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True Nightmare
True Nightmare
Joined: 14 Nov 2000
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PostPosted: 04-14-2007 05:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


Method wrote:
Kat: It's shiny because I used one light for the whole room. Plus it's a beveled patch, so I don't really know how to properly fix it, other than using a light with round texture.

Kaz: Looks nice man.

-Method
Choose a section of the map and get the lighting 'right' in tems of what you're trying to do, my commenting on what *I* see is moot otherwise.



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Mercenary
Mercenary
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PostPosted: 04-14-2007 05:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looks like it's finally shaping up.

Image

Image

Image

-Method



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
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PostPosted: 04-14-2007 07:12 PM           Profile Send private message  E-mail  Edit post Reply with quote


I agree with Kat that the specular still looks rather bright. Even in that last screenshot, the wall on the left looks almost like it's gold plated. The floor on the second last screenshot above looks wet.

Looking very grungy indeed otherwise. GJ!



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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
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PostPosted: 04-14-2007 07:37 PM           Profile Send private message  E-mail  Edit post Reply with quote


damned cool regardless ;)




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Mercenary
Mercenary
Joined: 28 Feb 2002
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PostPosted: 04-14-2007 11:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks for the feedback guys. I updated the above shots.

http://www.methodonline.com/temp/meth_test.htm

Btw did you know that Al Capone's preferred nickname was Snorky? It meant snappy dresser.

-Method



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Warrior
Warrior
Joined: 24 Feb 2002
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PostPosted: 04-15-2007 12:56 PM           Profile Send private message  E-mail  Edit post Reply with quote


Superb looking map Method, this reminds me a lot about True Combat mod.




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Trainee
Trainee
Joined: 25 Jun 2006
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PostPosted: 04-15-2007 02:51 PM           Profile Send private message  E-mail  Edit post Reply with quote


http://portfolio.hourences.com/levels1.htm

That's some wild shit, man!




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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
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PostPosted: 04-15-2007 04:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


I actually just got WarPath, the game those levels were made for, and although the game completely blows, those levels are pretty impressive in game (although there are some mildly boring areas).




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Warrior
Warrior
Joined: 22 Feb 2007
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PostPosted: 04-15-2007 06:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


Kaz wrote:
I actually just got WarPath, the game those levels were made for, and although the game completely blows, those levels are pretty impressive in game (although there are some mildly boring areas).


It looks and feel very Halo 2, even down to the floaty jump and the offhand, instakill melee attack. The models and skins look a lot like the H2 ones as well tbh.




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Mercenary
Mercenary
Joined: 28 Feb 2002
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PostPosted: 04-15-2007 09:55 PM           Profile Send private message  E-mail  Edit post Reply with quote


Please tell me if I spam this forum with screenshots. I get the feeling that I post here too often.

Image

Recent shots of other areas can be found HERE.

-Method



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
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PostPosted: 04-15-2007 11:26 PM           Profile Send private message  E-mail  Edit post Reply with quote


Since it looks good, it's all good =)



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Warrior
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PostPosted: 04-16-2007 08:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


Two things:

1: First screenie is missing a Meth decal in the shot.

2: Not sure how familiar you are with a modeling package, but getting some of that dirt and debris to blend in with the ground using a model would look a lot nicer than the hard edges which are present now. This is more of a final thing to do and I am just throwing out the suggestion.

Other than that, looks good. I was going to suggest adding a bit more color to the scene in the textures but you fixed that with the latest. :)

Quaker-X




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 04-16-2007 08:16 AM           Profile   Send private message  E-mail  Edit post Reply with quote


http://www.methodonline.com/temp/meth_test_gray.jpg

I would honestly make that lower floor section a smoothed mesh or patch. The kind of surface you have for the floor is tarmac, and that bends to a certain degree. The harsh edge you have where it starts to bend sticks out to much.

Dirt decals are obviously not added but would bring this level out a bit more, all over the place, dirt decals on edges and randomly on the floor as well as debris and rubbish.



http://www.methodonline.com/temp/meth_test1.jpg

While its nice you have bricks there, the bricks dont exactly make sense. Texture the broken side with a rougher slightly different texture, and who us on the ciling where the bricks have fallen from, where they used to be, by using dirt decals to make the area stand out.

The floor again, decals everywhere.

