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Re: "Hydra" [WIP]

Posted: Sat Apr 11, 2015 11:47 am
by Fjoggs
Why not both? Maybe some of the pools are more contaminated than others. :)
Common "mistake" mappers do is using the same liquid texture/shader for everything in a map. I'm guilty of this as well.

I kinda liked the green water in constrast to the blue teleporter. Maybe the water is more contamined the further down into your level you go. I haven't actually played the layout though, so not sure if it makes sense in that regard. :)

Just my two cents!

Re: "Hydra" [WIP]

Posted: Mon Apr 13, 2015 8:15 pm
by AndyW
New pre-release? :)
I want to know whats going on to this one, it looks soo cool!
Add some :!: signs to it!

Re: "Hydra" [WIP]

Posted: Wed Apr 15, 2015 2:50 am
by AndehX
Yeah I really want to give this map a try. Put a new release up!

Re: "Hydra" [WIP]

Posted: Wed Apr 15, 2015 11:44 am
by CZghost
Agreed with AndehX :up:

Re: "Hydra" [WIP]

Posted: Wed Apr 15, 2015 12:10 pm
by AndehX
Sorry to go off topic for a second here. Just have a quick question for AEon about those tp_industrial textures.
Gave them a try on my map and noticed some textures that appear aligned properly in radiant, are not aligned in game. Do you know why that is?
They're 1024x1024, but ingame, they are being scaled down to 512x512 so everything looks tiny.

Re: "Hydra" [WIP]

Posted: Wed Apr 15, 2015 11:04 pm
by Pat Howard
haha, thanks for the interest, guys :). progress is going a bit slower than planned because i am working on two things at once. tbh, my other project is a lot more exciting right now. still, i am releasing a screenshot of a new area every wednesday to make sure i don't completely lose focus on this.

here's a side room with a cool vista out to some catwalks.

[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/hydra/shot0286.jpg[/lvlshot]

i'm thinking about changing the bouncers to yellow to remove one color from the color scheme.

Re: "Hydra" [WIP]

Posted: Thu Apr 16, 2015 12:45 am
by AndehX
your images are not working Pat

Re: "Hydra" [WIP]

Posted: Thu Apr 16, 2015 2:10 am
by fKd
Looking really cool man, not sure about that bouncer pad shader...

Re: "Hydra" [WIP]

Posted: Thu Apr 16, 2015 2:42 am
by Pat Howard
fKd in the house :up:

Re: "Hydra" [WIP]

Posted: Thu Apr 16, 2015 8:50 am
by AndyW
I love the framed fence! :up:

Re: "Hydra" [WIP]

Posted: Thu Apr 16, 2015 10:17 am
by AndehX
Absolutely outstanding! The detail is top notch! *jealousy* :P

Just a thought... Maybe you could make that floor at the bottom a little more interesting. The texture you've used looks like it would be better suited as trim around the edge of the floor, with a different texture for the floor itself.

Pat: How did you get those tp_industrial textures to work properly? I can't seem to get them to align properly. They look fine in radiant, but ingame, they're scaled down to a quater of their size...

Re: "Hydra" [WIP]

Posted: Sat Apr 18, 2015 11:11 pm
by AndyW
Sorry Pat but i need your help again... :paranoid:
How did you managed it to do the Cables (and the Frame in the last shot) soo thin?
:confused:

Re: "Hydra" [WIP]

Posted: Sun Apr 19, 2015 10:54 pm
by Pat Howard
i'm not sure i know what you're asking, but the cables and fence frames are patch cylinders either 2 or 4 units in diameter. also, by hitting V while the patch is selected you can view its vertices. you can bend a patch 90 degrees by grabbing the vertices on one end and rotating them just like you would rotate a brush. if i'm remembering correctly there used to be a lot of good patch tutorials on dONKEY's site but it seems to be down. PM me if you need any more help, but also search around on the net for lessons because i am sure they are out there.

