I really like those textures, especially that rusted copper one.Lunaran wrote:I miss the Quake3 engine hard.
Screenshots
Cool, a good-looking nexuiz map! :icon14:Norlan wrote:Strahlemann wrote:A map that i built for the upcoming Nexuiz 2.3 release ...
Hope it also has good gameplay. I gave the first Nexuiz release (or was it a beta?) a try and everything was pretty ugly. The (few) servers were all FFA and gameplay was like "spawn, shoot at all those people around you for some time, die. Restart." Looks like I'll have to give Nexuiz a second chance.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
-
- Posts: 56
- Joined: Mon Nov 07, 2005 2:12 pm
Thanks.Lunaran wrote:I miss the Quake3 engine hard.
[lvlshot]http://www.lunaran.com/pics/lun3dm5_wip2.jpg[/lvlshot]
g0th: Nicely polished. I wouldn't give much credence to the "looks too much like an MP map" criticism, because that's probably largely due to you having posted a shot of a straightforward atrium. Once the map grows linearly it'll probably take on a more SP character without you having to do anything to the theme, which I think is working pretty well. Are there custom textures in there, or is that all Hub? If it's hub textures, then I tip my cap sir.
So far I only used hub textures but I probably use some textures from other sets as well.
I really like the lightning on you screenshot especially the sunshine. Their is 2 brunches on the top of the level that looks like they hanging a little in the air but other than that it looks great. Is it a mp map you are working on there?
Little update on the progress.

This shoot is still pretty early, I am not really sure how much detail I will be able to put into this arena sense it quite big.

I am not to sure if the lighting looks realistic but at least it looks cool

This is the other side of the room from my first picture in the original post
To summon up the progress I must say that I find the layout part a bit harder then I had expected and that pretty much slows down the project a lot. The bright side is that I found level scripting far more easier then I had expected, it is actually really funny
. I almost start to wonder why I hasn't done any sp maps in the past.

This shoot is still pretty early, I am not really sure how much detail I will be able to put into this arena sense it quite big.

I am not to sure if the lighting looks realistic but at least it looks cool


This is the other side of the room from my first picture in the original post
To summon up the progress I must say that I find the layout part a bit harder then I had expected and that pretty much slows down the project a lot. The bright side is that I found level scripting far more easier then I had expected, it is actually really funny

This is very cool... For some reason it reminds me of that big circular hub level from the Xatrix Q2 mission pack. A good thing to be reminded of, a lot of that pack was arguably better than the levels in the base game.g0th- wrote:Little update on the progress.
Hopefully you can get some crates in as cover at least, it does look very open.
Q3 VS Q4
I just ported an old q3 map into q4, tried to add some lighting, fixed some textures, etc.
The q4 map probably looks ridiculous in comparison, and needs better lighting to fit the right theme/mood that the q3 map had, but what do you think?
[lvlshot]http://www.jemcdv.com/etc/tlq3dm2_q3.jpg[/lvlshot]
[lvlshot]http://www.jemcdv.com/etc/tlq3dm2_q4.jpg[/lvlshot]
I just ported an old q3 map into q4, tried to add some lighting, fixed some textures, etc.
The q4 map probably looks ridiculous in comparison, and needs better lighting to fit the right theme/mood that the q3 map had, but what do you think?
[lvlshot]http://www.jemcdv.com/etc/tlq3dm2_q3.jpg[/lvlshot]
[lvlshot]http://www.jemcdv.com/etc/tlq3dm2_q4.jpg[/lvlshot]
To be a blunt git, the reason the Q4 map looks awful is because it is. The lighting is poor, the skybox is a joke, and the texture work is shameful at best. Its important to know why and how map geometry works in conjunction with the lighting, and believe me, its not the same as Q3. Quake 3 really is so easy to light, because light bounces, and its softer. Its so much better just not real time. Quake 4 however has no love for hard edges, it HATES them in fact. They will always stand out like a sore thumb. Your best bet is to make them chunky and beveled slightly on the edges for textures like plain concrete. Also, its go no room for bland low res texture work. If you have a shoddy small texture and you tile it pointlessly over a massive section, it wont look like Quake 3. Quake 3 could hide it, Quake 4, well it will stand out to the point of distraction, so get used to working with larger res textures, even for bland ones. Oh and dirt decals too, because they break up the texture work.
Looking at your shot, it falls victim to a few of these issues. Obviously lighting smacks you right in the face, and it WILL do for a while, its not as easy as before
But another huge issue is texture work. There isn't a single texture there thats working in conjunction with both the theme, style and lighting in that shot, and they are mostly 100% out of scale. Some things seem stretched to huge, some, seem tiled 90 times over a small section. Some just seem slappy happy and put there for the hell of it.
So, in short (lol bit late for that) the map looks awful. Not because of you, but mostly because of Quake 4. There IS some stuff you can do to make it better, but dont expect it to be anything other than a full bright, strange looking mess. Like all Quake 4 space maps.
Looking at your shot, it falls victim to a few of these issues. Obviously lighting smacks you right in the face, and it WILL do for a while, its not as easy as before