The dirt groups, mud, dust, whatever they are... These can easily be fixed. Either use an alpha mapped model to simulate fade (Can look good, but naff up close. VERY easy to do however). Or use vertex blending and model the floor and dirt heaps as one, blending out where needed.



http://www.methodonline.com/temp/meth_test3.jpg

No light from the fire? Why come? A nice dlight here would set the area off if you lower the ambient tone in the surrounding area. Same as always with dirt decals.



http://www.methodonline.com/temp/meth_test4.jpg

What are those panels? I suggest if they are suppoised to be electrical boxes you make a quick model, because ATM they look very Quake 1&2 Era (Where people used to make complex things from brushes, like chairs, PC's, tables and the like, they ended up looking like, well, boxes of stuff). Again with the blending on the floor, either alpha map it, or vertex blend it.




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Who's that man, Mommy?
Who's that man, Mommy?
Joined: 27 Aug 2003
Posts: 5316
PostPosted: 04-16-2007 09:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


impressive lighting concept in the last shot




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Mercenary
Mercenary
Joined: 28 Feb 2002
Posts: 223
PostPosted: 04-16-2007 03:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks for the comments guys.

Quaker-X: Hehe, yea first one indeed is missing a meth graffiti. It's just I've been using one as a placeholder :)

O'dium: Gonna look into that blending. Also there are quiet a lot of dirt decals, because all of the textures are tiling. Gonna add more. Btw those panels are mailboxes. The ones you would see in Russian buildings. I pretty much built close to how my building used to look, although no urine stains anywhere. Cannot find the ones I built, but there's a similar ones here:

http://www.eastmeetwest.com/images/mailbox.jpg

I might just do the set and texture it, would look better. Also need to make a number decal.

-Method



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Mercenary
Mercenary
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PostPosted: 04-17-2007 10:32 PM           Profile Send private message  E-mail  Edit post Reply with quote


This area is fairly undetailed, but with time it'll be pretty. I'm going for some sort of hospital/prison look. Need to get some reference though.

Image

http://www.methodonline.com/temp/meth_test.htm

-Method



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Immortal
Immortal
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PostPosted: 04-17-2007 11:09 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Silent Hill-esque?

=)

Lookin great Meth. Just one little nitpick - the misplaced tiles look too clean on the edges (ie. they're too straight)
Shouldn't there be some chips in the edges?
I know I know, its not "detailed" yet. It's just that those edges really stood out to me




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Mercenary
Mercenary
Joined: 28 Feb 2002
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PostPosted: 04-18-2007 12:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


Whoa, it's is kinda strange how it works. Just recently I saw some Silent Hill videos and apparently it made a mark on me. I like abondoned stuff overall. Will work on the tiles, thanks for the feedback man.

-Method



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Eh?
Eh?
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PostPosted: 04-18-2007 12:31 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Dear lord grunge edge decals man! Thats all that shots missing.

Well, that and some seriously fucked up blood stained beds.

Looking great.




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Beggar@Q3W
Beggar@Q3W
Joined: 09 Feb 2005
Posts: 1086
PostPosted: 04-18-2007 03:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


One of my maps for q3wtfduelctfmappack. (currently named ctf-1on1-matrix)
You had better stock quiet a few gallons of beer to play this map with.
You've been warned.

Image



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Veteran
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PostPosted: 04-18-2007 05:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


woohoo never saw someone quoting himself in signatures :D

@method: your shots look awesome. although I agree with this plastic_cream that those floortiles need some work.
IMO even the lighting could be enhanced by toning it down a lot. These dirty windows shouldn't light the scene that much. Especially the wall around the window is too bright if you ask me. But maybe there are some light sources which can not be seen, who knows :)
Also your film-noir style reminds me of the sin city movie or similar black/white productions using one bright color for contrast. Maybe you should stay with these grayish tones and just put some blood decals in :D




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Eh?
Eh?
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PostPosted: 04-18-2007 05:40 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Not exactly level editing as such, but kinda at the same time...

Our games website went live:

http://www.quake2evolved.com/overdose

There are some technology pics up and a hell of a lot of concept atm. The rest I'm trying to sort out now.




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Mercenary
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PostPosted: 04-18-2007 05:42 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks for the comments guys.

maz0r: Funny you mention film noir. Recently, I picked up The Untouchables DVD Set with 1960's series of cops trying to get Al Capone and other yellow rats. Been watching that a lot. The lighting is indeed too bright, you're right. Will fix that. I will add the blood and tweak the tiles texture.

-Method



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The Illuminated
The Illuminated
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PostPosted: 04-18-2007 10:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


Method wrote:
I'm going for some sort of hospital/prison look. Need to get some reference though.


Try another approach, break away from the q3 cookie cutting floor thing and instead drop rubbish/debris models on the floor surface instead.

