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Posted by metlslime on 2002/12/23 18:27:46 |
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.
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Username: quaketastic
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#845 posted by necros on 2004/04/13 13:16:07
(around 250)
just because of that, i now really want to play this map!
also, don't worry about brushes, you've still got lots more to go before any serious problems arise.
i'm also intrigued by your solution to edict problems and gang monster spawning! i never thought of letter qc take care of the positioning of the monsters at spawn time! :D
Gang Spawners
#846 posted by Kinn on 2004/04/13 14:05:07
necros, in a nutshell, gang spawners are quite complicated, but the main idea is as follows:
i have given all known monster types a bitflag reference, eg. knight = 1, ogre = 2, scrag = 4, hellknight = 8,
etc etc.
work out the sum of the bitflags for each monster type present in the gang and put it in a field (eg. i use
".items2") this tells the gang spawner what monsters it contains, and to do the necessary precaches. monsters
are also ranked in a "placing order" which dictates where each monster type appears in the gang.
you specify the total no. of monsters present, and you can optionally fix the numbers of up to four unique types
in a gang - the rest are allocated in equal numbers.
next i have a series of fields that describes the geometrical shape of the gang - rank/file, spacing, height
offsets, radial, vertical (good for scrags!) face inward/outward/forward etc. etc. (there's a lot to play
around with here!)
loads of spawnflags are available - (spawn angry, no tfog, no droptofloor - to name but a few)
obviously to make this all work, i had to write code that enables monsters to be spawned dynamically, rather
than just at the start.
hope that's given you something to think about - i'll never forget the feeling on my first successful test of
this - pressing a button and watching an army of 100 knights spring into existence, all in perfect formation!
couple this with corpse-removal code, archvile-type monsters and things and you've the basis for a very unique game experience :)
Sorry
#847 posted by kinn on 2004/04/13 14:06:10
oh, crap - sorry for the formatting on that last post.
Kinn
#848 posted by Kell on 2004/04/13 14:22:45
Impressive stuff, though you are quite likely to be sent a polite mail from Tod H. because you are using both Q2 model and Q3 texture content. Shame.
But your architecture looks good. As mentioned above, the lighting is on the bland side which isn't helped by the low detail or texture trim/variation. But it's still solid Quakelicious mappage.
And custom qc as well? Scampie's right, you are ambitious. Good to see this sort of dedication in the community.
Overall, looks like you're going to make a more than competent debut.
Your name is also curiously similar to mine :/
Thanks
#849 posted by Kinn on 2004/04/13 15:51:01
ok, i'm going to retire my pimp hat for a while, as i'm running the risk of overhyping this.
i very much appreciate everyone's crits/comments - i will look into improving the lighting and it looks like i'm going to have to say goodbye to my lovely Q2 arsenal. the Q3 textures are here to stay though - as many people have got away with that in the past ;)
headthump - thanks for the weapons suggestion, but i will probably go back to the good ol' classic quake guns.
kell, our names are similar :) - mine's short for Kinnschmerzen, which is german for "chin ache" ;)
Pushp
#850 posted by eggman on 2004/04/14 00:24:27
very nice map you got going there. everything is clean and put together well. the texture choices are sharp and the theme is executed nicely. that ankh shaped mirror is really cool the placement makes me think there is another path there instead of a mirror. excellent sky color too.
here go my suggestions:
-the map fits sort of an ancient ruins theme, however it is in pristine condition, i'd like to see some broken tiles, pillars, supports, exposed dirt/sand etc scattered around a bit.
-also i was thinking you should add some 6-12 unit thick circular details like handrails or something to that effect, just to bring some of the large architecture down to scale with the models sizes. right now i just feel a bit too small in that map in relation to some architecture.
-i feel the blue lighting color is too strong, try desaturating and darkening it a bit and see how it looks.
-maybe a nice mapobject or two from here http://fps.brainerd.net/mapmodeltext.htm
ill shuttup now, cool map man.
Ok...
#851 posted by - on 2004/04/14 01:08:59
pushplay's comment the other day made me remember I said I'm make a map for that burial grounds contest... not sure I'll finish, but here's 2 nights of mapping... deadline is 'before sunday'... :D
(monday)
http://scampie.spawnpoint.org/screens/bgmap_1.jpg
(tuesday)
http://scampie.spawnpoint.org/screens/bgmap_2.jpg
http://scampie.spawnpoint.org/screens/bgmap_3.jpg
Eggman
#852 posted by pushplay on 2004/04/14 02:11:45
ill shuttup now
No! The more comments the better. Thanks.
