Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
corsair
Posts: 972 Joined: Fri May 18, 2001 7:00 am
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by corsair » Fri Dec 23, 2005 3:04 pm
Lukin wrote: StormShadow wrote: This map better be awesome Lukin, or we all will be very dissapointed
Haha, thanks. Though I don't believe all the mappers that participate in D3W/VIA competition would be that dissapointed
my map wont be finished in time :[[
good luck with yer map though 8D
looks fancy, kinda has a neo-communistic style, mixed with urban lighting, fine combination
SonicClang
Posts: 209 Joined: Sun Mar 28, 2004 8:00 am
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by SonicClang » Fri Dec 23, 2005 3:14 pm
Kaz have you moved on to Quake 4 yet? You should.
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
Hipshot
Posts: 1547 Joined: Sun Jan 20, 2002 8:00 am
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by Hipshot » Sat Dec 24, 2005 12:41 pm
That is cool Lukin, feels a bit cyberpunk.
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
corsair
Posts: 972 Joined: Fri May 18, 2001 7:00 am
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by corsair » Sat Dec 24, 2005 4:20 pm
mmm, current wip ;]
[lvlshot]http://www.planetquake.com/corsair/screenshots/q4/jwel.jpg[/lvlshot]
seremtan
Posts: 36011 Joined: Wed Nov 19, 2003 8:00 am
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by seremtan » Sat Dec 24, 2005 5:42 pm
looks groovetastic, though those wires seem unnecessary imho
Chi
Posts: 44 Joined: Sun Feb 13, 2005 2:06 pm
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by Chi » Sat Dec 24, 2005 5:48 pm
wires
looking good man
Hipshot
Posts: 1547 Joined: Sun Jan 20, 2002 8:00 am
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by Hipshot » Mon Dec 26, 2005 1:45 am
Kaz, why don't you move to Q4?
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
evillair
Posts: 65 Joined: Sat Oct 14, 2000 7:00 am
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by evillair » Mon Dec 26, 2005 8:37 am
Some ZBrush testing, seeing what I can do in it for some textures I want to do... :evil:
[lvlshot]http://evillair.net/e107_images/temp/the_Back_c.jpg[/lvlshot]
[lvlshot]http://evillair.net/e107_plugins/autogallery/Gallery/Figures/Formz.jpg[/lvlshot]
[lvlshot]http://evillair.net/e107_plugins/autogallery/Gallery/Figures/SkullCage.jpg[/lvlshot]
[lvlshot]http://evillair.net/e107_plugins/autogallery/Gallery/Figures/The_Head_No2.jpg[/lvlshot]
Last edited by
evillair on Mon Dec 26, 2005 8:10 pm, edited 1 time in total.
[url=http://evillair.net/v4]evillair.net[/url]
sumatra
Posts: 325 Joined: Sat Feb 12, 2005 10:02 pm
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by sumatra » Mon Dec 26, 2005 1:09 pm
WOOOOOHHOOOOO
those are looking fantastic.
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
Chi
Posts: 44 Joined: Sun Feb 13, 2005 2:06 pm
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by Chi » Mon Dec 26, 2005 3:35 pm
amazing
corsair
Posts: 972 Joined: Fri May 18, 2001 7:00 am
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by corsair » Tue Dec 27, 2005 12:20 am
those are looking very fine sir, may I asume you're wanting to create quake4 textures with the mighty help of zbrush? I goddamn hope so :]
evillair
Posts: 65 Joined: Sat Oct 14, 2000 7:00 am
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by evillair » Tue Dec 27, 2005 12:21 am
corsair wrote: those are looking very fine sir, may I asume you're wanting to create quake4 textures with the mighty help of zbrush? I goddamn hope so :]
You are correct.
[url=http://evillair.net/v4]evillair.net[/url]
pjw
Posts: 860 Joined: Sun May 07, 2000 7:00 am
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by pjw » Tue Dec 27, 2005 12:37 am
evillair wrote: holy wow
Words fail.
