I Thought It Was Obvious
#6499 posted by negke on 2010/02/08 16:49:13
Stop Trying To Sexually Harass That Cyberdemon!
#6500 posted by Zwiffle on 2010/02/08 16:52:41
I just assumed it was Quake with Doom textures ~_~ until I noticed the lighting didn't look like Quake lighting and then I was like "Whoa that's not Quake ~_~ at all" and I posted about it :o
Negke
#6501 posted by spy on 2010/02/08 16:56:20
lol
Negke
#6502 posted by Drew on 2010/02/08 17:25:07
looks awesome, glad you're following your heart.
Resurrection Of Evil ?
#6503 posted by JPL on 2010/02/08 20:23:22
Nah: It is Resurrection of Doom !
Anyway: looks promising ;)
Coincidence
#6504 posted by quakis on 2010/02/08 20:59:38
I recently reinstalled Doom to play/replay and catch up on a ton of wads I missed out. Looks neat, has just the right amount of details and a good texture scheme going on there. I'm worried the first room might be a bit too tight, but that depends on the approach to gameplay. Hopefully it comes out before I get bored of Doom again, looking forward to it.
Some More UT3 Work
#6505 posted by Blitz on 2010/02/09 07:22:08
http://rigel.mirror.waffleimages.com/files/99/9914332b149d7b823d569016e39421276311047a.jpg
I'll probably keep posting these every couple of days for feedback and general comments until I finish it (which should be pretty soon, so I won't spam you into oblivion with these :))
Oopz
#6506 posted by Blitz on 2010/02/09 07:23:16
Not sure that link will actually work...try this if it doesn't...
http://i46.tinypic.com/6j3ofn.jpg
#6507 posted by necros on 2010/02/09 08:23:43
it's cool, but the 3 buildings to the right are completely devoid of lighting (beyond ambient). drop some in there to get some nice shadows going.
Does Ue3 Support Baked Lighting?
#6508 posted by megaman on 2010/02/09 11:50:07
i thought it did, but i'm wondering why every other screenshot i see looks so shitty in the more diffuse areas where you need global illumination. And then, it even does support one or two bounces of dynamic gi, does it? At least there were some videos that showed an effect like that.
#6509 posted by JneeraZ on 2010/02/09 11:54:51
Unreal Tournament 3 doesn't have a global illumination solution, but the UDK does. UE3, the engine, does but it was added after UT3 shipped.
Likely Won't Be A Masterpiece
#6510 posted by Baker on 2010/02/10 21:59:05
Combining several recent mini-projects together into a prototype test and decided the best type of test would be a small single player release.
FitzQuake 0.85 (which supports .alpha) + rotation support + mp3 playback + Nexuiz texture set:
http://www.quake-1.com/docs/rotate/wip4.jpg
http://www.quake-1.com/docs/rotate/wip1.jpg
http://www.quake-1.com/docs/rotate/wip2.jpg
Whoah...
#6511 posted by metlslime on 2010/02/10 22:24:18
baker maps!
Oh No!
#6512 posted by Rick on 2010/02/10 22:52:42
I was real close to finishing the updated "Well of Wishes" and now, because of Negke, I've gone and wasted an entire morning playing my old DooM levels. I even downloaded a DooM level editor! (I hope I can find a copy of that last DooM map I never finished).
More Wip Shots
#6513 posted by Blitz on 2010/02/11 15:10:29
Some more shots of my level
http://i49.tinypic.com/2v3pki9.jpg
http://i48.tinypic.com/14v1zl0.jpg
Really starting to get into this...I could definitely see myself enjoying working on some more Unreal stuff in the future :)
Something...
#6514 posted by quakis on 2010/02/11 15:31:12
...from me, for Duke3D if anyone (!) cares. Still early stages.
http://img.photobucket.com/albums/v220/deathquakis/townmap05.jpg
#6515 posted by Zwiffle on 2010/02/11 17:15:27
Blitz: That's looking great, but the road with cars in the side of the mountain looks out of place with the Shinto temple theme.
quakis: Holy shit that's Duke 3D? Is that like a custom engine or something or does Duke3D just look better than I remember it?
That Exactly What I Thought
#6516 posted by RickyT33 on 2010/02/11 17:24:51
on both accounts
#6517 posted by necros on 2010/02/11 22:02:12
blitz: i'm not trying to be an ass, but it's hard for me to comment on it because i'm not sure what you created and what was original ut assets... on the surface, it looks really nice, but, for example, did you make the rocks/mountains and the temple? i guess the status on top of the building is a stock model?
i think you really have to know the game to be able to properly critique it because otherwise, you don't know what's new and what's part of the stock game.
Necros
#6518 posted by Blitz on 2010/02/12 03:19:08
With newer engines, it's not so much about what you made yourself as it is reaching a certain level of detail and polish, which takes enough time as it is without having to worry about making custom assets.
You could very easily dismiss someone posting screenshots of a Crysis level and say "oh it only looks good because the engine makes it look good" or "the artists did all the work for you" but that'd be missing the point of what kind of skills it takes on the designer's end to make it look that good. They may not be the exact same skills that it takes to make a cool Quake level, but they're still skills nonetheless.
So yeah, nothing in that screenshot is anything that I made in 3dsmax or anything, but putting the scene together, lighting it, creating the terrain, scripting it, etc. etc. takes a good amount of work :)
#6519 posted by necros on 2010/02/12 03:59:35
that's cool. i guess i was waiting for you to define the boundaries on which you wanted critique. if you're after feedback on the overall composition, i'd say it's pretty good, although i agree with zwiffle in that the tunnel filled with busted cars seems out of place with the temples. if there was a stronger thematic connection between the two, that would really help.
also, why are the windows on the two temples in the first shot different colours? it's kind of distracting, like the further, dimmer one, is less important.
btw, is it possible to upload larger screenshots? they are wide, but not tall which makes seeing details pretty much impossible.
Rick
#6520 posted by negke on 2010/02/12 10:24:47
Way to go. Regard it as inspiration or something. Be sure to use Doombuilder 2, it's final word in Doom mapping.
#6521 posted by JneeraZ on 2010/02/12 14:02:43
Wow, DoomBuilder looks amazing! That's a far cry from what I used back in the day ... I think it was DCK? Whichever one Ben Morris had written. I thought it was hot shit because it showed sprites in the 2D editor window but man, I would have killed for a 3D view like that. :)
Zwiffle
#6522 posted by quakis on 2010/02/12 14:15:35
Both really. I use Eduke32 port, which does increase some limits. But stuff like that was possible before any port release, it's just the limits got in the way more often if you went overboard.
Some shots from other projects (on hold at the moment) The former two I'll probably get back to after my current. Unsure about the latter two.
http://img.photobucket.com/albums/v220/deathquakis/exampleproject01.jpg
http://img.photobucket.com/albums/v220/deathquakis/exampleproject02.jpg
http://img.photobucket.com/albums/v220/deathquakis/exampleproject03.jpg
http://img.photobucket.com/albums/v220/deathquakis/exampleproject04.jpg
DoomBuilder Is What I Downloaded
#6523 posted by Rick on 2010/02/12 19:27:13
And it's awesome. I used DoomCad for the first Doom level I ever did (took like 45 mins to build the nodes), I moved on to DCK for the later levels I did.
I did several levels for a Doom 2 Megawad/TC that, other than my maps, I didn't think turned out all that great. One of my maps was a modified version of Polygon Base, but the other two were never released separately. I've always wanted to that. Now maybe I will.
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