#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
More
#6396 posted by Kaz on 2009/12/13 08:07:26
Definitely...
#6397 posted by JPL on 2009/12/13 09:10:23
... a great improvement :)
Kaz
#6398 posted by nitin on 2009/12/13 12:31:21
definite improvement. btw, have you got Anistropic Filtering off? textures look very blurry.
Jago
#6399 posted by sock on 2009/12/13 17:17:27
I worked on Train at the end of the project, about 3-4 weeks. I was responsible for the main train scripting system and the first action bubble (first valley and station). I did write up a page on my website talking about all the things I did with the map. I was mostly involved in the AI combat (pacing) systems and the main train script, it took forever to test it correctly.
I thought the map was cool because it took a traditional game element (rail shooter) and turned it into a sandbox element. (Player freedom) Unfortunately people either loved or hated the level and that was often linked to how they play games. People often expect something to be the same in every game and when it is different, they sadly (for them) forget to try new ways to play. Some reviews and community comments did not even realise you could get off the train and play the level at your own pace, oh well. :/
My postmortem review:
http://www.simonoc.com/pages/design/games_pro/warhead_train.htm
I even put an easter egg in the first valley across the lake behind the tree's. It was sort of my signature for which levels I worked on.
Introducing Myself
#6400 posted by Mic H3y on 2009/12/16 01:05:05
Hi evrybdy !
I'm Mic , italian quake player & mapper..
I've been working hard for months and soon i'll show you my first levels (mostly single player.. eheh)
But can you tell me if "Quark" editor is better than "Worldcraft" and why?
Is it true "Quark" lets you modify everything (models, skins, sounds, weapons..) ??
Pleaz letme know : )
#6401 posted by necros on 2009/12/16 01:40:00
not really the right thread for this, mapping help would be more applicable since you're asking for, well, mapping help. :P
anyway, which editor is better is widely disputed. it comes down to what you like, and it's up to you to try them all out and see.
quark is a good all purpose tool because, yes, it has the capability to modify almost everything. worldcraft and radiant (qeradiant and gtkradiant) are only for mapping. i feel those two have superior mapping capabilities than quark does.
Hi Mic!
#6402 posted by RickyT33 on 2009/12/16 04:13:19
Necros is right - apparently QuArK is not so good for mapping.
I use Worldcraft for mapping :)
Basically Worldcraft wins in my personal opinion because it has a very good texture lock feature, allowing you to rotate multiple brushes (although you really have to set it to "default to 15 degree rotations"). This makes level creation quite a bit faster.
I have never really managed to try Radiant, but apparently it is also very good.
Which editor have you been using?
Also are you planning on getting your maps tested? If so I would be happy to oblige!
Also: - Screenshot please :)
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