Screenshots

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

rivers dammit! :E
[acid]
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Post by [acid] »

User avatar
Foo
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Location: New Zealand

Post by Foo »

I was playing WDM2 for like an hour yesterday.

Nice level, but I think you should resist the temptation to make every entrance and exit available no matterwhere you are. In any given room, I can get to every entrance and exit without leaving the room. This kinda destroys the flow.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
+JuggerNaut+
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Post by +JuggerNaut+ »

Kaziganthe wrote:
+JuggerNaut+ wrote:
Kaziganthe wrote:
sick

:icon14:
*tips inter-hat to juggs*
i leik u r stile
RolatoR
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Joined: Wed Nov 02, 2005 12:26 pm

Post by RolatoR »

well, i introduce myself here with some pics of my first q4 project. :greetz the round:

http://img396.imageshack.us/my.php?imag ... m131ez.jpg
http://img396.imageshack.us/my.php?imag ... m119um.jpg
http://img396.imageshack.us/my.php?imag ... m129jh.jpg

still WIP, working on portals, light, item and detail placement.
every suggestions are welcome... :paranoid: :icon25:
Fjoggs
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Post by Fjoggs »

looks nice, I take it you've used a single ambient light in those screens? (apart from the first shot)
Lenard
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Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Looks like it. I think it would be much better looking if lit naturally from the sky especially in the last shot. Other than that, it looks like you have mapped before. This is pretty q2 if you ask me. I wonder how long it will take to really break away from the q2/3 style in q4?

It looks like you have an interesting layout, but I am sort of confused by the first shot. Is there something in between those two jp's or why are they pointing at eachother or what?
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
SonicClang
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Post by SonicClang »

Lookin' good kids! :) The quality of work is superb as always.
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
RolatoR
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Post by RolatoR »

Fjoggs wrote:looks nice, I take it you've used a single ambient light in those screens? (apart from the first shot)
yep these shots contains only one ambient light...
Lenard wrote:Looks like it. I think it would be much better looking if lit naturally from the sky especially in the last shot. Other than that, it looks like you have mapped before. This is pretty q2 if you ask me. I wonder how long it will take to really break away from the q2/3 style in q4?

It looks like you have an interesting layout, but I am sort of confused by the first shot. Is there something in between those two jp's or why are they pointing at eachother or what?
you`re right too :) i have mapped befor, i had begun in dec, 2003 with some brushlaying for RTCW:ET.
the "sunlight" strain my nerves because it seems so that one light entitie works only in one skybox. (PVS?!)
the JP`s crossing each other but you will arrive the upper floor on the other side.

here a new shot with some more natural lighting and some items.
Image

greetz
Lenard
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Post by Lenard »

Ah, I see. Tallyho then.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Bill Brooks
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Joined: Sat Jan 22, 2000 8:00 am

Post by Bill Brooks »

Not much to show been messing around with the Q4 editor.
Do have this part looking ok.
Image
SonicClang
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Post by SonicClang »

Kaz, you should convert that industry level over to Quake 4. Or at the very least you should make a Quake 4 level. Your "Saint CTF" level looked like it could have been made in Quake 4. I think that game would really fit your style.
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
Lukin
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Joined: Sat Jan 29, 2000 8:00 am

Blocky Q4 "Volvo" style ;)

Post by Lukin »

[lvlshot]http://www.planetquake.com/lukin/img/temp/lukin_q4dm1_a.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/lukin/img/temp/lukin_q4dm1_b.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/lukin/img/temp/lukin_q4dm1_c.jpg[/lvlshot]
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
Pext
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Post by Pext »

crates :)

besides that: nice stuff :icon14:
Fjoggs
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Post by Fjoggs »

51fps?
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Hipshot
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Post by Hipshot »

Maybe he switched back to he good'ol gf2 while modeling, just for fun.
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
Lukin
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Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Pext wrote:crates :)

besides that: nice stuff :icon14:
Is something wrong with those crates? :confused:
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
ScrotcH
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Post by ScrotcH »

Started Mod work this weekend. Early shot of main base area. Remake of one of my q3 maps. Need to add more contrast to the textures/lighting.

Q4PoW - Vacant

Image

Image
User avatar
Hipshot
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Post by Hipshot »

Finaly a map that looks bright=cool in the D3E, that looks very nice!
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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mrd
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Post by mrd »

That map looks pretty sweet Scrotch. I wish I had a better computer so I could make some maps for the D3 engine :(
+JuggerNaut+
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Post by +JuggerNaut+ »

ScrotcH wrote:Started Mod work this weekend. Early shot of main base area. Remake of one of my q3 maps. Need to add more contrast to the textures/lighting.

Q4PoW - Vacant

Image

Image
nice :icon28:
Chi
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Post by Chi »

ScrotcH: _o_
Fjoggs
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Post by Fjoggs »

I think it looks better in q3 :(
o'dium
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Post by o'dium »

Wish i never clicked on this link now... Must do better, heh....

It looks a bit bland because it looks to be heavily using ambient light, thats why the textures look a bit bland in places :( But its either that or killer FPS and blackness...
+JuggerNaut+
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Post by +JuggerNaut+ »

o'dium wrote: It looks a bit bland because it looks to be heavily using ambient light, thats why the textures look a bit bland in places :( But its either that or killer FPS and blackness...
Need to add more contrast to the textures/lighting.
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