Floor Detail
Is something I love to do...
I'm No Good At It
#9663 posted by ALLCAPS on 2013/08/31 18:52:15
But I enjoy good outdoor detail more than indoor. Especially in a game like Quake where anything goes. You can design whatever kind of weird, off the wall structure you want, and it'll fit right in. Cathedrals with cool spires/roofs, castles with crumbled walls and bulwarks/battlements, military bases, prisons, depots, it's all fair game and the player will eat it up. I know I do.
I especially love maps that appear to be a place in a larger environment, like with surrounding cliffs or with vistas that give you glimpses of areas off in the distance.
#9664 posted by necros on 2013/08/31 19:02:44
I'm always torn with that... so you start making some area that is just for decoration, to make the map look like more than it is. then you realize it's cool, so you make the player able to reach that area. now you need to make another place outside of the map to make it look bigger than it is.... rinse and repeat. :(
So True
#9665 posted by Tronyn on 2013/08/31 19:28:19
"an attraction like that of viewing far off an unvisited island, or seeing the towers of a distant city gleaming in a sunlit mist. To go there is to destroy the magic, unless new unattainable vistas are again revealed." - Tolkien
The idea of a map taking place in a larger environment is so appealing, but it takes so much effort to build it, and I have exactly the problem Necros just mentioned / I am unfortunately lazy.
#9666 posted by gb on 2013/08/31 20:17:47
to clarify, I was only talking about deathmatch maps.
I Agree With Tronyn And Necros
#9667 posted by Spiney on 2013/09/01 02:34:40
Personally I like the parts where outdoor/indoors meet.
Details
#9668 posted by DaZ on 2013/09/01 04:32:51
The main point I was trying to make when talking there was that it can be very frustrating to navigate around a cluttered area with lots of stuff needlessly getting in your way. Even more so when you are in a combat scenario and you are getting stuck on little details sticking out of walls etc.
The space should be functional for its purpose.
There are times when this can be a good thing, for example if there is no combat and you want to make the player feel like they are exploring somewhere new where no one has been before, then placing things in the players way can help with that. If the player has a clear route through an environment then it can sometimes feel sterile.
This mostly stems from the fact of playing so many source engine custom maps where OH LOOK, A ROOM FILLED WITH BOXES IN MY WAY AND ENEMIES which gets annoying very fast ;)
#9669 posted by necros on 2013/09/01 06:06:09
another purpose for clutter can be to slow down the pace of the gameplay (obviously in non-combat areas). you may want to stick a pile of crap in the player's way after a big fight to kind of calm them down.
#9670 posted by Spiney on 2013/09/01 13:42:58
That reminds me of Black Mesa where I would constantly get stuck on props lying on the floor. I had to crouch jump over everything with the abysmal jump height (eventually figured out it could be tweaked and all was well).
They also put knobless doors everywhere. I knew I couldn't open them, but for some reason I always tried on the odd chance I might hit some secret room.
#9671 posted by gb on 2013/09/01 20:03:22
Moenie
Ah You Showed Over At Q3w
#9673 posted by nitin on 2013/09/02 14:51:28
I like it but as I said there, if you are going for q1 look, I think lighting should be more monochromatic. If you dont mind the q2 comparisons, its fine as is.
#9674 posted by ALLCAPS on 2013/09/02 18:11:27
Looking good. The Quake vibe is within grasp for sure. Since the textures are so nice and the geometry is on point, I'd say that making sure the lighting comes out with just the right amount of harshness will decide if it feels like Quake1 or not. The lighting needs to be good, but just crude enough it retains the lo-fi oppressive feeling.
I love it!
Getting a great vibe from it, shame I can't get bloody Quake 3 to work on this machine.
#9676 posted by Spiney on 2013/09/02 20:01:24
I love it. I like the yellow/beige base textures in combination with yellow lighting, I've seen mappers get scoffed at for doing that in Q1 (pffft, colored lighting...) but I think it looks great myself. Are you using patches in that last shot? The column seems in need of some smoothing. I think it would look better if you double the lighting resolution. Q1 has low res lightmaps but no AA unlike Q3. Also Q3M2 can do lightstyles, could be cool to have.
Thank you all. Here's some more. Lighting is experimental and thus temporary. I have your feedback in mind.
[IMG]http://i.imgur.com/VsyYRfpl.jpg[/IMG]
[IMG]http://i.imgur.com/jIk6iY4l.jpg[/IMG]
Sorry
There Is No Spoon
#9679 posted by anonymous user on 2013/09/02 22:55:16
and no edit...
Sooooo Good.
I love those shots. I'm kind of gutted that this isn't going to be for Quake 1.
Thing is that a lot of mappers are coming along and making base maps, I bet a bunch of the guys here are wishing for other themes :P
Last 2 Shots Even Better
#9681 posted by nitin on 2013/09/02 23:50:48
quite like the lighting in those 2.
#9682 posted by ALLCAPS on 2013/09/03 00:03:10
Looks really nice. The lighting is actually very good in those shots. I look forward to playing this.
Yes, These Look Really Nice...
#9683 posted by mfx on 2013/09/03 02:49:44
Yeah Fifth
#9684 posted by [Kona] on 2013/09/03 07:41:26
Not only base maps, but base maps with the same id textures. Seems to be common these days which is weird. I never much liked the idbase maps to begin with.
Why doesn't someone at least use the mkoxide modified quake2 textures that I used in Guncotton? http://www.electricescape.com/etherealhell/mylevels/guncotton/index.php
They were great. Or do a mix of some different sets, rubicon, ikbase, evils' sets, some of lunaran's packs, look at his q4power that's fkn awesome! http://www.lunaran.com/page.php?id=8
I'd definitely use that if I was starting a new map, you could mix that and rorshach's hh3 clockwork: http://scmapdb.com/wad:hh3-clockwork
That would be completely unique in Quake, all industrial/dystopian/steampunk.
Actually the last map I started before I retired was going to be really alien, lots of curviness, a bit like an Unreal level, using these: http://scmapdb.com/wad:dethtex-spacemadness
12 years later and no ones used them yet :(
Sprony
#9685 posted by starbuck on 2013/09/03 12:16:48
Looks lovely, nice and polished. Very excited to see my textures being put to good use!
#9686 posted by skacky on 2013/09/03 14:34:04
This is looking good, Sprony!
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