So, in short (lol bit late for that) the map looks awful. Not because of you, but mostly because of Quake 4. There IS some stuff you can do to make it better, but dont expect it to be anything other than a full bright, strange looking mess. Like all Quake 4 space maps.
-
- Posts: 93
- Joined: Thu Nov 28, 2002 8:00 am
Some good blunt, honest crits there. I'd like to point out the texture thing is something I quickly (read: lazily) put together in Q4 to see how it looked and to see if I could get the lighting to match up nicely... or at all at this point.
But I suppose O'dium and Tod are both right, it really was and still is a map made for Q3. Not that I'm disappointed really, I don't hold the same passion for Q4 as I do for Q3. However, I guess if I try mapping for Q4 I'll go for something alittle different next time.
Thanks!

But I suppose O'dium and Tod are both right, it really was and still is a map made for Q3. Not that I'm disappointed really, I don't hold the same passion for Q4 as I do for Q3. However, I guess if I try mapping for Q4 I'll go for something alittle different next time.

Thanks!
How are you doing?Todtsteltzer wrote:Hey, I remember this map, but TBH I don't think it's a good idea to start Q4 mapping with a map like this.

This is from a performance test map I created at work to stress the renderer in order to get an idea of how far we could push it in terms of detail. I need to get a shot of the state it was in when I stopped working on it, but I finally gave up when it hit 1,000,000 (one million!) triangles on screen at 80 fps. POWER!!!

We're looking for a builder for our team at Treyarch, which is why I posted this here. If you think you might be interested, check out my thread and contact me.

We're looking for a builder for our team at Treyarch, which is why I posted this here. If you think you might be interested, check out my thread and contact me.
Sometimes I feel like I've been blessed.
I'm doing what I want, so I never rest.
I'm doing what I want, so I never rest.
Update of what is turning out to be a major texture creation project. At first glance this maybe hasnt altered that much...but the quite a lot has. The bricky wall panels are modelled to allow more depth (doesnt really show that here). The pillar/supports have had textures reworked. The brushwork on the ceiling supports as altered, but no other brushes have changed. Its interesting how different textures with normal maps that suit the Q4 lighting system change the look of the whole thing. I still believe I can make the theme work, but we'll see.


Whatever....
-
- Posts: 284
- Joined: Thu Feb 16, 2006 3:48 pm
Same here... looks very familiar.d3mol!t!on wrote:@ unitool: That is crazy power. As for the design, weird though as the look of that area seems familiar to me... is that possible? I'll try and think why.
Did you post a similar screenshot anywhere else, Unitool?
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
-
- Posts: 506
- Joined: Fri Nov 29, 2002 8:00 am
-
- Posts: 284
- Joined: Thu Feb 16, 2006 3:48 pm
I found the topic, and the images are still there:
http://www.hardforum.com/showthread.php?t=1079321
Top one looks quite like unitool's creation.

http://www.hardforum.com/showthread.php?t=1079321
Top one looks quite like unitool's creation.
These kind of people are such attention whoresSo yea, these have been up on the internets for just about 10 minutes now, its being put up on most of the gaming sites right now got them from my inside source who will remain anonymous for now... You only have to wait another hour or so before its all over half the gaming sites though.
