Big Boats, Cranes...
#733 posted by
metlslime on 2007/02/14 03:33:47
This appears to be one giant crane being dismantled by other giant cranes:
http://www.varvshistoria.se/kranens-webbsida/bilder.htm
And then at the end, they put it on a big boat, like these:
http://static.iftk.com.br/mt/2007/02/giant_cargo_ships.html
#734 posted by
Lunaran on 2007/02/14 05:50:53
I like how pieces of the Kockums crane are delivered by the Fagioli trucks.
Actually
#735 posted by
Lunaran on 2007/02/14 05:55:23
the big boat in that first series IS pictured a few times in the second one - you can see the name Mighty Servant 3 on both.
Nice...
#737 posted by
bal on 2007/02/14 11:50:15
There is some serious crane-fetishism going on on func... /me saves all the images.
Hehe
#738 posted by
aguirRe on 2007/02/14 13:14:01
That's my hometown where the Kockums crane used to be ...
And A Wierd Creature Gallery
#740 posted by
Lunaran on 2007/02/16 18:19:01
Yeah,
#742 posted by
metlslime on 2007/02/17 00:03:22
that is really cool.
Now to edit them out to get some good concrete textures :)
Skellewags
#743 posted by
inertia on 2007/02/18 06:27:14
Reminds me pleasantly of The Neverhood.
Awesome, Pope.
Those castles look like they're made out of banana walnut brownies.
Goodness, More Chernobyl Pictures
#747 posted by
Shallow on 2007/02/20 12:10:22
After porn and poorly spelt forums postings, pictures of the abandoned modern ruins in Chernobyl are the most common thing on the internet.
http://www.flickr.com/photos/mrbiffo/
Ignore the first few pictures which are of an entirely unrelated party. (As the name suggests the gallery belongs to one Mr Biffo, who will be known to some UK bods as 'the Digitiser bloke' and to more as 'that Edge column bloke.' The weirdness of the first few pics makes perfect sense once you know it's Biffo.)
Blocky Void Islands
#748 posted by
Spirit on 2007/02/21 10:07:20
Spirit
#749 posted by
JPL on 2007/02/21 10:09:59
i hope you will not use the same colors !
The Painted Houses Of Ramenskoye
#750 posted by
Lunaran on 2007/02/21 16:26:22
http://sturman.livejournal.com/271320.html
I just scrolled past a post somewhere up there that said heresp4 and it looked like it said herpes4. that's kind of unfortunate.
Spirit:
#751 posted by
metlslime on 2007/02/21 20:23:43
i think those islands are resting on smooth water, not floating in void.
reminds me of a sauerbraten map:
http://sauerbraten.org/new/screenshot_5498832.jpg
He He He
#752 posted by
JPL on 2007/02/22 08:44:38
It's like playing Quake in "legoland" !
Can't Believe This Is "new"
#753 posted by
Spirit on 2007/02/25 17:36:04
http://vanishingpoint.ca
sewers, drains, power generators, underground, cool stuff!
Labyrinth (1986 Movie)
#756 posted by
STALEPIE on 2007/03/08 08:19:42
HELLO. First post here. Couldn't help but come after playing ant.bsp! I still love Q1 and have just now been looking into how to build maps. One of my first ideas was for a labyrinth... I thought, wouldn't it be cool if a SP map looked like this??
http://www.astrolog.org/labyrnth/snap/maze1.jpg
then I realized how fast the strafing and running is in Q1, and you almost never see tight corridors. So I can't decide, but if I knew of other maps like it (surely there's been a lot of mazes for the Quake series, DOOM, etc?) maybe I can see how it works. The Doom games had more maze-like levels... but i'm mostly interested in Q1.
Stalepie:
#757 posted by
metlslime on 2007/03/08 08:46:06
I'd caution you about trying to build a maze in quake. For one thing, well-designed maps have a good sense of place and make navigation fairly easy. Mazes are intended to confuse and make navigation hard, usually. Getting lost in quake is generally not fun. Second, "maze" levels are generally boring because everything looks very similar, and feels very copied-and-pasted.
I'm not saying it couldn't be done well, but it would be a challenge.
Ways I would do it well: 1. make only a small portion of your map a true "maze." 2. Have obvious landmarks like towers rising above the walls. 3. Have fewer dead-ends and more loops and multiple valid routes to the goal. 4. Try to have unique details in each hallway and intersection, such as decorations and debris, and texture and lighting variation, so that people can recognize various parts of the maze.