Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
ScrotcH'
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Post by ScrotcH' »

Odium that engine you guys are working on looks like alot of fun, is there going to be any kinda public build to play with in the near future?

Experimenting with bridges today.

[lvlshot]http://www.planetquake.com/bkp/scrotch/q4powmap1c.jpg[/lvlshot]
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Hipshot
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Post by Hipshot »

Gah, all this Doom wants me to map that engine, even though the game sucks...

Its somehow more fun mapping for more games, using different editors than just for one, seems you get a better overlook of the general scene that way...
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 »

Heyyy (remember that scene with Niki Kat from Sin City now folks)

Kaz, what is that now, a Q3 mod? Q2? Looks old still cool... oldcool so to say ;)
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 »

I know darkplaces, I use that to play Quake with in LANs, pretty slick engine...
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
o'dium
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Post by o'dium »

ScrotcH' wrote:Odium that engine you guys are working on looks like alot of fun, is there going to be any kinda public build to play with in the near future?

Experimenting with bridges today.

[lvlshot]http://www.planetquake.com/bkp/scrotch/q4powmap1c.jpg[/lvlshot]
Yeah, the release should of been the last few days but TBH me and Berserk haven't had the time. Maybe this week :D

As for your map, jesus dude its looking crazy, great detail. All I can say is that it looks lik eyou are still using Doom 3 textures, and I just hope that the change of textures when Q4 comes out doesn't make the level look worse, because its looking great.
Pext
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Post by Pext »

scroth ye' sexy beast :drool:
o'dium
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Post by o'dium »

Kaziganthe, could you bea dear and tell me how you did that grass in the pic above? It doesn't look to bad and i've yet to decide on a decent way fo doing it. TIA! :p
Lenard
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Post by Lenard »

That chain is missing something o'dium.
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o'dium
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Post by o'dium »

Its possible its just the light source. That ourdoor part only has one light and its a temp light with temp direction and brightness because the outdoor section isn't done yet.
rep
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Post by rep »

o'dium:

http://www.quake2evolved.com/odium/q2e_lightswip_2.jpg

You need more distractions in the parts of the wall that are intruded. Pipes, wires, trim details, models like fire extinguishers and little cabinets. The corner in that image would be a perfect place for a fire extinguisher, an exit sign with an arrow, and a few generic warning signs. Also consider logo/faction placement. These are stupid tricks, but they help break up the area. The inset walls are the real issue in that particular shot, though.

The general rule of thumb in next-gen environments when dealing with quadrilateral structures and hallways is to flood it with extra polygonal detail, usually in the form of what I stated above.

Otherwise, it looks a little too plain. (Or to make a pun, plane.)

Broaden your color variance. Use some classic military colors, such as gunship gray. Use the Testors website to look at different shades of military paint schemes.

If I'm bugged enough, I might make a Photoshop swatch .ACO set.
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Lenard
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Post by Lenard »

This is quake 2, not doom3. It is a frag arena, not a single player mod. In a frag arena you don't want to put out fires and there are no exits. I hate how next gen game are always associated with realistic environments.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
o'dium
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Post by o'dium »

Rep seems to be forgetting this is a Quake 2 map with a Quake 2 theme. I dont remember lockers and fire extinguishers on an alien Planet called "stroggos".

Also, FYI, this is the level of detail i have to "beat", not Doom 3's:

Image
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Eraser
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Post by Eraser »

A few strogg logos on those walls and a bunch of crates or something wouldn't hurt tbh.
rep does have a point when he says you could add some additional detail. I don't agree with the idea of a fireextinguisher either, but something else (maybe a computer console or a small ventilation shaft exit with a fan embedded in it somewhere wouldn't hurt.

edit:
not that the detail level isn't impressive for Quake 2, but they're just a few helpful hints. I am impressed by your screenshots.
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Eraser
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Post by Eraser »

oh yeah, and for some added humour, make it look like something heavy fell on the floor at the bottom of these stairs and add some blood ;)

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o'dium
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Post by o'dium »

Strogging it up, there are a few logos outside but yes i'll try and add a few more logos about the place.

