Neat Stuff Indeed!
#8541 posted by quakis on 2012/06/19 13:19:57
Are you the same Skacky who released Shadow Politics for Thief?
Wow!
#8542 posted by Hrimfaxi on 2012/06/19 13:20:01
That looks fantastic skacky!
Looking forward to play it.
#8543 posted by skacky on 2012/06/19 13:25:25
Quakis: Yeah I'm the same person. I'm still working on my other Thief map at the same time but I paused its development for now.
The pics are a bit dark indeed, my screenshots seem to disregard my gamma settings for some reason with FitzQuake. The level is quite brighter in game but still pretty gloomy.
Thanks for your comments guys, very appreciated.
#8544 posted by anonymous user on 2012/06/19 18:18:14
Really nice work skacky, enjoyed all the pics!
All these screenshoots made me map much more then usually
Fucking Awesome
#8545 posted by Drew on 2012/06/20 02:19:20
Love knave. Big scale is just fine. Dark shots but prolly fine in game. Not a fan of the trim as it is in lava shot. Half submerged skull. Opinion. Last one - vein this look too regular/ inorganic / pipey maybe?
#8546 posted by [Kona] on 2012/06/20 13:05:05
looks awesome skacky
Double Neat!
#8547 posted by quakis on 2012/06/20 20:44:02
Shadow Politics was a good ride, so I'm definitely looking forward to both the new Thief and Quake projects.
Bookcase Review
#8548 posted by sock on 2012/06/21 03:08:51
skacky: Nice to see you here at func, hope you enjoy the stay, a different crowd to mapcore, much more game play focused..
It is hard to go wrong with the Kell texture set (beautiful artwork) but the greatest strength is also its greatest weakness, books books and more books! The spiral bookcases always look amazing (screenshot 4) and towering bookcases in some of the screenshots look epic.
I like screenshot 2 best because it has nice variety of floor heights and it feels like the fight with the ogre/fiend could be interesting. I like the additions of the flesh and mouth in the last screenshot and it is certainly a better direction than every wall being books.
The lighting seems to lack any kind of hotness and is either very dark near the sky (screenshot 5) or the central areas (screenshot 3) have a high ambient light making the center of the room look flat.
More Underground
#8549 posted by sock on 2012/06/21 03:14:21
http://www.simonoc.com/images/design/sp/its3.jpg
(large image 1.86Mb)
doodling on my start map, any feedback on lighting? things you don't like? nitpicks? all are welcome ...
No Nitpicks Here
#8550 posted by Tronyn on 2012/06/21 05:27:02
The lighting looks like a big improvement - much more sourced, gloomy, etc. The ceilings, especially in the last shot, look good. Style looks like a very tight expansion on classic Quake theme with no distance at all between concept, textures and architecture. My only request is for there to be one outdoor area in that theme, even if it's a secret area or only at the end.
Iron Bars?
#8551 posted by Drew on 2012/06/21 06:36:56
Not sure I am sold on those which house that fiend. Prefer the thinner bars found in honey etc perhaps. I think other than that my thoughts are identical to those offered by tronyn.
Actually
#8552 posted by Drew on 2012/06/21 06:39:51
I rescind my former statement about the fiend cage thing.
#8553 posted by [Kona] on 2012/06/21 07:27:54
looks sexy as fuck, sock. i don't mind the thick bars.
Holy Cow Sock!
#8554 posted by skacky on 2012/06/21 10:12:13
That looks awesome! I like the Fiend cage and I don't mind the thick bars as well. The architecture looks mighty complicated, especially in the first and third pictures.
About the Knave texture set, I agree bookcases are its greatest strength and weakness, and I got a bit overzealous with them at times since I tend to dislike 64*64 tiling textures. :P
I'm trying to break that, though.
As for the lighting it's still very basic for the moment, I haven't used a single light spot for the moment and man do I love these. I'm trying to pinpoint the style as much as I can before working on the lighting properly. I'm also using a 35 minlight but I'm thinking of lowering it to, say, 20 or 18 to have deeper shadows.
Thanks for your feedback everyone!
Yeah, Great Screenshots Everyone
#8555 posted by negke on 2012/06/21 11:25:18
Sock: those black triangles can be a real pain in the ass. Sometimes they go away as the map grows. Other times you have to use a sledgehammer: force QBSP to split the face differently. Try if making the conflicting brush not intersect with the adjacent geometry works. If not, you need to ,anually split the face/brush in half (but not in the same way as QBSP does - check with r_showtris) and use a slightly different texture offset or scale (something invisible to the eye, like 1.0001). This often seems to fix it.
Black Triangles?
That's space beneath the elevator.
Annually Splitting The Brush In Half
#8557 posted by rj on 2012/06/21 18:54:36
this tends to be my approach to mapping. doesn't bode well for prolificity
#8558 posted by necros on 2012/06/21 19:13:34
I'm also using a 35 minlight but I'm thinking of lowering it to, say, 20 or 18 to have deeper shadows.
If at all possible, try not to use minlight at all or use local minlight if you must have it in some areas. :)
I just finished playing through Fear Perseus Mandate... some great gameplay but the amount of horrible flat ambient light is shocking. Really is something to avoid :E
#8560 posted by erc on 2012/06/22 09:58:25
I wrote a review for that a long time ago. Sure, the maps were lacking in flair but I enjoyed it more than the the first EP.
http://www.mobygames.com/game/windows/fear-perseus-mandate/reviews/reviewerId,39185/
Perseus Mandate
#8561 posted by Blitz on 2012/06/23 02:37:05
It's cool to hear people like Perseus Mandate, I did a couple of levels for it. FEAR is such a great toolbox for making compelling gunfights.
So much of the art in that game was designer art which is why it looks less than stellar compared to other games from that era.
Your review is really accurate erc :)
You should be proud of working on it :) Superior to it's parent game in gameplay and pacing which is the key thing. I wanted Fear's combat cranked up and I got it :D
Also the much lower number of horror sequences + the extra length of those that were there meant they worked well as changes of pace and atmosphere, rather than whiplashing you better the two styles like the original does.
Two More Pictures
#8564 posted by skacky on 2012/06/24 00:42:21
I've added this little area this afternoon. It's actually the starting area. My map has more than 7,500 brushes no I may need to scrap some ideas and carry them other to another level. I haven't even made the silver and gold key areas yet.
I've also changed my image hoster since imgur blurs my pictures for no reason and they look like ass.
http://uppix.net/1/e/2/6162d433fd88317f079225969d3a0.jpg
http://uppix.net/c/6/6/f56a4e56184b90d4d838889a3af4b.jpg
#8565 posted by necros on 2012/06/24 01:15:36
brushes aren't really a measure of how close to the limits you are. check out the stuff that qbsp outputs right after compiling (or use bspinfo on a finished .bsp file).
18087 planes 361740
65325 vertexes 783900
29085 nodes 698040
1743 texinfo 69720
56641 faces 1132820
58573 clipnodes 468584
15487 leafs 433636
64691 marksurfaces 129382
236371 surfedges 945484
127066 edges 508264
447 models 28608
96 textures 2493028
lightdata 1639628
visdata 863654
entdata 193675
vertices, clipnodes, faces and marksurfaces are usually the ones to max out first, but sometimes nodes can too. it depends on how you map.
in most (all?) modern engines like fitzquake, the limit for vertices, clipnodes, faces and marksurfaces is 65536.
limit for nodes is 32768.
these limits are actually a limitation of the .bsp format. to go beyond them, you'd need to use bsp2 format, but only the rmq engine can read those atm. (maybe directq as well?)
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