Screenshots
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- Posts: 209
- Joined: Sun Mar 28, 2004 8:00 am
This?
http://www.quake3world.com/forum/viewtopic.php?t=16164
That is not the same.
This might look familiar because it's familiar to my older blue sky, however, I like this more.
http://www.quake3world.com/forum/viewtopic.php?t=16164
That is not the same.
This might look familiar because it's familiar to my older blue sky, however, I like this more.
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
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
[lvlshot]http://img67.imageshack.us/img67/5392/1619zj.jpg[/lvlshot]
Note, Y's texture on the floor
Note, Y's texture on the floor

Last edited by AEon on Mon Jan 18, 2010 10:16 am, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
Reason: Refreshed lvlshot code of images.
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
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
Yea, the UT-intro, like Kingpin, UT(99)s urban maps, will always be in my area of inspiration. Probably why I like the round glows so much, instead of all the "updated" cone-spheres everyone else is doing in Source. (like this: http://img88.imageshack.us/img88/445/mymap00004ka.jpg)
This I like most, in this "extreme" WS-mode. Looks nice with the lamps and all. Kinda falling.
[lvlshot]http://img228.imageshack.us/img228/1282/1621ih.jpg[/lvlshot]
Then there's the whole scene, in "HD"
[lvlshot]http://www.zfight.com/misc/images/maps/ ... 048_02.jpg[/lvlshot]
Also, the lightmap here, is not final, not near, I never change those values until the "final" compiles in the end. But it can get, really detailed in Source.
This I like most, in this "extreme" WS-mode. Looks nice with the lamps and all. Kinda falling.
[lvlshot]http://img228.imageshack.us/img228/1282/1621ih.jpg[/lvlshot]
Then there's the whole scene, in "HD"
[lvlshot]http://www.zfight.com/misc/images/maps/ ... 048_02.jpg[/lvlshot]
Also, the lightmap here, is not final, not near, I never change those values until the "final" compiles in the end. But it can get, really detailed in Source.
Last edited by AEon on Mon Jan 18, 2010 10:18 am, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
Reason: Refreshed lvlshot code of images.
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
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
I'd been working on this for Q3A, but I lost the map file by way of a rushed format/reload where I forgot about that Q3A map I'd been fucking around with for 3 years. Oh well, no biggie...if it was any good I would have finished it a long time ago.
Punkys Whips back then...

Lucky for me, I had converted the map file over to Doom3 at some point, and then copied that onto my iPod, so I still had the basic shape of the map ready for Q4, and I've been working on it a little bit recently.
I'm going back to my roots as a patch whore for this one with a sort of melted metal curves kind of vibe. It's all ripped apart and in the middle of a conversion to a curvey state, so I don't have much to show at this point, but I'm digging it and I wanted to see if anyone else likes it.
It's going along pretty well and I'm currently estimating a Q3 '07 release because it takes me forever to finish one of these things.
This is the older section, still waiting for another remodel to the curvey style.

Small section of the new-style roof in one area.

Another view of the same general area.

I heard somewhere that Q4 doesn't like excessive patches. I'm pretty much building my usual tiny map and using an excessive amount of patches, so I'm wondering if I'm heading for disaster.
Punkys Whips back then...

Lucky for me, I had converted the map file over to Doom3 at some point, and then copied that onto my iPod, so I still had the basic shape of the map ready for Q4, and I've been working on it a little bit recently.
I'm going back to my roots as a patch whore for this one with a sort of melted metal curves kind of vibe. It's all ripped apart and in the middle of a conversion to a curvey state, so I don't have much to show at this point, but I'm digging it and I wanted to see if anyone else likes it.
It's going along pretty well and I'm currently estimating a Q3 '07 release because it takes me forever to finish one of these things.
This is the older section, still waiting for another remodel to the curvey style.

Small section of the new-style roof in one area.

Another view of the same general area.

