...
In terms of level size it's around DM2/DM5 sized. I think the screenshots are deceptive, the walkways are wider than DM5 for example. The gap between the crates is between 64-128 units. The map is probably best suited for 2-4 players, it's very scaled down compared to the UT version but then again that game has a sniper rifle for a reason! ;)
As for the light levels it's definitely something I'm going to tweak a bit, but I'm of the belief that mappers shouldn't be too scared of having dark areas in their maps! :)
Up To You Obviously!
#9162 posted by Drew on 2013/03/22 01:25:56
thanks for considering the request anyway - I'm sure Negke could valuable ideas - he has a pretty amazing track record for wringing gameplay out of tiny dms
#9163 posted by rj on 2013/03/22 07:16:22
As for the light levels it's definitely something I'm going to tweak a bit, but I'm of the belief that mappers shouldn't be too scared of having dark areas in their maps! :)
this is true. however that doesn't mean sourced lights can't be brightened up to add contrast. those shots look fine to me, but it's normally difficult to judge light without seeing it in-game due to everyone's setups being different
if you don't end up making an SP version, test it for DMSP2 :)
Thumbs Up
#9164 posted by Tronyn on 2013/03/22 10:33:28
I've always loved Deck16 it's a classic map. Sense of scale doesn't seem quite big enough but perhaps it has to do with unreal fov/lighting effects. But it's great seeing the detail you've put in.
#9165 posted by foogs on 2013/03/22 20:30:57
mfx your shit is pretty dope man. I like your pipe work and how you're making your shit so futuristic. I bet you make some pretty cool looking shit for other engines too.
Ref. Screenshot
#9166 posted by mechtech on 2013/03/23 03:23:12
I have noticed when taking screenshots lighting varies allot when looking at the .jpg image. I wonder if including a reference screenshot of the Quake start map would allow the viewer to set a correct gamma when looking at the shots.
MFX
#9167 posted by Shambler on 2013/03/23 10:59:41
Very nice style, I like the texture set and the fog combination, seems to have a good variety. Just work a bit more on the textures I think.
TB Wip By Ed
#9168 posted by Shambler on 2013/03/23 11:00:27
Very cool designs and interesting textures, keep it going Ed.
FithElephant.
#9169 posted by Shambler on 2013/03/23 11:01:46
Looks spot on as a Quake Base Dexk 16 remix, got the style exactly right, neat build too. Could be pretty annoying gameplay with all those crates tho.
First Map Is Up At Quaketastic
#9170 posted by mfx on 2013/03/23 12:00:24
others will follow soon!
Thanks for your appreciation.
Lol...
it's too dark... too many crates...
You guys are gonna cry when you play Q2DM8... or HL's Stalkyard ;)
For serious though, the screenshots are deceiving here, it plays like a cross between DM4 and DM5 but slightly bigger. The layout of all the rooms is now complete, I have 1 ceiling to do now and a few lighting tweaks and cleaning up with some clip brushes (and some more crates to add, no joke)
Getting Back Into This Stuff
Oh
#9173 posted by Vondur on 2013/03/24 08:04:56
ray that's nice! trademark stuff =)
This Is The
year of the base map!
Seriously, though. I'm working on one, one was just released by MFX, capnbubs is working on an e1m1 remake over at quakeone.com, you're doing one... :D
Base Is The Easiest Theme To Work With
#9175 posted by negke on 2013/03/24 11:05:34
So many base maps in the works. Spirit is going to turn in his grave!
Drop The Base! WUB WUB WUB!
#9176 posted by than on 2013/03/24 14:00:59
Looks interesting, Ray. I hope to see more!
I think Scampie is/was working on a base map too btw, and hopefully Tyrann will one day release the mother of all base maps that he's had tucked away for the last 6 or 7 years nearly finished...
Don't Forget These...
#9177 posted by generic on 2013/03/24 15:03:35
Or We Could...
have someone tie them together and make a "something wicked" uber base map...
Base Schmase
#9179 posted by Spiney on 2013/03/24 17:17:55
Lol, I'm dicking around with the E2M1 source and slowly turning it into medieval style.
Also
#9180 posted by Spiney on 2013/03/24 17:19:47
Why not try doing a 50/50 kind of thing. Mappers always seem to stick to a single theme for a map. Unless you're Madfox...
#9181 posted by - on 2013/03/24 17:47:43
I'm not working on a base map
Negke
#9182 posted by gb on 2013/03/24 18:47:25
Base Is The Easiest Theme To Work With
Really? (not being sarcastic, btw)
I think it's rather hard to make something *interesting* with the idbase set, because it kinda limits you to those wall panels. It's hard to me, at least.
I have an easier time with bricks or concrete or something - you can build whatever geometry you want, it will tile no matter what and light/shadow will make it look interesting without needing the details drawn onto the texture.
That's just how it is to me, though.
But I guess idbase gives you some dots to connect, and is easy in that way, while using endlessly tiling stuff requires actual interesting brushwork and some attention to lighting to look good.
I prefer brick and lightmaps.
Spiney
#9183 posted by gb on 2013/03/24 18:49:26
To me, mixing a very rigid feeling theme of pre-made panels with more organic stuff is the hard part.
Base..
Each style has it's own challenge I think. I dunno if it's easier to make a base map, I just thought it was the best suited to remake deck.
Base certainly has a really versatile .wad to work with if you use the idbase_ultimate wad, I wish the other standard sets had been extended as much (at least to give more variety for mappers)
I Think
#9185 posted by Drew on 2013/03/24 19:42:50
Tyrann said its still in the works.
Whatever the theme, I'm down. Its exciting how much seems to be on the horizon.
Does anyone know what ever happend to the medieval map Lun was once working on?
Re theme... I don't think base is the easiest theme either. I guess I'd agree with gb on this one.
Then again I'm not convinced that I know what I'm talking about; I find metal to be a hard theme to pull off (well) also.
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