you need to sort the lighting and the shadows out in that, the big black box looks terribleo'dium wrote:Ignore lighting/shadowing, just added it quickly to that position to test the flow. Works fine.
[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_beta_rail.jpg[/lvlshot]
ODQ4CTF1 looking for ideas on item layout
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- Joined: Wed Oct 22, 2003 7:00 am
Only reason I tried that was because vortex does it, but i never saw the point either.DooMer wrote:It's kind of strange having 2 of the same weapon so close to each other. like the ng on both sides of the rail. CTF weapon spawns are fast.
What i'll do, is i'll just add them all to one select area in the middle once the map geometry is done, and then use that for testing jumps/sizes etc (already found quite a few nifty jumps). Then I can work on placement.
Ok. Got sky portals working but particles still draw in front of them from elsewhere in the map for some reason, so i'll fix that after work. The sky portals are now a bit more detailed than before, plus they have team nebula:
[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_shot_1.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_shot_2.jpg[/lvlshot]
Plus if you look up, you get a nice pic of the moon, because your halfway between the bases:
[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_shot_3.jpg[/lvlshot]
I'll fix that bug later and finish up on geometry then i'm done.
[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_shot_1.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_shot_2.jpg[/lvlshot]
Plus if you look up, you get a nice pic of the moon, because your halfway between the bases:
[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_shot_3.jpg[/lvlshot]
I'll fix that bug later and finish up on geometry then i'm done.
Ok, took what some people said onboard. I heard a lot about how small some areas and walkways were, so i fixed that and made the walkways wider. I heard some people moan about the detail being to sparse, for which i agreed with because it was a beta map for layout not detail
I re-did the whole size and shape structure of the thing but kept the overall feel the same. Its got a bulkier feeling to it.
I've also been making my own textures and team decals and so on for the level and so far its looking a shit load better.
Ill keep you updated.

I've also been making my own textures and team decals and so on for the level and so far its looking a shit load better.
Ill keep you updated.
Still working on those textures, its proving hard, i dont have a lot of free time ATM. Heres another preview, its the teleporter bracket at last. well, keep in mind that textures these days take four times the work load, so i have to make four texture for a single surface. Anyways, its also an alpha texture which means the center metal part is cut out from the rest. I've tried to give a pic, on the right, of it ingame, but remember that its using a static light source so the angles may look odd:
[lvlshot]http://www.quake2evolved.com/odium/od_teleside.png[/lvlshot]
(of course the damn ingame shot came out blurry because its resized (the one far right)
[lvlshot]http://www.quake2evolved.com/odium/od_teleside.png[/lvlshot]
(of course the damn ingame shot came out blurry because its resized (the one far right)
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