Hrmmff...
#674 posted by
distrans on 2004/03/01 23:06:40
...there shall be fighting in the parapets, indeed there shall be fighting on the rooftops... I hope?
Well,
#675 posted by Tronyn on 2004/03/02 01:17:28
I don't know, I haven't put monsters in yet..
I guess I'll explain. This is the new version of The Arabian Nights. When Daz and I started work on the Night Journey, he had the 3 source maps for the original Arabian Nights release. I figured out how they fit together (it was originally one map), and put them together in one map, updated the visuals and put monsters and everything in. Due to many problems with the map and the project, it sat around like that for a long time. Then, in one day last week I went back to it, deleted all of the entities except torches and all of the sky blocks, and worked from above to try to make it into a coherent "city" instead of just a bunch of rooms with sky for a ceiling giving the *impression* of a city. Thus, most of the recognizable areas from Arabian Nights aren't in those shots, because they're several stories below, on ground level.
The rooftops will be accessable one way or another, either as a secret or as part of the mandatory gameplay.
I'll post some shots of a better build along with shots of the original map (before/after etc) on my site next update.
Omg
#676 posted by
DaZ on 2004/03/02 12:29:34
now RPG will shut up!!! :D
No Fool No Fun
#677 posted by
madfox on 2004/03/08 00:09:13
Some screenies of MirrorMan, after it blew the nightmare skill out of me...
http://members.lycos.nl/portable/newpage0.html
I got so used to the arghlight -range 1, I hardly feel satisfied with the old -range 0.5
Should Mention
#680 posted by
nitin on 2004/03/08 02:53:09
that's by Scrotch for a Q3 Jailbreak map Execution sequence for one of his maps.
2...
#681 posted by
Shambler on 2004/03/08 05:19:16
Madfox - getting better. Thank god you've got rid of those ghastly purple textures. Now just focus more on strong lighting and improving your architecture....you're getting there.
Nitin - 1337 shit! Nice lighting too.
Madfox
#682 posted by
xen on 2004/03/08 09:18:06
Looks alright... the texture alignment in that first shot though is hideous. Always try and keep the textures aligned with the brushes
Mainly talking about that wall texture. The lines on it should meet with the edges of the brushes.
Xen
#683 posted by
R.P.G. on 2004/03/08 09:52:37
That never stopped Romero.
#684 posted by
- on 2004/03/08 10:08:17
Age of consent didn't stop him either, doesn't make it right.
...
#685 posted by
R.P.G. on 2004/03/08 10:36:27
You're just bitter because he said he loved you only so he could get in your pants.
Mainly Textfitter All The Time
#686 posted by
madfox on 2004/03/08 10:45:11
Sorry, but that wall texture is in a corner
shape, so it does align right.
I wondered about the light thing, because playing it in Argh range 0.5 made the weapons look brighter, but dimmed the textures.
I believe original Quake1 is much darker.
But thanks for your attention.
For days no sign on this board, and than get
haunted by those splendid Q3 shots, it is more than a Q1 dude can bear.
Bleh
#687 posted by
xen on 2004/03/08 13:30:54
Madfox, I mean like this:
http://xen.quakepit.com/MF1a.jpg
...as opposed to this:
http://xen.quakepit.com/MF1b.jpg
..which most of your shots seem like.
Looking Good Xen!
#688 posted by
- on 2004/03/08 14:14:12
The second shot is showing tons fo inprovements, you may yet make a good map!
Scampie
#690 posted by
xen on 2004/03/08 17:22:15
You may yet produce a simple one-line post without two blatant typos in it!
Btw
#691 posted by
xen on 2004/03/08 17:49:44
The map is coming on top notch; you think the last shot showed improvements, check this!
http://xen.quakepit.com/MF1c.jpg
:D
Don't Butvise
#692 posted by
madfox on 2004/03/08 18:47:18
thanx xen, now I know what goal you aimed.
But as I just mapped on for the joy, I now overcome to problems like that.
As soon as I change one brush, all the others start misaleigning on me.
And then there is that odd attitude of brushes with three or sometimes four different texture aleignment within one brush!
Lol
#695 posted by
. on 2004/03/10 06:05:50
Reminds me of Q2 basketball, that was kinda fun.
Odd Texture Shape
#696 posted by
madfox on 2004/03/11 08:56:22
I see Quark produce polyhedrons with three different texture shapes. First I thought it was due by copying, but replace them with another one leaves me with this odd effect.