Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: Screenshots

Post by skinNCNmaster »

edit
Last edited by skinNCNmaster on Thu Dec 22, 2011 3:56 am, edited 1 time in total.
Anthem
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Re: Screenshots

Post by Anthem »

Seriously. You could make a killer freestyle defrag map out of something like this. :P *HINTTT
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skinNCNmaster
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Re: Screenshots

Post by skinNCNmaster »

um so old.. whats a defrag map ? some sort of an FFA?
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

"odium obviously knows little about patch optiimization".

Yeah, shame I work on next gen mapping engines that make Q3 and its patches look like preschool stuff, fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu...

Stop seeing everything as slander you muppet. The reason its obviously not playable is, well, obvious. Theres no gameflow, no doors, no platforms, nowhere to walk, nothing to do etc... Its a tech map, not a playable one. Also for somebody so big headed about his simple patches you don't half suck at texturing and aligning them lol.

You really do need to relax bro.
Anthem
Posts: 399
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Re: Screenshots

Post by Anthem »

skinNCNmaster wrote:um so old.. whats a defrag map ? some sort of an FFA?


A defrag map is a map that can be played in the DeFrag mod. As the name suggests, there is no fragging. Instead, the gameplay is split up into 3 factions: Freestyle, Runs, and fast caps.

Freestyle is where a player uses weapons to perform tricks in one of the many freestyle maps available today. These players take advantage of "overbounces", jump pads, slants, etc. to do some crazy stuff.

Some examples of freestyling:

Map: cos1_beta7b
http://www.youtube.com/watch?v=XSY8l93FGAU&fmt=22

Map: 17++
http://www.youtube.com/watch?v=-Z0lHmJu9pk&fmt=22

One of me on egypt-fs:
http://www.youtube.com/watch?v=O4l1hIm8PeA&fmt=22

Runs time a player as he or she makes his or her way through the map, start to finish. These maps in simplest form could be considered obstacle courses, and the players try to complete it as quickly as possible.

Examples of runs:

Map: dfwc2010-2
http://www.youtube.com/watch?v=916p6Y3GMR4&fmt=22

Video: Trixo - by Oliskillz - Dfwc2008 Highlights
http://www.youtube.com/watch?v=SK7X4aM6GFA&fmt=22

Fast caps are, as the name implies, fast captures. A player is timed as he or she captures the flag from one base to another in any ctf map.

Example of Fast Caps:

Map: q3wcp5
http://www.youtube.com/watch?v=lYtPo62pqVY&fmt=22

Anyway, if you want anymore information, feel free to contact me by pm or msn at: qlanthem@live.com.

:)
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cityy
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Re: Screenshots

Post by cityy »

/me detected shameless advertising :olo:
www.ferdinandlist.de/leveldesign
+JuggerNaut+
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Re: Screenshots

Post by +JuggerNaut+ »

skinNCNmaster wrote:of course it does hehe.... its an experiment.. thus far.. though, the scale is fine, as a single room.. theres lots of potential there for just about anything.

[lvlshot]http://[/lvlshot]


that's a killer shot.
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

cityy wrote:/me detected shameless advertising :olo:


/me wonders if he had the text prepared or did it on the fly :yawn:
Anthem
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Re: Screenshots

Post by Anthem »

jal_ wrote:
cityy wrote:/me detected shameless advertising :olo:


/me wonders if he had the text prepared or did it on the fly :yawn:


I did it on the fly. ^^ I simply felt a more lengthy description of the mod was necessary considering skin asked what a defrag map was.
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skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: Screenshots

Post by skinNCNmaster »

so theyre either incredibly long tunnels for running through for best time... not my style :_

the freestyle map reminds me of a skate park, something more up my alley. :D will see, thanks for the info. releasing gtctf4te today..
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

Not too sure about the "cage"? I tried to make wires holding the crate up but it will require a fair amount of time to get right.

