
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

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.

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.
#8136 posted by
quakis on 2012/02/13 15:08:58
I like the grating with pipework beneath. Its done in such a subtle way yet can break up the floor well.

Sock.
#8137 posted by
Shambler on 2012/02/13 19:20:49
That's how a revamped Q1 should look.
#8138 posted by
necros on 2012/02/13 23:04:27
i was just thinking that too. those textures look ridiculous. ridiculously GOOD that is. ;)
a base map made out of those might be very interesting. ^_^
#8139 posted by
[Kona] on 2012/02/14 07:58:29
Yeah looks awesome, although I get the feeling it's Quake3? Still, you could convert em to Quake when you're done :P

Q1MP Elysium Beta 2
#8141 posted by
foogs on 2012/02/19 07:13:46
map filename: elysium2b.bsp
It's a 1on1 / 2on2 deathmatch map for QuakeWorld.
My first quake map (well second if you count remaking it.) Looking for playtesting / item positioning advice or any kind of advice/suggestions/feedback really.
download map:
http://foogs.info/progs/quakeworldmapping/elysiumb2.bsp
--
screenshots:
http://foogs.info/progs/quakeworldmapping/ezquake043.jpg http://foogs.info/progs/quakeworldmapping/ezquake044.jpg http://foogs.info/progs/quakeworldmapping/ezquake045.jpg http://foogs.info/progs/quakeworldmapping/ezquake046.jpg
--
textures (credits to painkiller / zaka for converting them to qw / dm_sacred):
http://tinyurl.com/74ly7kw
--
quakeworld.nu thread:
http://www.quakeworld.nu/forum/viewtopic.php?pid=66614
Thanks for the look!

ERRR.
#8142 posted by
Shambler on 2012/02/19 10:06:12
Style looks good, but how does it look in actual QUAKE??
======SERVER ERROR in SelectSpawnPoint:
PutClientInServer: no info_player_start on level
Fucked up the arguments order in the console.

Looks Cool, Judging From The Shot
#8146 posted by
negke on 2012/02/19 13:17:32
But at the same time the textures look very samey in color, not much contrast. There's a texture issue in screenshot 046, left of the light.