Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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FragaGeddon
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Post by FragaGeddon »

Method wrote:Image
There really shouldn't be a shadow under that light on the left.
o'dium
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Post by o'dium »

There will be if the light behind it is larger, it will work that way in the engine.

Realisticly, there wont be all that much shadow at all because it will all be blended so much and soft ;)

Method, your level looks amazing. More than amazing. I have sent you a PM.
dichtfux
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Post by dichtfux »

Looks really impressive Method. So does Lukins work!

@O'dium:
Let me guess: you want him to do OverDose-Stuff ;)
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corsair
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Post by corsair »

mby move the light a bit more to the viewer's side so that it's in line with the other 2 visible lights? shaping up nicely anyway :D

(edit; would also create some room for [rofl pipes] through one of the holes in what you got as a 'trim-ish thing (girder?) at the edge of the ceiling there)
Lukin
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Post by Lukin »

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]
Last edited by AEon on Mon Jan 18, 2010 6:17 pm, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
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TRINIX
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Post by TRINIX »

lol i need to find some money an get q4, an start mappin with that stuff.

nice work there lurkin and u method
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QuakerX
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Post by QuakerX »

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
Kaz
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Post by Kaz »

Just a shot of kazdm2 with this fancy new bloom code ;)

[lvlshot]http://kaz.quakedev.com/junk/kazdm2bloom.jpg[/lvlshot]
Kaz
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Post by Kaz »

[lvlshot]http://kaz.quakedev.com/junk/ssowyd1.jpg[/lvlshot]

ignore the floating pistol ;)
Method
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Post by Method »

Been busy lately, but found some time to make a new area and few new textures.

[outdated shot]

[outdated shot]

[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.
Kat
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Post by Kat »

Just thought I'd get rid of this one instead of waiting on 1.4 update

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

Image
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Method
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Post by Method »

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
Kat
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Post by Kat »

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
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 = ??)

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).
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Method
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Post by Method »

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
Kat
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Post by Kat »

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.
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.

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?
So he didn't get paid to make that.
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.
Also Kat, please be more nice when people give constructive critisism. You post here to get feedback, I give it
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.
Btw I actually meant ambient light. If there's no ambient lighting, then you poorly lit the level.
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.
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
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.
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.
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!

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
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.
Last edited by Kat on Mon May 07, 2007 2:10 am, edited 1 time in total.
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Method
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Post by Method »

Hehe, ok, Kat :)

-Method
pjw
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Post by pjw »

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.
Well alrighty then.

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.
Kat wrote:You mean to tell me you have the brass monkeys to crit a map based on the screenshots?!
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.

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.
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seremtan
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Post by seremtan »

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
Shallow
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Post by Shallow »

Kaz wrote:[lvlshot]http://kaz.quakedev.com/junk/ssowyd1.jpg[/lvlshot]
Your poor little screenies have been drowned out by the interweb drama.

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.
ignore the floating pistol ;)
Damn, I was hoping this was some kind of mod where you got to be a spooky ghost!
Kaz
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Post by Kaz »

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?
Silicone_Milk
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Post by Silicone_Milk »

@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.
Amphetamine
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Post by Amphetamine »

Oh noes Internet Drama! Someone wake me when it's over please.

@Kaz: What Mod/TC/Engine-rebuild is that for?
Kaz
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Post by Kaz »

@ silicone: good suggestions, those were somewhere in the back of my mind. i have some wooden crates down on the lower level to the left. i'll post some more shots later :)

@amp: it's for havoc, my q3 standalone which will be completed... never. :P
Silicone_Milk
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Post by Silicone_Milk »

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:
Method
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Post by Method »

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
Last edited by Method on Thu May 10, 2007 5:09 am, edited 1 time in total.
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