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/new_shot0035.jpg[/lvlshot]
skinNCNmaster
Posts: 344
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Re: Screenshots

Post by skinNCNmaster »

kaz your scenery always has an air of professional realistic
Last edited by skinNCNmaster on Thu Dec 22, 2011 3:57 am, edited 3 times in total.
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

Skin...maybe you haven't got to it yet, but for texturing heavily edited patches these days I tend to .ase stuff and re-texture in blender...or tbh, just make complex stuff as models in the first place as it's quicker in the long run :) Nice curves though.
Kaz is this part of the same level or something new? I have really liked the last couple of shots you have posted.
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: Screenshots

Post by skinNCNmaster »

been searching through the hotkeys for the insert/add row column as well as the redisperse intermediate rows,, cant find them..

redisperse intermediate columns and redisperse rows are there,,, anyone know how to make hotkeys for the other ones? the main thing that makes patch editing slow is the lack of these hotkeys.


and after testing.. afaik.. the two hotkeys that are there.. dont work
^Ghost
Posts: 230
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Re: Screenshots

Post by ^Ghost »

im having trouble to add something here...
[lvlshot]http://img34.imageshack.us/img34/1698/shot0066q.jpg[/lvlshot]
any suggestions? its a cave/ruins theme
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Re: Screenshots

Post by skinNCNmaster »

stalagtites and mites...
a pool of water..
bats hanging from the ceiling.. a whole pile of them..
a ruined altar or an old well..
Image
http://www.januindus.com/microconf07/ajanta-caves-05.jpg
some bones..
a leprechaun!

ya know, if youre interested.. i can do a bit of rock work for the map.. i have a unique terrain hand.. anyone who saw the pondlife file before i lost it will attest. Apart from the patch work above.. a few hours in your map would be fun.
obsidian
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Re: Screenshots

Post by obsidian »

^Ghost wrote:im having trouble to add something here... any suggestions? its a cave/ruins theme


Caves don't usually have such a wide area with a low ceiling like that. What is there to support the weight of the rock like that? See if you can create some extra height to the ceiling, maybe even open it up to the sky in some parts. Pool of water with a little run-off. Fissure in the floor leading to a bottomless abyss.

Check out the National Geographic for some cave photos.
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Delirium
Posts: 102
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Re: Screenshots

Post by Delirium »

Recently I started a 9day mapping competition for Urban Terror, These will be regular competitions where entrants have 9days (1 week/2 weekends) to create a scene specifically directed at detail.
theres no brush/model limit, the only limit is /r_speeds must be under around 45k

heres a picture of my finished entry :]
[lvlshot]http://gotdelirium.com/maps/preview/9day_1_003.jpg[/lvlshot]

The scene theme for this one was Alleyways
[url=http://gotdelirium.com/][img]http://www.gotdelirium.com/stuff/gdd.png[/img][/url]
clownfart
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Joined: Wed Oct 15, 2008 9:04 pm

Re: Screenshots

Post by clownfart »

Interlopers.com has a similar thing with the source engine. I like the fence texture. The sky is kinda boring though.

omg a lurker posting!
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

@^ghost, I agree with Obsidian here. I would add rubble, boulders around the base of the cave walls. Looks like a gang of cleaners have been in and swept the floor clean.
^Ghost
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Re: Screenshots

Post by ^Ghost »

thx for the input, once i get the basic structure and gameplay down ill work on these details.
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
skinNCNmaster
Posts: 344
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Re: Screenshots

Post by skinNCNmaster »

:D inspiring skybox in dragonspire

hey delirium fabulous scene.
fKd
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Re: Screenshots

Post by fKd »

you keep on trying to pimp that game...
User avatar
roughrider
Posts: 348
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Re: Screenshots

Post by roughrider »

I was working on rrctf4 and was having a little trouble deciding how I want to alter a few things so I went in and started looking at some old map files on my hdd and the following screenshots are what I was looking at in the editor for a little help. Also, these shots are from rrctf3 of which I forgot all about until just this morning. Maybe I might try to finish this one before I continue with rrctf4.

Any-who...These are from the central area, of which (atm) is the only part of the map I have worked on.

rr3_wip.jpg


rr3_wip1.jpg


rr3_wip2.jpg
Team *A51* Q3 & QL
sock
Posts: 424
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Re: Screenshots

Post by sock »

The Buda Reformed Church
Image

I always try to take a ton of pictures of places I visit and this is one church I have loved since the first time I saw it 2 years ago. A beautiful church with an unusual floor plan crowned with vibrant coloured tiles and various architectural symmetry lines. I have been wanting to create a photo album for this church for some time, but only recently got all the background information I needed. I know this is a screenshot thread but I assumed someone might be interested in the images for inspiration or reference.
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