map - gibbing pool xbmdm1

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Dr4ch
Posts: 96
Joined: Thu Nov 03, 2005 6:36 pm

map - gibbing pool xbmdm1

Post by Dr4ch »

PICS :

Image

Image

Image

DOWNLOAD :

rc1
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Off-topic:

UT supported Smoothvision (i have no idea how much better it looked though), this is 2006 and Quake 4 shows spheres still as 16-sided polygon. :/ I don't understand why such a simple thing as a spherical map model can't be smoothed a bit to be more pleasing to the eye. Just wanted to get this of my chest. :)
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Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Post by Foo »

smoothvision was an ATI-Only technology.

Anyway, too far off-topic for my comfort level. IF we want to debate the merits/shortcomings of the D3 engine, we should perhaps spawn a fresh topic.
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

There's a lot of things to pick on, here, but I'll just do a few:

You're obviously very interested in mapping, and that's cool; I think that more people should be involved.

You released this map on filefront about a million years ago, if memory serves. This one may be slightly improved, but really: Maybe you should stick to making a few more "learning" maps from scratch, rather than trying to tune things that are fundamentally broken.

Stuff to note:
1) Texturing is really, really important. And most textures simply are not suitable for being tiled one next to another for a great distance. Simply put, to make something look good in Quake 4, you're going to have to use more complex architecture; this feels a bit like the Doom (one) engine.

2) Given # 1, this is minor, but it's at least an easy fix: Your boxes are stacked as though placed with the precision of God's Own Hand. Use the rotate tool to make it look like a jumble of boxes, rather than something stacked by a herd of nerds with protractors.
Dr4ch
Posts: 96
Joined: Thu Nov 03, 2005 6:36 pm

Post by Dr4ch »

Your right about the boxes, but that changes how you get to ra much :/
Gonna have to do some tweaking there.

custom decals, Trims and lights are missing as I wanted to cut down download size for that release (even only used the 256 textures and not the 512 ones) so its a bit tiled everywhere.For the geometrical detail I wanted to wait for feedback before finally adding it.

thx for the feedback
Jenny
Posts: 144
Joined: Mon Oct 17, 2005 7:08 pm

Post by Jenny »

Dr4ch, don't worry about download size, its totally not an issue these days.

I love the way your maps are designed for movement.

I hate the way you use too many textures, you seem to use different texures for every room ^^. Most notably in pic 2 and 3.. its texture hell. over 10 textures in one room. top right.. you have a light wall texture being instantly cut off and changed to black texture, how nasty is that.
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