 Heh
#9344 posted by Tronyn on 2013/05/03 16:23:41
I never outlawed octagons or 90 degree angles, as gothic, I just meant the difference between pointed arches and rounded ones has an aesthetic and atmospheric affect.
 Height And Arches
#9345 posted by ijed on 2013/05/03 17:21:21
Aren't mutually exclusive.
The metal theme, for me at least, is about vertical height.
Taking with Lunaran the other day and he mentioned a piece on how the entire Ep3 realm is some sort of giant prison for elder creatures.
 Whats The Point Here!?!
#9346 posted by mfx on 2013/05/04 02:38:40
Texture theme indicates brushwork? thats poor..
Sock: Looks great, go on!
 No Point At All
#9347 posted by madfox on 2013/05/08 02:00:51
texture indicates a rough blend rust.
maybe I'm not brushed metal enough.
 Palette Overdose
#9348 posted by sock on 2013/05/09 14:11:54
Lava always ruins places!
It is odd how large amounts of red/blue/green can exist in a Quake screenshot and it still feels alright!
 Quake Palette
#9349 posted by ijed on 2013/05/09 14:23:53
Is pretty robust. Colored light can easily ruin it if abused though, thanks to clamping, and it following rub instead.
That looks great by the way - and is that bar style from e3m6?
 That's Rgb...
#9350 posted by ijed on 2013/05/09 14:30:08
 That's Rgb...
#9351 posted by ijed on 2013/05/09 14:30:08
#9352 posted by sock on 2013/05/09 14:42:45
There are no new textures in that screenshot, I used E3M6 exclusive (well except for 2 extra). I added colour lighting but only subtle values, I wanted to maintain the existing colour tones.
 Yeah
#9353 posted by ijed on 2013/05/09 14:53:25
I recognize the set - I've got a scrap of e3m6 and have always liked that blue faces texture.
 Oof, Yeah
#9354 posted by gb on 2013/05/09 19:44:53
The Quake palette. That green. That red. That blue.
Honestly e3m6 always seemed visually like a hodgepodge to me. But why not.
 Sock
Why is that damaged light fixture still working?!
 Holy Hell
#9356 posted by nitin on 2013/05/10 00:09:59
that looks amazing.
 Gb
#9357 posted by ijed on 2013/05/10 00:46:38
Because they look good - Quake palette to the rescue!
#9358 posted by [Kona] on 2013/05/10 06:47:34
Maybe we're used to that combination. And the graininess helps
 SleepwalkR
#9359 posted by Shambler on 2013/05/10 12:03:29
Bringing the real issues to the fore! Surprised that one slipped through sock's ultra-refinement.
 Sock
#9360 posted by Drew on 2013/05/10 15:04:30
Yes. That looks so profoundly atmospheric and classic.
#9361 posted by negke on 2013/05/10 16:04:44
The lights are powered by magic, silly. They always work regardless of damage.
#9362 posted by sock on 2013/05/10 16:50:06
Well to be fair I did add a flicker to the light! :P
The map is about only using a limited texture set and nothing else. It has been really hard to resist adding more textures but I am hoping people will just fill in the gaps and imagine it sparking and the light texture flickering.
 I Would Be Excited About
#9363 posted by Drew on 2013/05/10 21:09:52
additional textures as long as they remain very id-vanillesque. So while I know you are not doing that, if you decide to compromise later on down the line, i'll be super stoked. I love new custom id1 style textures, and would be excited about using them in my own mapping (as I am about using the ones you've already created [once you're cool with that obviously])!
 Polluted
#9364 posted by madfox on 2013/05/12 05:05:47
phiran�a's don't eat eachother.
#9365 posted by necros on 2013/05/12 05:30:13
LOL-- brilliant!!
 Intended
#9366 posted by madfox on 2013/05/12 16:05:39
phiran�a's don't bite eachother,
as I think they do eat eachother
after getting hurt.
#9367 posted by madfox on 2013/05/13 07:23:59
 NEEDS TO BE GREEN
#9368 posted by Spiney on 2013/05/13 08:59:55
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