There really shouldn't be a shadow under that light on the left.Method wrote:![]()
Screenshots
- FragaGeddon
- Posts: 3229
- Joined: Sun Sep 17, 2000 7:00 am
Before:
[lvlshot]http://img399.imageshack.us/img399/3879/sp2tj1.jpg[/lvlshot]
...and after (+ some scripting magic):
[lvlshot]http://img522.imageshack.us/img522/7743/sp6hc0.jpg[/lvlshot] [lvlshot]http://img525.imageshack.us/img525/5308/sp7xr8.jpg[/lvlshot]
Before/after:
[lvlshot]http://img399.imageshack.us/img399/6073/sp1ng8.jpg[/lvlshot] [lvlshot]http://img525.imageshack.us/img525/1474/sp8xn3.jpg[/lvlshot]
Some new stuff:
[lvlshot]http://img525.imageshack.us/img525/15/sp9rw4.jpg[/lvlshot] [lvlshot]http://img525.imageshack.us/img525/8237/sp10ns7.jpg[/lvlshot] [lvlshot]http://img525.imageshack.us/img525/8693/sp11br2.jpg[/lvlshot] [lvlshot]http://img525.imageshack.us/img525/670/sp13fg6.jpg[/lvlshot] [lvlshot]http://img525.imageshack.us/img525/5587/sp12vf1.jpg[/lvlshot] [lvlshot]http://img523.imageshack.us/img523/1824/sp14yd9.jpg[/lvlshot]
[lvlshot]http://img399.imageshack.us/img399/3879/sp2tj1.jpg[/lvlshot]
...and after (+ some scripting magic):
[lvlshot]http://img522.imageshack.us/img522/7743/sp6hc0.jpg[/lvlshot] [lvlshot]http://img525.imageshack.us/img525/5308/sp7xr8.jpg[/lvlshot]
Before/after:
[lvlshot]http://img399.imageshack.us/img399/6073/sp1ng8.jpg[/lvlshot] [lvlshot]http://img525.imageshack.us/img525/1474/sp8xn3.jpg[/lvlshot]
Some new stuff:
[lvlshot]http://img525.imageshack.us/img525/15/sp9rw4.jpg[/lvlshot] [lvlshot]http://img525.imageshack.us/img525/8237/sp10ns7.jpg[/lvlshot] [lvlshot]http://img525.imageshack.us/img525/8693/sp11br2.jpg[/lvlshot] [lvlshot]http://img525.imageshack.us/img525/670/sp13fg6.jpg[/lvlshot] [lvlshot]http://img525.imageshack.us/img525/5587/sp12vf1.jpg[/lvlshot] [lvlshot]http://img523.imageshack.us/img523/1824/sp14yd9.jpg[/lvlshot]
Last edited by AEon on Mon Jan 18, 2010 6:17 pm, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
Reason: Refreshed lvlshot code of images.
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
Looking good Method. I hope you turn this into a SP map though and not another MP 
I don't really have any comments about the latest shots. If I could nitpick, it would be to add a little bit more color to the shots. I see brown and gray, and that's it. I liked the fire you had in one of your previous shots. Or maybe some of those walls could have a bit more color on them. A red brick decal might work here, then you could put it on those walls to simulate exposed brick behind the wallpaper/concrete/whatever the heck the material is.
Just an idea.
Again, I'm only nitpicking. It looks great. Keep it up!
Lukin: Looking nice! Good to see an SP map from you, we need more of them!
Quaker-X

I don't really have any comments about the latest shots. If I could nitpick, it would be to add a little bit more color to the shots. I see brown and gray, and that's it. I liked the fire you had in one of your previous shots. Or maybe some of those walls could have a bit more color on them. A red brick decal might work here, then you could put it on those walls to simulate exposed brick behind the wallpaper/concrete/whatever the heck the material is.
Just an idea.

Lukin: Looking nice! Good to see an SP map from you, we need more of them!
Quaker-X
Been busy lately, but found some time to make a new area and few new textures.
[outdated shot]
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Feedback is welcome.
http://www.methodonline.com/temp/meth_test.htm
-Method
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[outdated shot]
Feedback is welcome.
http://www.methodonline.com/temp/meth_test.htm
-Method
Last edited by Method on Tue May 08, 2007 10:02 am, edited 1 time in total.
Just thought I'd get rid of this one instead of waiting on 1.4 update
http://www.katsbits.com/htm/maps/katq4dm3.htm

