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New Quake 4 map preview

Posted: Wed Jul 04, 2007 8:42 pm
by zZCastleZz
Its still a little rough right now but here it is.
Been working on this for about 2 weeks now and its almost ready to go baring a few issues.

Heres my site:
http://lacedneptune.planetquake.gamespy.com/

I need to fully flesh out the detail on my model props. (Possibly by doing high res models ect. Hope my home machine can handle that lol)

I also think that the level could use at least a few more prop models made for it to make it look more complete.

I also need fix UVs on the terrain. The largest model in the level I made the dumbest mistake by applying a smooth to the geometry.. lol.. ><..
Quads are your friends, Quads are your friends, Quads are your friends.

Ambient Sound pass

And unfortunately I'm considering re-rendering all the textures to be at a lower texel density. Currently the level is going by 4x density.. If I recall that is 16 pixels per game unit. hehe its pretty excessive but the pipeline I am going by me allows me to render out my textures at any resolution fairly quickly.

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Can download high res images here..
http://lacedneptune.planetquake.gamespy ... dm1_HR.zip

Posted: Wed Jul 04, 2007 11:37 pm
by boilingoil
SITE: BOOKMARKED.
Nice.

Posted: Wed Jul 04, 2007 11:44 pm
by pjw
That's looking cool. It's hard to tell just from screenies, but maybe a little monochromatic? Lots of gray there. Maybe some color of some kind mixed in (other than jump pads and such)? Like I said, it's hard to really tell just from screenies. I look forward to a beta. :) I like the RA (I think?) area.

Re: 4x density, am I understanding you correctly that that would make your typical texture size (for, say, a square floor texture) 512 square? Or 1024 square?

The latter is certainly overkill, IMO, and really bloats the download needlessly. I'm using one of Evil Lair's sets for my latest Q4 level (which I should release later today), and I actually opted for the low-res (256) version of the texs after seeing that the difference in-game wasn't really all that dramatic, and realizing that it would cut the d/l size by about 75%.

Posted: Thu Jul 05, 2007 12:46 am
by obsidian
Oooo... pretty. The indoor areas reminds me of old-school Q3 architecture.

From what I can tell, the colours look alright. A bit of green in the center pillar room. A little warmer by that tesla coil thing on the ceiling.

Posted: Thu Jul 05, 2007 6:56 am
by zZCastleZz
Re: 4x density, am I understanding you correctly that that would make your typical texture size (for, say, a square floor texture) 512 square? Or 1024 square?

The latter is certainly overkill, IMO, and really bloats the download needlessly. I'm using one of Evil Lair's sets for my latest Q4 level (which I should release later today), and I actually opted for the low-res (256) version of the texs after seeing that the difference in-game wasn't really all that dramatic, and realizing that it would cut the d/l size by about 75%.
Yes I agree with this.
I'm going to bring the average texture size down to 256 myself.

Currently the average texture is at 512 and the terrain is 1024. its too much even if it does seem to run decently on my machine right now.. It most likely would run better.

My goal with the level is to make something that looks different from anything in quake 4 as it is right now. I am aiming for a cold and clean look to the level that has a very different feel from most of the other levels.
That's looking cool. It's hard to tell just from screenies, but maybe a little monochromatic? Lots of gray there. Maybe some color of some kind mixed in (other than jump pads and such)? Like I said, it's hard to really tell just from screenies. I look forward to a beta. I like the RA (I think?) area.
I think that the color lighting might be a little too subtle for screenshots to pick up on. Its possible I should give it a little more to it. Mostly the color scheme is just cool blue tones offset by warm purple metal beams and texture details and orange lighting from tech lights I have created. One common problem I run into with levels where I do my own art is that I often am a bit too careful with color lighting. Though I am pretty sure this time I got a good balance of color into the level. Maybe not!

Ill try to have a good beta phase for this level none the less.

It will take me some time though since I am also working on my web page too. Also all of the remaining tasks in the level are things I'm not typically good at. Mostly art related things such as getting correct UVs on complex cave pieces and doing high poly models with proper texture projection.

I'm really fast when it comes to make fun maps but I'm a fairly slow artist... if I had an artist working with me on this the level would have been done last week lol..

Posted: Thu Jul 05, 2007 9:11 am
by g0th-
Looks cool, will you be releasing a beta soon?

also you might want to darken the specular map on the terrain a bit I think that would make it look better

Posted: Thu Jul 05, 2007 2:04 pm
by Magnus
Looks really nice man. :icon14:

Anyone remember or play the True Combat Mod? I LOVED that Mod. It would look sooo sweet in the Q4 engine.

Hint, Hint :icon25:

Posted: Sun Jul 08, 2007 10:42 pm
by zZCastleZz
Well I have the level packed up for its beta version.

Might take awhile before I try to upload the level tonight.
But I do have the level up to a point where all that remains is art stuff and nothing else.

Should be maybe later tonight in fact.