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Topic Starter Topic: Revized addition of my DM5 map.New textures Ect.

Veteran
Veteran
Joined: 09 Mar 2011
Posts: 184
PostPosted: 04-06-2018 03:28 AM           Profile Send private message  E-mail  Edit post Reply with quote


After a long break I finally felt up to doing some changes to my DM5 map. Retextured it with Evil Lairs EQ2
Texture Set, some default textures and some decals from cg textures. Changed around some weapons and
other items based on Anthems review. Not saying its done yet. Thinking of some other changes I my try out.



And Some Pics -




Attachments:
shot0023.jpg
shot0023.jpg [ 222.24 KB | Viewed 413 times ]
shot0021.jpg
shot0021.jpg [ 223.55 KB | Viewed 391 times ]
shot0020a.jpg
shot0020a.jpg [ 222.81 KB | Viewed 416 times ]


Last edited by kaustic on 04-17-2018 12:16 AM, edited 7 times in total.
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Veteran
Veteran
Joined: 09 Mar 2011
Posts: 184
PostPosted: 04-06-2018 04:00 AM           Profile Send private message  E-mail  Edit post Reply with quote


And 3 more -




Attachments:
shot0026.jpg
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shot0025.jpg
shot0025.jpg [ 203.81 KB | Viewed 355 times ]
shot0024.jpg
shot0024.jpg [ 199.17 KB | Viewed 416 times ]
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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 04-08-2018 01:51 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Looks good :)



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Veteran
Veteran
Joined: 09 Mar 2011
Posts: 184
PostPosted: 04-11-2018 07:58 PM           Profile Send private message  E-mail  Edit post Reply with quote


Texture alignment done. Lighting seems close,maybe some tweeking here and there.
Just some input on item / weapon placement would be good. Thanks




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 04-12-2018 12:18 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I'm impressed! It looks good and plays very well. Only thing I'd change is that you might make the teleporters (and to a lesser extent the jumppads) visually pop out a bit more. What I mean is that in the hectic speed of the game, you can barely differentiate between a wall and a teleporter. If you'd somehow make the teleporter stand out a bit more it's clearer what it is and where it is. Same thing goes for some of the jumppads. Maybe do something with shaders so it looks like they have LEDs in them or something?




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Veteran
Veteran
Joined: 09 Mar 2011
Posts: 184
PostPosted: 04-12-2018 11:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


Just updated the Download but I had and idea while doing that so Ill try it out and see how it looks. Thanks for your input Eraser :up: .




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Commander
Commander
Joined: 14 Aug 2016
Posts: 111
PostPosted: 04-13-2018 02:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


Damn, I forgot to look at this map again!
[to be continued] :D




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Veteran
Veteran
Joined: 09 Mar 2011
Posts: 184
PostPosted: 04-13-2018 09:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


I replaced the pk3 this afternoon. I downloaded it to put on my newest computer and I couldn't get past selecting maps (I use uie12). as soon as I tried to open the page it was listed on I got an error .When I tried to load from inside the game same thing error (got a vision in my brain of the robot from the original Lost In Space tv show, Error ,Error ,Error :) .

Update to the update . I changed the jump pads, found more texture alignments that I missed so fixed that so I also updated the download in the first post.

04/17/18 - Switching out textures on some brushes. Been messing around with decals. Had a Q2 sound track song running in the map a couple of days ago.
Took it out though because of how large the file is(30+ Mb) but it was fun to try out. Seemed like every time I compile the map and have a look
at it in game I find more texture alignments to adjust but I think I've got it done now.




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Veteran
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Joined: 09 Mar 2011
Posts: 184
PostPosted: 04-17-2018 06:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


Here are some updated screenshots. There are only a few changes I made after taking these. Most of which aren't really
noticeable. I'm thinking this is it for this one. I spent many hours scanning it for texture alignments and switching around
some of them. At one point I had added an entire new section to the map but that's how it looked added on so it went bye
bye.




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shot0016.jpg
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shot0015.jpg
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Veteran
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Joined: 09 Mar 2011
Posts: 184
PostPosted: 04-17-2018 06:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


3 more




Attachments:
shot0020.jpg
shot0020.jpg [ 203.86 KB | Viewed 359 times ]
shot0019.jpg
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shot0018.jpg
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Veteran
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Joined: 09 Mar 2011
Posts: 184
PostPosted: 04-17-2018 06:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


last one.

Will post a new pk3 after hopefully fixing my portal issue.




Attachments:
shot0021.jpg
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Commander
Commander
Joined: 14 Aug 2016
Posts: 111
PostPosted: 04-28-2018 12:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


I replaced the pk3 this afternoon.
Will post a new pk3 after hopefully fixing my portal issue.

every time I have the opportunity to download it, it is removed! :D

@ kaustic, the last time I downloaded the attached pk3, there was a map in the Egyptian style. why? :confused:




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Veteran
Veteran
Joined: 09 Mar 2011
Posts: 184
PostPosted: 04-29-2018 10:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


Quote:
@ kaustic, the last time I downloaded the attached pk3, there was a map in the Egyptian style. why?


Sorry about that (and to anyone else that may have downloaded that one). It seems that I linked
the wrong map.

Anyway I fixed the portal issue ,not entirely to my liking because I liked the fog pits. At the moment
I'm compiling the map and it will be a few hours before its done. I'll put that up later today and I'll
be sure to double check that its not aty3dm1v2(1st version of that map had no connectivity outside
of using the teleporters and with the gothic textures it kinda reminded me of a Quake 1 Single player
level).
I'm going to keep working on those 2 areas (were the pits were) there's no depth to the texture and
looks flat so I'm going to chop it up a bit and apply Phong Shading to it but I'm sure i'll do it numerous
times before it looks right.




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Veteran
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Joined: 09 Mar 2011
Posts: 184
PostPosted: 04-29-2018 02:13 PM           Profile Send private message  E-mail  Edit post Reply with quote


New pk3 as of 5/2/2018. I thought I was done with this like over a week ago and every time I compile the map and do a run through
I find something else, until today that is. I adjusted the volume on the sound effect so its not to loud.

Edit- deleted dl link




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Veteran
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Joined: 09 Mar 2011
Posts: 184
PostPosted: 06-02-2018 03:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


You would think that if there was an issue with the map, being it was listed here, that somebody would happen to mention that the bot support wasn't working.




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Veteran
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Joined: 09 Mar 2011
Posts: 184
PostPosted: 06-29-2018 11:11 PM           Profile Send private message  E-mail  Edit post Reply with quote





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