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The hell good boy
The hell good boy
Joined: 22 Jun 2011
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PostPosted: 11-10-2015 10:17 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I think it is screenshot from developed version, which is not released yet :) There is still 1.6.4 as latest release on icullus websites...



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
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PostPosted: 11-10-2015 03:34 PM           Profile Send private message  E-mail  Edit post Reply with quote


It's an early development build. If you join the IRC channel or mailing list, the link is posted. Experimental, probably not very stable.



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visual prowess
visual prowess
Joined: 30 Jul 2004
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PostPosted: 11-12-2015 06:05 PM           Profile Send private message  E-mail  Edit post Reply with quote


Show me your moves!




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Last edited by Bacon on 11-13-2015 08:53 PM, edited 1 time in total.

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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 11-12-2015 09:25 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Falcon PUNCH!!

Awesome :D




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The Afflicted
The Afflicted
Joined: 11 Mar 2015
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PostPosted: 11-13-2015 01:10 PM           Profile Send private message  E-mail  Edit post Reply with quote


The Cap, thats great man! :up:



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Veteran
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PostPosted: 11-16-2015 04:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hello again!
Let me introduce to you my upcoming map :

Focused on :
-map size (small)
-performance (no lagg)
-Trying to show something new or different

It will be an "O" shaped CTF map

Average r_speeds with actually no VIS compiled and rendered over 12k+ brushes

What do you guys think about my map?
Do you like the theme?



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Cool #9
Cool #9
Joined: 01 Dec 2000
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PostPosted: 11-16-2015 05:10 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Oh that certainly looks great. Really fresh and original for a q3 map.
However, how does it play? I can only imagine it's very hard to navigate.




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Boink!
Boink!
Joined: 19 Apr 2003
Posts: 4493
PostPosted: 11-16-2015 05:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


Martinus,
Absolutely amazing map... one of the cases where you ask yourself "so what's the big problem"... well... most folks simply will never be able to pull it off properly. Great design. It's nicely done... and clean. Textures look good and fit the setting.




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Veteran
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PostPosted: 11-16-2015 05:54 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thank you guys It means a lot to me.

Eraser:
The navigation will be not that complicated as it looks like (mostly because the map is extremly small).
I have to test it a lot with bots and stuffs.

AEon:
Good to read your words, really motivates me. :)



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Boink!
Boink!
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PostPosted: 11-16-2015 06:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


Martinus,
when I first saw those screenshots, it was actually something I would have expected to see in Reflex. There textures do not exist, so you put colours on meshes... and this map with all the brushwork would look great in that game as well.

Oh, and fear not... there is a working Q3A to Reflex .map converter. So you would not need to redo the brushwork. Just a thought :)

Update: Looking at the watermill... you might like to cut into the stone wall behind it, put up a water-carrying wooden "trough" (cannot presently think of the proper term) that splashes water on the water wheel and makes it turn. Since a lake with will not really turn a water wheel.




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Veteran
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PostPosted: 11-18-2015 09:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


First, I wanna know it's good on performance and gameplay in Quake 3.
Then we can talk about map converting... and I need to know more about Reflex.

I found those "untextured" meshes.
The water is flow, and the millwheel is rotating very slowly (both).
There is a water drain (sewer) under the water and the wheel like the screenshots other side.

Bots plays pretty well (they not stuck, or falling mindless into the water, they climb stairs, etc...). So if they can navigate, then it would be no problem for a player. :olo:
Rare moments in Quake 3 when you see a bot doing rocket jumps . :)



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Trainee
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Joined: 30 Jan 2009
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PostPosted: 11-18-2015 01:19 PM           Profile Send private message  E-mail  Edit post Reply with quote


Latest WIP from Doom 3: Phobos

When you still have areas to build, and you played SOMA ;)



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Last edited by AEon on 11-18-2015 02:06 PM, edited 1 time in total.Reason: lvlshot'ted the image.

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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
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PostPosted: 11-18-2015 02:46 PM           Profile Send private message  E-mail  Edit post Reply with quote


Man, do you guys have a release date yet? It seems to be inching closer and closer to completion and getting better looking over time. Can't wait to play this!



