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.
#6190 posted by Drew on 2009/10/18 18:55:56
I really like the look of this.
Its a style that I would like to perfect.
Sock.
#6191 posted by Shambler on 2009/10/20 13:35:17
Sock, there's a couple of points where the joins on the front of the step textures don't match up with the top of the step textures. Just FYI. Obviously it looks great in general.
#6192 posted by JneeraZ on 2009/10/20 15:25:14
Screen shot of where the new version of my editor is headed:
http://wantonhubris.com/blog/wp-content/uploads/2009/10/Screen-shot-2009-10-20-at-6.02.12-AM.jpg
Floating texture browser and additional control schemes are my current focus...
Now That Is Good News!
Ssssexeee!!!
#6194 posted by necros on 2009/10/20 21:08:36
additional control schemes will be nice :) i had a hard time getting used to the default one and never really liked it much.
Just More Experimentation...
#6195 posted by necros on 2009/10/21 01:14:25
http://www.youtube.com/watch?v=VK2BNn9Qk-I
this is actually the same ne_melee mod from before with the sword. there's 3 classes now, this one is of the archer/healer.
That's Pretty Cool.
#6196 posted by megaman on 2009/10/21 12:26:23
Awesome how the gameplay feels so different than q. The player model has nice animations, just the walk-in-a-circle animation sucks ;-)
Nearly Finished ...
#6197 posted by T_Creutzenberg on 2009/10/22 13:06:41
Hi, here are some screenshots of the map I'm still working on from time to time.
It's nearly finished.
Tower 1
Plasma Gun area
Yellow Armour area
Rocket Launcher area
Haste area
Red Armour area
Railgun area
Tower 2
It's a FFA / TDM map for 3 to 12 players.
Qfraggel4!!
#6198 posted by nitin on 2009/10/22 13:16:18
looks ace, although very reminiscent of qfraggel 2 and 3. deliberate??
Textures
#6199 posted by T_Creutzenberg on 2009/10/22 13:25:06
:) Yes, nobody else is using my texture set, so I thought I'll reuse it. I pimped the textures a little bit though and created a few new ones. I just don't have the time to do a totally new texture set at the moment ...
That Looks Fucking Cool :D
#6200 posted by RickyT33 on 2009/10/22 14:23:48
Nice work
Comments On Above Map
#6201 posted by Jago on 2009/10/22 15:33:18
The brushwork looks cool, the color choices I pretty much completely disagree with though.
True
#6202 posted by nitin on 2009/10/22 15:44:00
I think I've only seen one other map with that texture set apart from qfraggel3.
But some of the brushwork reminds me of qfraggel2 too.
#6203 posted by necros on 2009/10/22 20:03:17
looks good to me, but i'm not a fan of those light sprites that simulate lens flare. :S
Cheers
#6204 posted by T_Creutzenberg on 2009/10/22 20:42:03
Jago: Yes, I know it's not everybodies taste, but mine ;)
necros: The lens flares only show in lightmap mode.
Wut?
#6205 posted by necros on 2009/10/22 23:58:59
it's quake 3 right? what other lighting technique is there?
Lighting?
#6206 posted by T_Creutzenberg on 2009/10/23 04:02:32
Necros: It's just vanilla Quake 3 Arnea lighting (q3mapo2 though). Nothing else. It's just the textures with prerendered lighting. And they are quite a few years old.
I Think He Was Referring To Your Comment
#6207 posted by nitin on 2009/10/23 10:55:31
that you only see lens flares in lighmtap mode and was asking what other mode of display there is in q3. I assume you were referring to vertex lighting or whatever the crappy lighting mode is in which the lens flare wont show.
Oops ...
#6208 posted by T_Creutzenberg on 2009/10/23 13:48:24
Thanks nitin, you're right.
necros: Sorry man, and yes, there is lightmap mode and vertex lighting.
I'll post a beta on quake3forum the next days I think if somebody wants to have a look.
Texture/lighting Update
#6209 posted by sock on 2009/10/27 22:59:23
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