Ref Image from an abandoned hospital : http://simland.planetquake.gamespy.com/ ... ref169.htm

Sock



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blaze a blaze
blaze a blaze
Joined: 29 Jan 2000
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PostPosted: 04-18-2007 01:43 PM           Profile Send private message  E-mail  Edit post Reply with quote


Method, that looks sick... Is it going to be a multiplayer level, or maybe an atmospheric sp map? I think I'd enjoy the latter more.



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Etile
Etile
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PostPosted: 04-18-2007 03:51 PM           Profile Send private message  E-mail  Edit post Reply with quote


it looks nice but i've got to say: the old loose floor tile thing is becoming a new cliche, getting up there with crates and pipes




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Mercenary
Mercenary
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PostPosted: 04-18-2007 04:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


Sock: I know 3dsMax, but I've been trying to stay away from models. If you notice most of my maps don't use any models at all, except jumppads and weapons. I try and build everything in the radiant, but I guess it doesn't work out. Will have to look into modeling those. Btw when I said I need some reference, I meant I'm gonna look through my endless abondoned photo collection and then make the area more realistic. I didn't mean to bother anyone and find it for me. I hope I didn't look lazy by that comment. Thanks for finding the reference though.

Lukin: Thanks man. I'm not sure if it'll be a playable level yet. I started this project a week or two ago just to see if I can make some good textures. I always say that this or that game didn't have textures I needed to create atmopshere I was shooting for or use sci-fi to fake urban environment, so I decided to just make what I need. So far I'm happy with it and it's shaping up good.

Seremtan: I know what you mean. I'll try and make the tiles look better and maybe use more decals to create detail rather than using loose floor tile.

-Method



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I'm the dude!
I'm the dude!
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PostPosted: 04-18-2007 04:36 PM           Profile Send private message  E-mail  Edit post Reply with quote


I think a cracked tile decal will look better. Sort of like someone dropped something large on the tiles causing a circular crack. Maybe a few others with scattered chips and scratches.



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Trainee
Trainee
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PostPosted: 04-19-2007 05:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


just another quick editor shot of an up an comming DM map.

Image



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Veteran
Veteran
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PostPosted: 04-19-2007 06:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


A while ago I began trying to put together a gothic themed FFA level for Q4. I more or less abandoned that attempt, and instead decided to use the assets I created for that project for my first serious attempt at a competitive style map. My aim is to include the design aesthetics that appeal to me, combined with some solid building technique inorder to produce my first map aim for competitive play.
Anyway, enough rambling; here's what I have so far:
Image
Plenty to do, but coming together rather nicely.



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The Afflicted
The Afflicted
Joined: 11 Apr 2001
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PostPosted: 04-19-2007 01:20 PM           Profile Send private message  E-mail  Edit post Reply with quote


Kaz wrote:
[lvlshot]http://kaz.quakedev.com/junk/grungewall2.jpg[/lvlshot]

Some low-tech texturing :)

edit: it's 384 because i ran out of ideas for the last 128pixels :P

edit2: updated with more pixels


We want moooooooore!

:D




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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 04-19-2007 01:48 PM           Profile Send private message  E-mail  Edit post Reply with quote


dnky wrote:
A while ago I began trying to put together a gothic themed FFA level for Q4. I more or less abandoned that attempt, and instead decided to use the assets I created for that project for my first serious attempt at a competitive style map. My aim is to include the design aesthetics that appeal to me, combined with some solid building technique inorder to produce my first map aim for competitive play.
Anyway, enough rambling; here's what I have so far:
Image
Plenty to do, but coming together rather nicely.
Nice.. not too keen on the strong black bands as they contrast very hard with the other more subtley similar textures. When you get a chance try changing it to match the rest tonally or 'fade' it to look like an older, more worn strip of colour.



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Mercenary
Mercenary
Joined: 28 Feb 2002
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PostPosted: 04-20-2007 02:36 AM           Profile Send private message  E-mail  Edit post Reply with quote


Quick update on my urban textures project:

Image

Feedback is welcome as always.

-Method



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Who's that man, Mommy?
Who's that man, Mommy?
Joined: 27 Aug 2003
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PostPosted: 04-20-2007 05:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


dust in the air would be ace :)




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Eh?
Eh?
Joined: 25 Mar 2001
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PostPosted: 04-20-2007 05:41 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Agree. Get some custom particle effects in there, you can rip them from the Q4 light bloom shaders into your own use. They are tiny so shouldn't even change FPS a bit.




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