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Re: Screenshots

Posted: Wed Nov 05, 2014 4:39 pm
by sst13
All the talking about fonts... :rolleyes:
Now adding some serif styled supports, to break up the "generated" look a little bit. :D

[lvlshot]http://sst13.de/wip/head27.jpg[/lvlshot]

[lvlshot]http://sst13.de/wip/head28.jpg[/lvlshot]

Re: Screenshots

Posted: Wed Nov 05, 2014 4:50 pm
by CZghost
Wow, that's really cool :) Oh, can you please me tell, how did you make custom assets in Hypercube to appear only in this map? Does worldspawn have any special keys to do that job or is it just naming convencials? And is it possible to do this also for sounds?

Re: Screenshots

Posted: Wed Nov 05, 2014 6:15 pm
by themuffinman
If that's supposed to be a head then why not add some brain matter textures in the upper parts of the map, like this one:

http://thumbs.dreamstime.com/z/brain-te ... 168692.jpg

And if the level is a head then there should be an outside area at the front of it (the mouth as a door?) so players can see that...

Re: Screenshots

Posted: Thu Nov 06, 2014 12:02 am
by D-Meat
sst13 wrote:Now adding some serif styled supports, to break up the "generated" look a little bit. :D
Hehe Serifs are neat, and as a result, your architecture looks neat :)

Damn, I can't stop thinking about NaissanceE.

Re: Screenshots

Posted: Fri Nov 07, 2014 3:45 pm
by sst13
@CZghost: There's a shader remap function in Q3.

http://robotrenegade.com/q3map2/docs/sh ... ities.html
http://www.simonoc.com/pages/articles/trigshaders1.htm

For example my cloud rocket explosion:

Code: Select all

classname		trigger_always
spawnflags		1
targetShaderName	rocketExplosion
targetShaderNewName	textures/13cube/_rocketexplosion
For sounds you can only use a small hack to silence func_door or func_button entities. Then attach a new sound with a target_speaker.
I've done this in 13hive with the pillar lift. A sample map can be found here: http://sst13.de/dev/noiseless-button.zip


@themuffinman: Inside the head it's more like a metaphoric environment. So there's no brain. :D
The idea to make the mouth or nose a doorway is nice! But the map is only located in the upper part of the head. The way to the mouth and outside would be too long.

Image

I think I make the outside area some kind of secret. Or visible in intermission screen and spectator.

Re: Screenshots

Posted: Fri Nov 07, 2014 5:11 pm
by CZghost
sst13 wrote:There's a shader remap function in Q3.

For sounds you can only use a small hack to silence func_door or func_button entities. Then attach a new sound with a target_speaker.
I've done this in 13hive with the pillar lift. A sample map can be found here: http://sst13.de/dev/noiseless-button.zip
Wow, now I understand :) I though that shader remmaping can be used only for textures bringed to the map, not every shader used. That's incredible, will try experiments :) So the noiseless button/door/plat is made off separated brushes in separated spaces, but in identical entity so the noise will appear outside of the map, right? Good one :)

As for the head, it might be considered spectator easter egg? :) Please, make it also for players, maybe some hidden teleport that sends player to some kind of floating platform in outside area and face teleexit to the head's face :) Also make an exit from the platform back to the map so I will be able to continue in playing :)

Re: Screenshots

Posted: Sat Nov 08, 2014 5:12 pm
by CZghost
Oh when do you plan to release hour head, sst? :) It looks so nice my fingers are shaking to play the map :)

Re: Screenshots

Posted: Fri Nov 21, 2014 8:48 pm
by Pat Howard
WIP screen for my mapcore competition map.

[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/b4/post-31712-0-35344800-1416450373.jpg[/lvlshot]

more info here

Re: Screenshots

Posted: Sat Nov 22, 2014 5:11 am
by Theftbot
might have to source other textures-I dont think e8 is QL friendly!

