 Maybe
#8622 posted by wakey on 2012/07/23 22:02:07
if just enough people ask for it, Sock could change his mind.
@Sock: plz plz plz, those maps are just so delicious :D
#8623 posted by necros on 2012/07/23 22:06:19
they're not maps though, they're just gonna be that one room.
they're just gonna be that one room.
Or maps that get to the point quicker :p
 Sock
#8625 posted by megaman on 2012/07/28 12:09:31
btw, i printed that shot and hung it on my office pillar.
 Ogre's Brew
#8626 posted by madfox on 2012/07/31 03:20:47
 Ogre's Brew
#8627 posted by RaverX on 2012/07/31 22:30:12
Looks interesting, but it seems very "unpolished" and it doesn't have any Quake feeling in it. Have you tried playing a little with the textures? Try another texture on wall, not the same as for the pipes, it's just a suggestion.
 Would'nt Say
#8628 posted by wakey on 2012/08/01 12:37:23
it doesnt have any Quake feeling.
Reminds me of Ep2 somehow.
But the texture on this upper right pipe thing seems to be realy messed up.
 Megaman
#8629 posted by sock on 2012/08/02 02:57:27
Really!?! that's awesome, thanks :)
 Hik
#8630 posted by madfox on 2012/08/02 20:04:12
@raverx - I changed the textures some time, first it had the malice.wad.
In Quake there aren't many pipe texures so I decided to keep them as metal as possible.
@wakey - I know, but if I scale them there's always a part that ends up blind.
 MadFox
#8631 posted by JPL on 2012/08/02 21:23:47
It is definitely Irish Ogre's brew... cause it is too green lighted !
Else architecture looks interesting, but you should have made an effort on texture alignment... though... it is difficult to align textures on rotated pipes...
Anyway, keep it up !!
 Thanks
#8632 posted by madfox on 2012/08/03 05:12:20
Just another test4 for 20h and reached a magnificent Hom in the area.
Hartbreaker bumps me 30maps back.
Texturing could be better, I know.
Hard when faiths leaps me back to earlier states doing them over again.
Feeling like an Ogre without chainsaw juice.
Feeling like an Ogre without chainsaw juice.
I'm sure we've all been there
 Tronyn
#8634 posted by Drew on 2012/08/06 06:21:07
you feeling like that?
vis still keeping that dreary brown piece of shit from us?
 Ogre
#8635 posted by megaman on 2012/08/06 09:32:52
I really hope that thing's swimming!
 Pixel Palace
#8636 posted by sock on 2012/08/06 09:54:39
#8637 posted by [Kona] on 2012/08/06 10:24:58
Cool Sock, like the stripeyness. I'd change to a darker sky though, it's making the buildings go silhouette-ish with it that light.
#8638 posted by Text_Fish on 2012/08/06 10:38:25
I like the white clouds. Makes the whole place seem very cold. Can't wait to be there! I just love the contrast and the big pixels.
My only criticism would be that I don't like the way the mace knight isn't looking straight forward. I realize this is probably to make him seem a little more dynamic, but I find something quite menacing in the way the vanilla death-knight always stares forward, almost as if he might as well be an empty suit of armor or some sort of single-minded automaton. But that's just me being picky really.
#8639 posted by quakis on 2012/08/06 12:38:42
I also like the white clouds and the general contrast going on here.
#8640 posted by Spirit on 2012/08/06 12:47:11
The lighting seems weird and blotchy to me. Actually, it seems like the white texture has a dark part on it that seems like lighting. It is visible over the arches for example.
Otherwise wow.
 Love It
#8641 posted by nitin on 2012/08/06 12:55:36
 Agree With Kona
#8642 posted by Drew on 2012/08/06 14:52:21
Feel a slightly darker sky would look better. Textures/ architecture/ lighting and baddies themselves look fucking amazing.
 Agree With Kona
#8643 posted by Drew on 2012/08/06 14:52:21
Feel a slightly darker sky would look better. Textures/ architecture/ lighting and baddies themselves look fucking amazing.
#8644 posted by necros on 2012/08/06 19:32:00
I don't like the way the mace knight isn't looking straight forward
It's a random idle sequence.
Also, agree with Kona, not a fan of that sky. :P
 Maybe A Blood Red Sky?
#8645 posted by mwh on 2012/08/06 20:41:26
All else looks great, as others said.
 Too White
#8646 posted by sock on 2012/08/06 21:18:02
Thanks everyone for the comments.
I can see the sky is going to be a love or hate thing. I designed it to work with the fog which has been removed from this screenshot. (I know not really a good idea!) It is not too bad in game just not the default dark cloud version. It offers a nice contrast to the very dark/bright stone work for the palace.
All monsters swing left and right and some have extra idle animations (necros awesome work). The blue flail knight is checking out what is behind him, normally they look straight ahead.
The lighting is a real problem for these textures, white light combined with strong white textures is certainly difficult to get looking right. I will have to experiment more and see if I can find a better setup. I can see why most quake textures are not white or black, having colour in textures distracts the player from the lighting.
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