 Nice Colors
#6371 posted by nitin on 2009/12/06 09:18:08
#6372 posted by JneeraZ on 2009/12/06 12:06:35
Love that look, sock.
One criticism though ... I think the ceiling in that second shot is a little busy. I like the tile on the floor but not so much on the ceiling. I think that would look better with something flatter.
 Nah
#6373 posted by ijed on 2009/12/06 14:39:02
Better question:
If you were stuck on an island with no internet connection, what would be the three maps you'd want on on your hard-drive?
 Easy
#6374 posted by Vigil on 2009/12/06 14:44:06
WorldCraft 3.3, Qonverge and aguirre's tools.
 Hm
#6375 posted by ijed on 2009/12/06 14:54:51
I assumed you'd have the editors . . .
If you were stuck on an island with no internet connection, what would be the three maps you'd want on on your hard-drive?
warpc
czg03
k1m10
#6377 posted by meTch on 2009/12/06 16:30:11
gearpr0n.bsp
#6378 posted by ijed on 2009/12/06 16:48:31
Terra - Shotgun Experiment 2
Castle of Koohoo
The temple level from Zerstorer
 :P
#6379 posted by JPL on 2009/12/06 17:09:12
some good DM maps and a frined of mine in order to play 1o1... better than plating SP I guess :)
#6380 posted by Text_Fish on 2009/12/06 18:12:43
Masque of the Red Death
Day of the Lords
Antediluvian
 Random Shot
#6381 posted by Jago on 2009/12/07 02:56:45
 And Layout Overview:
#6382 posted by Jago on 2009/12/07 03:00:17
here: http://jago.pp.fi/images/wip/ut3test009.png
So yes it's more than 2 rooms Zwiffle!
#6383 posted by Zwiffle on 2009/12/07 03:29:15
Looks like 2 rooms to me. -_-;;
 Hmmm.
#6384 posted by Shambler on 2009/12/07 21:42:19
Two big, complicated, interlinked rooms, tho.
 Mmmmmm
#6385 posted by Kaz on 2009/12/11 08:05:57
 Kaz
#6386 posted by JPL on 2009/12/11 08:16:50
Looks really interesting... maybe too grey-ish... though...
Add pipes and crates, and here is a Quake map ;)
 Nice!
#6387 posted by DaZ on 2009/12/11 09:33:44
Another map that reminds me of Unreal! Like the look of this one.
JPL has a point, it is looking very clean and not very "lived-in" at the moment, if its a Dm map then thats fine but if its Sp, then perhaps work on it a little.
 Nice
#6388 posted by ijed on 2009/12/11 12:48:35
But uniform in terms of colour - maybe some trims thrown in as suggested.
For some reason I was thinking PCB inside the stonework. Wouldn't work with the specular effect I'm thinking of though.
 OMG Beta Time!
#6389 posted by sock on 2009/12/11 12:53:02
This is funny, I actually have screenshots and a beta at the same time!?! :P The map is for a mapping contest, closing date tomorrow. So if you spot any cosmetic/item changes please let me know.
Web: http://www.simonoc.com/pages/design/maps_q3/focal.htm
Screenshot: http://www.simonoc.com/images/design/maps_q3/focal1l.jpg
Layout: http://www.simonoc.com/images/design/maps_q3/focal5l.jpg
Kaz, very nice level, it is coming along really well with the industrial look but I think the lighting needs more colour and contrast. If you any white point lights, replace them with something coloured (even a mild white if nothin else) You also need a strong coloured light source somewhere in the map, either from above, a window or a certain large spotlight.
Are you compiling with any dirty q3map2 settings? you should at least try low values first and start tuning lightmapscale for your shadows.
 Sock, You Rock (tm)
#6390 posted by Vondur on 2009/12/11 16:49:51
 Sock
#6391 posted by Spirit on 2009/12/11 17:13:27
That is not the map I am looking for. :(
Yay anyways! Gonna try it.
#6392 posted by necros on 2009/12/11 21:41:50
i'll take a run around this and i'll take a finished version of that other map as payment. ^_^
 Re: Kaz
#6393 posted by necros on 2009/12/11 21:57:07
very dark and dull. passing your shots through photoshop and playing with levels, i was able to bring out some colours and actually see what was in those shots.
that said, shot 2 is very nice. i like that it implies there's more to the map than just the area you're in. also, off-axis arches are always cool. i think a bit more texture variation is called for, though. it's got a bit of a q1metal vibe because of the focus on small spot lamps and the one texture with the lines. (which i really like). i think if you aggressively use the lined texture to cut through in different ways, it could add a lot.
 Re: Sock
#6394 posted by necros on 2009/12/11 21:58:29
took a quick look around. there's a bug in the map when played in ioquake3 1.36. the texture on the wall behind a box of grenades on the first level (roughly the area you spawn in when using /devmap). the wall shows up as just solid colour, but looks fine in normal quake3. dunno if that matters or not.
 Sock
#6395 posted by Jago on 2009/12/12 13:27:17
I ended up browsing your site and noticed that among the list of you design work, you list the Train level from Crysis Warhead. How much of it was your own personal touch and how many people in total worked on it?
I am asking because I played through Warhead only recently, about 2-3 months ago and found Train to be the best looking FPS level ever made, for any game, by far :P
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