g0thdm3 - the castle map - beta1

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

g0thdm3 - the castle map - beta1

Post by g0th- »

Finally I have got somewhere with this map. Its taken quite a while but I am very pleased to tell you that it has reached beta stage.
(probably add more text here but I am to tired now)

Download: http://www.g0th.se/files/map_g0thdm3beta1.pk4

pics:

[lvlshot]http://www.g0th.se/pics/g0thdm3/g0thdm3_01.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/g0thdm3/g0thdm3_02.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/g0thdm3/g0thdm3_03.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/g0thdm3/g0thdm3_04.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/g0thdm3/g0thdm3_05.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/g0thdm3/g0thdm3_06.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/g0thdm3/g0thdm3_07.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/g0thdm3/g0thdm3_09.jpg[/lvlshot]
[url]http://www.g0th.se[/url]
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Re: g0thdm3 - the castle map - beta1

Post by pjw »

That looks very cool, architecture-wise, but I'd suggest consolidating your light colors a bit. :)
Green + blue + yellow + purple light (all pretty saturated) is kinda Image all mixed together in one level.

The blue between the bars looks great to me, but (even though purple is my favorite color) the purple looks out of place. Maybe keep the blue and the yellow, and lose the green/purple? Just my $0.02. :)
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: g0thdm3 - the castle map - beta1

Post by g0th- »

I agree that the purple looks out of place. I acually thought off trashing the hole wizard model and the purple lightning with it but decided to keep it in for beta1. I am not really sure what you mean by the green lights? I don't have a single green light in the map but I do get the saturated part (nice smilies btw :) ) I and will look into that for the next beta.

edit: Forgot to say that I am glad you liked the blue parts between the bars
[url]http://www.g0th.se[/url]
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: g0thdm3 - the castle map - beta1

Post by Fjoggs »

2nd shot looks green to me.
Dark Metal
Posts: 5496
Joined: Sun Feb 20, 2000 8:00 am

Re: g0thdm3 - the castle map - beta1

Post by Dark Metal »

Green.
[WYD]
+JuggerNaut+
Posts: 22175
Joined: Sun Oct 14, 2001 7:00 am

Re: g0thdm3 - the castle map - beta1

Post by +JuggerNaut+ »

other than the purple, i love the colors you used. that looks great.
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Re: g0thdm3 - the castle map - beta1

Post by pjw »

g0th- wrote:I am not really sure what you mean by the green lights? I don't have a single green light in the map
Hmmn. The first and second shots? Looks like alternating green-yellow-green-yellow lights to me...?
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: g0thdm3 - the castle map - beta1

Post by g0th- »

I always considered those lights to look yellow acually but I see now when all of you point it out that they do look a bit greenish compared to the other yellow lights in the map. Thanks a lot

+JuggerNaut+: Thanks man
[url]http://www.g0th.se[/url]
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Re: g0thdm3 - the castle map - beta1

Post by GODLIKE »

Yeah, the lighting is definately a little odd. Good lighting adds detail, and the lighting here changes so much, so drastically that it doesn't really work, for me.

Personally, I'd keep the warmer yellow-green lights for the castle-ledge areas, and only use the mystic blue/purple stuff in really particular areas.. Warm lights in an area or doorway make me want to go there, so it's good for advertising a route (or a spawn point, or anything else important).
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: g0thdm3 - the castle map - beta1

Post by g0th- »

Thanks Godlike I keep that in mind.
[url]http://www.g0th.se[/url]
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