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Veteran
Veteran
Joined: 24 Nov 2005
Posts: 188
PostPosted: 03-26-2007 09:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


So far as level design is concerned, models are the future. Nice low poly model.



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Extreme evil
Extreme evil
Joined: 02 Mar 2002
Posts: 1637
PostPosted: 03-26-2007 09:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


FragaGeddon wrote:
ALMighty wrote:
corsair, you should convert that to Q3Rally. Looks neat! :)

Does anybody actually play that mod?


Hehe, I guess it was a stupid idea.




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Etile
Etile
Joined: 19 Nov 2003
Posts: 34898
PostPosted: 03-26-2007 09:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


ever played Quake Rally? what a pile of poo




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diabolical besier hugger in disguise
diabolical besier hugger in disguise
Joined: 17 May 2001
Posts: 4825
PostPosted: 03-26-2007 10:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


cant be THAT bad.. or is it..




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clueless
clueless
Joined: 02 Feb 2006
Posts: 571
PostPosted: 03-26-2007 10:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


It is.



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Extreme evil
Extreme evil
Joined: 02 Mar 2002
Posts: 1637
PostPosted: 03-26-2007 10:41 AM           Profile Send private message  E-mail  Edit post Reply with quote


I think Q3Rally had potential, but the maps really sucked.




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Recruit
Recruit
Joined: 01 Feb 2007
Posts: 6
PostPosted: 03-26-2007 10:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


QADEMZ beta1.5:
I hope it's harder, better, faster, stronger. Qademz map topic
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jump'n'trickin'... basic actions
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VISOR'S PEAK in alpha stage:

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idea for jumppad peak - molten concrete, steam and smoke
Image




Last edited by Moreigh on 03-27-2007 06:12 AM, edited 1 time in total.

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Beggar@Q3W
Beggar@Q3W
Joined: 09 Feb 2005
Posts: 1086
PostPosted: 03-27-2007 03:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


Just ripped useful grid switching feature from tempest and applied to gmax. :icon26:

It's quite a shame that parent 3dxmax does not support this feature till version 8. :shrug:
We can still use a grid object for this purpose, though.
But it means there always an unnecessary object floating around, which is a bit of an annoyance.

Image




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Beggar@Q3W
Beggar@Q3W
Joined: 09 Feb 2005
Posts: 1086
PostPosted: 03-29-2007 03:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


One of the maps I'm werking on for q3wduelctf mappack.
Image




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Warrior
Warrior
Joined: 22 Feb 2007
Posts: 76
PostPosted: 03-29-2007 03:13 AM           Profile Send private message  E-mail  Edit post Reply with quote


ALMighty wrote:
I think Q3Rally had potential, but the maps really sucked.


Hey! I did one of the maps for Q3Rally! Although that map was not great in the looks department compared to what I'm doing now.




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Extreme evil
Extreme evil
Joined: 02 Mar 2002
Posts: 1637
PostPosted: 03-29-2007 09:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


Amphetamine wrote:
ALMighty wrote:
I think Q3Rally had potential, but the maps really sucked.


Hey! I did one of the maps for Q3Rally! Although that map was not great in the looks department compared to what I'm doing now.


Hey, your map was probably the best one. Sorry, I think I exaggerated. I always thought the gameplay was bad, but maybe it was more because of bad psysics and not badly designed maps.




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Warrior
Warrior
Joined: 22 Feb 2007
Posts: 76
PostPosted: 03-29-2007 10:13 AM           Profile Send private message  E-mail  Edit post Reply with quote


I know that they had to make a lot of compromises with regard to physics because of engine limitations and average pc specs at the time. I remember there being a lot of issues with client prediction with 3+ opponents causing amazing slowdowns on average spec PC's at the v1 release.

TBH I'd like to see a new racing game based on Q3. With much higher machine speeds and the Q3 source availalbe there wouldn't have to be the workarounds and compromises that Q3R unfortunately suffered from. In terms of mapping there's a lot more that could be done now, given dotproduct terrain, projected decals, _skybox, lightmapped models, etc which just wern't around when Q3R was new.




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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 03-29-2007 05:20 PM           Profile   Send private message  E-mail  Edit post Reply with quote


hehe Amp. Might be a possibility sometime this year ;)
*hint*




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 04-02-2007 02:32 PM           Profile Send private message  E-mail  Edit post Reply with quote




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Last edited by AEon on 01-18-2010 10:05 AM, edited 1 time in total.Reason: Refreshed lvlshot code of images.

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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 04-02-2007 05:32 PM           Profile   Send private message  E-mail  Edit post Reply with quote


What exactly is that Obsidian?
As in, what engine?




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Immortal
Immortal
Joined: 17 Mar 2001
Posts: 2062
PostPosted: 04-02-2007 05:34 PM           Profile Send private message  E-mail  Edit post Reply with quote


Bumpmaps look like D3/Q4 engine to me. :)



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Warrior
Warrior
Joined: 22 Feb 2007
Posts: 76
PostPosted: 04-03-2007 04:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


wviperw wrote:
Bumpmaps look like D3/Q4 engine to me. :)


The lighting doesn't look anything like D3 engine.

From the lighting I'd say it's a Q3 engine game with fake bump on a high res lightmap.




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diabolical besier hugger in disguise
diabolical besier hugger in disguise
Joined: 17 May 2001
Posts: 4825
PostPosted: 04-03-2007 06:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


its real bump with lower detail texture i presume :shrug:
sets a nice mood, gg obsidian ;]




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The Illuminated
The Illuminated
Joined: 28 Mar 2004
Posts: 1079
PostPosted: 04-03-2007 06:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


Man, there's a crap load of impressive screenshots in this thread! Some of you should be hired immediately to work at a big game company.




