Beacontales
#7028 posted by madfox on 2010/10/28 23:24:10
They're hard to animate and scream on verticemeshes. Like stringing your shoes with gloves.
Fighting against the upper part, while the underpart is kicking your ass.
#7029 posted by Trinca on 2010/10/29 23:02:28
hey HeadThump where is mortisville?
http://qexpo.quakedev.com/booth.php?id=15
so many brushes to trash? come on lazy bitch finish this PLEASE!!!
#7030 posted by rj on 2010/10/29 23:51:38
hey HeadThump where is mortisville?
never mind the map, where is headthump?
i miss his semi-drunken ramblings and random line-breaks
Yeah
#7031 posted by negke on 2010/10/30 00:00:13
This shoot is nice - bad textures and lack of detail, but I like the shape, a menacing arcane stronghold... almost somewhat marcheresque.
#7032 posted by negke on 2010/10/30 00:02:05
Actually, it's more like a Quake version of HL2's citadel.
Holy Crap
#7033 posted by DaZ on 2010/10/30 05:43:32
Textures Though...
#7034 posted by ijed on 2010/10/30 06:35:42
#7035 posted by negke on 2010/10/30 07:33:49
http://negke.quaddicted.com/images/fitz0000.jpg
For some reason this makes me think "Runic industrial" - possibly an interesting and unique theme for a map.
#7036 posted by necros on 2010/10/30 08:12:51
ffs neg, that looks awesome.
#7037 posted by gb on 2010/10/30 08:28:29
dunno if "runic industrial" is so unique anymore.
I Agree
#7038 posted by Tronyn on 2010/10/30 09:01:54
I like the shot but grendel's keep was only the latest in a long line of fusions of those two ideas (extremely interesting of course: what kind of being with the capacity to travel across time or space and teleport things, would spend its time fucking around in medieval dungeons (made of contemporarily rare materials)?
I think Ziggurat Vertigo is still unsurpassed at hinting at this, but this is a thematic reflection, obviously the more negke maps the better the world is, and also originality of theme doesn't mean as much after decades. I think it's more convincing atmosphere.
#7039 posted by Trinca on 2010/10/30 10:12:00
holy shit, negke look dawn sexy!
Yeah, But At Dusk He Turns Into Negike.
#7040 posted by Spirit on 2010/10/30 10:32:46
Promising screenshots everywhere!
Daz's Shot
#7041 posted by megaman on 2010/10/30 11:21:24
is indeed quite fantastic
I typod daz's hot.
Your Ad Here
#7042 posted by generic on 2010/10/30 15:41:33
Negke, you have some nice overhead advertising space in that shot ;)
Daz's Shot?
#7043 posted by necros on 2010/10/30 19:36:54
are you talking about headthump's qexpo shots?
i was impressed with the brushwork back then (and now) but as was mentioned, the texture is pretty haphazard.
Tronyn
#7044 posted by negke on 2010/10/31 15:34:43
Indeed. Though I was thinking about 'industrial' style maps that use the metal/runic set exclusively, not a metal/base mix. This is not to say that I wouldn't like to see more anything/base mix maps - any recommendations?
#7045 posted by gb on 2010/10/31 22:51:33
Where does industrial metal stop and industrial base begin?
I'm convinced that any of the classic themes can be mixed with tech/industrial and give good results.
At least runic and green / brown wizard. Using mostly the different copper textures for the "tech", but also wood, like in some of necros' maps.
Some traps can also count as tech, depending on the design. So can "electrical" lights like all those spots in e1m8. I guess they have some kind of energy to make those work, so it's not that far out to have energy conduits of some sort in a runic map. Like lightning rods, lightning relays and stuff. See Chthon's lightning rods. I'd not be surprised to see cables in a metal map at all. And some sort of generators, with lots of sparks and lightning of course.
I think pipes for example can fit in any theme; here in our dimension, pipes are a very old thing. They are not limited to bases and recycling plants at all.
#7046 posted by Trinca on 2010/11/01 00:57:11
ok rj, already sent him a offline msg in the msn ;) he will read it soon...
No, No
#7047 posted by negke on 2010/11/01 10:19:06
I mean strictly the runic variety (those grey-greenish concrete and skull-altar textures, like most of E3), NOT dominated by brown metal - episode 3 style, excluding E3M5. The idea is to create structures/shapes/environments that convey an 'industrial' atmosphere, maybe a sort of Netherworld factory; arcane 'machines' powered by magic; a plant-like facility whose purpose isn't immediately recognizable. Or something like that...
#7048 posted by gb on 2010/11/01 10:22:56
pretty sure episode 3 is full of copper and other not strictly grey runic stuff. Anyway, I'll keep out of it now :-)
Hmmm...dm4 Grows Into Sp7
#7049 posted by distrans on 2010/11/02 08:45:22
That Looks Tremendous
#7050 posted by nitin on 2010/11/02 09:19:21
but dm4 from what?
Last 2 shots are terrific, lovely lighting
That Looks Tremendous
#7051 posted by negke on 2010/11/02 09:55:30
LY DARK!! Lovely blackness
Sweet!
#7052 posted by RickyT33 on 2010/11/02 10:20:49
And yeah - where are all the monsters. Hurry up and put them in already!!! :P
Also I remember the dm version of that. DisDm4 was it?
|