Ditto
#6748 posted by Drew on 2010/07/04 23:18:21
so clean man, looks rad!
Broke Up Some Floors
#6749 posted by megaman on 2010/07/05 10:06:16
Also
Shot 1 looks better, but a) pillars standing on a grille look very unbelievable and b) you need to frame that hole in the ground on the right of the shot using some sort of trim, otherwise it looks odd I think. Best thing would be to add the trim to the floor texture that is being cut off diagonally.
Other than that, it definitely looks better than before, breaking floors and ceilings is a very important part of making a map look less bland. It can also help to use different floor patterns / textures in different areas of the map. These can be used as clues so that the player can learn the map more quickly.
Shot 3
#6751 posted by RickyT33 on 2010/07/05 17:53:28
Has got a Predator in it.
"I seeee youuu"
#6752 posted by necros on 2010/07/05 22:13:27
i think sleepwalkr pretty much said it all. nice looking map and breaking up the floor with different textures is a great idea, but the pipes and grill interfaces aren't very believable.
Oh Well
#6753 posted by negke on 2010/07/06 22:51:46
Done
#6754 posted by madfox on 2010/07/06 23:26:15
as far as I can see.
towards which down
under I'll agree.
Nice...
#6755 posted by generic on 2010/07/06 23:36:28
How about adding some of the Quake Arcade Tournament (timfixed.wad) textures for a little variety?
Negke
#6756 posted by JPL on 2010/07/07 12:18:41
hhhmmmm looks really nice.. a bit dark though...
Negke
#6757 posted by Lardarse on 2010/07/07 12:30:44
Feels very e4m4...
Guys
#6758 posted by spy on 2010/07/07 17:52:56
how you're make that arch rotated at 45 degrees
with 90-180 degrees arch i have no problem, but with 45 its always pain in the ass
Ps
#6759 posted by spy on 2010/07/07 17:54:52
btw , negke the screenies look very kewl, cant wait to grab the (finished) map
#6760 posted by Zwiffle on 2010/07/07 18:18:44
In Radiant I would just make a special 45 degree arch using the clipping plane tool, because then it fits all nice and comfy. It won't be exactly as the other arches, but most people won't notice/care.
#6761 posted by gb on 2010/07/07 21:15:02
ooo, scaled textures.
#6762 posted by negke on 2010/07/08 08:27:31
timfixed.wad: Hey, there are some nice texture variations in there. But the few medieval ones that would fit thematically don't convince me. I do use that stock red face-trim, though.
The map is supposed to be dark (the screenshot is probably somewhat Spirited). Theme-wise, it's nowhere as epic as e4m4, I'm afraid.
spy: Zwiffle's approach might work. Then again, I could imagine this might as well lead to misaligned brushes.
I usually create a regular arch and rotate it, then snap it to the grid and realign the vertices in 2d mode so the lines are all perfectly diagonal on the grid. It IS a pain in the ass, especially with Radiant, but the result is rewarding.
Thanks Guys
#6763 posted by spy on 2010/07/08 12:20:11
i'd hoped there is some easy way to make such arch
Hmm
#6764 posted by nonentity on 2010/07/08 18:22:24
tbh I'd say Zwiffle's way is less likely to cause errors, but it requires being able to 3 point clip accurately (not that difficult tbh)
Hmm
#6765 posted by nonentity on 2010/07/08 18:23:02
Nice map btw, liking the prevalance of 45 degree angles
45-degree Arches
#6766 posted by metlslime on 2010/07/08 19:52:37
You should be able to just build regular arches out of six-sided brushes (where the top view of each brush looks like a box, and the side view shows that the bottom of each box is slanted appropriately) and then skew them in radiant to get it onto a 45-degree angle.
If you use spog/czg style 12-sided cylinder dimensions, you should be able to keep things on a large grid value even rotated.
So..
#6767 posted by negke on 2010/07/08 20:14:35
how do you use the third clip point then?
Actually..
#6768 posted by metlslime on 2010/07/08 21:45:42
i never use 3-point clipping as it's too awkward to use (always appears at the 0 on the hidden axis, instead of somewhere on the surface of the brush.)
I primarily use edge draging and skewing to make most shapes. Occasionally vertex dragging, but that is only really useful on certain shapes (like wedges and spikes.)
Omg!
#6769 posted by bal on 2010/07/08 23:52:04
This isn't actually a map, but it's in Unreal, and it's the closest thing I've done to mapping outside work in a looonng time.
http://born-robotic.net/stuff/platform_01.jpg
All very much work in progress of course, no texture work yet (just normal and ambient occlusion maps).
3 Point Clipping
#6770 posted by megaman on 2010/07/09 00:43:40
the three points define a plane that clips :o
basically, the first two set up an axis and the third generates the plane through it
Megaman:
#6771 posted by metlslime on 2010/07/09 04:09:14
not sure if you're responding to negke or me, but i know what 3 point clipping is, i just don't use it because the UI is cumbersome (have to either drag all three points hundreds of units until they are on the brush, or move the brush to the world origin before clipping and then back to the proper location.)
More Messing Around
#6772 posted by Jago on 2010/07/09 04:14:28
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