Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

I think that looks quite cinematic fjoggs, I like it. Curious where you will take it from here.
www.ferdinandlist.de/leveldesign
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Hipshot
Posts: 1538
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

Fjoggs, I have made a few new base textures to work with now, with this map:

This is the new look I made, skipped the japanese theme for now, it would take too long if I want this done this year, if that's even possible. I'll just move the other theme to a smaller map in the future.

Images are larger if you open them in it's own window.

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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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seremtan
Posts: 36007
Joined: Wed Nov 19, 2003 8:00 am

Re: Screenshots

Post by seremtan »

looks really cool. just from the screenshots i'd suggest:
* more definition for stairs, doors (they all seem to blur together atm)
* is that material meant to be metal or stone? the blast holes look ok for stone, but maybe more deformation if metal
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Hipshot
Posts: 1538
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

seremtan wrote: Fri Sep 27, 2024 10:52 am looks really cool. just from the screenshots i'd suggest:
* more definition for stairs, doors (they all seem to blur together atm)
* is that material meant to be metal or stone? the blast holes look ok for stone, but maybe more deformation if metal
Absolutely, it works a lot better in game though, but yea, it blurs a bit. I will need to work a bit more in this area. But my biggest issue is really that this is only one scene, the level is probably 5-6 times larger, so a lot of solutions and designs are needed. And yea, it's kinda concrete, I can see why this can look like metal though.

Image

Image
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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Eraser
Posts: 19165
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

That looks really cool Hipshot!
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Hipshot
Posts: 1538
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

Haha, I just found this out, I didn't remember this at all, but Pat did actually make a level with these trees and colored them yellow in 2014, that was the same year Rustgrad was released, but Pats final version was actually released before Rustgrad.

I just saw it by "mistake" in the level feed at lvl, my level will have a golden theme, pats level was named after the golden colored trees. My inspiration comes from some concept art I found years back, with some yellow trees.

Too bad this site doesn't work properly anymore, like, you can't search? Would have been fun to read the Goldleaf thread.

Fun with leaves:

Image
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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