Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

Like the lower, I hate transparent text.
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
phantasmagoria
Posts: 8525
Joined: Wed Oct 22, 2003 7:00 am

Post by phantasmagoria »

Here's what I'm working on:

[lvlshot]http://62.253.162.12/sam.a.williams/images/dolls/more/de_dolls0002.jpg[/lvlshot]

[lvlshot]http://62.253.162.12/sam.a.williams/images/dolls/more/de_dolls0003.jpg[/lvlshot]

[lvlshot]http://62.253.162.12/sam.a.williams/images/dolls/more/de_dolls0004.jpg[/lvlshot]

[lvlshot]http://62.253.162.12/sam.a.williams/images/dolls/more/de_dolls0007.jpg[/lvlshot]

[lvlshot]http://62.253.162.12/sam.a.williams/images/dolls/more/de_dolls0010.jpg[/lvlshot]

[lvlshot]http://62.253.162.12/sam.a.williams/images/dolls/more/de_dolls0017.jpg[/lvlshot]

[lvlshot]http://62.253.162.12/sam.a.williams/images/dolls/more/de_dolls0018.jpg[/lvlshot]

Needs about 5 more hours work, mainly on lighting and tidying up and decorating inside the cupboard/under the bed.
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

hahaha, that is nice ;) I love the displacement quilt there! Looks very realistic!

You know what would be very cool, make the books on the shelf physbox, and then players could push down the book on foes down there (or friends ;)), that would be really fun and cool, imagine a gigantic harry potter book from 50M ;))

*SMACKDOWN*
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
phantasmagoria
Posts: 8525
Joined: Wed Oct 22, 2003 7:00 am

Post by phantasmagoria »

:) Thanks. Pretty much the only thing I play in CS are the rats maps and for counter strike source they're terrible, so I decided to make my own.

Problem with physboxes in source multiplayer is they're VERY tempremental and often fall through solid brushes, any physboxes I do have in it have to interratct with entities and not world brushes or it all goes tits up. It's rather annoying.
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

phantasmagoria wrote::) Thanks. Pretty much the only thing I play in CS are the rats maps and for counter strike source they're terrible, so I decided to make my own.

Problem with physboxes in source multiplayer is they're VERY tempremental and often fall through solid brushes, any physboxes I do have in it have to interratct with entities and not world brushes or it all goes tits up. It's rather annoying.

I must say that I never had problems with that my physboxes fell through any solid world brush, and I had a few in my previous CSS map. Well anyway, the map looks very LAN-fun.

I will be sleeping now, half-drunk... ;)
Night ya all...
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
phantasmagoria
Posts: 8525
Joined: Wed Oct 22, 2003 7:00 am

Post by phantasmagoria »

night night.

If you see the picture frames, they're physboxes and if you shoot the support they fall down (on the player, hopefully ;)), they're sitting ontop of func_brushes, if they weren't then sometimes when round started they just fell through world brushes, out of the map and into the void. If they're ontop of entities there's no problem. *shrugs*
[size=85]
Hr.O
Posts: 152
Joined: Wed Jul 12, 2000 7:00 am

Post by Hr.O »

phantasmagoria wrote:Here's what I'm working on:

[pics][/pics]


Needs about 5 more hours work, mainly on lighting and tidying up and decorating inside the cupboard/under the bed.
How very umm... padmap :D
Just been back online @ home after about 4ys so i'm not too up to date regarding the pad(man)mod, but from the pics, it ought to become a padmap
User avatar
Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Post by Foo »

Gollum that CSS map looks fantastic.

What mission type are you going for?
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
Hr.O
Posts: 152
Joined: Wed Jul 12, 2000 7:00 am

Post by Hr.O »

lousy screen but i got tempted by someone who was building a castle and was complaining about compile times (taking days) :D

Image


Image

bsp 3 seconds
vis 44 seconds
light (-light -filter -patchshadows -super 2) 115 seconds

Ohh and don't complain about scale, q3 =! human you need to fidle a bit :p

Hr.O
edit: all is fully navigable (including the roofs and stairs in the towers) but basic and ugly
Last edited by Hr.O on Sat Sep 10, 2005 2:58 am, edited 1 time in total.
Black_Dog
Posts: 61
Joined: Sat Aug 13, 2005 4:50 am

Post by Black_Dog »

The bigass explosion and c4 seem to suggest a de_. :icon26:

Looks good, very clean. The pot plants on the shelf are a nice touch.
User avatar
Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Post by Foo »

Hr.O wrote:lousy screen but i got tempted by someone who was building a castle and was complaining about compile times (taking days) :D
Castles rock.

One day I hope to do a really big castle map. Probably forget about making it playable and give it a few miles of caverns and dungeons, ramparts and halls.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
Infernis
Posts: 611
Joined: Thu Feb 17, 2005 12:00 pm

Post by Infernis »

Bork[e]: thanks for naming the texture!

Shadowdane: The top one looks better imo!

Hr.O: Is that the 'Muiderslot'?
phantasmagoria
Posts: 8525
Joined: Wed Oct 22, 2003 7:00 am

Post by phantasmagoria »

Foo wrote:Gollum that CSS map looks fantastic.

What mission type are you going for?
de_

the target is the dolls house. Once it's done I plan to to remake it using pretty much the same layout (possibly mirrored) as a little boys room and have it as a cs_ map.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: levelshot choice!

Post by o'dium »

Shadowdane wrote: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]
Dont like either.

Level shots should be quick and clean. NEVER any text or it looks retarded... why bother putting the same text on there again, when its already on the loading screen?

And as for wireframe, if you do that it looks crap in the res that it should be, so you need to pump up the detail, and is it really worth it?

I prefere cleaner shots. Maps with loading screens like that usually scream "newb" at me.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

LoL, i like Charon's levelshots though. :p
User avatar
Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Post by Foo »

That's uncalled for, especially since you see that kind of loading screen on Rocket Arena.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
dzjepp
Posts: 12839
Joined: Wed Mar 28, 2001 8:00 am

Post by dzjepp »

^_^ HELLO KITTY!!! >_<

BONZAI-KAWAII!!
reptile
Posts: 74
Joined: Sat Oct 06, 2001 7:00 am

Post by reptile »

Image
Trying modelling a feeth.
--------------
Yourself
rgoer
Posts: 798
Joined: Sun Aug 17, 2003 7:00 am

Post by rgoer »

what is a feeth
urgrund777
Posts: 153
Joined: Tue Mar 08, 2005 4:29 am

Post by urgrund777 »

reptile - try to start more simple, flesh out a very basic shape that 'feels' right for a foot, instead of immediately adding lots of edgeloops before the shape is even correct, it will save you many headaches :)
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

Level shots should be quick and clean. NEVER any text or it looks retarded... why bother putting the same text on there again, when its already on the loading screen?
I say get creative with your levelshots.. you put weeks (or months) of work into the map, the least you can do is have an interesting shot.
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

@ phantasmagoria: :olo: nice.

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

Post by Guest »

It looks good Borke, but I think it'd look even better if that railgun walk way looked more organic. (ie: not such sharp edges and same angles).
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Seconded.
Hr.O
Posts: 152
Joined: Wed Jul 12, 2000 7:00 am

Post by Hr.O »

Infernis wrote: Hr.O: Is that the 'Muiderslot'?
No, muiderslot is a tad smaller. anyways I wish I knew what castle it is.
Post Reply