Sock
#9387 posted by Drew on 2013/05/16 04:18:29
Yes please.
Probably my favourite Quake theme - love seeing it expanded, new textures added, new blends taken on (don't know if I've seen a 'wind tunnels' map in this style!). Looks pretty great architecturally as is, in my opinion. Lighting, I guess I agree with what others are saying.
And Yeah, Rick
#9388 posted by Drew on 2013/05/16 04:19:35
nice shot as well. Looking forward to your new stuff!
I'd Like To See
#9389 posted by spy on 2013/05/16 05:10:55
the full episode from Sock. Particularly E4
#9390 posted by quaketree on 2013/05/16 07:05:09
"If you make the window a non light blocking entity (I forget what it is) you can put a stronger light outside the window and get a better effect of light streaming into the room."
You can also use a func detail with a sky brush behind it if entity count is an issue. If you aren't using any sky textures (visible) you can also use the _sunlight in worldspawn to cast light through the window. Again a lower entity count and a consistent shadow from all windows. The only possible downside to this is that if you have windows on different planes (say 180 degrees opposite) then you won't be getting any light from one of them. Then again that's how sunlight works in real life so... Try messing around with the yaw if you have windows 90 degrees opposite from each other so that you can get the effect from 2 directions.
Duplicate Colors In The Quake Palette
#9391 posted by Rick on 2013/05/18 16:16:14
I've been working on new textures for my map because most of the newer parts I've added are much more Gothic looking than the original level. The new version is suffering from metal4_4itis. Here is a screen shot.
http://www.quaketastic.com/upload/files/screen_shots/Wish13TexCompare.jpg
While working on the new texture, I started to think my .pal file I was using in PSP was wrong because there a quite a few duplicate colors, but it looks like there was only one error in my .pal file and TexMex was fixing it automatically.
I still have to wonder, if you only have 256 colors to work with, why waste 5% of them on duplicates?
The Quake Palette
#9392 posted by Kinn on 2013/05/18 20:28:32
is terrible in a lot of ways, mainly because so many of the colours are used just for multiplayer trousers / shirt colours and are hardly ever seen on environment textures or monster skins.
Still waiting for that purple texture set, come on guys you know it would be good.
Purple Texture Set
is a possibility I would love to explore, sadly I am no texture artist. I envision some kind of elder/void style (like a quakey version of Fez)...
Been spending most of my time failing to find a job and working on this but I cracked Hammer open again recently:
Big outdoor re re re design
Slimy goodness
I'm now just trying to finish architecture with the verts I've got left and solve about a zillion issues with my crappy excessive scripting (not helping that easy/normal and hard have a lot of differences in triggers, doors and such).
ETA sometime this decade.
ZQF....
Dunno if you downloaded my deck remake, but I rejigged & combined a couple of slime textures which I think looks nice... rip it and use it if you like (no need for credits etc), I find the stock slime textures in Quake a little bit flat and boring ;)
Zqf
#9396 posted by mfx on 2013/05/18 22:47:25
Looks huge. But i'm not fond with some of your texturing choices. That floor in the second shot for example. Looks meh
Lighting needs polishing too.
ZQF
#9397 posted by Cocerello on 2013/05/18 22:51:04
Both of the screenshots look promising, man.
Second screenshot looks better, even if it is simpler and with a more common Quake base architecture. But the small bars on the back look completely dark even though the surrounding aren't.
In the first one it seems like there is too many different styles in brushwork and the coloured lighting doesn't look too well.
Purple texture pack would be a very good addition.
#9398 posted by negke on 2013/05/18 23:17:35
Check the latest news threads - both the new versions of Tyrutils and rebb's mod of the BJP tools now support detail brushes. This should help a lot in your map, making it less of a vis monster.
ZQF
#9399 posted by mechtech on 2013/05/19 01:13:01
Is that the the same map you posted the demo for awhile back? I liked it. The TyrUtils would help out with vis times. The map I played had a lot of opportunity to use func_detail.