Re: "Hydra" [WIP]

Posted: Mon Apr 20, 2015 9:36 am
by AndyW
Oh man sorry i got it.. :)
It seems Radiant has a problem displaying very small patch cylinders, but ingame it works.
I made a small pic to explain.
[lvlshot]http://i.imgur.com/Ayo14ip.jpg[/lvlshot]
This is what the 3x3units cylinder looks like in Radiant. I always thougt the patch "crashed" or something...
Problem solved, THX :D

Re: "Hydra" [WIP]

Posted: Tue Jun 16, 2015 6:46 pm
by Pat Howard
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/hydra/shot0416.jpg[/lvlshot]

almost done :)

Re: "Hydra" [WIP]

Posted: Tue Jun 16, 2015 6:55 pm
by CZghost
Mmmm, so sweety pics :)

Re: "Hydra" [WIP]

Posted: Tue Jun 16, 2015 6:59 pm
by AndyW
Jeah... Its alive!!! :)
Looks very cool!

Re: "Hydra" [WIP]

Posted: Wed Jun 17, 2015 1:46 am
by Fjoggs
Your skyline is screaming for some action. I'd add some basic structures up there in various heights and depths, to break it up a bit. It makes maps look so much better. :)

Cool shot though!

Re: "Hydra" [WIP]

Posted: Wed Jun 17, 2015 2:02 am
by Pat Howard
Fjoggs wrote:Your skyline is screaming for some action. I'd add some basic structures up there in various heights and depths, to break it up a bit. It makes maps look so much better.
thanks for the feedback. you're right, i think i pulled the skyline off a lot better in the MH room.

[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/hydra/shot0417.jpg[/lvlshot]

The RA room looks a little better from this angle but could still use a little work. maybe just more height variation.

[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/hydra/shot0418.jpg[/lvlshot]

Re: "Hydra" [WIP]

Posted: Wed Jun 17, 2015 8:14 am
by AEon
Looks rather nice :)

Re: "Hydra" [WIP]

Posted: Wed Jun 17, 2015 11:35 am
by Fjoggs
That looks better, but it still suffers from a lack of depth. By placing everything so close to the edges, I get the impression that there's nothing behind the walls.

Detailing ceilings and "out-of-reach" areas are one of my favourite aspects of mapping, because there's so little detailing needed to achieve so much.

I only have access to paint and a touchpad atm, so bear with me here. :P

[lvlshot]http://i.imgur.com/c1ilODV.jpg[/lvlshot]

My picture shows a terrible representation of what I mean. The red colored and the purple colored boxes are structures, and the black lines are wires. These are just examples of what could be going on, but the important part is that both red structures base are placed behind the edge of the current highpoint of your wall, and the purple structure is even further back. This means that at certain parts of the map, a player might not even see the purple structure, but as he moves higher up, he'll see more and more of it. The detailing up there doesn't have to be complicated at all. The windows you've placed would also change to reflect this, maybe adding LOS to one of the walls of the structures.

Hope this helps. :)

Re: "Hydra" [WIP]

Posted: Wed Jun 17, 2015 5:06 pm
by cityy
Couldn't agree more with what Fjoggs says! A big part of authentic level design is to give the player the feeling that he is in fact not in an enclosed game level but in a tiny fragment of (in this case) a large industrial site. In your screenshot of the MH room, why not convert those giant fans(?) on the left hand site to the main entrance of the facility with a partly opened gate/rollup door/etc and add some geometry in terms of buildings/cranes/ropeways.
Think of creating a feel for what is "inside" and what is "outside"; I think it will improve things a lot again!

Re: "Hydra" [WIP]

Posted: Thu Jun 18, 2015 5:09 pm
by CZghost
I agree both with Fjoggs and cityy, Looking up to the screenshot Fjoggs made, it looks much better and imagining it in real game with real textures, it would be better even more. Also, what cityy said, if you take your map Trespass, there are outside areas that give feeling of much larger area than the player actualy is in.

To the textures - nice choice, using industrial and facility props (and hi-res) textures pushes that old game far far higher than when it was released in 1999. Because making futuristic maps is too mainsteam :olo: Well, no shit. I think making maps looking more natural (in meaning of realworld) makes the map better than overburned by tons of futuristic features. Mixing natural-looking props with futuristic features is imho the best way to make up the map feeling, anyway.

Re: "Hydra" [WIP]

Posted: Sun Jun 21, 2015 9:55 pm
by Pat Howard
quick bump. beta is up.

Re: "Hydra" FFA [BETA]

Posted: Sun Jun 21, 2015 10:21 pm
by AndyW
Looks nice, but some of the yellow trims need some shifting.... Anyway i deleted all my quake stuff so im not able to test it ... But i think it will figure out to be a nice 1