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Posted: Sat Aug 06, 2005 2:28 am
by Hipshot
Somehow, I think that the D3E would fit a Half-Life (1) SP version good.

Posted: Sat Aug 06, 2005 9:08 am
by Lenard
That. Is awesome.

Posted: Sat Aug 06, 2005 9:23 am
by TR!N!X
post some screen shots of dem zombies Kaziganthe? please for me

Posted: Tue Aug 09, 2005 4:26 pm
by seremtan
what i've been up to:

[lvlshot]http://web.onetel.net.uk/~stevenchapman/wol001.jpg[/lvlshot]
[lvlshot]http://web.onetel.net.uk/~stevenchapman/wol002.jpg[/lvlshot]

it's darker than i intended, but i'm going to remake the entire thing from scratch anyway. the scale is all wrong, and my construction technique was far from optimal

Posted: Tue Aug 09, 2005 4:41 pm
by Hipshot
Damn, can't see shit... very dark... I think I'll hafto get back when its dark outside :)

Posted: Tue Aug 09, 2005 5:23 pm
by bork[e]
Fire looks damn nice...actually it all does imo.

Posted: Tue Aug 09, 2005 5:51 pm
by o'dium
Brightness looks just fine to me. :shrug:

Posted: Tue Aug 09, 2005 6:19 pm
by Hipshot
Now i can see, looks good Serem...

Posted: Tue Aug 09, 2005 8:22 pm
by Lenard
Are those fire sprites? How is fire usually done in the HL2 engine? Just very high res sprites? Do they still have 2-d fire?

Posted: Tue Aug 09, 2005 9:21 pm
by Hipshot
High res sprites.

Posted: Tue Aug 09, 2005 9:31 pm
by Zombie13
Haven't really been doing a lot but work on my next D3 SP map

here are some shots:

[lvlshot]http://www.planetdoom.com/zombie/shots/doom3/sp2/wip/shot00003.jpg[/lvlshot]

[lvlshot]http://www.planetdoom.com/zombie/shots/doom3/sp2/wip/shot00006.jpg[/lvlshot]

Z

Posted: Tue Aug 09, 2005 10:21 pm
by Hipshot
Very nice, I really like to watch you peeps making Doom maps, since they are all cooler and better looking than iDs standard maps. I don't think the fog fits the second scene all that much though...

Posted: Tue Aug 09, 2005 10:54 pm
by seremtan
nice work zombie :icon14: i was wondering where you'd got to

Posted: Tue Aug 09, 2005 11:42 pm
by MegaMan44
the textures

[lvlshot]http://www.uni-koblenz.de/~hrehfeld/misc/quake/mega_ruins/shot0044.jpg[/lvlshot]

Posted: Wed Aug 10, 2005 4:15 pm
by Amorak2
have you guys seen any non doom like maps made on the doom engine. or is it only capable of doing dark and freaky looking environments lol

Posted: Wed Aug 10, 2005 4:42 pm
by Lukin
It is capable of doing anything. Take a look at what guys from Doom3World.org made :
[lvlshot]http://doom3.planet-multiplayer.de/5.56FMJ/images/techdemo_scale.jpg[/lvlshot]
[lvlshot]http://doom3.planet-multiplayer.de/5.56FMJ/images/techdemo_006.jpg[/lvlshot]
[lvlshot]http://www.mindplaces.com/darkmod/priest.jpg[/lvlshot]
[lvlshot]http://www.mindplaces.com/darkmod/screen24.jpg[/lvlshot]
[lvlshot]http://www.diduct.com/Portfolio/Leveldesign/Doom3/20000.jpg[/lvlshot]
[lvlshot]http://www.diduct.com/Portfolio/Leveldesign/Doom3/new01.jpg[/lvlshot]

Posted: Wed Aug 10, 2005 6:27 pm
by dAde
Working on first beta version...

Image

Image

Posted: Wed Aug 10, 2005 7:19 pm
by Lenard
Looks good. Reminds me of a certain Fjo cpma tourney that doesn't get played enough. I would suggest adding some more geometric detail to mostly the first shot, though, to make it more interesting.

When is someone going to make a better fire? D3 supports particle emitters, right? q2 did so d3 has to...

Posted: Wed Aug 10, 2005 7:25 pm
by werldhed
Lukin wrote:It is capable of doing anything. Take a look at what guys from Doom3World.org made :
I wish my system could handle D3; I'd like to give it a shot since most of anything I've ever done was modeling real buildings, so the realism factor would be nice to play around with. I'd also like to give HL2 a try for the same reason. Unfortunately, I am too cheap/poor to make an upgrade AND purchase the games. :p

Posted: Wed Aug 10, 2005 9:59 pm
by dAde
Image

Image[/img]

Posted: Wed Aug 10, 2005 11:57 pm
by Lenard
dAde, you know that little inset in your bottom screen where the anti-cross lights are? I think you need more stuff like that. Alot of your map seems to be rectangular corridors or large expanses of one repeating texture. Too much of that can mess with your depth perception. Your detail looks really good but you need more of it. Also, is it just me or does that rail room look huge?

Posted: Thu Aug 11, 2005 8:01 am
by Neotic
[lvlshot]http://www.planetquake.com/bkp/neotic/roll1.jpg[/lvlshot]

[lvlshot]http://www.planetquake.com/bkp/neotic/roll13.jpg[/lvlshot]

Posted: Thu Aug 11, 2005 1:08 pm
by o'dium
While 'serk fixes the bugs and optimizes, I'm still doing this... I've pretty much finished with this hallway apart from a couple of decals i'll place around it. And the doors obviously, are not done. Its taking me forever because i just dont have as much time any more :(

Image

Image

Image

EDIT: That blue light near the pipes is a fan, so it rotates casting shadows on the pipes. The two red lights (One on the ceiling, one on the broken panel) are broke red lights that stutter brightness.

Posted: Thu Aug 11, 2005 3:59 pm
by Kat
Neotic wrote:...roll13.jpg
Looks good Neotic but it's pretty dark.

Posted: Thu Aug 11, 2005 7:48 pm
by Neotic
Kat wrote:
Neotic wrote:...roll13.jpg
Looks good Neotic but it's pretty dark.
Its better in game... but on the rock walls... I believe I'm using some of your textures... they look mega. Nice work yourself!