#8111 posted by necros on 2012/02/08 23:04:27
woah, maybe i'm tripping but i thought sm69 was released already.
Necros...
#8112 posted by metlslime on 2012/02/09 00:29:06
well, the joke was that 69 was a really large number (since speedmap numbers were in the 30s at that time.) And that we were mapping really slow, so it would take until ~69 to actually finish our "speed chain map". Of course now the numbers are up past 150... so there was probably a real sm69, but this was unrelated to it.
#8113 posted by necros on 2012/02/09 02:22:42
oops :P
Easy Fix...
#8114 posted by distrans on 2012/02/09 04:32:03
Just rename yours sm666 metlslime, maybe it could be finished by then.
Distrans
#8115 posted by Drew on 2012/02/09 04:38:50
also has something in the works, does he not?
And considering how SM has slowed down (as much my fault as anyone's I guess?) you have approximately 20 years to get it out by then Metl.
Map
#8116 posted by madfox on 2012/02/09 23:52:43
@negke- The metal map I was making hung like stone around me, hooking off hom's ie. The respons on the beta were reasonable.
It's just the point mapping for weeks gets so usual I needed a break and got lost in Bioshock2.
I installed QRadiant and became so excited by its exakt carving I imported my Quark map into it. When I made some additions I imported it back into Quark, but all my poly's were crunched(!>?). I can't make radiant compile within its programm self.
I still have the intention to finish it, but I first have to outrun my textures. :P
Base In Your Face
#8117 posted by DaZ on 2012/02/11 11:03:30
The start map, which I salvaged from a failed q1sp from 2008 http://dl.dropbox.com/u/33279452/dazbase1.jpg
Now work starts on the actual map that it links to :P
#8118 posted by negke on 2012/02/11 11:14:46
I remember that one. Instant boneresque!
Yeah
looks fucking awesome
@negke
#8120 posted by Hrimfaxi on 2012/02/11 15:52:31
#8107 by negke
I have a lot of maps almost there! But I haven't
had the time to finish anything in quite a while.
But it looks like I will have some spare time over the next months to finish something.
I have the map pack I showed at the QExpo, Then there is one or two metal maps and there are the wery large base map I showed pics of over a year ago.
So yes there are maps coming but don't ask when!
#8121 posted by [Kona] on 2012/02/12 02:47:27
sounds like an awesome mini-episode!
Fuck Yes
#8122 posted by Tronyn on 2012/02/12 05:45:25
I was wondering where you went Hrimfaxi. I always enjoy your maps.
Also Daz that looks weird in an awesome way!
Daz:
#8123 posted by metlslime on 2012/02/12 08:13:32
i remember that brushwork (the weird support things) from a screenshot from like 10 years ago :)
Oh Yeah Plus
#8124 posted by Tronyn on 2012/02/12 08:33:32
Wasn't Mike Woodham making a sequel to the map, which was one of the best maps in a single .bsp imo, "This Onion"? Maybe that'll surface.
Building a map out of scraps is a very difficult. I don't know how he managed to do it. My scrap-map has taken me easily the longest to do of any map.
RE: #8117
#8125 posted by Jaromir83 on 2012/02/12 09:10:25
looks mega
Rad
#8126 posted by than on 2012/02/12 13:41:25
looks awesome, daz!
Daz
#8127 posted by JPL on 2012/02/12 18:46:14
Go map and release it please ! It looks awesome !
Dazbase1
#8128 posted by sock on 2012/02/12 20:53:19
It certainly has a cool style about it but it does not feel right to me. I assume you are after feedback or suggestions?
http://www.simonoc.com/images/misc/dazbase1_feedback1.jpg
I would suggest to make the platform thicker or with a nice chunky under-support. (Take the originally platform, drop it down and push it inwards to create a staggered effect) The far left floor support would look better push out at the top and maybe pushing through the floor above. The top supports would make more sense straight and pushing through the floor like a nut/bolt scenario. Also try the rocks a dark brown, it might look more harmonious.
Also try the rocks a dark brown, it might look more harmonious.
I'll have to disagree - the gray rock works well because it makes the idbase texes stand out more.
#8130 posted by necros on 2012/02/12 22:16:55
i like that rock texture too. i've never seen it before either. :)
but yeah, thanks for pointing out the support thing. it was kind of bugging me but i couldn't figure out why.
basically, it looks like it would just collapse since it wouldn't actually distribute any weight (but actually create more stress)
otoh, from the looks side, it's more visually interesting the original way. :)
Heavy Metal
#8131 posted by sock on 2012/02/13 04:49:13
Start of a hi-res metal/concrete texture pack, no detail, just basic blocks at the moment. Missing a ton of stuff like panel variety, decals, sfx.
http://www.simonoc.com/images/design/maps_q3/indust1.jpg
Erm..
#8132 posted by jt_ on 2012/02/13 05:42:37
Is that in Quake? Because I may need to change my pants.
Sock: Looks Cool!
#8133 posted by digs on 2012/02/13 05:51:08
Zing
#8134 posted by DaZ on 2012/02/13 10:42:50
Yeah I like the dark coloured rocks, it makes the base stand out more imo, I think brown rocks wouldn't fit as well with the skybox either.
Valid points about the supports and walkway thickness however, I'll get on that :)
#8135 posted by JneeraZ on 2012/02/13 11:14:25
sock
Nice! I love that light panel texture.
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