Necros
#765 posted by HeadThump on 2004/03/26 21:57:06
good looking skin job there -- he looks like a real bruiser
TARINTINO
#766 posted by inertia on 2004/03/26 22:07:15
I am in the middle of watching Jackie Brown for the second time this week. I watched pulp fiction + jackie brown + kill bill all last monday. It owned so hard! <3 tarintino forever.
I Only Cared For One Aspect Of Jackie Brown
#767 posted by HeadThump on 2004/03/26 22:26:32
I'll give you a hint. It is on Bridget Fonda's bodice.
I Think It Looks Terrible
#768 posted by Fern on 2004/03/26 23:45:21
but it's the model's fault, not yours necros. :P
#769 posted by Kell on 2004/03/27 09:43:58
scampie: alternate routes - upper and lower :P yeah, it's a default CTF s-bend layout. It's my first terrain map and the easiest way to do it. Re: the trees - they definatelt shouldn't block movement, but blocking shots...hmm. Perhaps. It would make attacking flag-carriers who choose the lower route across the valley floor harder to snipe from on-high, forcing defenders to intercept at ground level. Might be a good call. Will add wepclip and see.
metl: I would like to have more detail, I really would. But this is Q3CTF and the framerate is already low what with all the trees and pillars. The terrain could maybe be more 'crinkly' at a lower level of detail to provide more nooks and crannies, but bot movement is also an issue. I'll take a look around and see where I can modify the heightmap without crumpling the whole map up like an old receipt.
thx for feedback
Oh And
#770 posted by Kell on 2004/03/27 10:00:09
necros: bah, I like the Quake font - no-one else uses it, so I do ^_^ and it looks like pseudo-classical, same as the architecture in the map.
I'm a goth. It's incurable.
That's The Quake Font?
#771 posted by necros on 2004/03/27 12:34:39
i thought it was the truetype symbol font that comes with windows... it certainly looks like it with the greek letters.
anyway, it's not a big deal... i played the map with some bots and i didn't really notice them too much.
the maps looks really good in action, actually.
as someone who likes the railgun, i enjoyed the gameplay of the map with all the longrange shooting, but for someone who doesn't like it, they may not enjoy the map as much... if you were to add more cover in the central area and maybe some inside areas would help that?
remember though, i don't know much about dm gameplay, so take what i said with some salt, eh? :)
Not A Way To Treat A Grunt
#772 posted by madfox on 2004/03/27 14:14:13
It is easier to lend a model, than actually make one of your own.
And those vertices keep freaking around.
http://members.lycos.nl/portable/newpage3.html
...
#773 posted by necros on 2004/03/27 14:23:51
baby zombies? :)
the skeleton model looks like it's going to be a pain in the ass to skin...
the frame that it's on right now looks a little... wooden, like it's constipated or something... make the arms hang to the side in a more relaxed fashion, make it look more natural. how would a reanimated skeleton that can tear your eyes out look?
Death Can Dance
#774 posted by madfox on 2004/03/27 19:55:09
That is, because the poor thing was running for hell while I made the screenshot.
I made a Qmle-pic. Q1 player models sets on 408 vertices, I am already on 831.
http://members.lycos.nl/portable/newpage3.html
And it ain't has a weapon yet...
Ph8dm2
#775 posted by . on 2004/03/27 20:16:08
I'm going to focus on vertical fighting for this one.
http://quake.phait-accompli.com/crap/ph8dm2-a.jpg
Madfox...
#776 posted by necros on 2004/03/28 03:42:05
just becareful with those vertices... the regular glquake limit is 1024 and the software quake limit is 2000. if you go over the limit, the game crashes... :(
#777 posted by gibbie on 2004/03/28 07:41:09
phait: that isnt a wall texture. it looks weird
#778 posted by - on 2004/03/28 16:17:26
it's fine as a wall texture if you add more details like columns or whatever to break up the space.
also, wtf you want more vertical fighting and you show a half finished flat room? get more done before you start showing things most people do in 15 mins of mapping.
Honey, I Scrunched Death
#779 posted by madfox on 2004/03/28 16:46:18
...me Bones are too small...
#780 posted by inertia on 2004/03/29 20:07:39
but, rooms like that take me hours to build!
scampie: dont hate on the dude just because im the only one slower than he is
No
#781 posted by . on 2004/03/29 20:50:07
Scampie has a good point, I just haven't mapped since PH8DM1 and got happy.
Hmm
#782 posted by nonentity on 2004/03/31 05:18:21
I'm a goth
That's sooooooooooooooooo un-gothy :p
Nonentity Has A Point...
#783 posted by pope on 2004/04/01 04:54:49
you can't be goth and call yourself goth,
thats like... calling yourself cool
it just doesnt work!!!
oh btw I was noodling in the farcry editor
http://www.jesselawrence.com/images/warf.jpg
its fun, but its simple... aint much you can make besides a tropical paradise
Pope:
#784 posted by Shambler on 2004/04/02 05:17:23
Surely that should be a good challenge for mappers to rise to. I'm sure there's stuff in the game you could dig up...
New Crdm3 Screenshots
#785 posted by DaZ on 2004/04/07 14:19:52
Good Good
#786 posted by metlslime on 2004/04/07 14:21:34
now finish it!
Yeah
#787 posted by R.P.G. on 2004/04/07 14:25:54
Looks dark and oppressive. Go finish it.
BTW, don't forget TNJ, either.
:o
#788 posted by necros on 2004/04/07 14:28:01
wow! ... wow! dude, i really like it! :) too bad it's dm though. ;)
what ever happened to your lunmet/lundoom sp map? i was looking forward to that one.
McNuggets
#789 posted by DaZ on 2004/04/07 14:44:42
TNJ will be finished, shutup RPG!
lunmet/Lundoom sp map : might be finished 1 day, un-likely though :)
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