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Topic Starter Topic: Re: Screenshots

\kill
\kill
Joined: 02 Apr 2003
Posts: 917
PostPosted: 06-07-2014 10:08 PM           Profile Send private message  E-mail  Edit post Reply with quote


My point was that people play Quake Live. Custom maps hardly get played online in Q3A/IOQ3 these days ... it's depressing. I play both so.. I'd like to see the map whenever you're done with it Hipshot .. I'll play it. It'd be nice to play it in Qlive though.




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2173
PostPosted: 06-08-2014 02:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


cityy wrote:
Are those windows bricked out? Hard to see in the screenshot. Texturing is great and color range too but it seems just a bit too dark.


Hmm, it might be too dark, I see it now on this screen too, I've suspected that at home to though. Windows are bricked yes.


v1l3 wrote:
I think it'd be great if you made this map for Quake Live .. people play that every day. The good majority of the maps for ql are super detailed compared to q3a, and your maps have always been a step above the others ... I'm a huge fan at least. I'm not sure of the steps to get your map on the ql rotation, but I think you should give it a try. :D


Well, this level can't really have that good gameplay. Back in early 2009 when I had ideas of creating this level I had a lot of testers since we played QL and there were several of the LDs that came from the mod scene and created levels themselves, when Grin went bankrupt this good LAN testing environment kinda disappeared and I have a gut feeling that it's not the best gameplay, especially since I've made modeled terrain and also some connections and such. Also, some bad graphical decisions I've made makes it annoying as hell to adapt the level to QL most likely.

So, when I started working on this again it was only because I had so many good graphical assets that I figure people would wanna use, like new textures, foliage, trees a new backdrop/skybox and such, it would be ashamed that they just sat there on the disc, never released in a proper way. So I'm gonna release the level, the map files, ases, max files and psds, like everything.



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Who's that man, Mommy?
Who's that man, Mommy?
Joined: 27 Aug 2003
Posts: 5176
PostPosted: 06-08-2014 04:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
Nitpick: I don't think you can bend planks of wood like that around the curve.


http://the189.com/design/the-art-of-ste ... trubridge/




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 42979
PostPosted: 06-08-2014 05:07 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Pext wrote:
obsidian wrote:
Nitpick: I don't think you can bend planks of wood like that around the curve.


http://the189.com/design/the-art-of-ste ... trubridge/


They are bent in a different direction




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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 491
PostPosted: 06-11-2014 02:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


like hipshot said, it's good to be back!




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The Afflicted
The Afflicted
Joined: 14 Oct 2001
Posts: 579
PostPosted: 06-11-2014 06:06 PM           Profile Send private message  E-mail  Edit post Reply with quote


Great to see returning mappers...I'm also mapping again, but ultra slowly.
The fun of aligning roof tiles on 45 degree brushes..don't forget the scale the textures on angles faces :)




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Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
Posts: 362
PostPosted: 06-12-2014 09:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


@ Pat: Looking good man!

@dONKEY: We are going to need to see some screenshots ASAP :)




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Veteran
Veteran
Joined: 17 Jun 2013
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PostPosted: 06-12-2014 10:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


Making maps better than playing sometimes. :)
Especially to Quake (timeless game like Doom I think). :up:



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Will map for food.
Will map for food.
Joined: 29 Dec 2000
Posts: 1747
PostPosted: 06-12-2014 11:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


Aha! Is the list of videos as of recent times! I have been busy! LOL
Its kind of like screen shots I think!








Last edited by Castle on 06-12-2014 04:04 PM, edited 1 time in total.

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Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2469
PostPosted: 06-12-2014 12:36 PM           Profile Send private message  E-mail  Edit post Reply with quote


;)




Last edited by fKd on 06-12-2014 09:05 PM, edited 1 time in total.

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Insane Quaker
Insane Quaker
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PostPosted: 06-12-2014 08:51 PM           Profile Send private message  E-mail  Edit post Reply with quote





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Immortal
Immortal
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PostPosted: 06-12-2014 09:06 PM           Profile Send private message  E-mail  Edit post Reply with quote


:up:




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2173
PostPosted: 06-12-2014 11:03 PM           Profile Send private message  E-mail  Edit post Reply with quote


Pat Howard wrote:
like hipshot said, it's good to be back!



How did you place your skybox brushes on this level? Just flat on top?



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Cool #9
Cool #9
Joined: 01 Dec 2000
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PostPosted: 06-12-2014 11:57 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Castle wrote:
Aha! Is the list of videos as of recent times! I have been busy! LOL
Its kind of like screen shots I think!


I watched that first Doom video. It's really entertaining, and I love hearing you talk about the design decisions you made, especially when tapping into player psychology, like where you explain about giving visual clues to warn a player something is about to happen. I find that very interesting. Makes me want to make a map for Doom myself :) Oh yeah, and you sound like a total nerd ;) I love the way how you laugh at the thought of players being in total pain and agony when playing your levels ;)

By the way, would you say it's generally easier or harder to make a map for Doom than for a full fledged 3D game like Quake 3, or is it just very different?




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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
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PostPosted: 06-13-2014 10:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


@hipshot: yeah, i can't remember but it looks like it in that picture. i've since stood my skybox brushes 160u tall about 16u behind the roofs. also, i worked on the lighting for several hours yesterday and then realized my /r_gamma was set to 1.2 :owned:

@phant & fkd: thanks!




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Will map for food.
Will map for food.
Joined: 29 Dec 2000
Posts: 1747
PostPosted: 06-13-2014 11:25 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
Castle wrote:
Aha! Is the list of videos as of recent times! I have been busy! LOL
Its kind of like screen shots I think!


