Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Hipshot that map looks very, very interesting. :icon14:
Lukin
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Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

hemostick wrote:What ? A *chaingun* at the *machinegun* spawn ?!
Nope, a *chaingun* at the *railgun* spawn.
Hipshot wrote:Newbs might find themselves in a bad rail trauma in this map...
[lvlshot]http://img264.imageshack.us/img264/4658/shot01382km.jpg[/lvlshot]
Too much stairs, don't you think?
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
voodoochopstiks
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Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

The stairs give it an eschery feel imo :D
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
corsair
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Post by corsair »

its the total set of textures that gives that look =D
voodoochopstiks
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Post by voodoochopstiks »

Do you know Escher? R_lightmap 1 does not convey escher feeling imo, Escher put in quite a few details and used color in his paintings, I don't see your point.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
bork[e]
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Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

[lvlshot]http://www.members.cox.net/borke/shrimp/mainBeta.jpg[/lvlshot]

Very early shot as you can see, the concrete walls started out as a placeholder texture while I got the 2nd level textured with the ligther color concrete. They seemed to blend well together, and I'm liking the looks thus far.
CrinklyArse
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Joined: Sat Feb 19, 2005 12:57 am

Post by CrinklyArse »

looking good bork[e] :icon14:
[url=http://www.last.fm/user/Resplended/?chartstyle=Awesome35][img]http://imagegen.last.fm/Awesome35/recenttracks/3/Resplended.gif[/img][/url]
reptile
Posts: 74
Joined: Sat Oct 06, 2001 7:00 am

Post by reptile »

Really nice.
I remember that dark mod it's quiet impressive a thief - remake on doom3 engine.
I try some modelling:

http://img141.imageshack.us/my.php?imag ... pfi8uw.jpg
Edit: damn imageshack.us
bork[e]
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Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

My little lava pit seemed a bit too forgiving, I think the fog pit will take care of that. ;)

[lvlshot]http://www.members.cox.net/borke/shrimp/Lra.jpg[/lvlshot]

[lvlshot]http://www.members.cox.net/borke/shrimp/mMain.jpg[/lvlshot]
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

:icon14:

Looks quite well, I like the theme (grey/burning red) can't wait to play this "funtastic" map with cosmetics.
I would like to see more (few, not too much) of those red spots in the map. This could also add to the learning curve of this layout..

Again :icon14:

sumatra
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
bork[e]
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Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

Thanks for the kind words guys. :D

Been playing around with a few different pits over at the new rail area (the one you suggested). I don't want to make it as hard as the RA is, but I think I've got a tricky enough jump to keep bots going for it but make it a challenge for the average q3 player to grab. We'll see later though.
Zyte
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Post by Zyte »

voodoochopstiks wrote:Do you know Escher? R_lightmap 1 does not convey escher feeling imo, Escher put in quite a few details and used color in his paintings, I don't see your point.
Most of M.C. Escher's work is in black & white, actually
Zyte
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Post by Zyte »

I like the dark combined with that red fog bork! Is there a 'test' version already?
Plan B
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Post by Plan B »

Looking pretty sweet there, borke.

Only thing that immediately strikes me is how the curved cylinders in the ceiling section 'just' stick into those brushes in the top shot.

Same goes for that pillar in the bottom shot, I suppose.

Looks 'off'.

Pretty simple to just add octagon - or even square brushes to 'connect' those patches to the brushes, making it look a lot better.

Minor, purely cosmetic, gripe.

Keep up the good work.
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Hipshot
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Post by Hipshot »

[lvlshot]http://img32.imageshack.us/img32/1161/shot01604cv.jpg[/lvlshot]
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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Hipshot
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Post by Hipshot »

@ bork[e], that red looks really nice there, like half-trans blood, VERY cool, much better than normal lava.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

Zyte wrote:I like the dark combined with that red fog bork! Is there a 'test' version already?
Yup, right here Only thing that has really change thus far is the weapon/item placement...and of course lightning textures ect... The basic layout out hasn't changed much at all.
Plan B wrote: Only thing that immediately strikes me is how the curved cylinders in the ceiling section 'just' stick into those brushes in the top shot.

Same goes for that pillar in the bottom shot, I suppose.
Check. :icon14:
Hipshot wrote:@ bork[e], that red looks really nice there, like half-trans blood, VERY cool, much better than normal lava.
heh, only reason I nuked the lava pit was b/c it was too bright for that area. So I threw some fog down and really liked it alot. Then tested the kc_hellfog and never looked back. :D
+JuggerNaut+
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Joined: Sun Oct 14, 2001 7:00 am

Post by +JuggerNaut+ »

Hipshot wrote:[lvlshot][/lvlshot]
that's some sick atmosphere, i like it.


@bork(e): looking good. i agree with the other comments regarding the contrast of the red and grey. nice.
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

bork[e], forgive me but i seem to be the guy with the biggest eye for detail in Q3W as you know :p

I cant help but look at your shots and think "bland", there is just nothing going on. Its the same texture all over the place, not even a hint of trimming...? Will this change?

Hope so, I had fun on your map :)
Infernis
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Joined: Thu Feb 17, 2005 12:00 pm

Post by Infernis »

bork[e] wrote:Thanks for the kind words guys. :D

Been playing around with a few different pits over at the new rail area (the one you suggested). I don't want to make it as hard as the RA is, but I think I've got a tricky enough jump to keep bots going for it but make it a challenge for the average q3 player to grab. We'll see later though.
Looks good, which concrete textures are you using for that Bork[e]?
bork[e]
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Post by bork[e] »

o'dium wrote:bork[e], forgive me but i seem to be the guy with the biggest eye for detail in Q3W as you know :p

I cant help but look at your shots and think "bland", there is just nothing going on. Its the same texture all over the place, not even a hint of trimming...? Will this change?

Hope so, I had fun on your map :)
:p

Yeah, it's going to change. Not too much though, I'm going to throw some metal trim here and there, but I'm going to stick with the dark/light concrete as the base.

I'm using one little corner off to the side to test different trims/effects while working with the lighting right now, and think I've got a pretty good idea of what I'm going to be doing using textures straight out of the "base" category...and a few from Evil Lair's Evil6 and Evil8 Texture set.

Thanks for the suggestion, glad you like the alpha. :icon14:
Infernis wrote: Looks good, which concrete textures are you using for that Bork[e]?
Concrete, and Concrete_dark. Some good 'ol custom q3 textures. :D

Most of the green trim and platforms are textures out of Evil Lairs 6 and 8 texture pack. http://evillair.net/ <--- his site (very good texture artist if you don't know of him)
Infernis
Posts: 611
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Post by Infernis »

Yeah, I know him, thanks for the link though.

But surely this isn't concrete_dark [follow the red arrows]

Image
bork[e]
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Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

close, but after double checking it that's a texture out of Evil7 called e7brnmetal.
Shadowdane
Posts: 31
Joined: Mon Apr 08, 2002 7:00 am

levelshot choice!

Post by Shadowdane »

Alright can't decide which one I want to use for my levelshot, for the loading screen.

Help me decide! :p

[lvlshot]http://shadowdane.shackspace.com/pics/shad3dm2_levelshot_trans.jpg[/lvlshot]

[lvlshot]http://shadowdane.shackspace.com/pics/shad3dm2_levelshot_white.jpg[/lvlshot]
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

Like the top one better...seems to flow with the image better imo.
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