Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
nitin77
Posts: 84 Joined: Wed Jul 23, 2008 9:21 am
Post
by nitin77 » Fri Oct 24, 2008 9:51 am
getting it, comments later.
obsidian
Posts: 10970 Joined: Mon Feb 04, 2002 8:00 am
Post
by obsidian » Fri Oct 24, 2008 3:19 pm
The scaffold texture on the curved columns in the last screenshot looks a little stretched. Perhaps add a few more tiles?
[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]
fKd
Posts: 2478 Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:
Post
by fKd » Fri Oct 24, 2008 11:50 pm
na i like it like that.
nitin77
Posts: 84 Joined: Wed Jul 23, 2008 9:21 am
Post
by nitin77 » Sat Oct 25, 2008 2:40 pm
I personally found the scale to be a bit off, on the small side. Looks were nice and clean though and the outdoor area was pretty impressive.
v1l3
Posts: 822 Joined: Wed Apr 02, 2003 8:00 am
Post
by v1l3 » Sun Oct 26, 2008 9:06 am
Very nice map..detailed and original. Pretty impressive..though it's somewhat sluggish in gameplay when you move around in high speeds. Very cool though.
fKd
Posts: 2478 Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:
Post
by fKd » Mon Oct 27, 2008 11:11 pm
thanks for the positive feedback. spent the last weekend looking into what im gonna do for my next map, still have not decided.... hmmmm