Search found 222 matches

by Method
Mon Aug 18, 2008 7:06 am
Forum: ID Tech
Topic: The state of level design
Replies: 14
Views: 3642

Re: The state of level design

Hey guys, phantazm11: Where did you get your information? Haven't posted here in a while and the time I decided to check up on the place saw this thread. Just to clarify, I did NOT finish college. Nor was college of any interest to id when I applied. As far as I know and this is my personal opinion ...
by Method
Fri Feb 22, 2008 3:52 pm
Forum: ID Tech
Topic: Method - Congrats
Replies: 37
Views: 9574

Re: Method - Congrats

Thanks guys. v1l3 : What I meant about Q2 engine is that I made maps for Kingpin, which is based on that engine. You can see my maps here: http://www.methodonline.com/levels.htm Although I believe what got me the job was a recent MP map and design studies I did with textures: http://www.methodonline...
by Method
Thu Feb 21, 2008 10:59 pm
Forum: ID Tech
Topic: Method - Congrats
Replies: 37
Views: 9574

Re: Method - Congrats

scythe: Thanks man, but my stuff is shite compared to the things Seneca (one of our artists) does. It's a great place for me to learn and become better. obsidian: Heh, no pranks really. I knew several people from id prior of joining the team, so I don't feel too new here. It's great because sometim...
by Method
Thu Feb 21, 2008 12:22 am
Forum: ID Tech
Topic: Method - Congrats
Replies: 37
Views: 9574

Re: Method - Congrats

Thanks guys :) Hehe, I tried to keep it on the down low before. Quaker-X is actually on the Rage team. He had much more industry experience than me working at Tryarch (Call of Duty 3) and Human Head (Prey). Although we hang out everyday and do a daily raid to the id snack room.

-Method
by Method
Mon Feb 11, 2008 10:07 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3300923

Re: Screenshots

BJA: Very nice. I believe what makes level good from visual stand point of view are organic shapes and slightly off grid, yet carefully placed objects to break the blockiness.

-Method
by Method
Mon Jan 14, 2008 12:00 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3300923

Re: Screenshots

phantazm11 : You can make better alpha transitions by changing the background of the texture to the decal color. Say if you wanted to "alpha out" green leaves, you would change background to green, so the edge on the decals would match their color. The room is shaping up nicely btw. -Method
by Method
Sat Jan 12, 2008 4:43 am
Forum: ID Tech
Topic: Q4 MP - Yan's Test
Replies: 22
Views: 16324

Re: Q4 MP - Yan's Test

Oh well, there's more than one light to adjust. They have origin pulled the other way to achieve that nice shadow on the other side with orange/yellow light under. If that sentence made any sense.

-Method
by Method
Fri Jan 11, 2008 6:07 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3300923

Re: Screenshots

BJA: Oh, very cool. You know that there are more sites like Opacity out there. Check out the links section on that site.

-Method
by Method
Fri Jan 11, 2008 6:05 pm
Forum: ID Tech
Topic: Q4 MP - Yan's Test
Replies: 22
Views: 16324

Re: Q4 MP - Yan's Test

corsair: What do you mean? I mentioned that it's a modified Raven's skybox in the readme.

-Method
by Method
Fri Jan 11, 2008 12:31 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3300923

Re: Screenshots

Looks A LOT better with higher res floor, BJA. Nice work. Somehow that door upstairs with light comming through windows reminds me of Texas Chainsaw Massacre.

-Method
by Method
Thu Jan 10, 2008 6:46 am
Forum: ID Tech
Topic: Q4 MP - Yan's Test
Replies: 22
Views: 16324

Re: Q4 MP - Yan's Test

obsidian: 10 day test looked like this:

http://www.methodonline.com/temp/yan_test.htm

I took 2 more days after I submitted the map to make moss variation of each texture to give it a unique look.

-Method
by Method
Thu Jan 10, 2008 4:28 am
Forum: ID Tech
Topic: Q4 MP - Yan's Test
Replies: 22
Views: 16324

Re: Q4 MP - Yan's Test

Thanks for the nice comments guys.

