Sock
#8737 posted by
JPL on 2012/10/27 10:11:25
Those shots are really nice: I can't wait plying this/those map(s) :)
Medieval Testing
#8739 posted by
sock on 2012/10/27 13:46:07
Thanks everyone for the comments, I have been working on this map for a while now and it was certainly a lot of fun to create. Luckily the map has proven to be a very good test map for my new AI system at the same time.
Here is another
Image of the first room inside of the castle, hopefully it should be familiar enough that you recognize the area.
Wot !!!!
#8740 posted by
JPL on 2012/10/27 15:39:53
A remake of e1m2 / Castle of the Damned !! Great !!!
Can't Think Of Anything To Criticize In Those Shots
#8742 posted by
Drew on 2012/10/27 16:50:01
they look perfect.
#8743 posted by
necros on 2012/10/27 17:17:55
btw, shot1 is now my phone background. ^_^
Wow
surely looks great, sock. I hope it gets released in a timely manner!
Monsieur Sock
#8745 posted by
Shambler on 2012/10/27 19:38:19
With zeez screenshots you are really spoiling us.
Love The Brushwork,
#8746 posted by
Text_Fish on 2012/10/27 21:00:44
the texturing and the candles. Not so sold on the more Hexeny assets/particles.
#8747 posted by
necros on 2012/10/27 22:21:36
something that is unfortunate about doing particles like that is that they don't scale with distance the same way engine particles do.
I can see why you chose to make them 4 pixels instead of 1, but it makes them look fat when you're close to them. :(
Particles
#8748 posted by
sock on 2012/10/27 23:04:18
I can only think of two ways to create particles like effects using the standard Q1 engine.
1) Sprites; They are a fixed texture size and cannot be alpha faded, but they can be controlled perfectly via QC to create loads of different effects.
2) Built in Particle command; can only be a dot shape, single colour and has a fixed life span. There is also very little control via QC besides the initial settings of origin, movement vector, colour and quantity.
I know the sprite particles can look dated with their large size and lack of alpha, but I thought it was acceptable considering the style (original resolution) of this MOD.
#8749 posted by
Text_Fish on 2012/10/28 01:27:41
For clarification, by "Hexeny" I meant beardy-weirdy wizards and dragons stuff rather than Hexen-era or Hexagonal. It's just a preference really, I think the same of the health vials in RMQ.
#8750 posted by
- on 2012/10/28 08:41:51
oh my.
i feel so inadequate now, great work Simon!
#8751 posted by
wakey on 2012/10/28 15:05:55
What else to say than: cant wait to play :)
Exceptional...
#8752 posted by
distrans on 2012/10/29 03:45:13
...and I can't wait to get amongst this mod.
Coloured Lighting?
#8753 posted by
than on 2012/10/29 17:50:11
Seems you are using some subtle orange tone on your torches. Looks really good. I always intentionally avoided coloured lighting in Q1, but I guess it can look good if you have restraint :)
Beta Test Help Please!
#8754 posted by
than on 2012/10/29 17:53:15
if anyone has time to help test my map, please email me:
andyp.123 (I have a gmail account)
I'll probably end up releasing very soon (this week) because I'm so sick of the map and want to release it at last, so I'd prefer people who have time to test today/tomorrow.
Coloured Light
#8756 posted by
sock on 2012/10/30 21:11:03
@than, I have been using coloured light in all my Q1 screenshots, I only use pure white for fill lights. I am very careful to match the colour to the light source and to use subtle colour changes if trying to accent something. The screenshots have brightness and contrast filters (applied in PS) to bring out the details and make the blacks deep to create a better mood.
Thanks Ronald!
#8758 posted by
czg on 2012/11/01 14:02:29
Much appreciated and needed! :)
Another Quoth Mapobject_custom Pic
#8759 posted by
mechtech on 2012/11/04 18:38:53
That's One Pissed Off Looking DK