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The Afflicted
The Afflicted
Joined: 17 Feb 2005
Posts: 601
PostPosted: 04-03-2007 10:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


Keep it coming guys!



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 04-03-2007 10:24 AM           Profile Send private message  E-mail  Edit post Reply with quote


Silicone_Milk wrote:
What exactly is that Obsidian?
As in, what engine?


Heh... sorry, didn't intend to keep you guys guessing... I figured it would be pretty obvious that it wasn't an in-game shot with the volumetric fog and all that.

It's a quick 10 minute skybox that I rendered in 3ds MAX. I was poking around with outdoor lighting simulation, procedural textures in the material editor and the tools for environmental effects.

That's ydnar's "Potrero Sunset" sky texture, btw.

[lvlshot]http://www.robotrenegade.com/temp/sunset-t-cross.jpg[/lvlshot]

And in QTVR:
http://www.robotrenegade.com/temp/sunset.mov



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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 04-04-2007 10:10 AM           Profile   Send private message  E-mail  Edit post Reply with quote


OverDose map and texture work:

[lvlshot]http://www.quake2evolved.com/odium/alpha_test_yuk2.jpg[/lvlshot]

[lvlshot]http://www.quake2evolved.com/odium/grate_1.jpg[/lvlshot]




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The Afflicted
The Afflicted
Joined: 11 Apr 2001
Posts: 622
PostPosted: 04-04-2007 02:06 PM           Profile Send private message  E-mail  Edit post Reply with quote


Really nice stuff!




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Mercenary
Mercenary
Joined: 28 Feb 2002
Posts: 223
PostPosted: 04-04-2007 04:18 PM           Profile Send private message  E-mail  Edit post Reply with quote


Odium: Nice work man. May I suggest adding more detail to your spec map. I'm no professional texture artist, but I've heard from a few who are, that adding more detail to your spec really adds to the realism. I did this quick pass overlaying metal textures from http://www.cgtextures.com.

Image

-Method



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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 04-05-2007 01:38 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Meth, read my Tut, thats what I usually do :P I noticed that night that on none of these new textures had I done that, but it was to late for me to bother, so I left it for today :p Strange how I found that out by myself ages ago that it looks better and I never did it to any of these :p I'll get on it after I get dressed!!!!!!114432




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 04-05-2007 06:06 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Its hard because you have to make media as you go, and none of my old stuff is any good...

[lvlshot]http://www.quake2evolved.com/odium/odtech_1.jpg[/lvlshot]

[lvlshot]http://www.quake2evolved.com/odium/odtech_2.jpg[/lvlshot]

BTW These shots as I said are from our own engine OverDose, not Quake 4 or Doom 3.




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The Afflicted
The Afflicted
Joined: 17 Feb 2005
Posts: 601
PostPosted: 04-05-2007 06:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


Odium, no offense. But I see you posting wonderfull shots but I never see any of your work actually finished. Perhaps I missed those posts. I know your involved with Quake II Evolved, but I don't see a personal page in your profile. Is any of your featured work available for download?



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Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!


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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 04-05-2007 06:26 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Infernis wrote:
Odium, no offense. But I see you posting wonderfull shots but I never see any of your work actually finished. Perhaps I missed those posts. I know your involved with Quake II Evolved, but I don't see a personal page in your profile. Is any of your featured work available for download?


I do a lot of mess abouts, maps for Doom 3/Quake 4, but never release them. This is for OverDose, as a technology demo, so its got no choice but to be released. :p




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The Afflicted
The Afflicted
Joined: 17 Feb 2005
Posts: 601
PostPosted: 04-05-2007 06:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


That's too bad mate, it really is. But keep it up though!



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Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!


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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 04-05-2007 06:37 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Infernis wrote:
That's too bad mate, it really is. But keep it up though!


My maps are never good enough for actual game play so I never relase them, I just enjoy making textures for them. Techmaps are different, they dont need to flow or anything they just need to show features off, so I'm ok with them, heh... :paranoid:




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The Afflicted
The Afflicted
Joined: 17 Feb 2005
Posts: 601
PostPosted: 04-05-2007 07:40 AM           Profile Send private message  E-mail  Edit post Reply with quote


Doom 3 engine related games could do with some publically available textures ;)



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Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!


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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 04-05-2007 11:20 AM           Profile   Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
Infernis wrote:
Odium, no offense. But I see you posting wonderfull shots but I never see any of your work actually finished. Perhaps I missed those posts. I know your involved with Quake II Evolved, but I don't see a personal page in your profile. Is any of your featured work available for download?


I do a lot of mess abouts, maps for Doom 3/Quake 4, but never release them. This is for OverDose, as a technology demo, so its got no choice but to be released. :p



I'm the same way O'dium :D
I mess around A LOT but I never get anything released!!

Currently I've stopped mapping and have picked up programming again. I just might have some tech shots soon of my Quake 3 C to C++ conversion project ;)

That is... if I can get my development computer out of the depths of moving storage. :icon33:




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Mercenary
Mercenary
Joined: 28 Feb 2002
Posts: 223
PostPosted: 04-05-2007 02:06 PM           Profile Send private message  E-mail  Edit post Reply with quote


Odium: Understood. I myself sometimes forget to apply the things I talk about. Nice textures again.

-Method



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Trainee
Trainee
Joined: 08 May 2006
Posts: 25
PostPosted: 04-06-2007 03:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


Image

just a current layout i am working on, not to sure if i should make this into a ctf map or DM/TDM map.



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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5230
PostPosted: 04-06-2007 03:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


meh

Image
Image




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