Scampie
#8311 posted by RickyT33 on 2012/03/28 03:14:57
I think it looks beautiful.
#8312 posted by - on 2012/03/28 04:30:52
http://i.imgur.com/1zc3o.jpg
more white, blue floor, trimmed pipe bends
#8313 posted by negke on 2012/03/28 09:27:26
I like the pipes in the first shot better.
I Like Scampie's Pipes Too!
#8314 posted by Shambler on 2012/03/28 09:35:00
Looking great prawnboy.
#8315 posted by quakis on 2012/03/28 11:34:33
Personally, I though the pipes in the first screenshot were MUCH better. Infact, I prefered the first screenshot more. Sure there's a lot of brown, but it actually looked really nice and had a better 'feel' to the room. Kinda warm and I wanted to be there. Current shot loses that. Too much contrast perhaps and now it feels very cold. Texturing also feels 'tacked on' this time.
I think the texturing on the first pipe was spot on, the seam down the middle works. I love idbase, but I love them even more when the texturing is done well like you originally had it.
Personally, I would stick with the previous version but try to ensure that there's some other kind of style variety/contrast in other types of sections (ex. cold and wet lower work areas with more contrast, maybe using the style from the current screen?)
Pity The Poor Builder...
#8316 posted by Mike Woodham on 2012/03/28 13:55:20
...who has to cut the angles on those tiny bits of floor tile where they meet the edge-trim ;)
Sod 'em, I hear they're paid by the hour.
You're Right...
#8318 posted by Mike Woodham on 2012/03/28 17:25:49
...so make sure it's not your money.
"Straight bits, guv, I can do pdq, but those nasty angly bits, well... special tools, two man job, sharp-pointy-bits, health'n'safety; all adds to the time, and you know what time means, guv'nor..."
Looks Cool Scampie
#8319 posted by than on 2012/03/28 17:40:05
those pipes look nice, though I agree with Quakis on the first shot looking somewhat nicer. I think I'd reduce the texture detail on the pipes and revert the floor back to the old one. The other changes look good though.
Started Making Another Map (DAMN IT!)
#8320 posted by than on 2012/03/28 17:43:07
last night I wanted to work on something to take my mind of apsp3, which is a bit stuck at the moment, so I started making an sp remix of Romero's(??) dm7.
http://i.imgur.com/J5nnc.jpg
Looks shit at the moment, but I wanted to avoid the dm4 style textures and try something more similar to e1m5. Very very very rough atm :)
That's Nice Than.
#8321 posted by Shambler on 2012/03/28 19:03:42
Always liked those textures and shows early promise.
But please fix the trim - it should look like an actual physical trim that covers an edge corner, not just painted on one side!
Piping Hot!
#8322 posted by sock on 2012/03/28 19:09:56
@scampie, I think I was confusing in my feedback, I meant just move the single trim line on the first pipe image. The new pipe looks odd, I like the first screenshot pipe design better.
The colour balance in the first screenshot certainly looks warm and Q1 cozy, while the second feels more bleak and industrial. I like the colour changes in the second, just not a fan of the blue square tiles.
#8323 posted by - on 2012/03/29 06:16:08
http://i.imgur.com/zcZj1.jpg
that's where I'm going to sit with it for awhile. only a few small changes (i properly rotated the damn rivets simon), but overall I'm happy with it now... also built the final area today (no spoiler screenie!), after which FitzQuake informed me that I am over the standard map model limit! huzzah! almost finished... /me passes out
Ooops
#8324 posted by sock on 2012/03/29 07:20:26
@scampie, top right hand corner, I spy upside down rivets! hehe, btw good screenshot :)
Go Scampie, Go!
#8325 posted by distrans on 2012/03/29 08:54:26
I'm quite looking forward to this one...juicy...very juicy.
Scampie.
#8326 posted by Shambler on 2012/03/29 10:02:16
Nice balance in that one, I approve.
Scampson
#8327 posted by negke on 2012/03/29 10:26:38
Turn the triggers for the monster teleports into point entities (don't forget to give them the 'silent' spawnflag!) - that should bring the model count below the limit, assuming you didn't exceed it by far.
Are the floor tiles stretched or it just a widescreen fov effect?
Triggers->point
#8328 posted by than on 2012/03/29 15:09:10
I thought that was Quoth only? scampies map is quoth?
Is there a hack to do it in id1? :)
#8329 posted by - on 2012/03/29 16:18:49
widescreen fov, no stretch
and yeah, /id1/
Scampie
#8330 posted by Drew on 2012/03/29 17:45:25
latest incarnation looking great. good luck, and thanks in advance.
I Was Talking About ID1 Of Course
#8331 posted by negke on 2012/03/29 19:49:43
Every type of trigger can be made a point-based entity as well - just like the counter. Naturally, it will then only touch at that particular point, which is fine for monsters in spawn closets as they just stand in one spot until teleported.
Fun fact, did you know the "notouch" spawnflag also works on trigger_secret?
It only gets into the field of hacks if you make the point triggers borrow bboxes from other point and brush entities.
Negke
#8332 posted by - on 2012/03/29 19:56:48
I will do that thanks! I had actually already cut a bunch of func_illusionary and trigger_once that were little details and etc fun texts which got me under, but I'd love to put them back
Negke
#8333 posted by than on 2012/03/30 06:27:29
I knew about the only entity flag, but didn't realise the trigger still worked as a touch trigger without the brushmodel.
Quoth has point triggers that allow you to specify dimensions from a corner position, and thought you were referring to that.
Just1fix
#8334 posted by - on 2012/04/04 21:18:04
Sweet
#8335 posted by RaverX on 2012/04/04 21:44:35
Nice. Clean, simple and very "Quake" looking. Altough I don't understand why everybody is using "pipes" in all maps.
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