http://www.katsbits.com/htm/maps/katq4dm3.htm

[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Kat: Nice that you're doing something original. Maybe using higher res textures for rocks? They seem very blended, as if ambient light is too strong. Nice way of adding more color by using fire (yellow) and skylight (blue). What would add a lot is to add more details.
Take a look at the level DM-Sae here:
http://portfolio.hourences.com/levels3.htm
Details add a lot. But just to highlight, nice original theme you got there.
-Method
Take a look at the level DM-Sae here:
http://portfolio.hourences.com/levels3.htm
Details add a lot. But just to highlight, nice original theme you got there.
-Method
I can't believe you're comparing apples and oranges like that, O... M.... G.... ! (besides I don't get paid to make maps with that much overkill, he does, so choose your comparative sources carefully next time; time + monkeys + infinate money = ??)Method wrote:Kat: Nice that you're doing something original. Maybe using higher res textures for rocks? They seem very blended, as if ambient light is too strong. Nice way of adding more color by using fire (yellow) and skylight (blue). What would add a lot is to add more details.
Take a look at the level DM-Sae here:
http://portfolio.hourences.com/levels3.htm
Details add a lot. But just to highlight, nice original theme you got there.
-Method
Detail is neither here nor there really, esp in MP maps.
As for 'ambient' light, I *really* don't know what to say, I'm afraid to say it actually because the implication of that is that you don't actually know what you're talking about; there are no 'ambient' lights in that map being used as anything that would constitute area lighting (the way you guys tend to use it). I hope to god you were just talking about the overall light level and not actual 'ambient' light (there I've given you a get out clause for you to recover some credibility).
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
I don't recall that map being made for a product, but rather for a community (MSU). If I'm not mistaken that is a MP map and it has details. So he didn't get paid to make that.
Also Kat, please be more nice when people give constructive critisism. You post here to get feedback, I give it. Btw I actually meant ambient light. If there's no ambient lighting, then you poorly lit the level. I always go light on feedback, but since you decided to reply in such a way, that makes me want to give you some raw feedback. The level you made has a unique style (for Q4), yet it looks like a blockout. Lacks details. The ligthing or low texture res makes the cave look very flat and blend (atleast on the shots you provided). That makes the environment boring.
I though I'll give you some motivation to work more on it and the above reply is what I get. With the way you take critisism, this makes me not want to reply to your posts anymore.
-Method
Also Kat, please be more nice when people give constructive critisism. You post here to get feedback, I give it. Btw I actually meant ambient light. If there's no ambient lighting, then you poorly lit the level. I always go light on feedback, but since you decided to reply in such a way, that makes me want to give you some raw feedback. The level you made has a unique style (for Q4), yet it looks like a blockout. Lacks details. The ligthing or low texture res makes the cave look very flat and blend (atleast on the shots you provided). That makes the environment boring.
I though I'll give you some motivation to work more on it and the above reply is what I get. With the way you take critisism, this makes me not want to reply to your posts anymore.
-Method
You do know that that engine is ostensibly lightmapped don't you? So that means the amount of detail you can pump into the average scene in UT tech is and always has been higher than id tech. Now comparing the UT2K4 engine to Quake 4 (D3) which uses fully dynamic lighting really make me start to question your hutspha (spl?) WRT you're general knowledge of game editing, I don't know much, but I certainly know it's rather stupid and futile to show screenshots of what can be done in one engine and expect that to be done in another.Method wrote:I don't recall that map being made for a product, but rather for a community (MSU). If I'm not mistaken that is a MP map and it has details.
How about I show you some shots of say, FarCry, and then ask the same question of Hourences (I quite like his maps actually and I'm well aware of them, thanks), why are his maps not as detailed at those in FarCry?.... you get the picture here?
Seriously Method, go do some research before you start trying to preach to me like that, ok?
He gets paid to map, he's a level designer so he can dedicate more of his time to doing just that. You want to get into the biz, you're young, you have a lot of time on your hands so spend it wisely in learning your craft properly.So he didn't get paid to make that.
Actually nah, I just post this here to let anyone interested in actually looking at the map that it's been released. I couldn't be bothered to waste a new thread on this crap tbh.Also Kat, please be more nice when people give constructive critisism. You post here to get feedback, I give it
Er no.... it means you have no idea what you're talking about. *YOU* of all people, being the uber mapper you are, should be able to recognise at a glance whether ambient light has been used or not. The fact that you haven't and can't is quite telling.. but that's mho, I'm sure you'll be hired by a team of monkeys in no time and put to work asap.Btw I actually meant ambient light. If there's no ambient lighting, then you poorly lit the level.
Here's something for you to ponder : you put detail *in* because you don't know any better, I take it *out* becasue I do. An arrogant statement to make perhaps, but, meh.I always go light on feedback, but since you decided to reply in such a way, that makes me want to give you some raw feedback. The level you made has a unique style (for Q4), yet it looks like a blockout. Lacks details
You mean to tell me you have the brass monkeys to crit a map based on the screenshots?! OMG Method, quit whilst you're ahead, please!The ligthing or low texture res makes the cave look very flat and blend (atleast on the shots you provided). That makes the environment boring.
Don't take it personally. I've been around the block a few years and the one thing I can and have always taken is crits, but not from people that don't know what they're doing.
I though I'll give you some motivation to work more on it and the above reply is what I get. With the way you take critisism, this makes me not want to reply to your posts anymore.
-Method
Last edited by Kat on Mon May 07, 2007 2:10 am, edited 1 time in total.
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Well alrighty then.Kat wrote:go do some research before you start trying to preach to me like that...you have a lot of time on your hands so spend it wisely in learning your craft properly...I'm sure you'll be hired by a team of monkeys in no time and put to work asap...the one thing I can and have always taken is crits, but not from people that don't know what they're doing.
I get the feeling I'm going to get my own share for this, but seriously.
What. The. Hell.
We're not exactly drinking buddies or anything, but we've known each other online for a while, and I've never seen you respond to anyone like that.
FFS, people crit maps based on screenshots all the time here. You certainly can't give comprehensive feedback, but you can give limited feedback regarding the general look and aesthetics conveyed via the screenshots, which is exactly what he was doing re: lighting/textures. As far as saying the map could use more detail...OMG, I can understand you getting angry and insulting someone over something so horrible--wait. Nope. Scratch that. No I can't. I don't understand it at all. I'm completely baffled.Kat wrote:You mean to tell me you have the brass monkeys to crit a map based on the screenshots?!
You certainly don't need to agree with feedback--Method might be dead wrong--but if you're going to be shitty and insulting, it might be nice if you had some provocation, and I'm not seeing it.
Oh, and it's chutzpa, although hutzpa and hutzpah are accepted alternatives.
I probably have no idea what I'm doing either.
i've noticed on other mapping forums that critiques based on screenshots lead to mappers creating excessively detailed portfolio maps that are no fun to play even if they can be played, and a plethora of comments about how "the shadow on that drainpipe isn't quite right" etc
i don't bother posting screens of my HL2 WIP on hl2world for that very reason. they can wait for the Ep1 trailer, the anal fucks
i don't bother posting screens of my HL2 WIP on hl2world for that very reason. they can wait for the Ep1 trailer, the anal fucks
Your poor little screenies have been drowned out by the interweb drama.Kaz wrote:[lvlshot]http://kaz.quakedev.com/junk/ssowyd1.jpg[/lvlshot]
Presumably this one's very early on? It looks very bland at the moment, like it's waiting to get a nice breezeblock texture with painted horizontal contrast bands, doorway lintel and frame, or some stuff like that.
The ceiling support struts don't look right - I'd expect the triangular middle pieces to be thinner, i.e. set back from from the edges.
Damn, I was hoping this was some kind of mod where you got to be a spooky ghost!ignore the floating pistol
haha, thanks for noticing shallow :P
Yeah it's pretty early on, it's basically a little less than a day's work put into the strutting and vents. and all of the textures there. Comment regarding the struts is noted
Future improvements planned ATM:
-fancy doorway with a door
-token piping and wiring
Any ideas as far as little objects or devices or little details that would be in a generic grungy warehouse type environment?
Yeah it's pretty early on, it's basically a little less than a day's work put into the strutting and vents. and all of the textures there. Comment regarding the struts is noted

