Cables
#6463 posted by sock on 2010/01/17 11:44:10
@gb, the cable is a patch, the thickness scales up and down depending on the distance you are from it. The bookshelf was an idea for filling the wall space, I thought it worked out really well.
#6464 posted by anonymous user on 2010/01/17 22:11:48
#6465 posted by Text_Fish on 2010/01/18 09:59:31
Looks to me like that's the idea! Slow down access to a powerful weapon and all that.
#6466 posted by ziffon on 2010/01/19 17:03:01
okej :) it wasnt intentional to break the bunny jump. Great feedback as well. I can promisse it will be gone in the next version ;)
Thx
Stars And Moons
#6467 posted by sock on 2010/01/22 21:35:29
#6468 posted by Zwiffle on 2010/01/22 21:50:08
:O
Nice!
Sock
#6469 posted by JPL on 2010/01/22 22:01:34
wow... impressive....
Hehe
#6470 posted by DaZ on 2010/01/22 22:52:40
The shape of the room reminds me of the bridge of an imperial star destroyer.
Or im slowly going fruitbat insane!
#6471 posted by negke on 2010/01/22 23:41:59
Another one of those prefabs...
#6472 posted by necros on 2010/01/23 02:29:06
that... is cool! please tell me it rotates? ^_^;
Feedback
#6473 posted by sock on 2010/01/23 10:52:40
@Daz, yes you are going fruitbat insane! it is meant to be an astronomy room based at the highest point of the map.
@negke, what prefabs? I made it myself, it is not from any other source.
@necros, it does not rotate because Q3 draws all rotating objects regardless of location in the map.
Yes
#6474 posted by negke on 2010/01/23 10:58:11
but not according to that art forum....
#6475 posted by Spirit on 2010/01/23 12:00:01
I think lighting could make it stand out much better. Currently it does not look as impressive as it is (to me).
Hehe
#6476 posted by DaZ on 2010/01/23 12:10:25
In my defence...
Strip out the astronomy spinny thing(tm) and then compare to http://www.virulent.de/FLO/roster/ssd/images/bridge.jpg
:D
Looks great though, Ive been holding off deleting quake 3 so I can have a roam around in this map when its done.
#6477 posted by sock on 2010/01/23 12:26:34
@negke, oh that place! don't worry I will be going back there with my new screenshots when I have finished my map and I am sure they will react exactly the same way again. :)
@Spirit, yep the lighting is the worst part of mapping for q3 and probably the most annoying thing about this map to me. Some people say it is too bright, too dark or too flat and it is impossible to get it right for everyone. Most of the issues with lighting is simply how everyone has their monitor set up and what type. I must of spent hours (probably days) tweaking the lighting and compiler options based on various feedback and I am still not 100% happy with it!
This room is suppose to be very bright, at least 75% of the walls are glass and the chance of high contrasting shadows is slim to none. I call this room the bird's nest and it certainly makes more sense when you can walk around it and see the whole view.
@Daz, yeah the design could be many things really, the inside of the top of a lighthouse, the top of a ship control center, the excessive glass is for viewing purposes. I am glad to hear you are keeping Q3 for a little longer to give this map a look. :)
Im Hoping
#6478 posted by nitin on 2010/01/23 14:33:14
I fix my comp before this is out. which gives me what, 1 or 2 years sock??
Soonly
#6479 posted by sock on 2010/01/23 14:57:37
@nitin, I have got a few things to polish (VO, clipping and more details) and that is it, no more, it is finished. I will send a link to some friends this weekend for testing and it should be ready in 1-2 weeks time. (if no major bugsTM)
Sock
#6480 posted by megaman on 2010/01/23 15:58:49
re q3w, I'd advise against a minimod or config fiddling. It would only annoy us, probably.
Megaman
#6481 posted by sock on 2010/01/23 18:57:30
Rest assure the map will work 100% with Vanilla Q3 and will not be shipped with any mod. One of the original guidelines I had was the map had to take the original Q3 and push it to its limits. If I had made a MOD, most of the impressive factor would be gone. A strange challenge
I admit limiting my work by the engine is unusual, but I wanted to see how much wow factor I could squeeze into the map just using the default settings. It may seem 'cheesey' wanting a wow factor but this is the impression I want the player to get when they enter this map.
The config idea I talking about at Q3W is a simple command line batch file which switches off most of the useless HUD stuff so the player gets the full screen view and lets the immersive sound effects work better. I spent a very long time trying to compliment the environment with sound and it seems a shame to have the dated Q3 HUD spoil it all.
#6482 posted by necros on 2010/01/24 01:12:23
switching the hud off is a good idea. it's cartoony and designed to stand out which isn't a good thing for this type of map.
man, i really want to play this. ^_^
Hmm
#6483 posted by nonentity on 2010/01/25 20:16:44
I wanted to see how much wow factor I could squeeze into the map
Already pointed this out... ;p
Unreal Stuffs
#6484 posted by Blitz on 2010/02/04 07:10:02
Messing around in UT3, shaking the rust off my UnrealED skillz ;)
http://i45.tinypic.com/2v1ndqo.jpg
#6485 posted by JneeraZ on 2010/02/04 15:28:50
That's cool! The fire is a little "video gamey" but the lighting and the fog look great!
#6486 posted by Zwiffle on 2010/02/04 16:51:22
Not enough crates/pipes.
Blitz
#6487 posted by starbuck on 2010/02/04 19:32:55
looks very nice! Did you model the rocks yourself?
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