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
Madfox
#6989 posted by
generic on 2010/10/07 14:49:39
Nice architecture, but it could use a little texture variety :)
#6990 posted by
Zwiffle on 2010/10/07 14:53:33
Thems some pretty screens, zqf. More plz.
More..,
#6991 posted by
madfox on 2010/10/07 16:36:51
I was just gibbin my lang to screw a mapname.
As I succeeded to make an unboxed map first time, I'm now trying to get hold on the texture grid. Reason why it's so plain textured.
It is builed on the afloor3_1 texture, which is usefull with its four squares.
http://members.home.nl/gimli/fitz5.jpg
http://members.home.nl/gimli/fitz3.jpg
http://members.home.nl/gimli/fitz2.jpg
lol
MadFox
#6992 posted by
JPL on 2010/10/07 21:42:35
As I succeeded to make an unboxed map first time, I'm now trying to get hold on the texture grid. Reason why it's so plain textured.
It is worth later than never :P
Anyway, the shots looks god: another pipe map to come !!
Quark Sucks Balls
#6996 posted by
gibbie on 2010/10/08 16:06:14
Good luck getting that to compile metch and madfox
#6997 posted by
Trinca on 2010/10/08 16:28:50
never had any problem with Quark gibbie...
and tchak had +7200 brushes...
It Compiles Fine
#6998 posted by
meTch on 2010/10/08 17:56:30
I do it at least 20 times every time I continue mapping, doesn't take to long either but I am only about hef doon.
The one main problem I'm getting is QuArK is being a MFCSSoBPoSDLBSAF and its getting all skippie and shit when I move stuff around or morph my squares and it causes me to select far away blocks or squash them into oblivion, I guess it has to so with updating all the views...
Quark6.3
#6999 posted by
madfox on 2010/10/08 18:29:51
Fuzzi had 17800 brushes and was my triumph to the max limit.
What I really hate with Quark is the freaking freezing viewer. It is my favourite compiler, but I wish there was a solution for it.
Imagine, working on two computers to controll one ingame for the textures to compile on the other.
meTch@ - in Quark you can create groups that are hideable, makes construckting much clearer.
(I write after loosing my player_start in group qaudratus incognita)
7000
#7000 posted by
madfox on 2010/10/08 18:32:34
MFCSSoBPoSDLBSAF
you what?
Let's Try An Ancronym
#7001 posted by
madfox on 2010/10/08 18:39:02
My Favourite Clue Solution Solved over Binairy Partitionating off Spring Deletions But Safely Avoiding Freakresults.
Another WIP
http://www.zealousquakefan.com/zqftest03_construction13.jpg
ignore the textures they're all misaligned due to some dodgy copy/pasting :E