Page 49 of 295
Posted: Fri Apr 28, 2006 1:18 pm
by a13n
@Foo
Though I don't know they can be called release, in the past I posted my maps @ map-center.
Posted: Fri Apr 28, 2006 1:26 pm
by Foo
Just seems a shame to put all that effort in and then never follow through by publishing them widely, is all.
It'd be a bit like painting a masterpiece then leaving it in your garage.
Posted: Fri Apr 28, 2006 1:31 pm
by Fjoggs
Foo wrote:Just seems a shame to put all that effort in and then never follow through by publishing them widely, is all.
It'd be a bit like painting a masterpiece then leaving it in your garage.
My garage is full already

Posted: Fri Apr 28, 2006 1:33 pm
by Foo
I was thinking about uploading all my snippets of level somewhere and letting anyone do as they please.. after all, they're of little benefit to me.
Posted: Fri Apr 28, 2006 1:51 pm
by Oeloe
Upload at roughrider's perhaps?
Posted: Fri Apr 28, 2006 1:53 pm
by Foo
wanted to find a way of doing it elegantly, so I didn't end up just splattering a load of half-finished garbage into the mix with everyone elses polished work

Posted: Mon May 01, 2006 8:27 pm
by tequila!
Some fun with patches for Q4
[lvlshot]http://www.tequilasplace.com/temp/q407.jpg[/lvlshot]
[lvlshot]http://www.tequilasplace.com/temp/q408.jpg[/lvlshot]
[lvlshot]http://www.tequilasplace.com/temp/q409.jpg[/lvlshot]
Posted: Mon May 01, 2006 10:41 pm
by cha0s
w00t!
looks ... interesting. SP?
Posted: Mon May 01, 2006 10:52 pm
by tequila!
Not exactly sure yet what it will be aside from very, very heavy on the triangles.
Maybe make a small SP mission out of it.
Edit: Took a look around and got some nice single player ideas... thanks for the nudge, although now I'll have to seal this freaking thing, for which I may never forgive you.

Posted: Tue May 02, 2006 6:56 pm
by o'dium
Looking a bit bland, trying to get it more interesting looking, any ideas?
[lvlshot]http://www.quake2evolved.com/odium/overdose1.jpg[/lvlshot]
(So far, 100% custom textures, but i just cant put my finger on whats missing... Its using the our Q2E engine, with a modified Quake 3 map format supporting terrain and all sorts, plus its PPL as you know)
Posted: Tue May 02, 2006 7:16 pm
by MegaMan44
sand,
vegetation / grass (yes even in deserts there is

),
small stones,
actual damage on the buildings.
more complicated architecture.
Posted: Tue May 02, 2006 7:19 pm
by o'dium
No, not the terrain, we have a full foliage system working i just haven't even bothered with the actual terrain atm. Im asking for ideas on the main building in the middle

Posted: Tue May 02, 2006 7:29 pm
by Guest
A ladder? It's kind of hard to suggest when you give us one side of a building out of context.
Posted: Tue May 02, 2006 7:37 pm
by o'dium
Ladder, door and window are on the other side
Theres just something that feels off about that shot, thats all.
Posted: Tue May 02, 2006 8:11 pm
by tequila!
Something like this maybe? Small lights under the parapet edge, and some recesses in the wall below (same material as the wall). Recesses are always good for making a flat surface appear thicker and weightier.
[lvlshot]http://www.tequilasplace.com/temp/overdose1.jpg[/lvlshot]
It is nice as is though, you may want to leave it alone until more of the surroundings are in.
Posted: Tue May 02, 2006 8:15 pm
by o'dium
I had thought about lighting, i think that will add a lot to it.
Posted: Tue May 02, 2006 9:04 pm
by Kaz
I would break those pipes into two sections, the top with a symbol on it, and a bottom with just plain piping.
Posted: Tue May 02, 2006 11:25 pm
by wviperw
Also, all the colors are very brown/beige/blah (other than the pipes). At the very least, make the main wall texture of the building more distinguishable from the terrain.
Posted: Tue May 02, 2006 11:26 pm
by o'dium
I said ignore the terrain (think it was here?), because i haven't even begun working on it. The terrail will be full of folaige and trees, grass, rock etc...
Posted: Tue May 02, 2006 11:29 pm
by MegaMan44
MegaMan44 wrote:sand,
vegetation / grass (yes even in deserts there is

),
small stones,
actual damage on the buildings.
more complicated architecture.
not… talking… about … terrain…
Posted: Wed May 03, 2006 9:08 am
by Myth
Looks excellent tequila, can't wait to play that one.
Posted: Wed May 03, 2006 3:10 pm
by rgoer
ah, that's looking very swell tequila! glad to see you're doing well
Posted: Wed May 03, 2006 5:29 pm
by Silicone_Milk
lookin' good tequila!
Posted: Thu May 04, 2006 6:38 pm
by corsair
tequila!: very neat looking - however the way you've bent the pipes looks very awkward, as do their diameter given the space they are given 'to be around in'
o'dium: what I think mostly lacks is variation in light intensity; perhaps a good sunlight would do the trick - the geometry is fine if you'd ask me. What I like least about its decoration is not that it could use something extra, but the symetrical placement of the circular exchaust grates. (or perhaps the placement of it anyway).
tequila's recommendation with the lights is a fine one, but is perhaps a too symetrical one - I'd place a light like a streetlantern of some sort, on either one of the two sides close (but not too close) to a corner.
though when adding lights, the overall brightness of the map wouldnt explain why they're on - so perhaps lower the ambient light intensity?
edit: oh, forgot to write this out; on the pipes, you have a decal'ish element on it that faces directly forward, and both of the pipes have their texture placed exactly the same - change both horizontal and vertical shift I'd say
Just a few thoughts to do or don't do something with :]
Posted: Thu May 04, 2006 7:32 pm
by Silicone_Milk
Interesting thoughts Corsair. Didn't even notice the symetrical look until you mentioned it. I think you may have something there =)