Page 164 of 295

Re: Screenshots

Posted: Thu Oct 08, 2009 1:34 pm
by sock
@Aeon, this screenshot is a lot brighter so more people can view it, the no. 1 complaint I get from people about my screenshots is, too dark! so this screenshot is designed for people who view computers in bright environments or with natural light sources nearby. The map is darker than this.

Re: Screenshots

Posted: Thu Oct 08, 2009 5:03 pm
by Fjoggs
fKd wrote:is that the source engine?
Looks like quake3, using modifications provided from Urban Terror. Sexy water etc

Re: Screenshots

Posted: Thu Oct 08, 2009 5:36 pm
by rgoer
damn it Fjoggs I saw you were the latest post and I got excited to see something cool from you

Re: Screenshots

Posted: Thu Oct 08, 2009 6:26 pm
by Fjoggs
:(

Re: Screenshots

Posted: Thu Oct 08, 2009 9:56 pm
by $NulL
Fjoggs wrote:
fKd wrote:is that the source engine?
Looks like quake3, using modifications provided from Urban Terror. Sexy water etc
Bingo! Its a fully backwards compatible engine upgrade. So the map still looks pretty similar under quake3's renderer.

Re: Screenshots

Posted: Thu Oct 08, 2009 11:51 pm
by monaster
Nice one, $Null! :ducky: How long did it take you to create that mod?

Re: Screenshots

Posted: Thu Oct 08, 2009 11:52 pm
by monaster
Just a bunch of some screenshots of all the maps I'm currently working on to contribute more pics to this thread:
Texture work is by no mean completed, be warned. Some maps are already halfway done, others might be on their way to a 1% completion.
All screenshots I'll be posting in the near future will be "collected" in this thread ( :q3: Monaster's Maps). Hope this goes ok? :ninja:

???Map:

Clearly the main hall really isn't the only room accessible yet. I already got the whole building there's just some room specific detail left to be done:

4 more screenshots of my "guess what it is based on"-map. Anyone actually has an idea yet?

level overview:
yet again, the main hall, textured a bit differently (and yet again, not finally!):

nice fake-3D-effect after a vertex compile test:

2ndTest:

Babylon:

Castle:

@obsidian: I'll soon be sending you the stone texture!

City:

Textured/Untextured version with player model:

Quick test compile with light (looks better on darker monitors):

Stupid light test:

I LOVE that one :drool: :

As you can see there's much more space for my city to grow (theoretically):

Ultra:

The very first map I've ever done (doesn't look a single second like it, but it's highly tactical gameplay-wise)

Drissy:

(This one is very experimental, be warned! >:D ):


MOD EDIT: I'm sorry if I removed all the images (they are linked in the aforementioned thread), but at 1600x1200 and with a few dozen screenshots, I really got tired of reloading every single one of these every time I try to read this page. Even on a high-speed connection, the amount of pictures being cached was annoying as was watching the page jump around when I'm trying to read something at the bottom of the page and the pictures STILL haven't finished loading.

Please refrain from posting very large images, either link them or resize them. Much obliged.

-Obsidian



EDIT: I put the city screenshots together to an all-in-one picture and a small collection, so that people won't have to wait for dozens of screenshots sized 1600x1200. The single shots are still to be loaded (with some traffic) in the thread mentioned above.

[lvlshot]http://resiyoyoyo.bplaced.com/pics_pub/Q3A_own/city_scrncoll_1_1.jpg[/lvlshot]

[lvlshot]http://resiyoyoyo.bplaced.com/pics_pub/Q3A_own/city_scrncoll_1_2.jpg[/lvlshot]

[lvlshot]http://resiyoyoyo.bplaced.com/pics_pub/Q3A_own/city_scrncoll_1_3.jpg[/lvlshot]

[lvlshot]http://resiyoyoyo.bplaced.com/pics_pub/Q3A_own/city_scrncoll_1_4.jpg[/lvlshot]

[lvlshot]http://resiyoyoyo.bplaced.com/pics_pub/Q3A_own/city_013-028_allinone.png[/lvlshot]

Re: Screenshots

Posted: Fri Oct 09, 2009 3:20 am
by urgrund777
holy fuck that rocket level is awesome

Re: Screenshots

Posted: Fri Oct 09, 2009 12:03 pm
by o'dium
Heres an update of OverDose's version of Fuel Dump:

Image

Re: Screenshots

Posted: Fri Oct 09, 2009 1:55 pm
by jal_
Pic looks greart, for real. One question arises, tho. I thought you were remaking some ET custom maps, but this indicates you are also remaking some of the original maps. May I ask which ones? And, can't this end up being a intellectual property problem?

Re: Screenshots

Posted: Fri Oct 09, 2009 2:13 pm
by MKJ
is the terrain WIP still?

