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#40 posted by
H-Hour on 2003/02/18 14:45:22
I'd love a 1600x1200, or larger. :)
Title
#41 posted by
nitin on 2003/02/18 17:44:53
dilvish,
the first map your refer to is nunuk's sparth and i thought I knew the second one, but upon checking it's not what I thought it was.
Nitin
#42 posted by
Dilvish on 2003/02/19 02:30:28
Ah, thanx. And it's Q3? Didn't remember (or even know) you could do such cute things with it. Wish I had time to get back to it!
And I also wish someone did a Q3 single player mod! Will that ever happen?
Dilvish
#43 posted by
R.P.G. on 2003/02/19 15:54:15
There is plenty of will, but not enough coders. Just ask Lun about it.
Vile coder scum!
Phait
#46 posted by
R.P.G. on 2003/02/19 19:59:44
That's looking very cool. Nice old skool stuff.
Some Guesses
#48 posted by
nitin on 2003/02/20 08:16:15
row 1 (right to left) -
unknown, dubneoc (q3), sparth (q3), endogenous depression (q3 beta), unknown, gmsp1 (q1), unknwon, dm-spiridian (UT)
row 2 -
unknown, unknown, dm-jadedbeauty (ut), ne_sp06 (q1), unknwon, yog3dm4 (q3), unknown, lae3dm1 (q3)
row 3 -
unknown, stolatene mine (q3), unknwon, unknown, unknown, unknown, jaj3dm1 (geocomp entry for q3), unknown
row 4 - ek3dm1 (q3), unknown, dom-amazon (UT), unknown, wvwq3dm2 (q3), unknown, rjldm3 (q3), lae3dm2 (q3)
row 5 - unknown, unknown, unknown, unknwon, unknown, trajectory (q3), unknwon, neh1m9 (q1)
row 6 - charon's q3 geocomp entry, unknwon, unknwon, unknown, unknown, lloyd3dm1 (q3), unknown, SAFE (q3)
row 7 - chartres (q3), unknown, q3wcp21 (q3), unknown, neh3m2 (q1), unknwon, unknown, estatica (q3 beta)
row 8 - unknown, q-fraggel3 (q3), unknown, charon3dm12 (q3), unknwon, dm-modernhistory (ut2003), unknown, unknown
Jesus
#49 posted by
daftpunk on 2003/02/21 18:46:45
so much for pushplay saying speed's got spare time!!
you da man nitin! now for confirmation from s. then we can all launch our downloads and fetch what we've drooled over.
:-)
As Indicated By The Question Mark
#50 posted by
pushplay on 2003/02/21 22:10:27
I said no such thing.
#51 posted by
Vodka on 2003/02/21 22:59:54
To make these tiles I used some of the nice screenshots found on my hdd. Some were taken myself, but most obtained from inet. Thats why I dont know some of the maps names and authors and might be wrong about some others.
From left to right (for 1280 version, 800 has different order), q3 where not stated otherwise.
row 1) Snaga` beta (q); Dubbilan` geocompo2 map - pq/dubbilan; Nunuk` 'Sparth', Killazontherun` unreleased; Quint` 'WLS' - pq/quint; Galassman` sp1 (q1); Dietz alpha; Ulukai` 'Defiant' (UT)
2)Maric` unreleased? (q2); Speedy` 100br (q); Goldabar` DM-ORM-JadedBeauty (UT); Necros` 'Once Upon Atrocity' (q1); Metslime` 'Concrete Dreams' (q2); Yogi` 'DEADline' yog3md4; Nunuk` map for some q3 mod; Laerth` lae3dm1;
3) some geocompo2 map; Haste` geocompo2 entry; EvilLair` 'EvilSpace'; nanoSpawn` 'Frozen Abyss' - www.4quakers.com/nanospawn; Elek` cathed3 q1 show-off map; Nathillien Thilsa` DM-Summit (UT); Jaj` 'Quimera' - pq/jaj; some q3 beta;
4) Electro/killaz` 'Abandoned Post'; Friction` (or maybe his bro) ureleased q3; just a hand (q2); Ydnar` show-off shot (q3 engine); some q3 map; Auhsan` 'BackStab' - pq/auhsan; some1`s 'Radiator' q3 show-off; Laerth lae3dm2 - pq/cc;
5) Bal` unreleased; Equim` TM?; Laerth` Urban Terror q3 mod map; some MOH beta; Andrew "Thanatopsis" Palmer` KT-imPAKt map (q2); Mr.LyCon` Trajectory geocompo2 map; Nightwatch HL mod www.hl-nightwatch.com; Vondur` Nehahra map;
6) -cha0s-`lichtw�rts - www.chaosquake.de;jtm q1 by Various; Zippie` 'once upon a brush' geocompo2 map; some UT (Ulukai?); some geocompo2 map; Speedy` PROX mod map; BlackPope alpha (q1); Sock` 'safe';
7)'Chartress' show-off; Nightwatch; Sock` CTF; Speedy` unreleased (q); Elek` Soulstice for Nehahra; some1 'HomeWorld' (q3); Snaga` geotrupes dm1 (q1); Cardigan` Extatica(q3);
8)Nunuk` unreleased; Q-Fraggel 'Swiss Cheese Trickster' - www.q-fraggel.de; Speedy` unreleased geocompo (q1); Charon` charon3dm12 - interactivedeath.net; Nunuk` Kleskonian Curves, Dubbilan` UT2 map; map from 1on1 ORM MAPPACK 'Jakatta'(?) (UT) - www.heisher.net/orm; some RTcWolf beta
Consider this picture a tribute to the art of mapdesign. Greetings to everyone involved into it.