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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
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PostPosted: 11-19-2015 06:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


Martinus wrote:
Hello again!
Let me introduce to you my upcoming map :
IMG
Focused on :
-map size (small)
-performance (no lagg)
-Trying to show something new or different

It will be an "O" shaped CTF map
IMG
Average r_speeds with actually no VIS compiled and rendered over 12k+ brushes

What do you guys think about my map?
Do you like the theme?


This is a great geometric base. I think the lighting would profit greatly from a little bit of contrast created by a tweaked sky shader and some ambient occlusion added through q3map2.



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The Afflicted
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PostPosted: 11-20-2015 05:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


@Martinus: Thats looking really nice that far, good job! Maybe try some other BRICK Textures for parts of the whole scene.
But i think you will do this when polishing up this one.
EDIT: OOPS... For a CTF map the texturing is good

@geX: mind-blowing! :eek:



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Last edited by AndyW on 11-20-2015 09:38 AM, edited 1 time in total.

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Veteran
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PostPosted: 11-20-2015 09:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


Good stuff !

Martinus : Very interesting setting, I love seeing refreshing styles coming to q3a ! I would advice you to try to more color-map the team owned areas ! In your shots, even with the lightmap colored zones, everything looks a bit flat :)

1 (hardcore) : make more specific team-based architecture (=shapes)
2 (just light adjustments) make the sky light less powerful and build upon contrasts to make the scene look interesting :)

phobos I WANT TO PLAY THIS



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Veteran
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PostPosted: 11-21-2015 08:20 AM           Profile Send private message  E-mail  Edit post Reply with quote


I changed (and also fixed) the sky, thanks for the tip.
But...
I don't know how to make it more team "specific", because I planned it with less team color (thats how I want it)
But if you have another good tip for me, I'm open for any good ideas. :up:

U.I.:
The map is almost ready for testing.



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Cool #9
Cool #9
Joined: 01 Dec 2000
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PostPosted: 11-23-2015 01:43 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Martinus wrote:
But if you have another good tip for me, I'm open for any good ideas. :up:


put some red/blue banners or flags up at the buildings?




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Insane Quaker
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Joined: 15 Feb 2010
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PostPosted: 11-23-2015 06:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


Martinus wrote:
But if you have another good tip for me, I'm open for any good ideas. :up:


How about a little bit colored ambiente light?
You can simply use 2 different sky shader with the same properties except for the "lightimage" and "editorimage".

I've done this in "Circle Of Death":


The resulting sky light:


Example shader code:
Code:
textures/13circle/sky_red
{
   qer_editorimage textures/skies/killsky_1.tga
   q3map_lightimage textures/13circle/beam_red.tga
   surfaceparm noimpact
   surfaceparm nolightmap
   surfaceparm nomarks
   q3map_lightsubdivide 512
   q3map_surfacelight 100
   q3map_sun 1 0.9 0.6 10 0 90
   skyParms - 512 -
   {
      map textures/skies/dimclouds.tga
      tcMod scroll 0.05 0
      tcMod scale 2 2
   }
}

textures/13circle/sky_blue
{
   qer_editorimage textures/skies/topclouds.tga
   q3map_lightimage textures/13circle/beam_blue.tga
   surfaceparm noimpact
   surfaceparm nolightmap
   surfaceparm nomarks
   q3map_lightsubdivide 512
   q3map_surfacelight 100
   q3map_sun 1 0.9 0.6 10 0 90
   skyParms - 512 -
   {
      map textures/skies/dimclouds.tga
      tcMod scroll 0.05 0
      tcMod scale 2 2
   }
}


You can also colorize the roof tiles too.



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Veteran
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PostPosted: 11-23-2015 08:25 AM           Profile Send private message  E-mail  Edit post Reply with quote


Well, sst13 your map has 2 alike (mirrored) bases. My map has different "bases". That's the problem (hard to implement that, and I don't think that's a good idea for my map).

I added a couple banners to the buildings (as how Eraser suggested to me), but I think it's a bit ruins the looking of the map.



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Insane Quaker
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Joined: 15 Feb 2010
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PostPosted: 11-25-2015 06:42 AM           Profile Send private message  E-mail  Edit post Reply with quote


Martinus wrote:
Well, sst13 your map has 2 alike (mirrored) bases. My map has different "bases". That's the problem (hard to implement that, and I don't think that's a good idea for my map).

You can simply adjust the sky-brushes to fit your bases. You don't need a straight line between the 2 skies.


