#7631 posted by buy viagra generic viagra on 2005/04/24 10:02:36
[deleted by metlslime]
Pure Art
#7632 posted by Zwiffle on 2005/04/24 10:10:39
nt
Boy!
#7633 posted by Lunaran on 2005/04/24 10:23:40
If only someone had suggested disabling anonymous posts like seven years ago. Random fuckhats posting nonsense and reviving threads was bad enough but now the board's being used as a target for bombing Google.
Google Bombing, Eh?
#7634 posted by Friction on 2005/04/24 10:40:07
YVAN EHT NIOJ
#7635 posted by Kinn on 2005/04/24 12:30:26
"OOHHH, YVAN EHT NIOJ!"
C'mon guys - sing along with me!
#7636 posted by - on 2005/04/24 12:47:42
At first that really impressed me, but the whole shot is just blocks and a cylinder or two.
er... aren't most maps blocks and cylinders?
Yeah
#7637 posted by Kinn on 2005/04/24 13:13:14
At first that really impressed me, but the whole shot is just blocks and a cylinder or two.
Exactly. This is why most "Real World�" maps generally fail to impress me. Real life architecture is usually pretty ugly (and from a mapping perspective, as the Lunmeister said himself, just a few blocks and the odd cylinder or two).
Example:
#7638 posted by R.P.G. on 2005/04/24 14:43:45
Newbie Map 17 -- Platonic Solids Unite!
And That Is Why
#7639 posted by HeadThump on 2005/04/24 14:43:56
Bevels are beautiful
No
#7640 posted by Lunaran on 2005/04/24 15:56:17
er... aren't most maps blocks and cylinders?
Yes, combined/clipped/skewed to produce more complex and interesting shapes. That shot is JUST blocks and a cylinder or two.
#7641 posted by bambuz on 2005/04/24 17:27:48
There is some secret in the textures and lighting interplay that makes it look so realistic in that particular picture. It doesn't look plasticy.
I guess I could move on from quake 1 now that the new technology actually seems to give some real improvements. :)
#7642 posted by bambuz on 2005/04/24 17:29:14
as in real improvements and not just a few more polygons or fancy colored lightballs.
Yeah
#7643 posted by Blitz on 2005/04/24 17:49:45
I'm gonna disagree with Lun...the HL2DM map I'm working on arguably has more interesting architecture, but sometimes just lighting & texture selection can go a long way to make a map look good on even the most basic geometry.
Like I said, see if you can find a server running it and give it a round or two.
Some Doom&DoomII Mappers
#7644 posted by HeadThump on 2005/04/24 18:07:35
Have mastered the art of making boxy maps look spiffy.
And, what Vondur did in some of his early, right angled oriented maps still makes me envious.
Re: DM_Depot
#7645 posted by czg on 2005/04/24 23:46:54
I've played it before, and the gameplay is pure wank. It's basicly a fucking huge boxmap filled with pretty and hard-to-navigate details.
Oh, and those screenshots are photoshopped to give it that HDRI-ish effect too. The author admitted this himself when they first were posted.
LOLZ I HAET HL2DM LORF
Bleh
#7646 posted by than on 2005/04/25 02:11:38
well the composition of said blocks and cylinders in the screenshot is fairly decent, regardless of the technical proficiency of the brushwork.
Nice lighting and texturing too.
In The Future...
#7647 posted by Tronyn on 2005/04/25 04:06:48
All maps will be Boxmaps. That's what I think, anyway. That's what Far Cry basically is, and it seems to simulate believable, interesting environments better than any other recent FPS.
Obviously, I *hated* doom 3's level design. When will id learn that any believable/cool world, regardless of how fantastic it is, is made up of terrain and structures, not boxy rooms and hallways.
I realize that Far Cry is built on prefabs a fairly large amount. The day that someone combines id-style "build your own structures" level design with far-cry style "Let's not base our levels on Wolfenstein 1, but prettier," truly awesome potential will be unlocked.
Tronyn:
#7648 posted by metlslime on 2005/04/25 12:35:37
well, i didn't think Allied Assault was the greatest game, but they did do pretty much what you're talking about -- big terrains and outdoor areas combined with brush-based architecture.
I Shall Play Devil's Advocate
#7649 posted by Lunaran on 2005/04/25 13:42:20
I don't ordinarily defend Doom3's design, because I was as disappointed as you, but
When will id learn that any believable/cool world, regardless of how fantastic it is, is made up of terrain and structures, not boxy rooms and hallways.
in their defense, I've found that producing wierd, interesting, massive rooms for Doom3 like we get away with in Quake is really tough when it comes time to light them. Since you can't throw light sources everywhere, you've gotta try and maximize their size/shape to light the room the most efficiently, and make it look good. That becomes ten times harder when you're putting rectilinear light volumes in curvy/angled rooms.
Not that I'm not trying, of course :)
Far Cry
#7650 posted by Blitz on 2005/04/25 14:59:39
Has some nicely modelled structures...but yeah, for the most part, the structures are small huts, or broken concrete walls, just there to give you some cover.
I'd Like To Try Something
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#7652 posted by - on 2005/04/25 21:54:53
God, this is why we sure ban registered members from posting. Fucking spam.
Lun ??
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Remember
#7655 posted by Lunaran on 2005/04/26 01:50:12
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