Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
rgoer
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Re: Screenshots

Post by rgoer »

^Ghost I really, really hate that lava texture
Pat Howard
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Re: Screenshots

Post by Pat Howard »

Looking interesting, ^Ghost. I'd suggest releasing an alpha to get the layout working before you do too much more work on the aesthetic. Looks like there's a lot of ways this map could go wrong gameplay/performance wise.

The "falling ashes" particle effect is a really awesome idea. :)
sock
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Re: Screenshots

Post by sock »

Fjoggs wrote:Starting to be a bit overkill on screenshots sock :p
Oh really!?! is there a monthly quota? :p Should I not post anything and just go back to lurking? Would anyone come back here if we all lurked? Should I find a new place to hang out for Q3 stuff!?! ;)

It might seem an overkill considering that hardly anyone posts new stuff here anymore but I can't see what the fuss is about. The screenshot is a progress thing, I thought the bookcase style was cool and it certainly adds a nice touch to an empty wall space. The dirty glass was inspired by AEon's comment that he wants to borrow my glass texture for his map. The previous version I was using was an old ID texture, low res and an odd tech style. This version is photosourced from an old sea lamp I saw in the Berlin Aquarium while trying to avoid the cold weather recently. I thought the overall composition of the screenshot was cool and I just wanted to share ...
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AEon
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Re: Screenshots

Post by AEon »

sock,
I think he might have been pulling your leg.

Your shot is cool - I very much love the book case, how lovingly every singly one was placed - and the improved glass was also noted. Can it be that you split the glass in two (at the half height level?) - the lower part being "scratched up" the upper half more clean... thus actually using two glass textures?

Though I still think a thread exclusively dedicated to your SP map would be even better to consolidate all the shots and comments related to the development of your map. But that probably just me, I like it neat and tidy :toothy:
sock
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Re: Screenshots

Post by sock »

@AEon, yeah I understand Fjoggs was pulling my leg but phffff! too many screenshots!?! phffff :p The glass is a single texture, 512x512 using a single stage shader, no lightmap to give it the frosty look. The opacity is alpha layer controller so it looks diffferent from many angles. You can also see the top of the window (top right) has some dirt/frost. You really only notice the dirt when something is behind it to contrast the glass image. I spent ages creating lots of details outside of the windows and luckily it seems to have paid off. I suppose a dedicated thread would have been a good thing but the map started out as an experiment / doodle, I never thought it would develop into a full map.
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^Ghost
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Re: Screenshots

Post by ^Ghost »

Pat Howard wrote:Looking interesting, ^Ghost. I'd suggest releasing an alpha to get the layout working before you do too much more work on the aesthetic. Looks like there's a lot of ways this map could go wrong gameplay/performance wise.

well its a defrag map, if any1 here is decent at defrag and wants to take a shot at it, be my guest. http://www.mediafire.com/?tdznznomxgm
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Anthem
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Re: Screenshots

Post by Anthem »

^Ghost wrote:
Pat Howard wrote:Looking interesting, ^Ghost. I'd suggest releasing an alpha to get the layout working before you do too much more work on the aesthetic. Looks like there's a lot of ways this map could go wrong gameplay/performance wise.

well its a defrag map, if any1 here is decent at defrag and wants to take a shot at it, be my guest. http://www.mediafire.com/?tdznznomxgm
I like the concept, ghost. I recommend first of all adding a lava sound (at least a bubbling sound). I love the ashes falling from the sky and the color of the flowing lava.

When you crouch near (or on) the line that holds the starting entity you stay crouched:

[lvlshot]http://i105.photobucket.com/albums/m231 ... ghost1.jpg[/lvlshot]

Missing texture:

[lvlshot]http://i105.photobucket.com/albums/m231 ... ghost2.jpg[/lvlshot]


Cool map.
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^Ghost
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Re: Screenshots

Post by ^Ghost »

thx for the input man i appreciate it, i added sound fixed missing texture added some minor details, and thinking of changing the black/grey lava to something more suitable..

just curious did u test in vq3 or cpm?
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.:Z:.
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Re: Screenshots

Post by .:Z:. »

:up: nice ! but you can put the "hell_dn sky" on the lava falls, it can be more realistic isn't it :rolleyes:

tested in cpm the start is hard for newbies but its ok for me :D
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^Ghost
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Re: Screenshots

Post by ^Ghost »

1 more thing in teh rocket part, the second gap, can u guys clear that with gettin as much speed... Image

fixed the start as well.
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.:Z:.
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Re: Screenshots

Post by .:Z:. »

sorry i'm a noob with guns :cry: i can't pass i need the gl !!! if you want make the 2nd gap longer and the end lower for a 2xrj
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Anthem
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Re: Screenshots

Post by Anthem »

I tested with cpm. It seemed much easier after the starting strafes (not that they were overly hard). Then again I freestyle about 90% of the time so weapons are what I'm good with.

Looks good, ghost. If you have any other test versions feel free to post them.
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Kaz
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Re: Screenshots

Post by Kaz »

Chugging along, changing layout around to eliminate Swiss Cheese effect and long lines of sight

Sock: :drool:

^Ghost: my OCD tells me you should caulk those unseen faces! The idea of ash falling is a pretty awesome one

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neoplan
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Re: Screenshots

Post by neoplan »

@kaz: Are you going to use lightstyles?
Kaz
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Re: Screenshots

Post by Kaz »

Yeah, I can't wait to get them in there somewhere :)
AEon
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Re: Screenshots

Post by AEon »

Kaz,
getting the floor deco into the map.... nice. Neat round grate "ventilation" on the wall.
^Ghost
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Re: Screenshots

Post by ^Ghost »

@kaz: i thought all useen faces will not be rendered in q3 if its structural
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dONKEY
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Re: Screenshots

Post by dONKEY »

^Ghost, that's true, but some of us are old ;)
Grenader
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Re: Screenshots

Post by Grenader »

Kaz, looks like a mix of hl2 and industrial unreal tourney work :)
^Ghost
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Re: Screenshots

Post by ^Ghost »

heres the final release of my map... http://q3a.ath.cx/?mapdetails=ghost-isweird
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AEon
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Re: Screenshots

Post by AEon »

Hipshot wrote:Tech Noir/Cyberpunk styled...
[lvlshot]http://zfight.com/misc/images/maps/m13/shot0937.jpg[/lvlshot]
This maps done - gameplay vise - tested many, many times. But it might take a while to fix the graphics...
(Ps, I know the "trash texture" on the ground looks very bad, it's also very temporary =))
Looking through old posts... I noted this shot... was that actually made into a map Hipshot... don't recall seeing it in any of your maps.
g0th-
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Re: Screenshots

Post by g0th- »

Some low res work.

[lvlshot]http://www.g0th.se/pics/wind_tower_01.jpg[/lvlshot]
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monaster
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Re: Screenshots

Post by monaster »

@AEon: IIRC hipshot gave up on this one, but implemented it in one of his maps in some other way? (EDIT: Or was it Kaz being inspired by that? Damn my memory leaves me with nothing but confusion recently.)
@g0th-: This looks great! You might want to make the stocks holding the sweeps of your windmill a bit more consistent, they look a little too weak to hold the sweeps on their own in my opinion; I'm not a windmill expert though. ;)
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obsidian
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Re: Screenshots

Post by obsidian »

Nice work with the light translucency of the cloth material so it looks like some of the light passes through.
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Grenader
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Re: Screenshots

Post by Grenader »

@g0th-

That's awesome, especially for that size of uvmap.
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