Sock
#6213 posted by nitin on 2009/10/28 14:51:02
wall to left of archway. And it's also in the wall behind the archway.
Nitin
#6214 posted by sock on 2009/10/28 15:35:26
Yeah that is texture detail, I have nearly replaced all the ID textures with my own photo sourced (they are not from cgtextures) ones. A new collection of stone, metal, wood and marble. I just got a couple left and the 2 light fixtures.
Mmm
#6215 posted by starbuck on 2009/10/28 20:08:37
i'm digging your photosourced textures, very crisp and fresh. I wanna bang that screenshot like a screen door in a hurricane.
Hmmm
#6216 posted by DaZ on 2009/10/29 15:42:58
I think its a mixture of the lighting and textures, it all looks very Unreal Tournament alike, hard to put a finger on what it is exactly, but when I look at screenshots of a map without hud/weapons shown, I can pick out the UT engine map before any others, as they have a certain "vibe" to them.
Your map has this vibe also. Its like its clean and clinical while still having broken and rough edges.
Looking forward to having a run around
#6217 posted by necros on 2009/10/29 21:23:52
clean and clinical while still having broken and rough edges
that doesn't make sense, lol! :D
but to me, the map looks well-made, and cleanly contructed (which is maybe what you meant, daz?).
even though there will be nothing to kill, i'm eager to play it in q3 anyway just for the puzzles and such (and to see all the cool sights, of course) :)
At The Clinic
#6218 posted by sock on 2009/10/30 13:19:33
Ummm, well the map does not have any litter or dirt in corners, so I suppose it is clean for a castle environment. Partly my own fault by changing the textures to something more realistic, the colour tone and detail has changed the mood of the map. Maybe it is time for me to start creating decal textures! :)
Yeah there is nothing to kill, just puzzle machinery and exploration. It certainly won't be everyone's cup of tea but hopefully there are a few people here who like puzzle stuff.
More Stone
#6219 posted by sock on 2009/10/31 20:28:36
#6220 posted by necros on 2009/10/31 20:40:15
i don't know why, but the wood under the windows in the middle looks awful to me. like it's really low rez and fuzzy or something.
either turn it into stone, or make it look more weathered/old.
#6221 posted by Zwiffle on 2009/10/31 22:03:53
I don't mind the wood under the windows so much as the windows themselves. I don't think they fit stylistically.
The roofs and the trim under the roofs are bad ass though, very cool.
Hmm
#6222 posted by nonentity on 2009/10/31 22:59:49
Good eaves.
And I like the windows. A bit square of frame maybe, but the style works well.
Yeah
#6223 posted by necros on 2009/10/31 23:01:53
i didn't mention it, but the trim all around the lower edge looks great. i love that kind of technical attention to detail.
I Love It
#6224 posted by Orl on 2009/10/31 23:05:39
Thats all I got to say. Great work sock.
Give Me That Thing!
#6225 posted by madfox on 2009/11/01 02:04:02
something yells inside me for that rich detail you come up with that Q3engine and the perfekt way you make profit with it sock!
otherwise I thank myself for permitting me only to Q1 mapping because for the benefit of getting that final touch I blame myself a lot of learning before giving advise.
uh..., pfew..., Gaudix?
Yeah
#6226 posted by RickyT33 on 2009/11/01 04:13:54
I agree with Orl and Madfox :)
V. nice work. If anything the wood could look as old/dark as the windowframes. But really it looks fantastic. The Tudor style architecture looks fantastic
Thanks
#6227 posted by sock on 2009/11/01 13:51:20
Wow a lot of comments, this screenshot for me was about the new stone bricks, the rest of it I've seen for a while now.
@necros, The bit under the windows is seating, can't really see from this angle, but at player height it is a lot better, less fuzz.
@madfox, I am not sure what you are saying, you seem excited about q1? /shrug
@nonentity, yeah the eaves are a good design, probably the strongest part of the screenshot.
@rickyT23, yeah I like, Tudor style :D
Sock
#6228 posted by nitin on 2009/11/01 15:25:34
the new stone texture (which is very nice) makes the roof texture look too low res now IMHO. Unless thats a placekeeper texture for now.
Sock
#6229 posted by madfox on 2009/11/02 00:11:58
I'm excited about your map and its clear way of evoluation.
It bleaches my own Q1 tryings which is, of course, is my own fault.
Shallow Angle
#6230 posted by sock on 2009/11/02 13:56:27
@nitin, both are the same size (512x512), the roof angle is nothing too steep (about 30 degree's) so not sure what to suggest. All textures eventually mip and compress into mush at the right viewing angle. The screenshot was setup to show the wall texture and little consideration for anything else.
Sock
#6231 posted by nitin on 2009/11/02 15:24:01
another shot from a different angle of the roof tex?
Guardian Room
#6232 posted by sock on 2009/11/06 21:58:37
#6233 posted by necros on 2009/11/06 22:35:09
i wonder... would it be possible to get that map working in one of the quake engine ports that supports q3 bsp format like DP? at least then it will play like a normal map and still look like it was originally made to look.
Heh
#6234 posted by nitin on 2009/11/07 00:49:33
those screenshots certainly have a UT(99) vibe now in terms of style! There was a custom ctf map that reminds me of, cant remember the name right now...
Sock
#6235 posted by Jago on 2009/11/07 03:01:33
The area shown in those 2 screenshots needs more color variation, too much grey.
UT Vibe
#6236 posted by sock on 2009/11/07 07:38:08
'those screenshots certainly have a UT(99) vibe now in terms of style!'
I am not sure if this a compliment or an insult, what is a UT(99) vibe?
Jago, yeah very true, but there is some more to do yet, this is just a first pass.
Guardian Room Shots...
#6237 posted by JPL on 2009/11/07 09:44:49
...looks sexy as Hell !! Very nice !
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