Fantastic Lighting Gibbie
#32 posted by HeadThump on 2007/02/03 02:30:43
adds a bit of tension to a match because the depth of space gets obscured in some places.
Wow
#33 posted by PuLSaR on 2007/02/04 23:12:25
Great crazy design, cool lighting, good use of oldskool textures. Nice work, gibbie, i'm impressed
GIBBIE
#34 posted by Spirit on 2007/02/05 09:06:13
YOU MADE A TERRIBLE TEXTURING JOB SO THERE IS A FIX ALREADY!
http://quakeworld.nu/forum/viewtopic.php?pid=16137#p16137
Oh god. :x
VOMITING AS I'M TYPING RIGHT NOW ONLINE!
#35 posted by czg on 2007/02/05 09:37:47
Fucking Players
#36 posted by Vondur on 2007/02/05 11:48:31
i hate them!
#37 posted by gibbie on 2007/02/05 11:59:17
hmm indeed.. those new textures lookmuch better!
anyways thanks for posting about ze map on there :)
Good Gawd
#38 posted by HeadThump on 2007/02/05 16:23:12
Do they do that sort of shit to ALL DM maps on QuakeWorld? I remember the retina burning neon colored textures that were misplaced on SleepwalkR's map a few years ago.
SHEEIT.
I'm guessing all that QW playing turns people into colorblind asswipes? Thank God I never got into that sort of thing.
Remind Me To Put Clauses
#40 posted by pope on 2007/02/05 19:28:37
in readme's from now on
Now,
#41 posted by negke on 2007/02/05 19:53:58
that's a good idea actually...
I Always Have
#42 posted by Lunaran on 2007/02/06 00:51:03
Every readme I've ever released has said "You may not use this map as a base to make additional maps. Make your own damn map."
#43 posted by gibbie on 2007/02/06 01:43:59
yeah i forgot. not that it would've stopped him tho
#44 posted by metlslime on 2007/02/06 01:56:36
"You may not use this map as a base to make additional maps. Make your own damn map."
That doesn't prohibit people from playing your map in a modified game environment, which includes new exe, new progs.dat, new models for walltorches, normalmaps, specmaps, blah blah blah etc.
And I don't even hear people complaining when old maps are recompiled for transparent water.
Well
#45 posted by Vondur on 2007/02/06 08:22:23
just let the pigs swim in their shit, we'll stay with our textures!
Superb
#46 posted by golden_boy on 2007/02/11 12:48:52
I like your style gibbie, your map Shadows has been a favourite for a long time.
This is the logical evolution.
Superb lighting; don't let the sameyness comments deter you! If you take sameyness far enough to turn it into a style, it becomes art.
:-)
shame for those that don't get it.
Keep it up.
#47 posted by golden_boy on 2007/02/11 13:05:59
and good gods, can I have your texturing skills please?!
Well, No
#48 posted by Lunaran on 2007/02/11 20:21:16
shame for those that don't get it.
Yes. It is. Strong style is unified variety, not monotony. And it doesn't mean 'make it hard to tell where you are or even perceive depth when looking around.'
Awesome.
#49 posted by Drew on 2007/02/12 22:19:22
Hmm, Lunaran
#50 posted by golden_boy on 2007/02/13 13:56:59
Black-and-white paintings (or grey paintings) can't have strong style?
(Let's not discuss what art is, please.)
All Right, Fine
#51 posted by Lunaran on 2007/02/13 19:18:42
You know how sometimes you'll find a b/w comic book page that's meticulously detailed and inked but there's the same ornate mix of black and white everywhere, and despite being highly professional work you have to stare at it for twenty seconds before you can even see the characters?
Sure
#52 posted by golden_boy on 2007/02/13 20:43:22
I see your point.
But "monotonous" texturing can help to highlight the form, the brushwork. Of course I wouldn't want every map to look like that (although that could be interesting), it's kind of an aesthetic exercise if you will. Ironically, it introduces variety.
Many people have said that they didn't like Quake's "samish" brown color scheme. Others would say that's what defines it.
Remember the one-texture speedmap pack? I thought they rocked. For a speedmap set.
Your point may be rather more valid when we talk about deathmatch maps, which should go for playability over atmosphere/artsiness. This map will probably not become widely used by QW players, but I think gibbie did this for himself/other mappers/interested audience and not for QW.
Mapping for QW (preferring functionality) is potentially less fun. Not that they need any new maps ;-)
Obligatory Double Post
#53 posted by golden_boy on 2007/02/13 20:46:50
Would you say that the "samish" criticism holds true for Antediluvian or Adamantine Cruelty?
Because I thought they were brilliant maps.
#54 posted by Jaromir83 on 2008/02/11 16:30:09
Gibbie owns. the map really rules. great architecture, totally vertical, very artsy and still fun to play. have you created more of such an ownages Gibbie? will have to find out, thanks for perfect DM arena.
#55 posted by inertia on 2008/02/12 04:54:04
the beta of this was like chess, the final is like checkers. gibbie is so complex.
...
#56 posted by starbuck on 2008/02/12 13:54:23
Yes. It is. Strong style is unified variety, not monotony. And it doesn't mean 'make it hard to tell where you are or even perceive depth when looking around.'
This man knows what he's talking about. Agreed completely, but aside from that, I like this map a lot, although it's a bit samey, it's really quite crazy and erratic, and you did a good job with the spotlights.
Those high res textures someone posted are just the worst thing in the world. Might as well just replace every texture with a picture of a cock (like czg does) before you play.
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