I'm a little bit down on decay and magic cause I think they've been done. You'll notice I chose a shader-free jumppad. I think I will throw some more sand around though, and the hand rails is an excellent idea. I'll desaturate the large blue lights too.
The big wooden thingy(?) that circles the centre room connects to the wall in two different ways. One side is done with brushes and looks ok, the other side is done with meshes and looks great except for cracks on the inside bends which I can't get rid of. Got any opinions on that section?
Scampie: looks like a good start. If you crank out a good map by Sunday I'll be helluva impressed.
Scampie
#853 posted by necros on 2004/04/14 02:55:18
dude, i like what you have so far! i'm guessing that's q3 judging by the presence of nodraw textures... that would make a cool looking q1sp! :P
i want to check this out when it's done, even though it's q3dm. wicked dude!
Pushplay
#854 posted by nitin on 2004/04/14 07:35:08
I know I said I'd comment but unfortunately a whole buttload of stuff has been dumped upon me. Some quick comments after a brief runabout though :
I'm with eggman on the lighting, too strong and needs to be implemented better.
Texturng and detailing are good in general but perhaps break up the monotonous color tone by mixing the grye brick textures with the yellow brick ones.
Layout wise, cant comment too muche xcept that it felt odd in scale. Too cramped in some areas and a little too big in others.
I got noticeable slowdowns in some areas. I'm no mapper but it seemed as if stuff was being drawn even when not in view. Have you hinted this fully?
Overall, I'd say it's fairly solid on first impressions but I dont know if this is really going to be appreciated by the BG people. From their mappacks, it looks like they're after heavily themed maps that suggest a sense of place. Whilst, this is a pretty solid map, it does seemlike another egyptian textured DM arena rather than a proper egyptian place.
anyway, just my $0.02. If I get some time, Iwill try to offer more detailed feedback.
Nitin
#855 posted by pushplay on 2004/04/14 17:04:21
Do you mean the large blue lights or the lighting as a whole? Can you be more specific?
Maybe I should mix the yellows and greys together.
I've barely hinted the map, I thought that was vis' problem. Is that something I should be looking in to, or will the final vis do an adequate job?
Yarrr Matey...
#856 posted by necros on 2004/04/14 21:09:26
Pushplay
#857 posted by nitin on 2004/04/15 07:52:32
sorry in advance for the quick response, dont have much time.
I meant the large blue lights mainly but you could have some really funky shadows etc given some of your roof architecture and the new features of q3map2.
As for hinting, like I said I'm no mapper, but from what I understand, hinting is very useful and quite important to keeping FPS up. I'm sure some of the people here can help you out.
As for pure technical ffedback, post over at Q3W, could get some useful answers there.
Necros
#858 posted by Fern on 2004/04/15 08:34:08
that is the most bizarre screenshot I have ever seen
Necros,
#859 posted by Kinn on 2004/04/15 12:39:00
That is so... Lovecraftian.
Necros
looks ..wonderfully twisted.
make it twisted. like the tree-like thing in the middle of the screenshot, on which i really like that deep dark red color.
*glibber*
#861 posted by Kell on 2004/04/15 14:07:54
necros: you truly have a florid imagination :)
Kinn: are you taking the piss? :P
Not At All.
#862 posted by Kinn on 2004/04/15 14:18:55
no, i'm not taking the piss. it looks to me just like the sort of mix of arcane architecture and alien wierdness that HPL would describe.
although i think the overhanging curve thingies might look better joining at the middle perhaps, like ribs joining a spinal column.
#863 posted by - on 2004/04/15 23:35:27
Kewl!
#864 posted by Shambler on 2004/04/16 06:04:43
What custom engine is that? Is it Fuhquake? And will it be a single player map?
#865 posted by - on 2004/04/16 09:49:07
It's John Carmack's Quake 3D engine or something like that. It's botmatch.
Yay
#866 posted by DaZ on 2004/04/16 10:39:39
Gotta love those textures! finish it scampie :D
#867 posted by . on 2004/04/16 11:28:18
I like that scampie, but I think the lightcasts would look better red.
#868 posted by - on 2004/04/16 12:12:28
there's enough red lighting, a little dab'll do ya.
Yum
#869 posted by raptorE on 2004/04/16 12:22:47
Nice, quite impressive. It even looks like a BG map.
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