Centipedes Do Not Belong In Space
#8387 posted by - on 2012/04/17 04:59:20
MadFox
#8388 posted by JPL on 2012/04/17 10:57:36
It was for quArK obviously, but it looks you understood it at the end ;)
Progressing
#8389 posted by wakey on 2012/04/22 23:38:32
Good!
#8390 posted by madfox on 2012/04/23 00:42:05
Looks like a caveman searching for zombies.
Pics are a little dark to see, but then again, quake is dark.
I always turn up the contrast and brightness for showing screenshots. It can ruin the impression but also better to have a better view.
Almost part of the vertical map.
Wakey
#8391 posted by rj on 2012/04/23 00:46:21
that is so awesomely oldskool; it looks like a long-lost relic from the cdrom.com era. love the dark shadows. can't wait to play it!
Way Too Dark...
#8392 posted by JPL on 2012/04/23 02:28:25
... to provide proper feedback unfortunately...
Please fix this ;)
Because Not Everyone Can Help Themselves
#8393 posted by rj on 2012/04/23 09:27:10
#8394 posted by quakis on 2012/04/23 09:30:59
And it probably took you a second to do that too :p
The third shot (original post) bothers me. I feel that any depth/shape in the ceiling is lost because of the lighting or texturing. I can see that it curves, but everything just blends together so well that it feels like a wasted visual aspect. Something needs to break up the texture or something, while possibly also following the same curve could help?
Original
#8395 posted by nitin on 2012/04/23 14:27:22
shots look fine on my monitor, pretty moody stuff but brushwork looks a little too basic.
Calibrate your monitor jpl!
#8396 posted by JneeraZ on 2012/04/23 14:31:19
JPL's monitor isn't the problem. :) Those shots are dark as heeeell...
Its Interesting
#8397 posted by nitin on 2012/04/23 15:10:07
how different people's monitor setups are. The ones that rj posted look way too washed out on mine for example whereas the originals show up fine.
I envy you mappers trying to get lighting right.
Brightness
#8398 posted by RaverX on 2012/04/23 16:14:49
The original screenshot are indeed a bit dark, but only a bit. The modified screeshot looks like sh*t, they are wayyyyyyyyyyyyyy washed out.
But I think the map will be nice, it has that oldschool feeling and it might be very creepy. Can't wait for it :)
#8399 posted by necros on 2012/04/23 17:58:11
the original shots were just pure black with flame models in them.
thanks rj, couldn't be bothered to run them through gimp. :P
also: of course they look washed out after rj's brightened them; there was hardly any colour information to begin with.
the best way to calibrate a screenshot in a scientific way is by looking at the levels in proper image editing software.
Because Not Everyone Has Gimp On His Laptop
#8400 posted by JPL on 2012/04/23 18:35:41
...thanks in anyway rj...
Else the shots are washed-out indeed, but at least they are not dark anymore.
Shot 1: looks nice, just need more details: I would have put light_torch_long_walltorch Quoth like stuff instead of small torches on the wall... Maybe small torches on the central pillars.. though...could be better.
Shot 2: wow, really weird... walls are too flat IMHO. You should add more details to make them more "real" like visible broken stones, horizontal impaled dead bodies, etc.. or just hide the flatness with a little bit of fog..
Shot 3: This area is kinda cool ! I would see it with some fog, and plenty of Zombies... You could also want to add details on the ground, or simply add a little bit of water there (like in a underground drown cave)..
Madfox: keep it up !
Imho
#8401 posted by rj on 2012/04/23 19:20:19
i actually like the lack of modernisation (details, quoth models, fog, attenuated light etc) purely because it's been a long while since i've seen a new map that really evokes that 1996 lost-in-the-past feeling. i wouldn't judge every map by those criteria but for this one in particular, the unpolished look suits it.
#8402 posted by JneeraZ on 2012/04/23 20:09:11
Calibration in terms of this stuff is not that hard. Tweak your monitor until the id levels look right to you. Then make your levels look good on those settings. :)
I Guess It's Realy Too Dark
#8403 posted by wakey on 2012/04/23 22:33:43
ppl always complained about my maps beeing too dark. I just love it, imho it gives atmosphere ^^
My Monitor is set to max brightness, wile the rest of the room is dark, guess thats the reason.
But it isnt final, i will tweak it later on.
I'm not yet sure how much detail i will add, want a mix of quake/diablo/dungeon keeper feeling.
quakis: thought that too, any ideas?
#8404 posted by negke on 2012/04/23 22:57:34
The map is not too dark, only the shots are. There's a considerable difference between in-game lighting and how it looks on screenshots.
As a rule of thumb, screenshots of any remotely dark area need to have their brightness and contrast (<- important to keep them from looking too washed out) increased by 15 and 20% (in PS anyway) to work better on darker monitor setups and CRT. TFT screens are often brighter by nature, so it's not obvious until people start complaining.
Wakey
#8405 posted by Drew on 2012/04/24 02:07:53
yeah I don't know if it's luck or pure skill, but those shots, 1&3 particularly, really evoke the best kind of weird old quake feelings in my heart.
Either way good luck!
Also
#8406 posted by Drew on 2012/04/24 02:15:03
Than: progress?
Eh?
#8407 posted by than on 2012/04/24 06:55:15
yeah, I am still making stuff!
dm7rmx is still in development and I have completed most of the main architecture and figured out exactly how I want the gameplay to flow, though I haven't put in all the monsters yet. The main thing that remains is sorting the shitty rocks out. I hate making rocks in Quake, but I have to get it done. I will aim to do them over the next couple of days and will post shots when I do. Oh, and lighting is going to be a pain because I have currently got a minlight of 50 for testing. When I set that to 0 the map will look like shit until I light it. Still a week or so of work left in total I guess.
The other maps haven't been touched and won't be until dm7rmx is done.
Sounds Awesome
#8408 posted by Drew on 2012/04/24 07:23:39
I'm busy for a week anyways - strikes at our uni = extensions = me bogged down with paperwork.
good luck with the shitty parts, thanks for all the effort(and skill)!
Than
#8409 posted by negke on 2012/04/24 09:56:27
Non-shitty rocks shouldn't be that difficult unless you're aiming for ultra-realisic looks. Something along the lines of roundish tops, half-circular and intersecting. Can't explain too well. Just something that looks smooth and natural, a bit like this, but with some height and depth varation at the top.
Just don't make it a tower in a foggy void - it's DM7 after all, and you're not Tronyn. Also, since the map exits to DM1RMX, I'd love to see them both released at the same time. ;)
Lol!
#8410 posted by Tronyn on 2012/04/24 10:11:31
I already read the first bit of your post, and I was about to stomp in raging "what do you know about rocks negke! your levels (awesome as they are) are always "artificial" (yes you know what I mean as opposed to "natural).
My rockwork, as in nsoe3 say, is just a bunch of messy shit that'd be better at home with the Unreal engine (I'm surprise vis even survived it). The best rockwork I've seen in Quake is by Mike Woodham and others (rubicon2 was great) who use a similar style, although in a way a combination of the that and messiness would be best of all.
Tr�nyn
#8411 posted by negke on 2012/04/24 10:39:39
My Travail maps featured a lot of rockwork actually. The second one in particular was pretty 100% rock caverns. Too bad you didn't play them (and left them out of your UWF review). But it's true, I don't seem to do that very often.
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