Re: Screenshots

Posted: Fri Oct 09, 2009 3:13 pm
by o'dium
jal_ wrote:Pic looks greart, for real. One question arises, tho. I thought you were remaking some ET custom maps, but this indicates you are also remaking some of the original maps. May I ask which ones? And, can't this end up being a intellectual property problem?
Its based off the original map, and its not called Fuel Dump, but also seeing as OD is a free game, I dont see any issues.

MKJ The terrain is final, apart from adding extra details like the road and rocks etc

Re: Screenshots

Posted: Fri Oct 09, 2009 3:37 pm
by ^misantropia^
Being free doesn't mean copyright doesn't apply to you. But you are probably in the clear here (though IANAL).

Re: Screenshots

Posted: Sat Oct 10, 2009 8:46 am
by f0qu4k3
Aye, free as in piracy Aye, me parrot concurs.

Re: Screenshots

Posted: Sat Oct 10, 2009 9:07 am
by jal_
Well, OD is free, but it's an ambitious project too. I mean, a map remake when made by a custom mapper is generally ignored by game companies cause trying to stop it causes more troubles than letting it be. That balance may come out different if OverDose is succesful.

Re: Screenshots

Posted: Mon Oct 12, 2009 8:18 pm
by sock
A new art direction with a different texture set ...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1db1l_1024.jpg[/lvlshot]

@monaster, don't you have your own thread already with all those screenshots!?! :miffed:

Re: Screenshots

Posted: Mon Oct 12, 2009 8:25 pm
by obsidian
Perhaps weather the wood a bit... looks too clean and new. I'm digging the new stone, though.

Re: Screenshots

Posted: Mon Oct 12, 2009 9:15 pm
by rgoer
sock that is looking more and more awesome every time

Re: Screenshots

Posted: Mon Oct 12, 2009 11:33 pm
by fKd
hmmm im not sure i agree rgoer, the early shots where like woah! thats amazing... now it seems to be getting a lil meh. i think the reason is the to begin with he was talking about making unique shapes and structures out of wood, it was an interesting concept and was being done to an amazing level of style. this new stuff is starting to look generic (no offense sock)
i see hes pulled his old shots down so i cant show ya what im talking about. but yeah.

Re: Screenshots

Posted: Mon Oct 12, 2009 11:35 pm
by rgoer
I dunno, I think his recent shots look more polished and refined

Re: Screenshots

Posted: Tue Oct 13, 2009 1:23 am
by Pat Howard
I agree that this shot isn't as amazing as the other ones but I think it's simply the new wood texture that's throwing me off. It looks like something I'd see in a ski lodge rather than a castle. While I like the texture I think it should be changed. It just doesn't fit for this map.

Re: Screenshots

Posted: Tue Oct 13, 2009 1:28 am
by obsidian
Much of the wood is still there. Sock never posted a screenshot of this particular hallway here before, but he actually has MORE wood here now than it did before.

BTW Sock, try running the first part of the map with "r_clear 1", I'm pretty sure there's something wrong with the skybox popping in and out of view.

I also liked the alternating colours on the steps before, though the new stone looks better. Perhaps create a darker variation of that new stone and alternate between textures with each step.

Re: Screenshots

Posted: Tue Oct 13, 2009 1:19 pm
by sock
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1db3l_1024.jpg[/lvlshot]

A quick muck around in Terragen, trying out different clouds layers. I know it is not like a photo sourced cloudsky but it does have a nice feeling about it.

@Obs, I was trying to avoid the obvious alternate step colours, but a light/dark version works good. I want to try and keep the stone more neutral to give the map a brighter feel, sort of fed up with dark and gloomy, annoying for gameplay and screenshots. The problem with r_clear+personal teleporter is strange, I noticed it a long time ago. The personal teleporter was used for 2 secret areas, but they have changed as you can escape normally, probably switch personal teleporter for a shotgun instead.

@fkd, this is a very low key area, the architectural shapes are subtle and more about mirrored balance. The crazy wood rooms are later, this is just the second room and is meant to be bright, like a viewing deck.

@pat, I thought that wood was the best texture I made from my recent photo source stuff, very good original image. I can see what you mean by the freshness of the wood, but this art set is suppose to take the map in a different direction. There will be two sets, one using ID (dark, brown, extra brown) and this one, lighter, more mountain air like.

Re: Screenshots

Posted: Tue Oct 13, 2009 10:49 pm
by jal_
@sock: I love the light level on these last screenshots. I know they are tweaked in photoshop cause of the darkness of q3 screenshotting, but, I just mean, I'm hoping the map ingame looks just like that.

Re: Screenshots

Posted: Fri Oct 16, 2009 2:49 pm
by sock
@Jal, the latest screenshots have very little photoshop changes to them, the actual screenshots produced by Q3 are very close to these. The map use to be very dark (laptop+cave did not help) but it is alot brighter nowadays.

Still working away on replacing all the ID textures I used with double density versions, got a couple of before and after shots showing the difference. URL links because the images are very big in file size.

http://www.simonoc.com/images/design/ma ... mpare1.jpg
http://www.simonoc.com/images/design/ma ... mpare2.jpg