I heard somewhere that Q4 doesn't like excessive patches. I'm pretty much building my usual tiny map and using an excessive amount of patches, so I'm wondering if I'm heading for disaster.
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- Posts: 448
- Joined: Tue Mar 19, 2002 8:00 am
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- Posts: 179
- Joined: Tue Nov 16, 1999 8:00 am
*head asplode*unitool wrote:Lucky for me, I had converted the map file over to Doom3 at some point, and then copied that onto my iPod, so I still had the basic shape of the map ready for Q4...
(Funnily enough a few days ago I was pondering backing up my .map to my iPod, but I thought, nah, too paranoid. Shows what I know.)
I like the curvies. I will be kinda sad if it is true that Q4 is less likely to put up with them than Q3 was! I choose to believe that is a vicious rumor.
i copy over my HL2 mod to a pen drive every night. i'd go fucking postal if i lost that, the amount of work i've done on itunitool wrote:Lucky for me, I had converted the map file over to Doom3 at some point, and then copied that onto my iPod, so I still had the basic shape of the map ready for Q4, and I've been working on it a little bit recently.
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- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
yeah, I'm considering converting parts of mine to something I could work on in Maya, but I have no idea how to do that and we're starting to get busy again at work, so it'll probably remain in-editor for now.seremtan wrote:this screams "ASE model me with smoothing groups, don't patch me!"Fjoggs wrote:Speaking of patch whore:
60k. Gonna smoke my comp If I don't get the hinting on this one properly. :icon32:
[imgs][/imgs]

If you have Doom 3 or Quake 4, the quick method is to cover the map in caulk, remove the Q3 entities and then 'open' the map into either D3 or Q4Radiant. Once there just export to OBJ and away you go.unitool wrote:...yeah, I'm considering converting parts of mine to something I could work on in Maya, but I have no idea how to do that and we're starting to get busy again at work, so it'll probably remain in-editor for now.
Have a read of this tip for a bit more detail on importing older maps.
And this one for more info on using D3/Q4Radiant to export to OBJ.
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- Posts: 179
- Joined: Tue Nov 16, 1999 8:00 am
Working on a "remix" of Industrial Revolution for Q4 CTF. Got entity placement and final-ish geometry done... well, on half the map anyway (symmetrical map). Nothing worth screenshotting at this point but I'm going to post something anyway.
Overhead editor shot with a little image-hackery to stick a mirrored half on it:
[lvlshot]http://www.neogeographica.com/temp/jl4ctf1_alpha_overhead.gif[/lvlshot]
Click for bigger version. Pardon the way the lines get all crappy in the small version, but I thought I should lvlshot the image in case someone was browsing with a narrow window.
Anyway, now all that's left is textures, decals, visportals, lighting, clipping, botclipping, sounds, optimization... I'm practically done!
Overhead editor shot with a little image-hackery to stick a mirrored half on it:
[lvlshot]http://www.neogeographica.com/temp/jl4ctf1_alpha_overhead.gif[/lvlshot]
Click for bigger version. Pardon the way the lines get all crappy in the small version, but I thought I should lvlshot the image in case someone was browsing with a narrow window.
Anyway, now all that's left is textures, decals, visportals, lighting, clipping, botclipping, sounds, optimization... I'm practically done!
Last edited by Johnny Law on Fri Feb 17, 2006 6:05 pm, edited 1 time in total.
didnt map alot lately. Did however make several drawings tho
[lvlshot]http://dl8.rapidshare.de/files/14503138/479253213/dEsmall.jpg[/lvlshot]
[lvlshot]http://dl8.rapidshare.de/files/14503085/479248920/dF.jpg[/lvlshot]
[lvlshot]http://dl19.rapidshare.de/files/14502904/479261285/cR.jpg[/lvlshot]
It took me quite some time making those, but then again, I'm way too bored at meh college ;O

[lvlshot]http://dl8.rapidshare.de/files/14503138/479253213/dEsmall.jpg[/lvlshot]
[lvlshot]http://dl8.rapidshare.de/files/14503085/479248920/dF.jpg[/lvlshot]
[lvlshot]http://dl19.rapidshare.de/files/14502904/479261285/cR.jpg[/lvlshot]
It took me quite some time making those, but then again, I'm way too bored at meh college ;O
Last edited by corsair on Thu Mar 02, 2006 2:03 pm, edited 2 times in total.