Dr4ch
Posts: 96 Joined: Thu Nov 03, 2005 6:36 pm
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by Dr4ch » Tue Dec 27, 2005 1:57 am
Hipshot
Posts: 1547 Joined: Sun Jan 20, 2002 8:00 am
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by Hipshot » Tue Dec 27, 2005 1:59 am
Evil and Dr4, Mother fucking awesome!
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
SonicClang
Posts: 209 Joined: Sun Mar 28, 2004 8:00 am
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by SonicClang » Tue Dec 27, 2005 2:56 am
pjw once again you have graced us with a great and heart warming picture.
Kaz, go buy Quake 4 and make levels for it. You have to keep moving your skills forward onto the new technology or you're going to get left behind, and that would be a horrible thing.
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
Geit
Posts: 73 Joined: Fri Nov 10, 2000 8:00 am
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by Geit » Tue Dec 27, 2005 7:15 pm
That's really impressive EvilLair!
evillair wrote: corsair wrote: those are looking very fine sir, may I asume you're wanting to create quake4 textures with the mighty help of zbrush? I goddamn hope so :]
You are correct.
Hurray! :P
A CTF map I'm currently working on:
[lvlshot]http://goat.gamepoint.net/pics/geit4ctf1b11-1.jpg[/lvlshot]
[lvlshot]http://goat.gamepoint.net/pics/geit4ctf1b11-2.jpg[/lvlshot]
[lvlshot]http://goat.gamepoint.net/pics/geit4ctf1b11-3.jpg[/lvlshot]
[lvlshot]http://goat.gamepoint.net/pics/geit4ctf1b11-4.jpg[/lvlshot]
[b]My Latest Map[/b]
[url=http://goat.gamepoint.net/maps.php?id=63]Clean and Simple (Geit4dm1 [TDM])[/url]
[b]My Maps[/b]
[url=http://goat.gamepoint.net/]The Goat[/url]
[b]Articles[/b]
[url=http://goat.gamepoint.net/articles.php?id=7]How to make a successful TDM map[/url]
[url=http://goat.gamepoint.net/articles.php?id=8]Curved stair tutorial[/url]
spookmineer
Posts: 506 Joined: Fri Nov 29, 2002 8:00 am
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by spookmineer » Tue Dec 27, 2005 9:08 pm
Looks very good! Are you working on both maps simultaneously?
Geit
Posts: 73 Joined: Fri Nov 10, 2000 8:00 am
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by Geit » Tue Dec 27, 2005 9:40 pm
spookmineer wrote: Looks very good! Are you working on both maps simultaneously?
Yep, somehow I always find myself working on multiple maps simultaneously
(three at the moment)
[b]My Latest Map[/b]
[url=http://goat.gamepoint.net/maps.php?id=63]Clean and Simple (Geit4dm1 [TDM])[/url]
[b]My Maps[/b]
[url=http://goat.gamepoint.net/]The Goat[/url]
[b]Articles[/b]
[url=http://goat.gamepoint.net/articles.php?id=7]How to make a successful TDM map[/url]
[url=http://goat.gamepoint.net/articles.php?id=8]Curved stair tutorial[/url]
Lenard
Posts: 737 Joined: Mon Aug 04, 2003 7:00 am
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by Lenard » Wed Dec 28, 2005 12:09 am
Unsupported walkway?
+JuggerNaut+
Posts: 22175 Joined: Sun Oct 14, 2001 7:00 am
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by +JuggerNaut+ » Wed Dec 28, 2005 12:46 am
wait, you can have teleporters but not unsupported structures?
spookmineer
Posts: 506 Joined: Fri Nov 29, 2002 8:00 am
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by spookmineer » Wed Dec 28, 2005 1:16 am
It's made of carbon nanotube fibre reinforced plastics or something similar. In other words, it's very strong