Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
AEon
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Re: Screenshots

Post by AEon »

Obsidian, we may just think of the pretty much same obvious things. Those "Art Deco"-ish lights are featured in almost every US series (in Libraries, or Police Stations etc.) and using more light sources would be the apparent thing to do in an otherwise forced monochrome setting.

I also agree with Obsidian, that satellite dish and the aircon are somewhat "ugly" (though sadly quite plausible reality based). I had the feeling the image was set in the 1920s... so the phone on the table would have to be made a dial phone with old design as well, IMO.

About the lamp cable: One could be kinda avant guard, and add a round hole, with "metal" ring right into the table top where the cable conveniently disappears. That might even look elegant.

Yes, I'm nitpicking...
phantazm11
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Re: Screenshots

Post by phantazm11 »

Looks great cityy
Bliccer
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Re: Screenshots

Post by Bliccer »

Nice render, but ähm... why is the table turned 180degree? Kind of annyoing to always go around the table to get to the drawers :smirk:
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Theftbot
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Re: Screenshots

Post by Theftbot »

Thats a "feature" Bliccer
sock
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Re: Screenshots

Post by sock »

sst13 wrote:Quakish version of q3dm16 "Bouncy Map".
[lvlshot]http://sst13.net/pics/13tomb5.jpg[/lvlshot]
Amazing stuff, really love the vibe and different floor levels. :D
Well he was evil, but he did build alot of roads. - Gogglor
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Hipshot
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Re: Screenshots

Post by Hipshot »

cityy wrote:Yes, I know better now. :D

Time to post a little bit of an update, not quake though. I am working on this for school at the moment, using Rhinoceros 3D and Maxwell.

Cityy nuked the intertubes from orbit and AEon quoted it just to be sure. No problem guys. -Obs
Please post more images that are 78MB, I'm sure we all have 100+ Gbit.
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cityy
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Re: Screenshots

Post by cityy »

Sorry, changed it to be an url - I changed the file in the dropbox, forgot I had it linked here..
www.ferdinandlist.de/leveldesign
Spray
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Re: Screenshots

Post by Spray »

Hey
I was in vacation in Prague so I had to visit lego store as we don't have one in Slovenia
because I needed to buy some pieces to finish the table.
Not a Q3 map, but i thought it might be interesting to see :D

Image

Image

Image
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Eraser
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Re: Screenshots

Post by Eraser »

lol, cool :)
Got a bit lazy on that 4th leg tho? ;)
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Theftbot
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Re: Screenshots

Post by Theftbot »

Which ones are structural or detail?
Infernis
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Re: Screenshots

Post by Infernis »

Earlier I posted some editor shots of this map. I listened to the feedback (thank you guys) and I made changes accordingly. This only shows the areas that are finished. Except for the last shot in which the hallway needs some extra light. Most of the map is done except for the lighting. Only one area left to build so expect some more screenshots soon. Feedback is always appreciated.

Image

Image

Image

Image

Big versions:

1

2

3

4
Last edited by Infernis on Tue Aug 27, 2013 2:32 pm, edited 1 time in total.
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Eraser
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Re: Screenshots

Post by Eraser »

Looks like Quake 2 :)
obsidian
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Re: Screenshots

Post by obsidian »

Stick a radio tower or some other detail along that skyline to add something interesting to look at. Big flat wall/roof lines are kind of boring to look at. Convert those crates to models and give them a slight rotation. Strogg are cybernetic, but probably not perfectionists.

I'm digging it otherwise.
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AEon
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Re: Screenshots

Post by AEon »

Infernis,
hope you will be posting this map in new a thread here at LEM, to let us give you some feedback. Looks like fun to playtest the map.
Infernis
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Re: Screenshots

Post by Infernis »

Thanks guys. It's actually meant to represent Quake (it's uses remakes of the original Base texture set). But the door and the logo's might make it look more like Quake 2 though. Other areas will definitively have a more original Quake vibe (I hope). Feedback noted.

Aeon of course! In case you don't recognize it, this map is build on a lot of your feedback. Original thread here.
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fKd
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Re: Screenshots

Post by fKd »

Looks cool man, i think its the yellow lighting which gives it the q2 feel.
nitin77
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Re: Screenshots

Post by nitin77 »

its definitely the lighting that gives the q2 feel. I'd say go for more of a monchromatic lighting look if you want to emulate q1.
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Eraser
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Re: Screenshots

Post by Eraser »

It's a combination of the lighting, the heavy-built geometry, the light textures themselves and the trapezoid shaped doorways. Those are all typical Quake 2 things.
akm
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Re: Screenshots

Post by akm »

I'm loving the look of that Q1 style map sst13 :)
Brings back the memories, thankyou :)
Infernis
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Re: Screenshots

Post by Infernis »

Thank you all. Here's some more. Lighting is experimental and thus temporary. I have your feedback in mind.

Image

Image

Big versions:

5
6
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Infernis
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Re: Screenshots

Post by Infernis »

Image
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obsidian
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Re: Screenshots

Post by obsidian »

I'm digging the extra colour palette. Nice dab of blue.
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obsidian
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Re: Screenshots

Post by obsidian »

You got the nails.

Image

Image

Image

I'm trying a bit of hard surface modelling and learning to do subD. Still terribly inefficient, 3ds Max's quadrify and turbosmooth generates 900,000 polys for this model.
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phantazm11
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Re: Screenshots

Post by phantazm11 »

obsidian wrote:You got the nails.

(Cool images)

I'm trying a bit of hard surface modelling and learning to do subD. Still terribly inefficient, 3ds Max's quadrify and turbosmooth generates 900,000 polys for this model.
Two words: Support loops. Make friends with the Swiftloop tool (in the graphite modeling tools fly out) and you will have much more control with a ton less polygons.

Nice model btw.
Martinus
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Re: Screenshots

Post by Martinus »

Quake 3 companion cube (by me).:
Image

Cute. isn't it? :)
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