
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

Rick
#9964 posted by
mfx on 2013/11/16 21:12:09
dont let them distract you!

You Could Break It Up Vertically
#9965 posted by
RickyT33 on 2013/11/16 23:33:17
If the walls aren't the same thickness at every height. You can make these transitiones in two ways - with a 'step', i.e. the wall suddenly gets X units thicker, with a perpendicular step, or with a slope. This is true of much architecture because the foundations need to be strong enough to support all of the weight above it.
Either way, it's a nice way of adding a whole other dimension to your architecture.
You could add some damage detail to the architecture too, maybe a few cracked tiles, , bricks out of place or missing etc.
Overall I think the shots look pretty awesome, just thinking of elements that you could take more advantage of.

IMO I Think The Aesthetic Works Well As It Is
#9966 posted by
Drew on 2013/11/17 00:34:09
It doesn't require gussying up. It has a nice stark balance and subtle detailing. In the shots I've seen, I'd consider that aspect of the map 'done'.

Guys
You realise the map is already bursting at the seams with marksurfaces?

Yeah...
#9968 posted by
ijed on 2013/11/17 00:51:21
What you've got is good. Finish it as you see fit.
Float walls refers to not using geometry (brushes) to make the light map do the work of making a space interesting. But with all the work you've put into the light it's not a mistake you've made. Don't go into pre-release worry.
We've only seen screenshots!