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.
Count Me In
#6163 posted by
nitin on 2009/10/07 03:23:03
as one of those that preferred the more wood feel. hmm, that didnt come out right. nor did that actually :)
Terrain
#6165 posted by
madfox on 2009/10/07 22:13:37
I'm trying a terrain map with dxf.mdl as hillows.
http://members.home.nl/gimli/terrain.jpg
Yep
#6166 posted by
Drew on 2009/10/07 23:26:07
that definitely looks like a madfox map.
Idle Switches
#6168 posted by
sock on 2009/10/08 15:07:17
Some changes in lighting and detail, I think the map still maintains a nice warm colour palette even with the white stone.
http://www.simonoc.com/images/design/maps_q3/moteof1da1l_1024.jpg
#6169 posted by
JneeraZ on 2009/10/08 15:27:29
Nice, sock! The broken floor is a nice effect.
Different Direction
#6170 posted by
sock on 2009/10/12 22:20:53
Trying a new art direction with some higher resolution photo sourced textures. Any good?
http://www.simonoc.com/images/design/maps_q3/moteof1db1l_1024.jpg
#6171 posted by
necros on 2009/10/12 22:33:44
wood is good
stone step texture is good
square stone floor texture is not. i felt that the orange floor was an integral part of the theme you had going.
Square Stone Floor Texture
#6172 posted by
nitin on 2009/10/13 02:50:15
is good but not for this map IMHO. The standard one worked just fine.
Madfox
#6174 posted by
grahf on 2009/10/13 14:48:29
I'll be your BFF if you can get that to compile.
Mountain Air Freshness
#6175 posted by
sock on 2009/10/13 15:23:50
A quick experiment with Terragen and cloud layers.
http://www.simonoc.com/images/design/maps_q3/moteof1db3l_1024.jpg
necros,nitin: I sort of liked the fact is was not brown! but the photo source had a lot of visual errors so I will create another version.
#6176 posted by
Spirit on 2009/10/13 17:16:23
Those mountains always look like they are from cheap 90s music videos. :(
The clouds are nice though.
The floor might work the other way around, bricks lower and wood on top of it.
Venividifutzi
#6177 posted by
madfox on 2009/10/13 20:29:50
@grahf - It's part of the cave sector in arcus. The mountain thing are dxf.mdl Tried a realvis last night, but instead of 1� houres I woke up unfinnished 8 houres later.