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Topic Starter Topic: Re: Screenshots

Insane Quaker
Insane Quaker
Joined: 16 Feb 2006
Posts: 283
PostPosted: 12-13-2009 02:48 PM           Profile Send private message  E-mail  Edit post Reply with quote


Experimenting with some ancient Egyptian style architecture using Sock's textures.




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Boink!
Boink!
Joined: 19 Apr 2003
Posts: 4493
PostPosted: 12-13-2009 03:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


d3mol!t!on,
that column on the left would have looked good in my old AEdesert... even the skybox was the same :)




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Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 12-13-2009 04:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


kaz will release a beta *jedi hand wave

:D




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Gibblet
Gibblet
Joined: 05 Dec 2009
Posts: 14
PostPosted: 12-14-2009 05:00 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hello All
some screens from me










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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
Posts: 1018
PostPosted: 12-14-2009 05:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


Oh hi Julek, Welcome (:

Looks nice - is this gonna be released for vq3 play?



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Gibblet
Gibblet
Joined: 05 Dec 2009
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PostPosted: 12-14-2009 05:41 AM           Profile Send private message  E-mail  Edit post Reply with quote


yes of course




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Insane Quaker
Insane Quaker
Joined: 16 Feb 2006
Posts: 283
PostPosted: 12-14-2009 06:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


That reminds me of Call Of Duty, Julek :up:

I took a look at AEdesert, AEon, and you've given me a few more ideas. I especially like how you styled the obelisks, and I like how you enlarged and modified the jump pad shape to work as a teleporter :up:




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 12-14-2009 08:24 AM           Profile Send private message  E-mail  Edit post Reply with quote


Julek, looks like some of my old maps for Team Fortress Classic (except better).



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btw cocks
btw cocks
Joined: 16 Aug 2003
Posts: 3216
PostPosted: 12-14-2009 09:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


Silicone_Milk: yes you can use bumpmaps with Q3Map2, but your bumpmap must be crazy high-contrast and your lightmaps have to be pretty high-res in order to get any useful effect




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Commander
Commander
Joined: 01 Apr 2008
Posts: 111
PostPosted: 12-14-2009 11:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


my new map: "HAUNTED"
>>>

Image



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Insane Quaker
Insane Quaker
Joined: 20 Oct 2009
Posts: 399
PostPosted: 12-14-2009 06:52 PM           Profile Send private message  E-mail  Edit post Reply with quote


@ kid, sock and phant:

I'm loving your guys' maps. We will be testing all of the maps later this week and I expect that these three will be on top. Thanks for participating in the competition.



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Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 12-14-2009 07:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


kid's map was nice, very quake live esk. but the scale of the tables and chairs seemed odd, are you meant to be a midget?

julek, you are just going from strength to strength! very promising stuff. hoping its a little bigger then ya usual small duel maps. keep up the good work sir :D




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Commander
Commander
Joined: 01 Apr 2008
Posts: 111
PostPosted: 12-15-2009 01:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


compared to the size of windows and hallways,
the sizes of the chairs and the sickbeds are just right! :up:
esp coz: u can easily jump on but also stand under the sickbeds
(same goes for the chairs, radiators and other obstacles -
besides the electric-chair).

Image

Image

Image

Edit:
"High up above or down below, i LUV my Q" oO

Happy Birthday, Q3!



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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 12-15-2009 02:05 AM           Profile   Send private message  E-mail  Edit post Reply with quote


rgoer wrote:
Silicone_Milk: yes you can use bumpmaps with Q3Map2, but your bumpmap must be crazy high-contrast and your lightmaps have to be pretty high-res in order to get any useful effect


yeah that's what I thought. Thanks for the confirmation :)




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The Afflicted
The Afflicted
Joined: 14 Oct 2001
Posts: 581
PostPosted: 12-15-2009 06:50 AM           Profile Send private message  E-mail  Edit post Reply with quote


@ insanekid...from shot 2 above, I think both our arenas had the same set of painters and decorators in :)




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Commander
Commander
Joined: 01 Apr 2008
Posts: 111
PostPosted: 12-15-2009 07:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


yes :) its HipShots GREAT texture-set! <:



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Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
Posts: 362
PostPosted: 12-15-2009 11:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


Damn it! All of these photorealistic maps (Hipshot, Donkey, InsaneKid, Pat Howard) makes me want to do something in that vein. I'll have to dig up the textures I made for Q4 when I was working on that Hotel scene...




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Mercenary
Mercenary
Joined: 24 Mar 2008
Posts: 223
PostPosted: 12-16-2009 12:20 AM           Profile Send private message  E-mail  Edit post Reply with quote


I'm working in re-finishing one of Warsow's bomb maps. The basic idea is to make it more colorful/cleaner, since the original had a brownish theme which didn't feel so fitting in a game like wsw. I'd say these screenies show a progress of around 60% of the total. There's still some texturing to be done, light level is low yet, and I have the idea of adding a good amount of decals (not splatter. Lines and painted writtings on the walls).