Future improvements planned ATM:
-fancy doorway with a door
-token piping and wiring
Any ideas as far as little objects or devices or little details that would be in a generic grungy warehouse type environment?
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- Joined: Sat Mar 12, 2005 10:49 pm
@Kaz -
Keypad on the side (right?) of the door.
Random little pile of dirty crates (metal?) in the left corner of that area hugging the wall the door goes into and the railing along the edge of the area.
Maybe a track in the ceiling to hold chains to transport crates? (no idea just tossin it out there)
The area above the door looks empty. Not sure what you could put there. I'd suggest one of those all-encompassing windows that go all the way around a few walls at the top but I have no idea what's behind the door.
That's all off the top of my head for now.
Keypad on the side (right?) of the door.
Random little pile of dirty crates (metal?) in the left corner of that area hugging the wall the door goes into and the railing along the edge of the area.
Maybe a track in the ceiling to hold chains to transport crates? (no idea just tossin it out there)
The area above the door looks empty. Not sure what you could put there. I'd suggest one of those all-encompassing windows that go all the way around a few walls at the top but I have no idea what's behind the door.
That's all off the top of my head for now.
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- Joined: Fri Feb 23, 2007 5:15 am
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- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
Hehe I remember when you were just working on the UI for havoc like... what, a year and a half ago? Or was that even earlier?
At least you're further along that I am with my Q3 project. I lost all of my data during a hardware update (not going into details). Now it's Day 1 and all I've got done is the installation of MSVS 2005. :icon32:
At least you're further along that I am with my Q3 project. I lost all of my data during a hardware update (not going into details). Now it's Day 1 and all I've got done is the installation of MSVS 2005. :icon32:
I updated the shots. Included the things I got from people's feedback such as beam, cables, trash and grass/moss.
[outdated screenshots]
Any other suggestions on how to improve?
-Method
[outdated screenshots]
Any other suggestions on how to improve?
-Method
Last edited by Method on Thu May 10, 2007 5:09 am, edited 1 time in total.