I watched that first Doom video. It's really entertaining, and I love hearing you talk about the design decisions you made, especially when tapping into player psychology, like where you explain about giving visual clues to warn a player something is about to happen. I find that very interesting. Makes me want to make a map for Doom myself :) Oh yeah, and you sound like a total nerd ;) I love the way how you laugh at the thought of players being in total pain and agony when playing your levels ;)

By the way, would you say it's generally easier or harder to make a map for Doom than for a full fledged 3D game like Quake 3, or is it just very different?


Its much easier in most respects. However, this is a deceptive statement as diving into the players psyche is a rabbit hole and you wont come out the same person you where when you first entered. I highly recommend making at least one quality level for each game in the order that they came out over the years as it gives you a lot of perspective as to why each advancement mattered. Starting with doom, Quake, Quake 2, Unreal, Half Life, Quake 3 and so on. If I were to teach level design classes this is exactly how I would do it.



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Cool #9
Cool #9
Joined: 01 Dec 2000
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PostPosted: 06-13-2014 01:55 PM           Profile   Send private message  E-mail  Edit post Reply with quote


I've done a little Q3 mapping so I've got some experience there. Only other mapping I did was for multiplayer Q2 mods and Wolf3D. Making multiplayer maps feels a bit stale in comparison to single player to be honest though. I feel that with SP you can be way more creative and do crazy stuff and get away with it. There's also the coming up with a narrative that I find interesting. It's one of the reasons why I made my single player Q3 mod (EntityPlus) even though I made only 2 maps for it.

So the thing is, I'd love to dive back into a more narrative driven type of mapping project, but creating a Q3 EntityPlus map is just such a godawful lot of work. I was hoping Doom mapping would take less time, but that might just be a fallacy.




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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5217
PostPosted: 06-14-2014 02:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


Love the screenshots Pat and Hipshot!

Hipshot: That level looks familiar. Have I jumped around in that? The textures look great. I've been working on a level on and off (of course) for ages that could probably use some of them. ;-)




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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 491
PostPosted: 06-14-2014 10:32 AM           Profile Send private message  E-mail  Edit post Reply with quote





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Grunt
Grunt
Joined: 21 Jul 2009
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PostPosted: 06-15-2014 03:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


Nice looking maps Hipshot and Pat Howard.



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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 491
PostPosted: 06-15-2014 11:25 AM           Profile Send private message  E-mail  Edit post Reply with quote


thanks!

just curious, how do you all feel about me using Phantazm's Windsong Keep textures for this map (edit: with permission, of course)? is it too close to the original, or do you like seeing these textures used in another place?




Last edited by Pat Howard on 06-15-2014 11:28 AM, edited 1 time in total.

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Theftbot
Theftbot
Joined: 07 Oct 2009
Posts: 477
PostPosted: 06-15-2014 11:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


looks ok to me as long as Phant don't mind.




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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
Posts: 1006
PostPosted: 06-16-2014 01:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


I think it looks pretty good but you are certainly making it hard for yourself by creating a comparison to windsong keep. :)



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Trainee
Trainee
Joined: 08 Feb 2005
Posts: 36
PostPosted: 06-17-2014 01:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hi guys!
Sorry for "spam" and no screenshots, been outside of this for so many years. How is q3 mapping community nowadays? :)



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visual prowess
visual prowess
Joined: 30 Jul 2004
Posts: 1214
PostPosted: 06-23-2014 11:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
The scale of that gun looks a bit big (or maybe you like it big, Mr. Pornstar). I'd scale it down ~30%.


Had some time to work on some stuff and I took your suggestion. Looks a lot better now. I also properly placed the gun in the players hands after finally figuring out that machinegun_hand.md3 can actually be used to control where the gun is on the players screen, without having to move the model in machinegun.md3 to reposition it.



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Mercenary
Mercenary
Joined: 15 Feb 2010
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PostPosted: 07-12-2014 04:37 PM           Profile Send private message  E-mail  Edit post Reply with quote




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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 491
PostPosted: 07-12-2014 07:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


very cool! looks awesome from the outside, but will you ever be able to see that?

edit: would be good to see more use of the red and blue trims, especially to break up the large blank walls on the outside.




Last edited by Pat Howard on 07-12-2014 08:04 PM, edited 1 time in total.

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visual prowess
visual prowess
Joined: 30 Jul 2004
Posts: 1214
PostPosted: 07-12-2014 07:58 PM           Profile Send private message  E-mail  Edit post Reply with quote


Pretty cool to see how many triangles/verts you could actually have in this game, only using 4 of 16 total allowable groups here:



And for fun:



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Insane Quaker
Insane Quaker
Joined: 20 Oct 2009
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PostPosted: 07-16-2014 02:29 AM           Profile Send private message  E-mail  Edit post Reply with quote


sst13, I've always loved everything you make.



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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 491
PostPosted: 08-27-2014 05:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


early block out of the geometry for my new layout. the architecture is mayan inspired, but the texturing theme will be very different.




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2173
PostPosted: 08-27-2014 10:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looks very solid pat!



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
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PostPosted: 08-28-2014 02:22 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Looking forward pat :)



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visual prowess
visual prowess
Joined: 30 Jul 2004
Posts: 1214
PostPosted: 09-15-2014 10:11 PM           Profile Send private message  E-mail  Edit post Reply with quote





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Mew Legs!
Mew Legs!
Joined: 23 Jul 2006
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PostPosted: 09-17-2014 10:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


Bacon, those models almost look photoshopped into Q3, haha. Great work.




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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 491
PostPosted: 10-07-2014 12:28 PM           Profile Send private message  E-mail  Edit post Reply with quote




just playing around with ironwood screenshots in photoshop to make some nice desktop wallpapers and thought i would share :)




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