On topic :cool:
I started to made this "q3dm6 in matrix look" 3 years ago for the purpose of a Q3 movie project.











It's just a complete retexturing with a little bit cel shading, except for the items.

I'm going to release 2 versions:
1. for the players: to install as a new map. (beta version will be available soon) :)
2. for moviemakers: to replace temporary the original q3dm6 + pro-q3dm6 for demo playback.



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
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PostPosted: 11-25-2015 10:19 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Hey dude, it looks amazing :up: I'm looking forward it :)



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The Afflicted
The Afflicted
Joined: 11 Mar 2015
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PostPosted: 11-25-2015 11:24 AM           Profile Send private message  E-mail  Edit post Reply with quote


@sst13: That looks so sick man!!! Very cool :eek:
Are the textures all animated ones?? :alert:

EDIT:
sst13 wrote:
@AndyW: Yes everything is animated.

WOOHAAAAA!!! :ducky:



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Last edited by AndyW on 11-25-2015 12:15 PM, edited 1 time in total.

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Insane Quaker
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PostPosted: 11-25-2015 11:50 AM           Profile Send private message  E-mail  Edit post Reply with quote


@AndyW: Yes everything is animated.



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
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PostPosted: 11-25-2015 01:14 PM           Profile Send private message  E-mail  Edit post Reply with quote


Wow... never seen anything like that.



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surfaceparm nomarks
surfaceparm nomarks
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PostPosted: 11-25-2015 02:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


Super cool sst13!

Edit: I'd love a gif animation!



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Recruit
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PostPosted: 12-01-2015 01:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hey sst13! habe die map erst gestern auf youtube per zufall gefunden!
https://www.youtube.com/watch?v=BfMu8OqIMhA
erkenne erst jetzt, dass das schon in den credits stand, dass sie von dir ist!

------
i accidently found this map on youtube yesterday and i see today in the description, that is made by you.
btw: well done! i was also focusing on creating q3dm17 in this matrix style and i found out, that i have to animate all the frames, so i stopped.




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The Afflicted
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PostPosted: 12-15-2015 10:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


I recorded a small Video -just a quick jumparound in the map. Still alot of stuff todo. :(
https://www.facebook.com/10000934501610 ... nref=story

Sorry, this is my first Quakedemo or video ever... :olo:



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Cool #9
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PostPosted: 12-17-2015 02:08 AM           Profile   Send private message  E-mail  Edit post Reply with quote


AndyW wrote:
I recorded a small Video -just a quick jumparound in the map. Still alot of stuff todo. :(
https://www.facebook.com/10000934501610 ... nref=story

Sorry, this is my first Quakedemo or video ever... :olo:

I'm impressed man, looking very good




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This is not Æon!
This is not Æon!
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PostPosted: 12-17-2015 04:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


I think so too, the gameplay looks solid!



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The Afflicted
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Joined: 11 Mar 2015
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PostPosted: 12-18-2015 09:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


THX Guys , your opinion is very important to me!
I try to clip all the stuff and ad some Eyecandy...
BETA will be upped on 24.12.2015...
...THX to MaxPower, Hipshot, Phantasm11 and Cityy...
For keeping me goin on and motivation.
And THX to Martinus too, Man we had some strange problems. But that problems gave me a 100%boost to my own work!



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The Afflicted
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PostPosted: 01-08-2016 12:38 PM           Profile Send private message  E-mail  Edit post Reply with quote




I had to fix alot of stuff but now its goin straight forward :arrow: :)
Started the detail & clipping Job.



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Insane Quaker
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PostPosted: 02-01-2016 12:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


It has been a while! I made a quick little cave scene using custom assets in the last couple of days. Probably a little dark.




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The Afflicted
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Joined: 14 Oct 2001
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PostPosted: 02-01-2016 08:44 PM           Profile Send private message  E-mail  Edit post Reply with quote


It's a little dark on my crappy work monitor...what's not to love about cave models though!

I've been doing some lunch time doodling:




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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
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PostPosted: 02-02-2016 01:23 AM           Profile Send private message  E-mail  Edit post Reply with quote


dONKEY wrote:
It's a little dark on my crappy work monitor...what's not to love about cave models though!


Same here Tom!

dONKEY wrote:
I've been doing some lunch time doodling:
<stuff>


This is one of my all time favorite texture sets! Do you plan on extending this into a release?



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