Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Hipshot
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Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

Somehow, I think that the D3E would fit a Half-Life (1) SP version good.
Lenard
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Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

That. Is awesome.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
TR!N!X
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Joined: Fri Mar 04, 2005 5:20 pm

Post by TR!N!X »

post some screen shots of dem zombies Kaziganthe? please for me
[img]http://img100.exs.cx/img100/4823/priceless3yj.gif[/img]
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seremtan
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Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

what i've been up to:

[lvlshot]http://web.onetel.net.uk/~stevenchapman/wol001.jpg[/lvlshot]
[lvlshot]http://web.onetel.net.uk/~stevenchapman/wol002.jpg[/lvlshot]

it's darker than i intended, but i'm going to remake the entire thing from scratch anyway. the scale is all wrong, and my construction technique was far from optimal
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Hipshot
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Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

Damn, can't see shit... very dark... I think I'll hafto get back when its dark outside :)
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]
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Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

Fire looks damn nice...actually it all does imo.
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Brightness looks just fine to me. :shrug:
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Hipshot
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Post by Hipshot »

Now i can see, looks good Serem...
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
Lenard
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Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Are those fire sprites? How is fire usually done in the HL2 engine? Just very high res sprites? Do they still have 2-d fire?
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
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Hipshot
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Post by Hipshot »

High res sprites.
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
Zombie13
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Joined: Sat Feb 26, 2005 1:33 pm

Post by Zombie13 »

Haven't really been doing a lot but work on my next D3 SP map

here are some shots:

[lvlshot]http://www.planetdoom.com/zombie/shots/doom3/sp2/wip/shot00003.jpg[/lvlshot]

[lvlshot]http://www.planetdoom.com/zombie/shots/doom3/sp2/wip/shot00006.jpg[/lvlshot]

Z
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Hipshot
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Post by Hipshot »

Very nice, I really like to watch you peeps making Doom maps, since they are all cooler and better looking than iDs standard maps. I don't think the fog fits the second scene all that much though...
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seremtan
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Post by seremtan »

nice work zombie :icon14: i was wondering where you'd got to
MegaMan44
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Joined: Mon Jun 18, 2001 7:00 am

Post by MegaMan44 »

the textures

[lvlshot]http://www.uni-koblenz.de/~hrehfeld/misc/quake/mega_ruins/shot0044.jpg[/lvlshot]
Amorak2
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Joined: Sat Mar 19, 2005 11:47 pm

Post by Amorak2 »

have you guys seen any non doom like maps made on the doom engine. or is it only capable of doing dark and freaky looking environments lol
Lukin
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Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

It is capable of doing anything. Take a look at what guys from Doom3World.org made :
[lvlshot]http://doom3.planet-multiplayer.de/5.56FMJ/images/techdemo_scale.jpg[/lvlshot]
[lvlshot]http://doom3.planet-multiplayer.de/5.56FMJ/images/techdemo_006.jpg[/lvlshot]
[lvlshot]http://www.mindplaces.com/darkmod/priest.jpg[/lvlshot]
[lvlshot]http://www.mindplaces.com/darkmod/screen24.jpg[/lvlshot]
[lvlshot]http://www.diduct.com/Portfolio/Leveldesign/Doom3/20000.jpg[/lvlshot]
[lvlshot]http://www.diduct.com/Portfolio/Leveldesign/Doom3/new01.jpg[/lvlshot]
dAde
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Joined: Tue Feb 08, 2005 6:27 pm

Post by dAde »

Working on first beta version...

Image

Image
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
Lenard
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Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Looks good. Reminds me of a certain Fjo cpma tourney that doesn't get played enough. I would suggest adding some more geometric detail to mostly the first shot, though, to make it more interesting.

When is someone going to make a better fire? D3 supports particle emitters, right? q2 did so d3 has to...
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
werldhed
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Joined: Sat May 08, 2004 7:00 am

Post by werldhed »

Lukin wrote:It is capable of doing anything. Take a look at what guys from Doom3World.org made :
I wish my system could handle D3; I'd like to give it a shot since most of anything I've ever done was modeling real buildings, so the realism factor would be nice to play around with. I'd also like to give HL2 a try for the same reason. Unfortunately, I am too cheap/poor to make an upgrade AND purchase the games. :p
dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

Post by dAde »

Image

Image[/img]
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

dAde, you know that little inset in your bottom screen where the anti-cross lights are? I think you need more stuff like that. Alot of your map seems to be rectangular corridors or large expanses of one repeating texture. Too much of that can mess with your depth perception. Your detail looks really good but you need more of it. Also, is it just me or does that rail room look huge?
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Neotic
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Joined: Tue Feb 22, 2000 8:00 am

Post by Neotic »

[lvlshot]http://www.planetquake.com/bkp/neotic/roll1.jpg[/lvlshot]

[lvlshot]http://www.planetquake.com/bkp/neotic/roll13.jpg[/lvlshot]
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

While 'serk fixes the bugs and optimizes, I'm still doing this... I've pretty much finished with this hallway apart from a couple of decals i'll place around it. And the doors obviously, are not done. Its taking me forever because i just dont have as much time any more :(

Image

Image

Image

EDIT: That blue light near the pipes is a fan, so it rotates casting shadows on the pipes. The two red lights (One on the ceiling, one on the broken panel) are broke red lights that stutter brightness.
Kat
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Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

Neotic wrote:...roll13.jpg
Looks good Neotic but it's pretty dark.
Neotic
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Joined: Tue Feb 22, 2000 8:00 am

Post by Neotic »

Kat wrote:
Neotic wrote:...roll13.jpg
Looks good Neotic but it's pretty dark.
Its better in game... but on the rock walls... I believe I'm using some of your textures... they look mega. Nice work yourself!
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