Re: Screenshots

Posted: Sat Nov 22, 2014 3:11 pm
by Pat Howard
thx for the heads up. the competition does not require the map be compatible for quake live though. i would like it to be compatible if id decides to pick it up, but the competition is too far along to worry about that now.

how do you know which textures can be used? i'm assuming it's an issue of licensing, right?

Re: Screenshots

Posted: Mon Nov 24, 2014 3:03 am
by Pat Howard
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/b4/shot0153.jpg[/lvlshot]

Re: Screenshots

Posted: Sun Nov 30, 2014 5:47 am
by phantazm11
Quick screenshot of my map for the Mapcore Quake 3 level design contest, which is wrapping up on the 3rd:

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3dm6_1_zpsc772bf5f.jpg[/lvlshot]

Re: Screenshots

Posted: Sun Nov 30, 2014 9:40 am
by KittenIgnition
Daaaamn phant that's quite a screenshot!

Re: Screenshots

Posted: Sun Nov 30, 2014 12:54 pm
by seremtan
Image

sad geometry is sad

Re: Screenshots

Posted: Sun Nov 30, 2014 2:14 pm
by CZghost
:olo:

Re: Screenshots

Posted: Sun Nov 30, 2014 4:57 pm
by phantazm11
Haha :)

You know I'm going to have to change that now, don't you??? ;)

And, thanks KittenIgnition!

Re: Screenshots

Posted: Thu Dec 04, 2014 7:41 am
by Hipshot
My new venture after hammerwatch

[lvlshot]http://zfight.com/misc/images/game.png[/lvlshot]

Re: Screenshots

Posted: Thu Dec 04, 2014 9:11 am
by Theftbot
lol q1 powerup

Re: Screenshots

Posted: Thu Dec 04, 2014 11:27 pm
by cityy
Can't wait to get my hands on that Hipshot. :D

My long time burden Ragnarok got released on QuakeLive yesterday. If you have a free minute check it out! :)

[lvlshot]https://dl.dropboxusercontent.com/u/15072710/Game%20Design/QL/ragnarok/shots/31.jpg[/lvlshot]

Re: Screenshots

Posted: Fri Dec 05, 2014 3:27 am
by phantazm11
cityy wrote:My long time burden Ragnarok got released on QuakeLive yesterday. If you have a free minute check it out! :)
Amazing work cityy. Love that architecture! Speaking of burdens, I have this one map of ours...I think you will like the direction I'm taking it...like nothing really ever seen in Quake before...

------------------------------
Hipshot:

[lvlshot]http://procrasti-nation.eu/wp-content/uploads/Shut-up-and-take-my-money.jpg[/lvlshot]

Re: Screenshots

Posted: Fri Dec 05, 2014 4:41 am
by obsidian
Are those wagon wheels finally round? Square wheels don't work quite as well, I'm told.

Re: Screenshots

Posted: Fri Dec 05, 2014 8:20 am
by cityy
Phantazm11 wrote:Speaking of burdens, I have this one map of ours...I think you will like the direction I'm taking it...like nothing really ever seen in Quake before...
:D :D Can't wait to see what you are coming up with!
Obsidian wrote:Are those wagon wheels finally round? Square wheels don't work quite as well, I'm told.
Yes, they should be!!!

Re: Screenshots

Posted: Fri Dec 05, 2014 8:44 am
by Hipshot
I took a look at the level Cit, look good a solid release, I'm also gonna see if I can play it this lunch.

However, the wagon wheels might be round, but that's not even close to a perfect circle =) That must be one hell of a bumpy ride.

Re: Screenshots

Posted: Sat Dec 06, 2014 3:30 am
by phantazm11
A few more screenshots from my latest map, Geotechnic (for the Mapcore Quake 3 Anniversary contest):

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3dm6_3_zps5c2ce234.jpg[/lvlshot]

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3dm6_4_zps66a498f2.jpg[/lvlshot]

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3dm6_6_zps6ec26519.jpg[/lvlshot]

Re: Screenshots

Posted: Sat Dec 06, 2014 8:38 am
by AEon
That looks rather neat. Love the rounded pit in the first shot, and the rounded off roof of the second shot. Really nice designs.