Slowly I have been going through all the map textures and replacing them with photo source stuff instead. I knew I needed to find a replacement for the old ID pentagram light and after a lot of pavement wandering I came across this gorgeous wood panel I found on a street door.
Initially I took the central diamond shape and extended it downward slightly into a shallow pyramid of light, but at a distance (floor to ceiling angle) it just looked flat. So here is version 3, the texture outline is stil present with the shape heavily extended outwards to create a better profile and the actual light source is now sitting in a gem socket. (Damn you torchlight!)
http://www.simonoc.com/images/design/maps_q3/moteof1dz3l_1024.jpg
@Metl, oops I totally forgot about anisotroic filtering for screenshots. It makes a big difference for texture compression at low angles so new screenshots should be a lot better. :)
Been busy fine tuning all the portal shader effects in my map and replacing the low res crap stuff I created years ago. Had a nice cloudy day recently which was ideal for some moody portal clouds. Also spent a while playing torchlight and taking note of their portal shader construction. This is an old screenshot angle but has all the new sfx candy present on the portal front, plus some minor cosmetic changes to the underside.
http://www.simonoc.com/images/design/maps_q3/moteof1dz2l_1024.jpg
@Scampie, I can't believe it, you just said Quake 1 (brown palette) looked like shit!?! :P