Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
voodoochopstiks
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Post by voodoochopstiks »

Gnosis textures by Undulation if I am to pull a guess.

Iä! Iä! http://www.planetunreal.com/undulation/
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Lukin
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Post by Lukin »

Thanks o'dium. Yeah, like d3mol!t!on said "Ruiner" looks a bit better in game. It could look even more fancy of course, but since it's a competitive level I resigned from some effects and trims to keep the fps reasonable. But I've found another sexy, gothic level for you. It is made by blushing_bride, it looks like this:
[lvlshot]http://www.planetquake4.net/beta/images/abbey_beta_1.jpg[/lvlshot]
and it is available to download from there.

Don't know where the author post it first, hopefully he will come here some day ;) But (I'm guessing, didn't read readme.txt yet) everyone can send him some feedback via mail.
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Dr.Wheel
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Post by Dr.Wheel »

Everytime I see a per-pixel map remake, I cry a little inside :(
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Hipshot
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Post by Hipshot »

I'm gonna exploit the D3E when Quake Wars arrive... :tear:
Kaz
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Post by Kaz »

[lvlshot]http://kaz.quakedev.com/junk/d3shot1.jpg[/lvlshot]
[lvlshot]http://kaz.quakedev.com/junk/d3shot3.jpg[/lvlshot]
{uZa}FreakOfNature
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Post by {uZa}FreakOfNature »

Lukin wrote:It's been a while since I post here. Here's a few shots from my recent works:
Ruiner:
[lvlshot]http://img75.imageshack.us/img75/7780/ruiner4sj.jpg[/lvlshot] [lvlshot]http://img75.imageshack.us/img75/6638/ruiner24by.jpg[/lvlshot]

A Man Called Sun:
[lvlshot]http://www.planetquake4.net/beta/images/l4dm4_6.jpg[/lvlshot] [lvlshot]http://www.planetquake4.net/beta/images/l4dm4_3.jpg[/lvlshot]
Hey Lukin, just wanted to give props on these 2 levels. They're in rotation on our DM server and they get MAD props from all the players. Both of them play soooo smooth for DM. It's a shame more people aren't making bigger levels. Swamped with 1 vs. 1's which I knopw these may be but they're designed is such a way that they can hold upwards of 6 peeps on them with ease.

Anyways, thanks for such killer maps and I look forward to more from you in the future!
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Lenard
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Post by Lenard »

Kaz, d3? Kazi?
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a13n
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Post by a13n »

Today I got this inspiration while data-inputting like a chaingun. :icon3:
Image

Yes, I'm planning my next cpma map.
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Fjoggs
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Post by Fjoggs »

Kaz: Havoc?
Lukin
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Post by Lukin »

{uZa}FreakOfNature wrote: Anyways, thanks for such killer maps and I look forward to more from you in the future!
You're welcome. Thanks for the good words, and for playing my maps.

P.S. Now I'm working on CTF level, later this month I'll try to finish a team deathmatch level - you'll have a chance to play on something bigger.
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{uZa}FreakOfNature
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Post by {uZa}FreakOfNature »

Awesome. Keep them coming. I foresee a map design job for you in the future. :)
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Go to [url]http://www.uzaclan.net[/url] for more details or just connect to: 67.19.62.215:28004
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Kaz
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Post by Kaz »

It's d3 :]
cha0s
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Post by cha0s »

[lvlshot]http://www.phoboslab.de/shot00010.jpg[/lvlshot]
a mod i'm working on.
getting the AI to function properly in levels like this is, unfortunately, close to impossible. the engine ignores models (terrain) when creating the AAS. converting the model to brushes (q3map2 ase2map, easygen) also failed, because of "broken" brushes etc :\
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Hipshot
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Post by Hipshot »

Hmm, cool! RTS? RPG?
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
cha0s
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Post by cha0s »

RTS. I'm aiming for something more like commandos than c&c. Few units, no bases.
But it's still in a very early stage. Just the camera movement, unit selection and unit movement is working so far.
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Hipshot
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Post by Hipshot »

What game, Q4mod? The shadow of the terrain looks "realtime-d3e-quality".
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
d3mol!t!on
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Post by d3mol!t!on »

Hipshot wrote:What game, Q4mod? The shadow of the terrain looks "realtime-d3e-quality".
And the crosshair looks like one of the Quake 4 ones.
wviperw
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Post by wviperw »

Well if he's using q3map2 then I'm guessing the game is Q3. :) Pretty impressive for Q3 if it is. Ambitious as well, doing an RTS mod in an FPS engine.
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cha0s
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Post by cha0s »

It's Quake 4.
I just used q3map2 to convert my terrain model (.ase) to brushes (.map). Of course I had to compile a .map with the .ase in it to a .bsp, before decompiling it to a .map - which might be the reason why the result sucked :D
Black_Dog
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Post by Black_Dog »

For Quake 4 you might get away with adding add monster_clip or other clip geometry directly to a model.
a13n
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Post by a13n »

ImageImageImage
The 1st pic is a lighting for space station map.
The last pic represents a long hallway teleporter for my next cpma map. :cool:
cha0s
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Post by cha0s »

Black_Dog wrote:For Quake 4 you might get away with adding add monster_clip or other clip geometry directly to a model.
collision detection works fine. the thing is, the AI doesn't know the model is there, because it's not compiled into the AAS.
KungFuSquirrel
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Post by KungFuSquirrel »

You can get an AAS layer working on terrain without 100% precision. AI will trace to the nearest AAS layer (up to maybe 64-96 units or so, I think - don't quote me on that) for pathfinding, but use the collision of the terrain. You can get away with just creating a rough AAS layer under the terrain (make sure you ramp any big height differences) and get guys moving over it pretty well.
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Kaz
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Post by Kaz »

[lvlshot]http://kaz.quakedev.com/junk/shotgun3.jpg[/lvlshot]
[lvlshot]http://kaz.quakedev.com/junk/shotgun4.jpg[/lvlshot]
Silicone_Milk
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Post by Silicone_Milk »

coming together rather nicely Kaz
:icon14:
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