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.
Wow, That Duke Stuff Is Impressive
#6524 posted by megaman on 2010/02/12 21:58:08
More High Res Quake Textures
#6525 posted by starbuck on 2010/02/15 23:19:45
Some of you may remember I released a pack of high-res idbase textures a while back (thread here).
I've been messing around with textures again... my plan right now is to get E1M2 done. Early early days, but in the recent spirit of the thread, I thought I'd show my progress.
http://www.quaketastic.com/upload/files/screen_shots/e1m2_tex1.jpg
http://www.quaketastic.com/upload/files/screen_shots/e1m2_tex2.jpg
The plan, as always, is to stay as close to the style of the original textures as possible!
Hey Starbuck
#6526 posted by DaZ on 2010/02/15 23:30:02
sex meh!
And Err, Shambler
#6527 posted by DaZ on 2010/02/15 23:30:36
You scare me sometimes!
..scrote
#6528 posted by necros on 2010/02/16 00:29:02
very cool, good job on preserving the original look! :)
Looks Pretty Damn Impressive
#6529 posted by nitin on 2010/02/16 00:44:43
Its Like
#6530 posted by meTch on 2010/02/16 00:59:24
the original.....but clearer .... :O!
#6531 posted by JneeraZ on 2010/02/16 01:00:15
OMG YES! Now THERE'S a man after my own heart. Those are awesome replacements, man, nice work! Totally true to the original feel but rezzed up nicely. Beautiful!
Well Done Starbuck.
#6532 posted by Text_Fish on 2010/02/16 01:41:44
In remaining so faithful and respectful to the original game you've done for Quake texturing what Metl did for enhanced engines and Kell & Necros did for enhanced features.
Your Base set was the only retex project I allowed to stay on my HDD and these new ones look set to do the same!
Nice Work
#6533 posted by ijed on 2010/02/16 02:38:37
Nearing Public Beta....
#6534 posted by kaz on 2010/02/16 03:09:24
I have alot of crap I still want to do to this map but soon I'll have finished replacing the textures I need to to be able to release a public beta...
http://student.cs.appstate.edu/freemancw/junk/shot0133.jpg
http://student.cs.appstate.edu/freemancw/junk/shot0134.jpg
:)
Starbuck
#6535 posted by Hrimfaxi on 2010/02/16 17:08:47
Looking forward to those textures!
They look really fantastic!
Enhanced Textures
#6536 posted by madfox on 2010/02/16 18:20:02
Starbuck..,
You make me feel like having a carwash!
...
#6537 posted by starbuck on 2010/02/17 01:02:19
aww shucks, many thanks for the kind words for those textures. Text_Fish especially - I agree that metl/kell/necros have done a ridiculously good job keeping true to the quake spirit in their work, and it's warm and fuzzy to be mentioned in the same breath.
Will keep some screenies coming!
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