Sock
#9850 posted by ALLCAPS on 2013/10/10 07:32:11
Love the floor in the middle being sunken down with the pillars and walls looming above. Feel very oppressive.
just terrible.
is how I feel about the name
Sock
I like the wooden steps leading into the lowered floor, that looks really nice. I really like your use of wood textures in this scene.
I'm not so sure about how the wooden support beams inside the door arches just end in the wall without any kind of fixture. I would add a vertical support beam on the wall that would carry the beams within the arch.
Wood
#9853 posted by ijed on 2013/10/10 11:37:06
Yeah... Made me think of the pain maze, even though the floor isn't wooden...
Need Moar Non-linearity!
#9854 posted by Shambler on 2013/10/10 12:34:23
HTH
#9855 posted by sock on 2013/10/10 15:05:26
@Drew, what is terrible, can you be more specific? Lighting, brushwork, screenshot angle etc
@OTP, yeah the name is a bit cheesy but the map does feature a lot of mirrored architecture. The original name was "The Horde of Zendar".
@SleepwalkR, yeah the strong brick edge does bother me too, especially with all the nice marble door/window edges in the background.
@Shambler, the next maps does have non linear routes but it is more compartmentalized to reduce the lost factor.
Vote For
#9856 posted by ijed on 2013/10/10 15:06:26
Horde of Zendar
Well I Think It Looks Class
#9857 posted by RickyT33 on 2013/10/10 16:32:13
I love your sense of scale.
Drew Was Joking
And +1 for Zendar.
Also I agree about the comparison to E4M6. I'd love to see an elder style texture mishmash with Sock's level of detail and polish!
#9859 posted by Trinca on 2013/10/10 20:35:25
Light�s, scale and textures combination are perfect. Nice work
Sock
#9860 posted by mfx on 2013/10/10 23:06:50
Looks just sweet, my anticipation keeps growing..
I Was Completely Joking
#9861 posted by Drew on 2013/10/11 01:49:10
come on.
I think that the shot looks super nice. In fact, and perhaps unfortunately, I have nothing to criticize.
I also vote for Horde of Zendar. So good.
Just To Clarify
#9862 posted by ijed on 2013/10/11 02:22:23
This is the one where you're obligated to include a button under a lift, or not?
Me Likey That Sock
#9863 posted by quaketree on 2013/10/11 03:37:48
Soaring architecture is always one of my favorite settings. That mountain church in Nehara was probably one of my favorite user made levels in any game out there that I've played, visually speaking of course.
#9864 posted by [Kona] on 2013/10/11 08:40:15
The one that Elek made? Wonder what he's up to these days, kind of disappeared and at one time he'd released more levels than anyone. Poor bugger must have grown up, unlike the rest of us haha.
#9865 posted by Spirit on 2013/10/11 09:48:47
#9866 posted by Harmata on 2013/10/19 13:23:00
Hey sock. I don't like that skull texture, i think when you repeat a texture like that the skulls lose their creepiness but don't add anything else. The sense of scale is great, it alone made me want to play this map. The use of wooden beams together with stone like that reminds me the Gothic series, looks good.
#9867 posted by Harmata on 2013/10/19 13:29:28
>http://derelict-compendium.blogspot.com/
Damn that Quake article gave me the feels and something to think about.
Update
It's been far too long since I posted an update so here are two WIP shots of the final area. I haven't done anything regarding the lighting yet. I did however implement a lot of suggestions. More computers, pipes, rocks, more open, etc.
http://i.imgur.com/RHvqCoQ.jpg
http://i.imgur.com/L6mmd8J.jpg
Update
It's been far too long since I posted an update so here are two WIP shots of the final area. I haven't done anything regarding the lighting yet. I did however implement a lot of suggestions. More computers, pipes, rocks, more open, etc.
http://i.imgur.com/RHvqCoQ.jpg
http://i.imgur.com/L6mmd8J.jpg
That Looks Sweet Man
#9870 posted by RickyT33 on 2013/10/30 01:05:08
The pipes are awesome! The lights are a nice shade of yellow, but I would de-saturate the colour a bit, more towards being white - you want to keep it really subtle with the coloured lighting IMO. Except red - red should be red.
Holy Shit !!
#9871 posted by JPL on 2013/10/30 13:45:20
what RickyT23 said about the colored lights: definitely too much, need to be smoothed...
The pipes... How the Hell have you been able to texture them this way ? What's the trick ? Please en-light us !
Sprony
#9872 posted by mfx on 2013/10/30 15:08:45
looks sweet, but thats q3 i guess?
It's A Quake 3 Map Guiz ;)
Looks pretty neat, but not quite as detailed as your previous shots.
I'd be tempted to put a subtle shader on the textures to make them seem a bit more metallic. :)
Nice
#9874 posted by DaZ on 2013/10/30 17:55:18
But I don't like the ramp in shot 3, change to stairs! :)
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