45:52
these textures: http://villsa.files.wordpress.com/2009/09/quakepack15.jpg ?
they look like ogro textures or something similar to them, anyway. definitely not d3 though.
Trinca
#6144 posted by spy on 2009/09/30 11:29:19
Andtheyevenbodoredtodoso
#6122 posted by peopedontcaretounderstand [194.65.24.228] on 2009/09/28 16:05:45
Necros you are fast as a bullet! nice work
http://www.quaketastic.com/upload/...
I lost all my interesing on mapping, plus people dont like much my maps anyway(to dark, to blocky, to linear) so why loose time with then?
Email some friends some time ago to ask what they think of the map in progress... if i should finish this map or not and they even didn�t respond...
One of those friends I�m a little disappointed... didn�t expected this attitude from him, but this is internet and nobody is nobody friend this is just the proof!!!
I think nobody cares, so why should i care? if anyone want to finish this for a speed map be my guest!
bye
definitely you're should finish it, i think this one could be very cool dm map
Screenshot Overdose
#6145 posted by sock on 2009/09/30 12:02:00
Don't seem to get much/any feedback here nowadays, not sure why, maybe you are all sick to death of my screenshots, who knows!
Anyway someone requested a look at the gameplay logic for the puzzles I have created so here is another screenshot to confuse everyone, again.
http://www.simonoc.com/images/design/maps_q3/moteof1cq3l.jpg
oh the silence :p
#6146 posted by anonymous user on 2009/09/30 12:04:33
sock you editor is like chinese language but your map rocks...
go finish it!
Sock
#6147 posted by nitin on 2009/09/30 12:06:23
I like the shader effect in the second pic, like some sort of beaming device.
#6148 posted by necros on 2009/09/30 20:51:47
tbh, i *hate* the purple electrical shader. it doesn't go with anything at all. and not in the 'it makes a contrast with the wood and stone' way but more in the 'it looks like shit' way.
sorry. :S
(the light blue looks fine though as it works well with the yellow lamps)
also, in order for me to make those comments i had to copy/paste your images into photoshop and use the following settings for Levels: 0 1.0 100
they are nearly pitch black to me otherwise.
also, is it sp playable? you said it was for (and i can see that it is) q3.
#6149 posted by Spirit on 2009/09/30 20:59:36
The brightness is fine but I agree about the purple colour. It does not fit very well.
#6150 posted by necros on 2009/10/01 03:27:01
i only commented on brightness to explain why i hadn't bothered to comment.
Good Feedback
#6151 posted by sock on 2009/10/01 09:16:11
@necros/spirit, no need to say sorry, this is exactly the sort of feedback I want. Visual problems, things people don't like or like. (really interested in the stuff people don't like more)
I have switched out all the magenta stuff (these were the original ID textures). Toned down the reds and switch more to pastel blues and light yellows.
The blue stuff is really a visual clue/highlight thing for the player so they know exactly what they should be looking for. This is especially critical for the puzzles because the majority of the level has a brown/yellow palette.
This is not designed for bots, there is no bot file, no DM setup, no multiplayer weapons or item balance. This map is purely about puzzles (sadly a bit simple due to entity restrictions) and level exploration. There are 5 puzzle machines, based on timing and sequence order solving. There are 10 secrets and a small story (readme style) for anyone that cares to open the readme file. The map has a full ambient soundscape with alot of custom made sounds to fit the workings of the machines and environment.
I tried the screenshot settings you suggested and it was like glowing to me but I am on laptop in a room without no direct sunlight (not a bright office). I will produce two versions of the map, a light and dark version. One probably for me and other cave dwellers and one twice as bright for everyone else.
If anyone else has more visual feedback please say so, good or bad, but more bad if possible.
#6152 posted by necros on 2009/10/01 10:13:36
my comment about screenshots being dark wasn't that you needed to make the map brighter. i was just explaining why i wasn't commenting (too much work to bring it in PS all the time).
in-game, we have gamma and brightness settings for that, so if it's dark, i can easily pump that up. no need for 2 map versions. sorry for the confusion.
My
#6153 posted by ijed on 2009/10/01 15:38:47
Comment before aobut having a chandelier type structure was to avoid the classic hex light textures you've got there. They don't look bad, but I've seen them so often that the make me think 'basic map' when the geometry you've got says exactly the opposite.
Maybe just changing the texture would work - how about Q1 runic ;)
Cosmetic Textures
#6154 posted by sock on 2009/10/05 07:31:45
Just a quick update on the visuals, trying to reduce the overall brown/dark palette of the level with lighter stone and make the cables more obvious so that the player can hopefully realise they are a visual clue. The level is mostly finished at this point, just need to fix up all the cosmetic stuff before a public beta.
http://www.simonoc.com/images/design/maps_q3/moteof1cy1l_1024.jpg
#6155 posted by JneeraZ on 2009/10/05 13:50:11
Brilliant. I like the contrast in texture and feel.
#6156 posted by Zwiffle on 2009/10/05 16:57:21
Still looking great, but I think the wires are too thick. Maybe they're meant to be like huge thick bundles of wire or something but they look a bit odd.
Large Is Better!
#6157 posted by sock on 2009/10/05 19:18:50
@zwiffle, I know you are going to groan but the cable size and the oversize giant machinery is all by design. I wanted to create something where the people that built the place have worked out high tech but not been able to shrink anything down to micro sizes. Door, switches, pipes are all crazy big and made of large amounts of wood!
@willem, thanks :D
Zwiffle
#6158 posted by Spirit on 2009/10/05 19:48:53
What, those wires transport some fuckton of energy. I guess you are just jealous seeing those thick lines.
Excellent
#6159 posted by necros on 2009/10/05 20:23:50
i can see everything clearly, whether it was intentional or not. :)
i have no problem with the thick cables and i'm a big fan of the sort of 'old stuff and someone built new stuff in it' type of theme.
great detailing on the bricks, having them broken up and different heights like that.
is that a cave under the wooden circular floor?
Wooden Holes
#6160 posted by sock on 2009/10/05 22:11:11
@necros, yeah there is a cave like area below with broken walls, plants and a strange blue glow from a portal device at the far end...
No
#6161 posted by megaman on 2009/10/06 17:33:43
that new stone wall doesn't look right, you lost the brown wood feel.
YES
#6162 posted by Drew on 2009/10/07 01:17:12
it looks great, you haven't lost the feel at all in my opinion, the thick chords look good - it would look dumb with skinny little wires.
And I totally hope that is a cave.
|