Hahah
#8662 posted by DaZ on 2012/08/24 23:51:00
Is that Quake guy pooping fish onto that enforcer?
Can't un-see
Classic Pixels
#8663 posted by sock on 2012/08/26 06:06:22
A test map called Stealth Gate ...
Image 1 Image 2 Image 3 Image 4
Sock
#8664 posted by nakasuhito on 2012/08/26 06:17:30
map looks very wicked.
wicked indeed
Sock
#8665 posted by JPL on 2012/08/26 09:19:32
Very nice ! Fog effect reinforces the gloom-ish ambience... can't wait ply this map !
Stealth/medieval E1m1 Remake?
#8666 posted by bear on 2012/08/26 10:34:55
...
Sock
#8667 posted by [Kona] on 2012/08/26 12:19:54
looks like it'll be a classic
Aw Shit!
Bear may just be right.
Looks absolutely beautiful, makes me sad it's gonna be a map for a stealth mod and not just the usual run and gun. :(
I advise either upping the slime's visibility or changing the texture to the lush teal slime (which fits medieval maps more anyway), because it may be hard to tell slime and water apart.
Looking Good !
#8669 posted by Barnak on 2012/08/26 15:27:55
I looks like a very good map.
Please, make this map standalone, not just in a Mod pack.
Regular Fit
#8670 posted by sock on 2012/08/26 15:54:42
The map plays perfectly well in vanilla mode (run+gun) and supports all skill levels but will need to work with my mod because of the extra stuff I have included (ai path finding and triggered skill spawning) My mod has two modes of play, I am pimping the stealth part because it is different to normal quake but the old vanilla mode still exists, I know not everyone wants to sneak around.
That's brilliant, thanks.
#8672 posted by negke on 2012/08/26 16:04:28
I agree about the water being just a wee bit too transparent. 0.1 less might just do the trick.
Spirit
#8673 posted by negke on 2012/08/26 16:26:07
Ah, yes. A reminder for everyone not to let the periodic emergency drills in sm125 and its sequel soapbler slide!
Looks Great Sock
#8674 posted by Drew on 2012/08/26 16:58:44
I mean, duh. The arches and angles and true-to-id custom textures all look amazing together. Not to mention those new knights.
However, I do think the rocks in image 3 look a bit flat. Maybe they could use some more vertical variety or something, if you know what I mean. also it looks a bit awkward where it connects to the castle wall. might not be noticeable in game though, maybe just due to screenshot position.
Also
#8675 posted by Drew on 2012/08/26 17:01:52
now that I think of it - not sure if I personally enjoy the grass texture as is. I would prefer the darker one (though I'm sure you've considered both) or perhaps a newer one to match the more high detail rock texture.
That's all I can think of.
No It Isnt!
#8676 posted by Drew on 2012/08/26 17:03:14
Shambler won't like the trimless edges in shot 2. He will be vehemently opposed to their existence.
Extra Trim
#8677 posted by sock on 2012/08/26 17:14:44
@drew, awesome thanks. Added extra trim, forgot about that good point. I will look at the different grass texture and see which looks better. The rocks are certainly annoying, with the lack of phong lighting it is awkward to get them looking good. The connection into the castle wall is certainly weird, I will look at some alternatives.
Wow
#8678 posted by Tronyn on 2012/08/26 20:03:50
add my voice to the general chorus of hell yes. in terms of the custom-but-oldschool style, new textures, custom stuff and impeccable design, this looks like the medieval Rubicon 2!
It's
#8679 posted by Shambler on 2012/08/27 17:20:47
....not TRIMLESS edges, but edges where the trim is only on one side of the edge so it looks painted on 2D, rather than an actual trim. Trimless would be fine with the right textures.
Sock, looks like you are managing this Quake mapping malarkey just fine ;)
#8680 posted by Goo on 2012/08/29 23:48:40
Sock, looks great. You make the brown palette look good.
About those rocks, have you ever tried q1rad? I think it'll smooth out gradations depending on the angle changes. Only downside I can see with q1rad is the chunky shadows even with the -extra option set.
Sock
#8681 posted by Kinn on 2012/09/04 13:16:01
All your stuff looks bum-spankingly badarse. Can't wait.
Just Because
#8682 posted by Fr3n on 2012/09/09 08:37:00
Oooh Fr3n
#8683 posted by Preach on 2012/09/09 13:18:38
Apart from the general excitement of a new fr3n map, there's some cool new things to look at there - I particularly like the gold and black runic combos, it reminds me of the Kaaba at Mecca. The red and blue to go with it seems like one too many colours in my opinion, although I do think either could work solo.
The other thing is that the lighting is not really flattering the dome at the moment, emphasising the angles rather than smoothing them. I'm sure there is a switch for "anglesense" or something in some lighting programs which will try and fix that, maybe someone with more experience lighting can remind us. An alternative would be to use a .mdl file for the visual part of the dome, and I just happen to have such a model lying unreleased. So if you want to give that a try grab:
http://www.btinternet.com/~chapterhonour/dome.zip
Be Cause
#8684 posted by madfox on 2012/09/09 19:48:23
Well temperd cavey treat you have, Fr3n.
The pillars make me think of Tron.
Oooh Preach
#8685 posted by Fern on 2012/09/09 20:07:35
the "story" behind this map takes place, at least nominally, in Tunisia so I'm glad you picked up on the architectural influence. ;)
i'm undecided about the colors - right now the blue is only used sparingly in "outdoors"-like areas so I think it might balance out.
this will be a quoth map so the dome will probably be an external model anyway. thanks for the resouce.
Exotic.
#8686 posted by Shambler on 2012/09/10 10:26:12
Nice one!
|