For reference, a couple of shots of the old visuals:
http://www.foopics.com/show/a558526c663b3a9a20a6c3da4abc8030

http://www.foopics.com/show/73ab82c4e6cb603c9348239222ac08b9

New ones:










Last edited by AEon on 12-16-2009 02:12 AM, edited 1 time in total.Reason: You don't need [url] around [img] tags, better to use [lvlshot] anyway.

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Commander
Commander
Joined: 01 Apr 2008
Posts: 111
PostPosted: 12-16-2009 03:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


that implodin sfx-Tex is from D3, right? <:
from the BFG!



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Mercenary
Mercenary
Joined: 24 Mar 2008
Posts: 223
PostPosted: 12-16-2009 03:54 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hmm... not that I know, but I didn't do that one. I'll check and replace it if it is. Thanks for the warning.




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Mercenary
Mercenary
Joined: 24 Mar 2008
Posts: 223
PostPosted: 12-16-2009 03:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hey, AEon, if I use [lvlshot] do they get scaled down? I had to reupload them because they were showing at 1024x768.




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Boink!
Boink!
Joined: 19 Apr 2003
Posts: 4493
PostPosted: 12-16-2009 04:36 AM           Profile Send private message  E-mail  Edit post Reply with quote


jal_ wrote:
Hey, AEon, if I use [lvlshot] do they get scaled down? I had to reupload them because they were showing at 1024x768.

Strange... [ lvlshot ] only scales the images in-browser to 640x ... it does not touch/change the original, though it does download the full image, so the load times will stay the same. When you click on the image you get the full size version.




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Mercenary
Mercenary
Joined: 24 Mar 2008
Posts: 223
PostPosted: 12-16-2009 04:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


Ye, thanks. That's what I wanted. [img] doesn't scale them.




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Mercenary
Mercenary
Joined: 07 Sep 2009
Posts: 230
PostPosted: 12-16-2009 07:00 PM           Profile Send private message  E-mail  Edit post Reply with quote


speaking of photo realistic texture...
Image

still have to add shaders/lighting etc... just trying to get the basic detailed structure down. (defrag map)



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The Afflicted
The Afflicted
Joined: 14 Oct 2001
Posts: 581
PostPosted: 12-17-2009 08:20 AM           Profile Send private message  E-mail  Edit post Reply with quote


Is that skybox the one with all the eyes at the bottom?




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Mercenary
Mercenary
Joined: 07 Sep 2009
Posts: 230
PostPosted: 12-17-2009 08:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


yes



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Theftbot
Theftbot
Joined: 07 Oct 2009
Posts: 483
PostPosted: 12-17-2009 09:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


hey ^Ghost which defrag map is that.




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Mercenary
Mercenary
Joined: 07 Sep 2009
Posts: 230
PostPosted: 12-17-2009 10:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


it'll be called ghost-factory.. if i ever decide to finish it.



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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 12-18-2009 05:53 PM           Profile Send private message  E-mail  Edit post Reply with quote


I'm snowed in and got done with finals so I have close to a month to monkey with this level !!!

Might move the vents to the other wall, it's a little funky to have a floor right on top of them [edit: this is a better look, updated shot to reflect changes, I've also made the door taller (not in this shot), it looks small and out of proportion next to the vents]... the bay door is from QL, but I'll of course not release anything that uses naughty textures:




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Insane Quaker
Insane Quaker
Joined: 19 Feb 2006
Posts: 375
PostPosted: 12-18-2009 11:07 PM           Profile Send private message  E-mail  Edit post Reply with quote


The alternating wood panels look a little odd, imho. But I could be wrong.




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Grunt
Grunt
Joined: 06 Dec 2009
Posts: 69
PostPosted: 12-19-2009 05:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


Some of the screenshots from csq3sg1
viewtopic.php?f=10&t=42284

Image Image Image Image


Image Image Image Image

Image Image Image Image


Image Image Image Image


Image Image Image Image

more screenshots at:
http://s447.photobucket.com/albums/qq19 ... xp/csq3sg1




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 12-19-2009 05:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yea, this level certainly is unique...



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Grunt
Grunt
Joined: 06 Dec 2009
Posts: 69
PostPosted: 12-19-2009 06:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hipshot wrote:
Yea, this level certainly is unique...



Yes, 3 different map styles on one map and few totally new addons that has been never used on any of quake3 maps.
This map has Gothic, Egypt & Tech Base styles.



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Commander
Commander
Joined: 01 Apr 2008
Posts: 111
PostPosted: 12-19-2009 09:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


:D :up:



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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 12-19-2009 02:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


Camel the very last shot reminds me of the "start" quake1 map, very ethereal (is this the correct word?)

Work continues! I'm going to use 3ds to curve the circular window and stick it in the curved section of the wall, and do the same with some vents for the inner curved section.




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