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Topic Starter Topic: Re: Screenshots

The Afflicted
The Afflicted

Joined: 10 Aug 2009
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PostPosted: 04-16-2012 12:00 PM           Profile Send private message  E-mail  Edit post Reply with quote


That looks good!



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Mercenary
Mercenary

Joined: 07 Oct 2009
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PostPosted: 04-16-2012 12:04 PM           Profile Send private message  E-mail  Edit post Reply with quote


you might want to "cap" the diamond plating texture in that curve(patch)




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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
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PostPosted: 04-17-2012 06:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


Oh my god, these shots look mighty impressive! You're realy great mapper, Infernis...



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Insane Quaker
Insane Quaker

Joined: 17 Feb 2005
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PostPosted: 04-18-2012 03:22 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks, but this is actually my first map if I ever finish it :)

Yeah, I need to cap it. There are plenty of things left to do in those 2 shots.



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Cool #9
Cool #9

Joined: 01 Dec 2000
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PostPosted: 04-18-2012 03:49 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Those crates in that first shot make me feel all warm and fuzzy inside.



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Recruit
Recruit

Joined: 24 Apr 2012
Posts: 1
PostPosted: 04-24-2012 03:48 AM           Profile Send private message  E-mail  Edit post Reply with quote


New map for Urban Terror HD : Nevada.






















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Cool #9
Cool #9

Joined: 01 Dec 2000
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PostPosted: 04-24-2012 04:00 AM           Profile   Send private message  E-mail  Edit post Reply with quote


That looks superb!



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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10422
PostPosted: 04-24-2012 07:22 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looks awesome!

Only suggestion is that the tire tracks in the first screenshot don't look nearly natural going around the bend. Cars can't turn that sharply and most drivers would curve around the apex. Also, front and rear tires don't match the exact same path along a bend.



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Grunt
Grunt

Joined: 15 Feb 2010
Posts: 66
PostPosted: 04-26-2012 11:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


It becomes curvy...

Image

Image

Image



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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
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PostPosted: 04-26-2012 11:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


Is that brush based or is that from a modelling program?



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Grunt
Grunt

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PostPosted: 04-26-2012 11:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


50% brushes, 50% curves. No models yet.



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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
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PostPosted: 04-26-2012 11:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


That kind of geometry is a pain in the ass to build in Radiant, so that's pretty spiffy.



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Insane Quaker
Insane Quaker

Joined: 16 Sep 2010
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PostPosted: 04-26-2012 02:16 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looks slick, I dig the minimalist look. First shot reminds me of a curvacious version of The Dark Zone.



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foolproof
foolproof

Joined: 11 Jan 2001
Posts: 7268
PostPosted: 04-27-2012 09:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


Probably a lot of overdraw with intersecting/overlapping brushes and patches to avoid LOD/sparklies, but why not.
Looks great :up:




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Insane Quaker
Insane Quaker

Joined: 11 Dec 2005
Posts: 347
PostPosted: 05-05-2012 01:19 PM           Profile Send private message  E-mail  Edit post Reply with quote


Sweet stuff sock, as usual. :)




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Grunt
Grunt

Joined: 15 Feb 2010
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PostPosted: 05-11-2012 06:04 PM           Profile Send private message  E-mail  Edit post Reply with quote


Damn curves, get out of my mind! :D

Image



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Insane Quaker
Insane Quaker

Joined: 16 Sep 2010
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PostPosted: 05-11-2012 06:56 PM           Profile Send private message  E-mail  Edit post Reply with quote


I just said "woah" out loud.



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Grunt
Grunt

Joined: 29 Feb 2012
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PostPosted: 05-11-2012 11:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


That just make it in my top ten of badass things done with quake haha




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Insane Quaker
Insane Quaker

Joined: 26 Nov 2009
Posts: 294
PostPosted: 05-12-2012 01:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


sst13:Maverickcomp entry? :DDD THAT IS THE SICKAST SHIT EVAH. WTF GIMME MORE xD




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Grunt
Grunt

Joined: 29 Apr 2012
Posts: 59
PostPosted: 05-12-2012 02:48 AM           Profile Send private message  E-mail  Edit post Reply with quote


at sst13: the last pictures is cool. :D

But what height is the staircase?
is this 16? better for playing is 12 and for view is 8.

at the ceiling from q3 ps2 endgame Map would look good. :sly:




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Grunt
Grunt

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PostPosted: 05-12-2012 04:42 AM           Profile Send private message  E-mail  Edit post Reply with quote


The stairs are 10 units. 8 units in radiant but I need to scale this map by 1.25 during the compile process.

