Stupid, Stupid Me.
#52 posted by
Breezeep_ on 2014/07/08 21:46:52
I had my fog set incorrectly, I turned off the fog and the map was fine.
Son of a bitch.
Some Incredible Detailing There Skacky
I'm completely doing the layout on my map first before I do any detailing at all.
https://www.dropbox.com/s/j4tt5kru0wtt37l/jam2-1.jpg
I Don't Like The Prefabs
#56 posted by
RickyT33 on 2014/07/08 23:17:07
much
Doin' my own version!
Well... I have adjusted the prefabs a little bit and I have made some gem's that I might use too.
#58 posted by
skacky on 2014/07/08 23:36:19
Prefabs are just there to get you started, you can do whatever you want.
#59 posted by
[Kona] on 2014/07/09 00:17:22
awesome. these mj's almost make me feel like mapping again. I won't though, I'm gonna go play some venetica instead hehe.
I've Been Experimenting
#60 posted by Tronyn on 2014/07/09 01:31:18
Although Skacky's shots look amazing, I find ikwhite so pale that it's difficult to work with. So far I've been with trying to do Ikwhite textures but with lines/trim from Ikblue - sort of an ik-"White Room" look. But with limited success.
prefabs are definitely helpful.
I Tried Mixing The Two As Well
#61 posted by
- on 2014/07/09 03:28:20
White bricks with blue trims, or blue bricks with white trims. It can look nice in editor, but doesn't light well from what I've tried. Think it's just best to stick to one set
Style Test
#62 posted by Tronyn on 2014/07/09 03:55:05
Fog ?
#63 posted by
Barnak on 2014/07/09 04:00:44
I usually hate these arabic-like maps in Quake1. Their colors and details are plainly dull. However, all of these old maps don't use any fog.
Since real temples in India have a lot of heat and humidity (plus air pollution, these days), the fog could improve this arabic style alot.
Just for your inspiration, here are some pictures I took myself in India, a few years ago. As you can see, there's a lot of fog around real temples and fortresses. You can feel the heat (nope, it isn't raining on these picts) :
http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/228.jpg
http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/248.jpg
http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/197.jpg
http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/229.jpg
Tronyn And Scampie
#64 posted by
Orl on 2014/07/09 05:34:36
I disagree, I think it looks really neat from the shots Tronyn has shown. I say keep at it
I'm Not A Huge Fan Based On Those Shots
#65 posted by
Drew on 2014/07/09 05:58:28
but you should be experimenting, running with this idea if it pleases you, blablablabla
(architecture Looks Great To Me Though)
#66 posted by
Drew on 2014/07/09 06:58:27
It Ocurred To Me
#67 posted by Tronyn on 2014/07/09 07:28:46
that grayscaling the textures might make for some interesting results - even though I do like the idea of white with just a couple colours. I'll figure out what to do once I get it lit and in-game. I am definitely planning to use fog, though I shouldn't get ahead of myself because there's no guarantee I'll finish the map.
Tronyn...
my map for jam 1 wasn't finished really, I just threw in an exit trigger after a gold key door (and a rather hastily put together end battle).
Rules of the jam is that as long as you can finish the map then it's fine.
This map I'm doing is already several orders more complex in terms of gameplay than my first jam. Blocking out the gameplay first was the best thing I could have done with it.
Catching Up
#69 posted by
Cocerello on 2014/07/09 20:23:36
For texture choices when mixing both sets, i recommend bwall03 and kjwall2, those are the ones that looked the best combined for me. The less details the texture has the better in this case. For example, if i try to combine both bflr02 looks bad in my opinion.
** Sock
Personally I would like if everyone would keep to the ikblue/white theme or at least keep the majority of their map consistent with the map jam texture packs, but telling mappers what they can or cannot do is like herding cats some days! ;)
Then it is an internal fight between your reason and your instinct and urges. In sm175 your instinct won, in the first jam your reason won. Who will win the next time? Make your bids.
Well, jokes aside, i do think that you are right, even though i do think that mappers usually stick more in speedmaps to the texture sets than they do to the looks and style of what was done previously with that theme.
I prefer it when the people stick to the first, but i prefer when people stray from the second.
** Fifth, interesting layout you have there, i can't imagine how that would look.
** Kona, make that almost into a sure thing. Mapping is always better than playing in singleplayer. It doesn't matter if you don't have time, size doesn't matter, as long as you release it, we will be happy, and you too ;)
If you find ikwhite bland, how about making a ikblue map with the grey or green textures from ikwhite?
** Tronyn, i am happy that you are making a map too. With your help we can turn this jam into one even better than the previous.
But, by the way, ... �From where you got the brown/gold textures?
** Barnak: Good suggestion there. And thanks for the meal photos.
#70 posted by
ijed on 2014/07/09 21:55:22
ikwhite is white
use coloured light
if you think that looks shite
but aware of the the fight
if you make it too bright saturated
Nice Temple!
#72 posted by
mfx on 2014/07/09 22:07:27
Nice blockout to. Sky fits well, go for it!
Since Everyone Is Posting Progress
#73 posted by
skacky on 2014/07/09 22:14:07
Jesus Skacky
#74 posted by
Drew on 2014/07/09 23:07:36
You're a monster! Love the nice balance you are achieving there, as in jam1, between high detail brushwork and monolithic scale (parivularly vertically)
Colored Light
#75 posted by
Rick on 2014/07/09 23:15:47
As ijed said, avoid highly saturated colors unless the source is strongly colored.
The standard Quake textures include a few deep red and yellow light fixtures, and of course there's lava and torches, where more intense color is appropriate, but I find that there is usually not much need to stray too far below 192 on the 0-255 RGB scale.
Interestingly, many of the light fixture textures that I took for white are actually slightly colored. Light3_8 for example is actually a sort of pinkish color. Though the actual RGB value is 219 195 187, I've been using 255 240 240 for light from that texture.