#7807 posted by
[Kona] on 2011/09/07 07:06:13
Same here. Original base wasn't never that great to start with - the weaker of the Quake styles. There's plenty of newer base textures to use without sticking with the originals that we've already had 500 others maps in. Just my opinion though.
atm Base is the only theme I have any confidence with :p

Zqf
#7809 posted by gb on 2011/09/07 13:08:14
Try combining idbase with something else.
Try having a theme.
Use new textures / models.

Pipelines
#7812 posted by
madfox on 2011/09/10 06:52:30
Maybe a bit too much color. Took me days to add the green waterfall, just before preach released his waterfall tut. Creepy colorchannel.
http://members.home.nl/gimli/torm00.jpg
http://members.home.nl/gimli/torm01.jpg
http://members.home.nl/gimli/torm04.jpg
#7813 posted by gb on 2011/09/10 12:32:56
Looks good, I especially like the last screenshot.
Try switching on antialiasing for screenshots though.
Criticism: The texture alignment on the pipes needs work; try to make the plates fit the width of the pipe's side. Just scale and rotate the textures as needed. Alternatively try using simpler textures on the pipes.
The colour of the lava doesn't fit completely with the rest - have you considered slime instead of lava?
A tiny amount of fog might look pretty good here as well.
I really like the overall look of it though.
#7814 posted by
Trinca on 2011/09/10 15:42:17
look's great madfox :) and all look alight!
:)

Scrutinizer
#7816 posted by
madfox on 2011/09/10 19:18:24
I used another way to brighten the screenshots.
Something like bright/100% contrast/78%.
Small size makes moir�, but normal screen tends well.
Normally I use gamma 150%, but then it flattens all grey.
I tried for once to keep my polys on grid. (and get of course) Pipes have the bad condukt to screw the textures.
It's actuallt green water, I don't know why the glow is that intensive. Places where I use the +fall texture with func_illusion get dark in compare.
The break in my heart is a big hom in the bottum of the map. I tried so long to get rid of it that it is stopping my mapping progress.
Bits of the curved pipes look off grid to me btw :E
#7818 posted by
[Kona] on 2011/09/11 00:44:11
I like your attention to lighting madfox. Keep it up :)

Wip L4d2 Map
#7819 posted by
DaZ on 2011/09/14 05:09:46
I'm working on a new survival map and thought I'd get some feedback before I go nuts and map everything out.
https://www.dropbox.com/gallery/33279452/1/dazsurv2?h=1c62fd
1st photo is the reference shot, I decided to go for a night-time setting however as it suits the game a bit more. Anything stand out as being particularly shit? Let me know!

Daz
#7820 posted by
PuLSaR on 2011/09/14 08:26:55
looks pretty good so far. are those stairs on the screenshot 007 made of displacements?

Yep
#7821 posted by
DaZ on 2011/09/14 16:53:25
I tried it with standard brushes but wasn't getting the detail I wanted, god I love displacements!

Dude
#7822 posted by
necros on 2011/09/14 19:07:59
that looks great so far! don't forget to keep posting shots!

Looking At The Reference More..
#7823 posted by
necros on 2011/09/14 19:10:46
i think it would look better with the heavy fog but daylight setting... dunno, it would bring out more of the winding path brushwork with more light or something.
dunno if that makes any sense.

I'll Give It A Shot
#7824 posted by
DaZ on 2011/09/14 20:10:43
made some more of the map now it'll be easier to get an idea of how it will look. I'll post some test shots when I find some more time to work on it.

Made Time :P
#7825 posted by
DaZ on 2011/09/14 21:01:56
quick skybox, lighting and fog change to test daylight, could still use some tweaks i think, the ambient light is still too low so a lot of the map is still in shadow :P
https://www.dropbox.com/gallery/33279452/1/dazsurv2?h=1c62fd
#7826 posted by
necros on 2011/09/14 21:22:02
a little hard to tell how good it will look atm since the skybox is kind of sticking out like a sore thumb right now. :P
but yeah, basically what i was talking about... giving it a silent hill look (the film anyway).

Daz
#7827 posted by
PuLSaR on 2011/09/14 23:34:02
i'd use a little more blue-ish fog. but that looks good also.

Beta
#7828 posted by
mechtech on 2011/09/16 16:09:12
1st area of my map. PAK file for Quoth. Has textures, models and sounds. Mostly other peoples work modified for Quake 1. Used Hammer 3.4. RMF,map,fgd and wad files included. Breaks Quake limits, use Fitzquake 0.85. Will have startup errors.
Stuck with free file hosting again (quaketastic has 50meg limit) hope it works.
http://www.adrive.com/public/428df7891c86944abf461eb6a161b98ac82e1d0e688ea47a1cc6287df5b8517e.html
Why put the Quoth pack in? It's not like people will not check you said requires quoth and then fire it up in iD1
Oh wait...
Fish and Chips on my shoulder

Dazsurv2_ref.jpg
#7830 posted by Mike Woodham on 2011/09/16 21:39:24
Nice

Screenshots!
#7831 posted by
Fjoggs on 2011/09/17 01:05:55
Heyo, been awhile since I've posted anything here! Anywho, started working on a 1on1 map that's nearing beta.
I haven't lit it properly yet, it's all ambientlit. Rocks needs to be changed too. :)
http://fjoggs.maverickservers.com/img/projects/fjo3tourney6-7.jpg
http://fjoggs.maverickservers.com/img/projects/fjo3tourney6-8.jpg
http://fjoggs.maverickservers.com/img/projects/fjo3tourney6-9.jpg