The Yellow/green Coloured Lighting
#9400 posted by nitin on 2013/05/19 02:30:20
is too strong at the moment IMHO.
Pixel Bricks
#9401 posted by sock on 2013/05/19 03:42:47
More midnight mapping
rick, It looks odd with that many tech style lights on the bridge. It feels like it should be flame mounted lights if you are going for the grey brick in the background.
ZQF, the coloured lighting in the first shot is too strong and the second shot looks cool but feels like there is too much copy and paste going on.
Cool
#9402 posted by negke on 2013/05/19 10:34:10
Although, like in mstalk, a low light in front of the key textures would make them look less 'emaciated'.
Shots.
#9403 posted by Shambler on 2013/05/19 11:36:49
ZQF - looks good, complex architecture and quite spectacular. I agree with the other people that the textures and lighting are not as good as the designs and need some refinement.
Sock - looks nice, I like the style, lighting, and subtle fog.
Sock
#9404 posted by starbuck on 2013/05/19 11:59:36
really like the lighting, looks very natural, like there's some radiosity bounces going on. Is it just minlight and good light values though?
Like shambler said, good subtle fog too. As usual the texture alignment and brushwork is spot on. I like how you usually go more towards aesthetically pleasing and neat before you go big and flashy - it calms the stormy ocean of my pixel-nudging OCD brain, so thanks for that.
The Squint Textures
#9405 posted by RickyT33 on 2013/05/19 12:37:54
Can be fixed with Valve 220 alignment.
#9406 posted by sock on 2013/05/19 23:24:10
@negke, yeah I have fixed that in my latest version. I do like that the texture glows, it feels very magical to me.
@Shambler, thanks :)
@starbuck, lots of low fill lights, I don't use map minlight because I want black in some spaces. The architecture is very much scaled back in complexity, I want something that is solid and monolithic.
Need Input!
On my sp version of the deck map... so I'm sure I'm almost complete except for a bit of clean-up work.
Lots of new areas etc.
Anyone willing to play through it and give me lots of feedback, just click my name and then email me so I can forward it to you. (will be sent after I finish work tomorrow)
#9408 posted by [Kona] on 2013/05/20 07:51:16
Rick... I see tech, medieval castle and metal all in one screenshot, but not really mixed together at all - more like a scraps map.
I'd try to blend those opposing texture themes better or use some different textures. Put some tech and metal pillars against those big flat brick walls.
Old Vs New
#9409 posted by Rick on 2013/05/20 15:21:36
There is some mixing of metal and medieval and there are some of those slotted style lights and a lot of light3_8 and variations thereof, but I'm not sure why this is bad.
http://www.quaketastic.com/upload/files/screen_shots/wish97vs13.jpg
I can make some more screenshots of interior areas if you guys would like to get a better idea of the overall look.
I'm about 80% done with the texture replacements and marksurfaces is staying around 32000 so far.
#9410 posted by czg on 2013/05/20 16:24:42
Looks cool!
My ignorable suggestions;
- Recolor the round, red window to match the blue of the other windows, unless you've got a reason for it to stand out.
- Make the back walls of the arches (and perhaps other, free-standing patches of wall) a slightly differently tinted brick. Just so it ain't all gray.
#9411 posted by sock on 2013/05/20 16:51:30
I like the castle vibe with the split level, it feels cool. A couple of visual/gameplay suggestions:
Reference Image
* The height difference between both images (A and B) looks very different, how does that affect gameplay? Can the Hell Knight attack easily from above? Can the player attack back? Player/Enemy angle looks very steep
* The front section should pop out further so you break the horizontal line of the upper ledge. You want both upper and lower to feel they are connected and part of the same building. Personally I would pull the small towers outwards, put an arch behind the towers to connect the upper section left and right and bring the back middle tower forward to over hang the front gate.
* The lower arches need to either go back further into the wall so you get a nice dark shadow or use a different material. Then the edge of the arch will pop out and feel more impressive.
|