=any Progress On Your Metal Map?
#6964 posted by negke on 2010/10/05 15:40:40
One More For The Road...
Bigger area this time. They are a real pain. It's turning out a bit square :E
http://img338.imageshack.us/img338/5723/zqftest03construction10.jpg
Looking Good:
#6967 posted by
RickyT33 on 2010/10/06 12:50:10
Texturing of the door needs fixed - the inward facing faces need to be straightened.
Also the textures on the side of the slats on the flor need to be aligned.
Nice use of stock textures :) Map is looking nice :)
Zealous Indeed...
#6968 posted by
generic on 2010/10/06 14:19:42
That map is evolving big time ;)
Keep up the good work!
#6969 posted by
Zwiffle on 2010/10/06 14:37:35
Biggest problem imo is the curved roof that just looks weird to me, and the arch/support beams under the ramp. Not so hot on the computer panels, but that's ok.
I'm
#6970 posted by
ijed on 2010/10/06 15:08:12
Kind of annoyed there's no monsters ;)
Yeah
#6971 posted by
DaZ on 2010/10/06 15:51:53
thats the shit! Looking good
#6972 posted by
rj on 2010/10/06 18:49:04
Texturing of the door needs fixed
so does your grammar :P
i think the curved ceiling looks ok, not totally sold on the ramp supports though.
and i think the stairs could use some narrow trim at the edge so they don't look like stairs from below (ie. a small triangle brush on each step to make it appear as one long diagonal surface)
Hm
#6973 posted by
ijed on 2010/10/06 18:56:54
I'm not a fan of those - because if the player treads on the stair part or the ramp part their movement changes.
Personally I think movement should be consistent when navigating something.
#6974 posted by
rj on 2010/10/06 19:12:59
i guess they could be made func_illusionary in that case - i was only thinking for cosmetic value
I Is Srry Man
#6975 posted by
RickyT33 on 2010/10/06 20:15:14
I was bein' a wee bitty tad faeces-shus
Besides
#6976 posted by
RickyT33 on 2010/10/06 20:15:48
u r missin loadz of Caps and .Stops.
#6977 posted by
necros on 2010/10/06 20:23:07
i always get torn when doing stairs like that.
do you make the sloping trim func_illusionary and preserve the stair physics, or do you clip the whole thing and make it one big slope?
T_T (i usually opt for illusionaries)
Have to rebuild the roof bit so it merges properly. Some really iffy brush work there :p
"Kind of annoyed there's no monsters ;)"
that's cause I shot them all before taking the shots :P
Re #6951
#6979 posted by Mike Woodham on 2010/10/06 20:28:10
You need to align those light textures in the corridor in the first picture. Other than that, it looks good.
Small Image
#6980 posted by
meTch on 2010/10/06 23:24:23
only 400x300
http://img823.imageshack.us/img823/7176/winquakeprosmallimg.jpg
what do you think of my blocks and square-stone needle?
Looks
#6982 posted by
RickyT33 on 2010/10/07 00:37:15
old school. Very oldschool.
How Old Can You School?
#6983 posted by
madfox on 2010/10/07 04:48:38
Good basemap, keen to see that texturefit.
I think the hill and ledge part fit well in, but it's a bit small. Give it 150 gamma.
http://members.home.nl/gimli/tarratorium.jpg
http://members.home.nl/gimli/tarratarium.jpg
terratorium
tarraterium
torrotarium
tyrraturium
hm.., where's the mapname generator.
Or
#6985 posted by
meTch on 2010/10/07 05:05:46
tyrannia - place for the tyrants
http://www.neopets.com/prehistoric/index.phtml
^x-tra gey ver. i just happened upon search :/
#6986 posted by
Trinca on 2010/10/07 11:09:11
look very nice Madfox, really nice
Metchview
#6987 posted by negke on 2010/10/07 12:28:18
CTRL + mousewheel up