-Method
by Method
Wed Jan 09, 2008 1:41 am
Forum: ID Tech
Topic: Q4 MP - Yan's Test
Replies: 22
Views: 16324

Q4 MP - Yan's Test

Hey, This is a design test for a game studio that I did in about a week and a half. Very stressful work given the limited time. Overall I feel like this is the best map I created from gameplay and visual point of view. I included lots of textures inside of the pak file for community use. Read the re...
by Method
Wed Jan 09, 2008 1:31 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3300923

Re: Screenshots

Thanks guys. You can grab the map here:

http://www.quake3world.com/forum/viewto ... 10&t=35333

-Method
by Method
Tue Jan 08, 2008 11:22 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3300923

Re: Screenshots

Final version is almost done. Here are updated shots:

Image

Image

Image

Image

-Method
by Method
Fri Jan 04, 2008 3:40 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3300923

Re: Screenshots

Paste the link in your address bar and refresh: http://www.opacity.us/images/db/3/7/0000000299.jpg wattro : I'm no pro, but if I were to do it in Quake 4. Then I would make floor as a texture with nice bump. Then create a texture for worn paint wall and put bended simple patch meshes with chipped pa...
by Method
Thu Jan 03, 2008 6:03 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3300923

Re: Screenshots

BJA : No problem for the puddle shader, but let me tell you that it's not working properly. Doom 3 engine has problems with mirror paramater that flickers and cubemap effect won't work if the surface is not bumpy. GODLIKE : Thanks man. I'm finished making _moss variation for all the textures in tha...
by Method
Thu Jan 03, 2008 11:44 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3300923

Re: Screenshots

Phantazm11 : Looks promising. You and BJA seem to be using 256 x 256 or less, don't be afraid to go up to 512 x 512. Newer games use 1024 x1024 and 2048 x 2048. Kill one of the lights to break the repetition throughout light fixtures. Add more shadows, to make it look like a haunted hotel more. I p...
by Method
Thu Jan 03, 2008 1:10 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3300923

Re: Screenshots

Thanks guys. Now I feel very confident that I should stick with moss. BJA : You're right those planks don't make much sense, but they're very useful for gameplay and add some visual detail. Good catch with the trim, currently I'm in the process of moss'ifying every texture. Raven : Thanks. I was act...
by Method
Mon Dec 31, 2007 10:03 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3300923

Re: Screenshots

BJA : Nice work man. You can go up to 512 x 512 textures, so use that. The floor looks a bit blurry, but that grass is nice. ---------------------------------------------------------------------- Haven't posted in a while. I've been working more on MP gameplay ideas than textures, but my late textu...
by Method
Thu Nov 01, 2007 3:40 am
Forum: ID Tech
Topic: Tutorial - Making Painted Surface
Replies: 6
Views: 3127

Re: Tutorial - Making Painted Surface

I'm glad you liked it Hipshot, now teach me your sky making technique and skills please :)

-Method
by Method
Sat Oct 27, 2007 11:31 pm
Forum: ID Tech
Topic: Tutorial - Making Painted Surface
Replies: 6
Views: 3127

Re: Tutorial - Making Painted Surface

What technique do you use?

-Method
by Method
Sat Oct 27, 2007 2:55 am
Forum: ID Tech
Topic: Tutorial - Making Painted Surface
Replies: 6
Views: 3127

Tutorial - Making Painted Surface

I have recently figured out how to make a realistic painted surface on non painted surfaces such as wood, metal and concrete. Here is a preview of what we are going to do: http://www.methodonline.com/images/painted_preview.jpg http://www.methodonline.com/painted_tutorial.htm Feedback is welcome, -Me...
by Method
Sat Oct 27, 2007 1:33 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3300923

Re: Screenshots

It was too much talking and not enough screenshots in this thread. I've been quiet lately, but I'm still working on the texture pack and design studies. http://www.methodonline.com/temp/lq_new.jpg I discovered a way to make practically any texture (surface) look painted. I used white, because I cons...
by Method
Wed Sep 12, 2007 8:34 pm
Forum: ID Tech
Topic: Movies - Level Design Inspiration
Replies: 24
Views: 6177

Re: Movies - Level Design Inspiration

Lukin: I see what you mean. Lukin's a ladies man now, I mean what else can be more important than making a map?? On a serious note, I thought you were listing movies that inspired you from environmental point of view. Yannoche: Watched Vidocq last night. It was an ok moive, had a few interesting ar...