That Screenshot
#9939 posted by
mfx on 2013/11/15 13:45:18
looks very promising Rick!
Rick
#9940 posted by
spy on 2013/11/15 15:33:28
from dat shot perspective the map itself looks a bit dull , in kind of texture set
that rune texture(red-ish) added here and there would do the job
Looks Grrrrreat!
#9942 posted by
RickyT33 on 2013/11/15 20:26:09
Advice:
Trim-trimmings-trim
Trim-trimmings-trim
Trim-trim-trimmoo,
I've got an important message for you...
If you don't break up the textures on the wall more, it might slightly suck, David Cameron's a whore.
But seriously though, it looks really cool, love the tone.
Lol
#9943 posted by
Rick on 2013/11/15 20:55:03
How in the world do you guys see anything in that screen shot? From that distance and with all that fog I think you can assume that whatever detail there is can't be seen.
It is a little on the monochrome side - that's intentional. There was more color six months ago but people said it didn't fit in or something. Whatever it looks like now is how it stays. I have no desire to make those kind of changes.
Yesterday I wasted hours trying to figure out why monsters didn't fall when spawned. Today I added the new teleporter system (that I finally got working right). To do that I had to change one room from short and wide to tall and skinny, deleted 12 unnecessary spacer brushes and I replaced a door that was using about 50 tris with one that used only 24 and when I compiled the map the marksurfaces count went from 32029 to over 32800. So I've spent the last couple of hours fixing that.
Does anybody know if there's a way to keep Netradiant from renaming all the target/targetnames when you copy and paste?
Well
#9944 posted by Tronyn on 2013/11/15 21:08:11
we get the GIST of it Rick - gothic cathedral-like outdoor architecture, indoor Runic areas lit with oldschool spotlights, and lava! How could we not think that's sweet?
As for the technical side I'm pretty useless (other than bothering people who know what they're doing), but I'm sure someone useful will come along soon.
Rick
#9945 posted by
mfx on 2013/11/15 21:27:37
I remember the moaning about the yellow lights,
and now people want it back. I like the look now,
monochrome or not.
People are strange.
As for the NetRadiant issue, i have no clue...
Ah, Yes
#9946 posted by
Rick on 2013/11/15 22:27:49
the infamous yellow lights and the big red window.
I did tone the
lights down a little.
That Is Phenomenal Looking
Drew
#9950 posted by Tronyn on 2013/11/16 00:16:05
...how on earth?
Maybe the Pugin comparison is cliched and cheesy... but yeah.
Better?
#9951 posted by
Rick on 2013/11/16 00:40:06
I had added this room about a year ago. It's a pretty important room, but I was never really happy with how it looked. This is an old screenshot from before I did the re-texturing.
Old Room
I worked on it a lot last week end and I think it's looking better. Probably still needs some lighting tweaks.
New room
Different view
That Outside Screenshot
#9952 posted by
nitin on 2013/11/16 00:52:20
is phenomenal!
And yes new room looks better but lighting could be less flat.
Hahaha Fuck Off.
#9953 posted by
Drew on 2013/11/16 01:07:52
I meant neoclassical as in new school quake w old school sensibilities and etc.
#9955 posted by
[Kona] on 2013/11/16 02:00:37
new room looks MUCH better with the texturing. those windows and bricks are great. the outdoor spires are fantastic. just be careful not to make it TOO dark.
Lol
#9956 posted by Tronyn on 2013/11/16 03:05:48
damn sorry Drew seems like I over-interpreted things again, as I always do.
New version of the room is a lot better, everything seems way more considered and detailed, including lighting and texturing.
/Eschews gothic label
Drew U Mad As FUCK!!!
#9957 posted by
negke on 2013/11/16 09:21:00
I think the bricks look kind of small in relation to the huge scale of the room. I'd prefer if at least some parts of them could be bigger for a more 32ish style similar to the previous metal4_4 style.
Grim And Unholy
#9958 posted by
ijed on 2013/11/16 11:21:03
Which is good. The new one looks better because the textures break up the flat areas of the previous one better.
Is there an altar in the middle?
Oh Oh Oh
#9960 posted by
JPL on 2013/11/16 11:47:08
Looks very interesting indeed.. neo-gothik / medieval maps are always cool :)
Go finish this !
Grim And Unholy
Yes.
I keep hearing
this in my head every time I see one of those screenshots.
Looks pretty good.
I think I prefer maps with a higher contrast of light/dark lighting. Also I thing I would personally avoid large flat walls and break them up with detailing with protrusions or texture changes.
Hmm...
#9963 posted by
Rick on 2013/11/16 21:07:27
large flat walls
Honestly, what do you mean? There are not any of what I would consider large flat walls in any of those last few screen shots. There are some that are pretty tall though. I wonder if it's something about the angle the screen shot was taken at?
Here's an overhead view with an exaggerated fov. I didn't change brightness or contrast from the original, just converted it to jpg so I may look a little dark.
http://quaketastic.com/files/screen_shots/Wish13_d.jpg