Hmm
#6888 posted by nonentity on 2010/09/07 19:21:42
people used to grind out episodes in that kind of timeframe
We're old and lazy and have jobs. And SC2 in some cases.
They're Chained Up In The Basement.
#6889 posted by rj on 2010/09/07 19:22:03
Er That Was IRT #6887
#6890 posted by rj on 2010/09/07 19:26:26
We're old and lazy and have jobs. And SC2 in some cases.
well yes. but my point was i just didn't really see the point in dressing up any map with a deadline as a 'turtle map', which is really a term for a speedmap refined over several sessions. surely it's just a 'map'...
(not that i'll lose any sleep over it)
Metal Episode
#6891 posted by Zwiffle on 2010/09/07 19:30:54
It'd be really swell if we could make this an actual episode ... but I'm afraid coordinating might be just a bit too problematic for most people, even if it just involves 'your map exits to this map, expect players to have these weapons' kind of thing.
Metal Episode
#6892 posted by Zwiffle on 2010/09/07 19:30:55
It'd be really swell if we could make this an actual episode ... but I'm afraid coordinating might be just a bit too problematic for most people, even if it just involves 'your map exits to this map, expect players to have these weapons' kind of thing.
Sorry For Dbl Post
#6893 posted by Zwiffle on 2010/09/07 19:31:05
Hmm
#6894 posted by nonentity on 2010/09/07 23:06:26
Remove weapons hack at the beginning of each map?
Altho I don't see that much difficulty in co-ordinating some kind of progression without it. Apart from anything else different people have different skills at Quake and so naturally make harder or easier maps. That seems to lend itself to progression (discussion about more widely seperating the skill levels and not just building for a hardcore constant horde player aside).
And I don't really care what you call it tbh, I just like the phrase 'metal turtle'.
Zwif
#6895 posted by ijed on 2010/09/08 03:29:59
Do you want e3m7rq?
Inverting the crosses looks wrong unless you modify the texture so the shadows from the rivets are below.
For me, I'd add some red metal structures (with corpses attached) for the water area.
Mapping is fun. Don't make it an inverted cross to bear.
To answer Neros' question:
Brushwork, Macro: 6
Brushwork, detail: 2
Brushwork, Terrain: 4
Monster Gameplay: 7
Layout Gameplay: 4
Lighting: 1
Vis Effieciency: 5
That's just off released maps, nothing I'm working on.
My Typos Increase With Whisky
#6896 posted by ijed on 2010/09/08 03:31:13
Knew there had to be something.
#6897 posted by necros on 2010/09/08 06:17:44
Inverting the crosses looks wrong unless you modify the texture so the shadows from the rivets are below.
this.
also, i find inverting the long cross lights makes them look unbalanced. maybe if you added a second cross so that the texture was vertically symmetrical...
Or Maybe
#6898 posted by nitin on 2010/09/08 12:07:50
make the whole map seem upside down.
Shots.
#6899 posted by Shambler on 2010/09/08 13:03:45
Cool. Keep at it guys.
Will Look Better With Lights
#6900 posted by Zwiffle on 2010/09/09 06:34:11
#6901 posted by negke on 2010/09/09 10:41:07
Maybe add some angles/slopes for detail.
#6902 posted by anonymous on 2010/09/09 11:24:34
I started something and it might be finish in 25 December!
Will Zwiffle and negke try to release in that date or nothing will happened?
Shot 3
#6903 posted by generic on 2010/09/09 13:41:07
How about breaking up that big, bland back-wall with a recessed arch or something?
Thanks
#6904 posted by Zwiffle on 2010/09/09 16:00:48
But I'm not really doing detail atm. Any and all detail at this point is place holder for how I see it turning out in my mind.
But...
#6905 posted by generic on 2010/09/10 02:00:35
I thought Negke was doing all of the detailing ;)
It's Almost Level Design!
#6906 posted by bal on 2010/09/10 11:33:07
More UDK stuff I'm working for the Polycount Beat-Em-Up challenge.
Screenshots :
http://born-robotic.net/stuff/balbeatemup_07.jpg
Video :
http://www.youtube.com/watch?v=FkV9IC8_0Kc&fmt=22
Still lots of work to do on the actual assets and textures...
#6907 posted by Spirit on 2010/09/10 12:23:26
has a super weird feeling due to noisy lighting and low contrast/saturation.
Bal
#6908 posted by starbuck on 2010/09/10 16:59:01
it seems like a shame if all the undoubtedly lovely backgrounds that come from this don't get used in an actual beat-em-up. Have you got any plans with what you'll do with your stuff at the end?
I like it a lot so far. The hand-painted/no-high-frequency detail look always sets my heart a-flutter. You gonna make some sort of samurai badasses to fill this place up?
Yar
#6909 posted by bal on 2010/09/10 17:32:24
Spirit, yeah I'm having lots of trouble getting it right, looks so different on the 2 monitors I work on (work/home).
starbuck, I'm hoping to make some minigame out of it eventually if I find the time, but I'd actually go for something alot less serious than samurai badasses.
The idea rather would be an overworked japanese business man who has to go make an offering to a temple for luck, before an important meeting. He'd fight ninjas and crazy schoolgirls who have decided to get in his way for some reason, and probably a big buddha statue as final boss.
What About.
#6910 posted by Shambler on 2010/09/10 17:54:01
Used schoolgirl underwear??
Hmm
#6911 posted by nonentity on 2010/09/10 19:44:55
Probably wouldn't make for a climatic boss fight sham. Mebe as powerups instead...
Texture Trouble
#6912 posted by Orl on 2010/09/11 00:11:00
I'm pretty sure this is the right board to post this, if it isn't I apologize and will punish myself accordingly.
Now I am no stranger to making Quake textures. I know how they work, I know the color palette, I know they go in .wads, etc. So I know the process of making a new texture and putting it in a map. The problem is actually MAKING the texture. As in, I have absolutely no art skills whatsoever.
I've tried to make what seems to be a simple texture, five times so far, each with a different approach on how I make it, and each time it comes back looking like garbage. I'm not sure what I'm doing wrong. It could be the way I'm going about making it, or I'm not using the right colors, I have no sense of depth, or I just plain suck at texture making.
So I come to you, the humble texture making artists, with a challenge. Do you think you could create a Quake texture, that closely resembles the floor tile in this H.R. giger artwork piece?
http://qrf.mine.nu/~orl/misc/Geiger027.jpg
I understand if it may take a day or two to make it, there is no rush. And in the mean time I will continue to practice making more textures for Quake but for now, whomever would be willing to create that texture, it would be greatly appreciated :)
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