TTK-Bandit
Posts: 190 Joined: Sat Sep 07, 2002 7:00 am
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by TTK-Bandit » Tue Nov 22, 2005 8:59 pm
looks nice..
you should remove those railgun ammo packages up on the platforms.
download ?
dzjepp
Posts: 12839 Joined: Wed Mar 28, 2001 8:00 am
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by dzjepp » Tue Nov 22, 2005 9:26 pm
It looks worse than the q3 version ;p Is brown the only shade of color that accompanies every q4 texture?
o'dium
Posts: 11712 Joined: Sun Mar 25, 2001 8:00 am
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by o'dium » Tue Nov 22, 2005 9:33 pm
There IS a reason why tiled repeating textures liek those tiles are not to be used on space maps. I.e. dont use them, they look awful.
ensiform
Posts: 93 Joined: Mon Jul 25, 2005 5:20 am
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by ensiform » Tue Nov 22, 2005 9:48 pm
im no good at texturing lay off, jesus christ. imo another the longest day themed map i wouldnt like so yeah. they look fine to me :?
ensiform
Posts: 93 Joined: Mon Jul 25, 2005 5:20 am
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by ensiform » Tue Nov 22, 2005 9:55 pm
whats wrong with adding ammo bandit?
DooMer
Posts: 3067 Joined: Thu Dec 23, 1999 8:00 am
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by DooMer » Tue Nov 22, 2005 9:58 pm
well, part of mapping is making it look as good as it plays.
o'dium
Posts: 11712 Joined: Sun Mar 25, 2001 8:00 am
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by o'dium » Tue Nov 22, 2005 10:00 pm
ensiform wrote: im no good at texturing lay off, jesus christ. imo another the longest day themed map i wouldnt like so yeah. they look fine to me :?
You dont have to be good at texturing. You just need eyes. Do you really look at those pics and think "damn that looks good!"???
Tel lyou what. Select those tiled surfaces and texture them with a flat metal texture that has no edges (i.e. is just a flat texture), and see how much better it looks.
jester!
Posts: 969 Joined: Mon Oct 31, 2005 1:55 am
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by jester! » Tue Nov 22, 2005 10:01 pm
DooMer wrote: well, part of mapping is making it look as good as it plays.
Says some. :icon30:
ensiform
Posts: 93 Joined: Mon Jul 25, 2005 5:20 am
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by ensiform » Tue Nov 22, 2005 10:06 pm
DooMer wrote: well, part of mapping is making it look as good as it plays.
uhm i kinda knew that i have been mapping longer than b4 q3 and i thought it looked fine.
---
btw its terminal/floor_mp now.
Oeloe
Posts: 1529 Joined: Fri Mar 19, 2004 8:00 am
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by Oeloe » Tue Nov 22, 2005 11:31 pm
I hope you got the scale right. In the other one there's not enough space to walk around on the platforms. Too small...
o'dium
Posts: 11712 Joined: Sun Mar 25, 2001 8:00 am
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by o'dium » Tue Nov 22, 2005 11:40 pm
Oeloe wrote: I hope you got the scale right. In the other one there's not enough space to walk around on the platforms. Too small...
You have said that already FFS.
Lenard
Posts: 737 Joined: Mon Aug 04, 2003 7:00 am
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by Lenard » Tue Nov 22, 2005 11:54 pm
o'dium wrote: There IS a reason why tiled repeating textures liek those tiles are not to be used on space maps. I.e. dont use them, they look awful.
ensiform
Posts: 93 Joined: Mon Jul 25, 2005 5:20 am
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by ensiform » Wed Nov 23, 2005 12:07 am
Oeloe wrote: I hope you got the scale right. In the other one there's not enough space to walk around on the platforms. Too small...
its exactly the same as q3.
Oeloe
Posts: 1529 Joined: Fri Mar 19, 2004 8:00 am
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by Oeloe » Wed Nov 23, 2005 12:55 am
ensiform wrote: its exactly the same as q3.
If it's a 1:1 port of the q3ctf4 brushwork, it will be cramped in Q4 because the player model is bigger (taller) in Q4. That's why i mentioned the scale; you need to widen things up a bit if you want to give the map the same feeling as it had in Q3.
MidnightQ4
Posts: 520 Joined: Tue Oct 18, 2005 7:59 pm
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by MidnightQ4 » Wed Nov 23, 2005 1:11 am
those textures look like bad shag carpet. I vote for redoing them with metal or something like o'dium said.
ensiform
Posts: 93 Joined: Mon Jul 25, 2005 5:20 am
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by ensiform » Wed Nov 23, 2005 2:08 am
already did, no screens for now.
MKJ
Posts: 32581 Joined: Fri Nov 24, 2000 8:00 am
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by MKJ » Wed Nov 23, 2005 10:01 am
Oeloe wrote: ensiform wrote: its exactly the same as q3.
If it's a 1:1 port of the q3ctf4 brushwork, it will be cramped in Q4 because the player model is bigger (taller) in Q4. That's why i mentioned the scale; you need to widen things up a bit if you want to give the map the same feeling as it had in Q3.
w3rd
[url=http://profile.mygamercard.net/Emka+Jee][img]http://card.mygamercard.net/sig/Emka+Jee.jpg[/img][/url]
Fender
Posts: 5876 Joined: Sun Jan 14, 2001 8:00 am
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by Fender » Wed Nov 23, 2005 2:51 pm
looks like a tiled floor in a grandma's bathroom
retexture it
ensiform
Posts: 93 Joined: Mon Jul 25, 2005 5:20 am
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by ensiform » Wed Nov 23, 2005 3:48 pm
i already did read above.
o'dium
Posts: 11712 Joined: Sun Mar 25, 2001 8:00 am
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by o'dium » Wed Nov 23, 2005 6:14 pm
ensiform wrote: i already did read above.
You wil lgrow to find some people can never be pleased, unless its exactly like they want.
Keep it how you want or you willl find out (like i ahve) that you will never finish anything. Something will always be out of place.
jester!
Posts: 969 Joined: Mon Oct 31, 2005 1:55 am
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by jester! » Wed Nov 23, 2005 6:30 pm
I think more accuratly, you will never please everyone.
Find a small enough sample group and you may appease everyone, but the whole of the internet? Not likely.
Now hey o'dium, get back on that dm6 remake.
Runningman
Posts: 101 Joined: Wed Nov 09, 2005 12:59 am
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by Runningman » Thu Nov 24, 2005 2:07 pm
there we go
this guy "gets it"
nice work ensiform, dont listen to schmucks, just ignore them.
ill be waiting for this release to upload to my site. and ill remove the other ctf4.
http://www.unnamedpage.tk
lil advise....DO NOT SCALE THE MAP
Oeloe
Posts: 1529 Joined: Fri Mar 19, 2004 8:00 am
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by Oeloe » Thu Nov 24, 2005 2:49 pm
Runningman wrote: ill be waiting for this release to upload to my site. and ill remove the other ctf4.
Why remove the other one?
Runningman wrote: lil advise....DO NOT SCALE THE MAP
Why not? You want cramped platforms to prevent camping? Many void deaths though.
Jenny
Posts: 144 Joined: Mon Oct 17, 2005 7:08 pm
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by Jenny » Thu Nov 24, 2005 3:28 pm
2x RG ammo makes it a rail only map.
Stop remaking q3 maps.