
I Know, Looooool
#7748 posted by
RickyT33 on 2011/07/24 16:22:08
I gave constructive criticism too, all I said is that I think the textures need more work, cause really, it looks like you spent a couple of hours on them, and no more, but that is besides the point.
If u dont want a bunch of feedback then dont post in the screenshots and betas thread on Func_. The terrain at least looks nice. The ceiling in the stone tower in the second shot - cut the top brush into wedges and align the textures :D And work into the skins a bit more. And pick a nice skybox. And the texture which is used on the HUD at the sides (original shit-brown Quake one) - replace that with a similar yellow colour to the rest of the HUD, because the two colours clash quite badly. Also I think the HUD needs more texture and noise added - at the moment it looks like you made is using MS Paint, in about 5 minutes.

Thank To All Comments
#7749 posted by delor on 2011/07/24 19:36:19
they're always useful..
JPL: now you've been more specific
I only add that I'm more interested in creating an atmosphere,a background not a showcase of technical details going nowhere(seems to be the trend nowadays)
Mine is a homage to old days 'o Quake when conversions such as FantasyQuake ruled
RickyT23: I use mostly Paint.net for my work..eheh simple but good enough
I'd like more comments about the concept/theme of piracy in a game like Quake and why so few mappers try to depart from the usual obsolete Quake theme?
Ah one last thing: the game that inspired me so much is the legendary AloneInTheDark-2 (Infogrames) a fantastic mix of horror/piracy.. Some of you remember it ?

L4D2 Survival Map Beta 2
#7750 posted by
DaZ on 2011/07/25 20:30:55

DaZ
#7751 posted by
Text_Fish on 2011/07/26 21:02:04
Amazing map. I really like what you've done with the apartments, it makes them feel much more dangerous. Spreading the weapons out more helps as well, though I'd suggest having one or two more next to either the start trigger or the spawn point for those players who don't enjoy exploration so much.
I only found one "bug" in this version. Near the start trigger, if you climb up the generator and the lamp on top of it you can get on to the four vertical girders. This is a fun place to snipe from but unfortunately tanks and common infected can't climb up to you, meaning the only infected that really stand a chance of hurting you are smokers and spitters. Also, if you are unlucky enough to be incapacitated or knocked down by either of the afforementioned when you're up here the bots don't try to revive you as I guess you're out of their reach too.

Base Map Is Still Being A Pain

Fish
#7753 posted by
DaZ on 2011/07/28 03:21:21
Thanks once again, I had no idea you could get up there! Seeing that bug made me go on a mad clipping spree around the map to make sure no other craziness could happen :)
Added some low tier weapons to the spawn position, the lazies will have to put some effort in to get better weapons ;)
Next release will be final I think, unless I find anything showstopping!
#7754 posted by gb on 2011/07/28 11:21:56

Coloured Lighting Is A Little Too Saturated
#7755 posted by
nitin on 2011/07/28 12:22:55
otherwise good.
#7756 posted by
rj on 2011/07/28 18:44:17
plenty of scope for some cool looking tall shit above that skylight!

Good
#7757 posted by
madfox on 2011/07/29 03:04:24
so biologized of the neatness, that I wonder what the screen hangs in the upwalk.
#7758 posted by
necros on 2011/07/29 06:06:43
coloured light looks fine to me. subtle but still visible.
#7759 posted by gb on 2011/07/29 08:57:40
toned down the colour a bit further. The floating laptop is, uh, a dimensional accident.

I Like It Gb!
#7760 posted by
DaZ on 2011/07/29 19:04:45
Looks very natural, love the lightning in particular.
#7761 posted by gb on 2011/07/30 07:54:02
#7767 posted by
starbuck on 2011/08/06 00:18:04
that looks seriously cool. Nice work gb
Finally decided to strip most of the end area of my Base map out for performance and vertex count reasons
http://www.zealousquakefan.com/wp-content/uploads/2011/08/zqftest03_construction70.jpg
Will still have some meaty fights in it, though I apologise for the crate maze factor :E
#7769 posted by gb on 2011/08/13 18:46:25
Looks really cool zqf. Maybe vary those crates a little - have some of them rotated or off-center instead of these long straight walls?

Looks Awesome
#7770 posted by
RickyT33 on 2011/08/13 20:15:44
align the textures on the skybridge
I gotta finish the geometry before I worry about textures :/ PS will need to have it tested again since a lot has changed since you chaps played it. If you want to try it again I'll send you a new version.

Don't Want To Make It Into A Seperate End Area?
#7772 posted by
Drew on 2011/08/14 03:31:03