And Ofcourse The Site U Should Visit
#52 posted by
Vodka on 2003/02/21 23:05:24
http://www.planetquake.com/nunuk/
Geocompo1 and 2 maps and all the Nunks maps
Clarification
#53 posted by
metlslime on 2003/02/22 10:31:48
Speedy listed row 4, column 3 as "just a hand (q2)." I wanted to add that it was a screenshot from Gunman TC, from when the TC was still being developed in Q2.
What Metlslime Said
#54 posted by
R.P.G. on 2003/02/22 11:11:18
You can see the "hand" picture plus some other cool brush models in this article, which was written by one of the Gunman guys:
http://www.gamedesign.net/?file=rust/content/quake2/tutorials/abrush
#55 posted by
Vodka on 2003/02/22 12:50:59
right rpg, I got it at that site, just forgot
More Textures! :P
#56 posted by
. on 2003/02/24 00:35:01
how are these? all by hand, i have PS trial so i can't use those lame ass eye candy effects anyway.. i prefer the skillful manual method
http://pherrous.phaitaccompli.com/tex/
.
#57 posted by
H-Hour on 2003/02/24 01:24:41
I like the top part of tex1a - nice and gritty - but the bottom doesn't seem to fit. It seems sort of... vinyl?? no... some other word... velo? Is that what I'm thinking of... Anyway, it looks more plastic then gritty. But still a nice texture.
Non-empty Title
#58 posted by
pushplay on 2003/02/24 01:50:43
I like the picture of the girl with the black bar over the eyes, interesting idea.
Theres Also A Light Texture....
#59 posted by
. on 2003/02/24 02:00:49
tex 3... i got a bunch more to do before i use em in a map.. the girl is my friend leah
_
#60 posted by
nb on 2003/02/24 04:53:04
tex 1 has whacked lighting. highlights like that just look silly when tiled. try for less contrast, like tex 2 (which is quite nice). light texture is way too bland for its size, unless you're going for a decidedly minimalist look.
Phait:
#61 posted by
metlslime on 2003/02/24 10:04:22
tex1a.jpg really needs a high pass filter. I don't know what the big dark and light areas are supposed to be, but they don't look like lighting (you shouldn't put that kind of lighting on textures anyway -- that's the lightmap's job) and they don't look like stains either.
Phait
#62 posted by
cyBeAr on 2003/02/24 14:32:14
I think some textures like the bricks would look better if you used less black in them.
...
#63 posted by
starbuck on 2003/02/24 16:09:04
yes i agree with metlslime, tex1a.jpg does need a high pass filter, although a better idea would be not to make those shadows in the first place.
It's clear you've got plenty of Photoshop skills though, just needs tweaking in order to channel it into textures :)
in my opinion (i.e. not worth a lot) i would say that highlighting is a little overdone, and theres a bit too much contrast, but the "diffuse" ;) part of each texture is very nice.
Thanks
#64 posted by
. on 2003/02/24 17:07:59
i love the honesty here ;) we'll see how much better i do on my asylum textures. i wasn't planning on using the first textures anyway, i wasn't happy with them.