The fan idea may work, i did have one in here before but took it out in place of the remove panel with red light and wires.

I would like more consoles in there, i may try and add a few.
o'dium
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Post by o'dium »

Hmmmm what kind of things would Stroggos have just about the place, apart from wires etc ?
voodoochopstiks
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Post by voodoochopstiks »

Crates.

(JK, true though, I don't think there's a single ID map without a crate(hardly any custom ones either :D)

Something cool might be loose/fallen plating with dirt/rock/wiring/concrete behind.

I remember some computer consoles from quake 2, perhaps work in a few of those? Or at least monitors showing what's up with the next freight order or whatnot.

Ventilation is good to have.

I also think that if this is on Stroggos, it needs to be more orange in nature, much like the rest of Quake 2, right now it's more towards brown. (Quake 2 is also a great deal more orange in 3d accelerated mode than in software, I think I never played it in software, I already had a voodoo1 12mb when it came out.)

Perhaps also include some debris from marines, like a crashed pod with a corpse in it, some war damage(busted walls, a hole in the ceiling from orbital bombing or the like, piles of dirt/dust)

Windows to the outside especially, even if its just upward, Quake 2 was one of the first games that made me feel like I was really on another far distant planet, and not just some place for fighting. While without logical exits or common household items about the place, it still gave me a feeling of something else than me fighting having gone on there.

Just don't add chairs or those things, the Strogg built it, not humans. They don't need rest or entertainment.
Last edited by voodoochopstiks on Tue Jul 19, 2005 8:25 pm, edited 2 times in total.
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rep
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Post by rep »

o'dium wrote:Rep seems to be forgetting this is a Quake 2 map with a Quake 2 theme. I dont remember lockers and fire extinguishers on an alien Planet called "stroggos".

Also, FYI, this is the level of detail i have to "beat", not Doom 3's:

Image
I don't remember Stroggos being green.
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rep
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Post by rep »

Quicky model, second day. Ignore the hands, there is some strange FOV stuff going on making them look too skinny. Cookies for anyone able to guess who she is.

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voodoochopstiks
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Post by voodoochopstiks »

Sort of a strange Angle, hard to tell. Maybe Elexis Sinclair? But the pants don't fit at all, hm.. Also rep, I'm not sure I understand your thing about Stroggos being green?
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o'dium
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Post by o'dium »

I fail to see how people are saying my level is dull when its a WIP shot of a single room :| Have you seen the outdoor section with the water and the shrubs and blood? No? Ok :icon32:
voodoochopstiks
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Post by voodoochopstiks »

I'm not finding it dull, but you asked for more suggestions. I also want to press the issue that while it looks very good, it is a bit monotonous and repeating, at least from what I've seen so far. I think some of my suggestions might amend this. And it's also rather hard to guess that you have a outdoor section with shrubs and blood when you've done nothing to suggest/show this :D. Good luck with the map, keep us updated with the shots.
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Hipshot
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Post by Hipshot »

I don't think it looks dull :sad:
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
o'dium
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Post by o'dium »

voodoochopstiks wrote:I'm not finding it dull, but you asked for more suggestions. I also want to press the issue that while it looks very good, it is a bit monotonous and repeating, at least from what I've seen so far. I think some of my suggestions might amend this. And it's also rather hard to guess that you have a outdoor section with shrubs and blood when you've done nothing to suggest/show this :D. Good luck with the map, keep us updated with the shots.
No, instead I post WIP shots of an area ;) I've already changed a lot. Decals are much more varied, that one panel in the middle of the long wall is gone and replaced with a little light up water techno feature complete with fragment program/fence etc.
rep
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Post by rep »

I didn't say it was dull, but it helps to break up the area. Since the stroggs have such similar architecture and equipment as us, it would be logical that they would have a fire extinguisher. An evil fire extinguisher.

One thing I doubt they'd have would be a warning sign in English that says, "Watch your step." :lol:

Edit: Oh here's something that could help... How many colors are in your specular maps?
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