Screenshots
Nope, a *chaingun* at the *railgun* spawn.hemostick wrote:What ? A *chaingun* at the *machinegun* spawn ?!
Too much stairs, don't you think?Hipshot wrote:Newbs might find themselves in a bad rail trauma in this map...
[lvlshot]http://img264.imageshack.us/img264/4658/shot01382km.jpg[/lvlshot]
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
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- Joined: Tue Jun 08, 2004 7:00 am
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- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am
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- Posts: 5493
- Joined: Sat Feb 19, 2005 12:57 am
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
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
: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
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]
Thanks for the kind words guys. 
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.

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.
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.
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.
[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
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], 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
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
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.Zyte wrote:I like the dark combined with that red fog bork! Is there a 'test' version already?
Check. :icon14: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.
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.Hipshot wrote:@ bork[e], that red looks really nice there, like half-trans blood, VERY cool, much better than normal lava.

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- Joined: Sun Oct 14, 2001 7:00 am
bork[e], forgive me but i seem to be the guy with the biggest eye for detail in Q3W as you know 
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

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

Looks good, which concrete textures are you using for that Bork[e]?bork[e] wrote:Thanks for the kind words guys.
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.
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
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

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:
Concrete, and Concrete_dark. Some good 'ol custom q3 textures.Infernis wrote: Looks good, which concrete textures are you using for that Bork[e]?

Most of the green trim and platforms are textures out of Evil Lairs 6 and 8 texture pack. http://evillair.net/

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- Posts: 31
- Joined: Mon Apr 08, 2002 7:00 am
levelshot choice!
Alright can't decide which one I want to use for my levelshot, for the loading screen.
Help me decide!
[lvlshot]http://shadowdane.shackspace.com/pics/shad3dm2_levelshot_trans.jpg[/lvlshot]
[lvlshot]http://shadowdane.shackspace.com/pics/shad3dm2_levelshot_white.jpg[/lvlshot]
Help me decide!

[lvlshot]http://shadowdane.shackspace.com/pics/shad3dm2_levelshot_trans.jpg[/lvlshot]
[lvlshot]http://shadowdane.shackspace.com/pics/shad3dm2_levelshot_white.jpg[/lvlshot]