@Bliccer: It's too early for Maverickcomp: :shrug:
Quote:
The map created must be a completely new map that was created specifically for this competition. This means the map is created when the competition starts and not beforehand.



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The Afflicted
The Afflicted

Joined: 10 Aug 2009
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PostPosted: 05-12-2012 04:42 AM           Profile Send private message  E-mail  Edit post Reply with quote


Are you gonna participate though? :)



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Insane Quaker
Insane Quaker

Joined: 19 May 2007
Posts: 262
PostPosted: 05-12-2012 06:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


awesome sst13!
I'll hope you enter the mav competition.



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Grunt
Grunt

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PostPosted: 05-13-2012 06:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


@cityy & g0th-: Maybe... need to check my "maps todo list" for maps i didn't started yet.



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Eh?
Eh?

Joined: 25 Mar 2001
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PostPosted: 05-20-2012 11:43 AM           Profile   Send private message  E-mail  Edit post Reply with quote


WIP Media








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Insane Quaker
Insane Quaker

Joined: 19 Feb 2006
Posts: 372
PostPosted: 05-20-2012 07:03 PM           Profile Send private message  E-mail  Edit post Reply with quote


that looks really cool, o'dium




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Insane Quaker
Insane Quaker

Joined: 16 Sep 2010
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PostPosted: 05-20-2012 08:20 PM           Profile Send private message  E-mail  Edit post Reply with quote


Quite atmospheric (besides the obvious placeholder textures), and good work as usual. I'm not sure if it's a result of screenshot capturing though, but the latter two shots seem a bit too dark / high-contrast. If it's because of the natural lighting in-game, I would personally tone down on the difference between dark and light areas. It appears to be too strong, like a contrast overdose. (Pun intended)



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Immortal
Immortal

Joined: 02 Jun 2006
Posts: 2243
PostPosted: 05-20-2012 11:32 PM           Profile Send private message  E-mail  Edit post Reply with quote


^ what he said




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Cool #9
Cool #9

Joined: 01 Dec 2000
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PostPosted: 05-24-2012 05:43 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Just a lil' something from a WIP level:
Image



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The Afflicted
The Afflicted

Joined: 10 Aug 2009
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PostPosted: 05-24-2012 05:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


What is it gonna be? An e+ level?
You might wanna increase the contrast of your textures a bit and lower the light intensity of the torches.



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Cool #9
Cool #9

Joined: 01 Dec 2000
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PostPosted: 05-24-2012 08:07 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Yeah trying something new for the mod...
Thanks for the tips, I'll look into it. I really want this to end up looking awesome, so a lot more is going to be done with it.



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Commander
Commander

Joined: 29 Feb 2012
Posts: 128
PostPosted: 05-24-2012 10:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


I've never liked the same texture used on the walls and ceiling. I know it's kind of nitpicky, since it's hard to vary rock textures up without using custom ones, but it looks like the same texture on the stairs, walls, and ceiling. Again, nitpciky cause I'd say it looks dated, but obviously Q3 is dated. Maybe even if you stuck with those textures you could think of some way to break up the ceiling, like the torches do for the wall. I'd suggest some kind of trim on the floor too where it meets the wall or at the bottom of the walls so it doesn't look like the texture is ending so abruptly. Too cool of an archway to just make it look like it's haphazardly placed on a layer of bricks instead of being anchored to them/the ground.

Looks good, I know you said it's a WIP so I'm not saying you wouldn't have done any of this or already don't know it :clownboat:




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Cool #9
Cool #9

Joined: 01 Dec 2000
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PostPosted: 05-29-2012 12:17 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Still work in progress but I've made a few changes. Ceiling is more detailed, lighting is less saturated, there's trims along the lower end of the walls and added some dust build up on the floor.
Image



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Trainee
Trainee

Joined: 30 Jan 2009
Posts: 26
PostPosted: 05-29-2012 12:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


Very WIP shot from Doom 3: Phobos

We still need to add some detail and work with the light a bit. Its just been a while since we showed something. :)

Image

Cheers!



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Insane Quaker
Insane Quaker

Joined: 28 Jan 2010
Posts: 298
PostPosted: 05-29-2012 05:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser - you don't use r_overbrightbits?




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