The Lost Hallways Beta (formerly known as Castle of Hell)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Anthem
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Re: Castle of Hell

Post by Anthem »

I like the first shot a lot. Some of the other ones seem to have too much open space. Consider making more pillars, platforms, and levels. By creating other levels you can fill in some space with stairs, jump pads and teleporters.
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Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

obsidian wrote:Increase intensity of lights, possibly add a few low powered fill lights to brighten up really dark spots. Add some details to the back walls in the first 2 screenshots, looks a bit plain and also try to fix the tiling texture on them... perhaps swap with a larger sized texture.

Third screenshot looks pretty cool though. I like the bricks, where did you get them from?
The dark spots are done for the theme. And what do you mean by details to the walls? I don't know what else to add. Do you mean change the texture? Because I like that Quake 1 texture. And what do you mean by tiling? The wall textures? The floor texture? And, is there a way to change the color of the lights? For example, red? Thanks! I'll upload the texture you want soon :).
Anthem wrote:I like the first shot a lot. Some of the other ones seem to have too much open space. Consider making more pillars, platforms, and levels. By creating other levels you can fill in some space with stairs, jump pads and teleporters.
The 2nd shot is another part of the same area. It pretty much looks the same as the 1st shot :). And that's exactly what I'm trying to do (pillars, platforms, jump pads, teleporters, etc.), fill the open space. If you look at some of the earlier versions of my map they are very bad and very loose especially compared to the current one. Check out the shots when I first released my map, http://www.quakelive.com/forum/showthread.php?t=50203. Heaps has changed!
Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

Obsidian, here's the link to the texture you want with a few others... http://www.mediafire.com/file/mrx0h71bn ... dieval.zip. Does that zip file have the texture you want?
obsidian
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Re: Castle of Hell

Post by obsidian »

This screenshot:
http://a.imageshack.us/img401/9518/shot0014m.jpg

By details, I mean the walls that is just a single flat slab. Anthem is right about adding more floors, pillars and other things to fill up the space and create more interesting gameplay. This will also help fill in some of the drab flat walls. For stuff like walls, think also about adding stuff like trim, support structures, pillars, etc. to make them look more visually appealing.

By tiling, I mean the texture is relatively small for such a large surface area. So the texture does a lot of repetition and you get sort of a mosaic effect.

To change colours of lights, select a light, hit "n" and the entity inspector dialog pops up. You should see a set of instructions detailing how to increase the brightness or change the hue of a light.

The entity inspector is key to all entities in Radiant.
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Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

obsidian wrote:This screenshot:
http://a.imageshack.us/img401/9518/shot0014m.jpg

By details, I mean the walls that is just a single flat slab. Anthem is right about adding more floors, pillars and other things to fill up the space and create more interesting gameplay. This will also help fill in some of the drab flat walls. For stuff like walls, think also about adding stuff like trim, support structures, pillars, etc. to make them look more visually appealing.

By tiling, I mean the texture is relatively small for such a large surface area. So the texture does a lot of repetition and you get sort of a mosaic effect.

To change colours of lights, select a light, hit "n" and the entity inspector dialog pops up. You should see a set of instructions detailing how to increase the brightness or change the hue of a light.

The entity inspector is key to all entities in Radiant.
I made it dim to give it a dark/evil atmosphere. I already said I'm going to add stuff like that. And I don't see anything wrong with the Quake 1 texture for the walls. And I'm stuck with Entity Inspector, I don't see a way to change the color of the light. What's the manual called?
Anthem
Posts: 399
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Re: Castle of Hell

Post by Anthem »

Select a light and press 'k'. This should let you change the color of the light. Nothing is wrong per se with the texture; the texture just gets a bit monotonous on such a large wall without anything to break it up. Using architectural details (pillars, platforms, arches, supports, etc.) as well as trims and other textures can break up the monotony.
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Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

Anthem wrote:Select a light and press 'k'. This should let you change the color of the light. Nothing is wrong per se with the texture; the texture just gets a bit monotonous on such a large wall without anything to break it up. Using architectural details (pillars, platforms, arches, supports, etc.) as well as trims and other textures can break up the monotony.
Fine, but I don't think it'll looks good on my map. I've tried it before and failed.
Anthem
Posts: 399
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Re: Castle of Hell

Post by Anthem »

If done correctly it will look loads better on any map. Just take your time with it. Try it, and if it doesn't work out, ctrl+z and try again. :D
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Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

Anthem wrote:If done correctly it will look loads better on any map. Just take your time with it. Try it, and if it doesn't work out, ctrl+z and try again. :D
I've tried it heaps of times, I know it'll be cool if there was that type of stuff in my map but I haven't been mapping that long.
Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

New screenshot!

http://a.imageshack.us/img225/4109/shot0025o.jpg

I love those windows textures. Is there a way to make them transparent?
obsidian
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Re: Castle of Hell

