
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.
#6178 posted by
necros on 2009/10/13 20:40:06
Those mountains always look like they are from cheap 90s music videos.
yes. :( using the stock procedurals on the heightmap is easily identifiable as just that.

Its The Edge Of Forever
#6179 posted by
meTch on 2009/10/13 21:39:18
put nothing there but sky ... maybe

Sock
#6180 posted by
starbuck on 2009/10/13 23:10:48
you are too good, please stop. I actually liked the new stone texture too. Spirit is right about those mountains though.

HAHA
#6183 posted by
inertia on 2009/10/15 08:23:12
that is so fucking awesome

Madfox
#6184 posted by
megaman on 2009/10/15 12:27:05
should make movies with peter jackson!

Yeah
#6185 posted by
DaZ on 2009/10/16 00:03:36
Thats a madfox video alright...
Love it

Tarantino
#6186 posted by
madfox on 2009/10/16 08:48:38
reservoirdogs - shot in stomach didn't do it
pulpfiction - cleaning up the body garage
city of sin - the quark thing castrated
hellboy - wait my ceberius gets kittens
http://members.home.nl/gimli/q3atrium.jpg
undead knights have foun my OrbFactory!

Is That
#6187 posted by
meTch on 2009/10/17 13:52:42
a tron bit in the teleport?

Cool
#6188 posted by Tronyn on 2009/10/17 19:06:46
I like how what you're gonna do next is so unpredictable Madfox. Looks cool, vaguely doom1ish scifi (perhaps influenced by your hangar conversion).

Grrl's Place
#6189 posted by
madfox on 2009/10/17 20:17:18
After a big round I took the startlevel of Quake3 and converted it into Quake1. So in fact it is only the place where the first income of Quake3 starts.
This with the thing in mind, that if I want to use Orb, it must have found a way to get to Quake 1.
In this way I use the Q3 start level (make it more look like Q3 but those low bit tex), to get to the orbetrayel Q2 start level into Q1.
In addition I made a kind of factory where the Orb is constructed in parts. (thanks Wazat!)
@meTch- that's an nanimation with stars, no teleporter. I know it looks that way, but I admit it is hard to recognize the Q3 startlevel with other textures.