Wow. What strikes me first is how much this could be a Quake III map. The architecture, use of textures and way of lighting looks really Q3-ish for some reason.
Eraser wrote:Wow. What strikes me first is how much this could be a Quake III map. The architecture, use of textures and way of lighting looks really Q3-ish for some reason.
it's the brown/blue combo that gives it a Q3A vibe
I think it'll be hard to have similar atmosphere with Quake 3 vanilla textures. Also note that Q3 doesn't have normal and specular maps, so the textures won't look as real. Lighting in Q3 is also not as dynamic as in D3.
Method wrote:I think it'll be hard to have similar atmosphere with Quake 3 vanilla textures. Also note that Q3 doesn't have normal and specular maps, so the textures won't look as real. Lighting in Q3 is also not as dynamic as in D3.
-Method
well, q3a does have spec, and it looks ok if done properly (I don't mean env mapping), and bumpmapping is possible with q3map2 but it isn't as effective as d3 and needs the right kind of lighting to bring it out.
An interesting factoid: the Trinity engine (i.e. Q3A) initially was to support bump mapping. But iD dropped it somewhere along the way, assumedly because most hardware in those days wasn't fast enough to do it properly.
I remember looking at the early quake 3 shots and being so excited with the amazing level of detail. The original player models were all id team mebers, and they looked stunning... Now of course, its all block heads and low res textures with zero detail, but the point is back then, Quake 3 ran SHIT on anything. Everybody and their dog upgraded a few times to get Q3 running smooth (40 FPS, FUCK ME THIS IS SMOOTH!!!). So taking out bump mapping was a good idea.
Its still a shame that they had to drop the detail level so much back then from what the original shots had. Some of the levels and particle effects were stunning. But of course, we were all running picmip 16 back then anyways, so the missing detail didn't matter.
I think people are making the comparisons Meth because your level is bright, vivid, detailed, and colourful. Most Doom 3 maps however, are one colour, with dark lights and over-use of static meshes.
Method wrote:I think it'll be hard to have similar atmosphere with Quake 3 vanilla textures. Also note that Q3 doesn't have normal and specular maps, so the textures won't look as real. Lighting in Q3 is also not as dynamic as in D3.
-Method
True. But a lot of Q3 maps go for this sci-fi tech/industrial theme with custom textures.
Hell yes, it should be a lot better MP wise than Doom 3. Im not sure if it will take over Quake 3 again, because the game still looks quite a bit iffy.
Yea, I might port this map to Quake 4, but completely retexture it. Like I mentioned before, I had some problems texturing this map, due to the lack of non-shiny textures. Quake 4's atmosphere looks more grittier and darker than Doom 3, which is a good thing.
I have GeForce FX 5700 Ultra 128MB and I'm hoping it'll run Quake 4.