Post by obsidian »

You'll need to edit the image, add an alpha channel and save as a new TGA file. Then write a shader script for your custom window. That requires a bit of background knowledge on the subject so you'll have to do lots of reading on the Shader Manual (see my signature under Q3Map2). It might be a little beyond the means of your first map, but start reading and learning, you'll probably want to know at least some of the basics eventually.
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Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

obsidian wrote:You'll need to edit the image, add an alpha channel and save as a new TGA file. Then write a shader script for your custom window. That requires a bit of background knowledge on the subject so you'll have to do lots of reading on the Shader Manual (see my signature under Q3Map2). It might be a little beyond the means of your first map, but start reading and learning, you'll probably want to know at least some of the basics eventually.
I once tried making a texture transparent with this shader script, but it didn't work:

textures/gothic_block/blocks11ct
{

surfaceparm trans
surfaceparm nolightmap
surfaceparm lightfilter

cull twosided

{
map textures/hell/blocks11ct.tga
blendFunc GL_DST_COLOR GL_ZERO
}
}

Here's some new shots:

http://img40.imageshack.us/i/shot0000vb.jpg/
http://img843.imageshack.us/i/shot0001l.jpg/
http://img51.imageshack.us/i/shot0002tz.jpg/
http://img844.imageshack.us/i/shot0003y.jpg/
http://img685.imageshack.us/i/shot0004cp.jpg/
http://img841.imageshack.us/i/shot0005k.jpg/
http://img820.imageshack.us/i/shot0006a.jpg/
http://img840.imageshack.us/i/shot0007y.jpg/
http://img829.imageshack.us/i/shot0008k.jpg/
http://img707.imageshack.us/i/shot0009ne.jpg/
http://img514.imageshack.us/i/shot0010hw.jpg/
http://img413.imageshack.us/i/shot0011h.jpg/
http://img155.imageshack.us/i/shot0012d.jpg/
http://img835.imageshack.us/i/shot0013.jpg/
http://img707.imageshack.us/i/shot0014es.jpg/
http://img132.imageshack.us/i/shot0015nx.jpg/
http://img716.imageshack.us/i/shot0016m.jpg/
http://img580.imageshack.us/i/shot0017c.jpg/
http://img693.imageshack.us/i/shot0019z.jpg/
http://img295.imageshack.us/i/shot0020n.jpg/

Gave the map a new name!
Anthem
Posts: 399
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Anthem »

I like the new name! :D
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Dessicated corpse
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

Anthem wrote:I like the new name! :D
Thanks :).
dichtfux
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by dichtfux »

Is my display broken or are all your screenshots almost completely black?
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
4days
Posts: 5465
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by 4days »

dichtfux wrote:Is my display broken or are all your screenshots almost completely black?
was thinking it was just me, can't see a damn thing.
Dessicated corpse
Posts: 283
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

dichtfux wrote:Is my display broken or are all your screenshots almost completely black?
It's a problem with your screen.
4days wrote:
dichtfux wrote:Is my display broken or are all your screenshots almost completely black?
was thinking it was just me, can't see a damn thing.
Why would I upload shots of nothing?
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monaster
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by monaster »

@Dessicated corpse: Try raising the gamma of your monitor A LOT. Apparently it is not dichfux or 4days since I have a really bright TFT screen myself (always have to remember that the scrnshts I submit here will be shown much darker to almost everyone else) and even I can't really see anything beside pitch-black environments in your pictures. :paranoid:
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Dessicated corpse
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Joined: Tue Oct 07, 2008 5:37 am

Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

monaster wrote:@Dessicated corpse: Try raising the gamma of your monitor A LOT. Apparently it is not dichfux or 4days since I have a really bright TFT screen myself (always have to remember that the scrnshts I submit here will be shown much darker to almost everyone else) and even I can't really see anything beside pitch-black environments in your pictures. :paranoid:
It's not my monitor, mine is completely fine.
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Bliccer »

All of the screens are very dark, yes. Maybe you play in a higher r_gamma than 1.0?
For the green fog: Please show more of the hall where it is in.
Dessicated corpse
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

Bliccer wrote:All of the screens are very dark, yes. Maybe you play in a higher r_gamma than 1.0?
For the green fog: Please show more of the hall where it is in.
Sure. And is there a way to fix that green fog? It's annoying how it looks very thick when you step away from it and it goes lighter when you go closer to it. Is that a bug or something?
Bliccer
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Bliccer »

Read this:
http://q3map2.everyonelookbusy.net/shad ... m#fogparms
Dessicated corpse
Posts: 283
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

Bliccer wrote:Read this:
http://q3map2.everyonelookbusy.net/shad ... m#fogparms
I'll just keep it dense then, I don't like that idea of having one brush only.
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