Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
a13n
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Post by a13n »

@Foo
Though I don't know they can be called release, in the past I posted my maps @ map-center.
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Foo
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Post by Foo »

Just seems a shame to put all that effort in and then never follow through by publishing them widely, is all.

It'd be a bit like painting a masterpiece then leaving it in your garage.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
Fjoggs
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Post by Fjoggs »

Foo wrote:Just seems a shame to put all that effort in and then never follow through by publishing them widely, is all.

It'd be a bit like painting a masterpiece then leaving it in your garage.
My garage is full already :(
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Foo
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Post by Foo »

I was thinking about uploading all my snippets of level somewhere and letting anyone do as they please.. after all, they're of little benefit to me.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
Oeloe
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Post by Oeloe »

Upload at roughrider's perhaps?
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Foo
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Post by Foo »

wanted to find a way of doing it elegantly, so I didn't end up just splattering a load of half-finished garbage into the mix with everyone elses polished work :D
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
tequila!
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Post by tequila! »

Some fun with patches for Q4

[lvlshot]http://www.tequilasplace.com/temp/q407.jpg[/lvlshot]

[lvlshot]http://www.tequilasplace.com/temp/q408.jpg[/lvlshot]

[lvlshot]http://www.tequilasplace.com/temp/q409.jpg[/lvlshot]
Last edited by tequila! on Sat May 06, 2006 11:18 pm, edited 2 times in total.
cha0s
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Post by cha0s »

w00t!
looks ... interesting. SP?
tequila!
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Post by tequila! »

Not exactly sure yet what it will be aside from very, very heavy on the triangles. :)

Maybe make a small SP mission out of it.

Edit: Took a look around and got some nice single player ideas... thanks for the nudge, although now I'll have to seal this freaking thing, for which I may never forgive you. :)
o'dium
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Post by o'dium »

Looking a bit bland, trying to get it more interesting looking, any ideas?

[lvlshot]http://www.quake2evolved.com/odium/overdose1.jpg[/lvlshot]

(So far, 100% custom textures, but i just cant put my finger on whats missing... Its using the our Q2E engine, with a modified Quake 3 map format supporting terrain and all sorts, plus its PPL as you know)
MegaMan44
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Post by MegaMan44 »

sand,
vegetation / grass (yes even in deserts there is :) ),
small stones,
actual damage on the buildings.
more complicated architecture.
o'dium
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Post by o'dium »

No, not the terrain, we have a full foliage system working i just haven't even bothered with the actual terrain atm. Im asking for ideas on the main building in the middle :p
Guest

Post by Guest »

A ladder? It's kind of hard to suggest when you give us one side of a building out of context.
o'dium
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Post by o'dium »

Ladder, door and window are on the other side ;)

Theres just something that feels off about that shot, thats all.
tequila!
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Post by tequila! »

Something like this maybe? Small lights under the parapet edge, and some recesses in the wall below (same material as the wall). Recesses are always good for making a flat surface appear thicker and weightier.

[lvlshot]http://www.tequilasplace.com/temp/overdose1.jpg[/lvlshot]

It is nice as is though, you may want to leave it alone until more of the surroundings are in.
o'dium
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Post by o'dium »

I had thought about lighting, i think that will add a lot to it.
Kaz
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Post by Kaz »

I would break those pipes into two sections, the top with a symbol on it, and a bottom with just plain piping.
wviperw
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Post by wviperw »

Also, all the colors are very brown/beige/blah (other than the pipes). At the very least, make the main wall texture of the building more distinguishable from the terrain.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
o'dium
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Post by o'dium »

I said ignore the terrain (think it was here?), because i haven't even begun working on it. The terrail will be full of folaige and trees, grass, rock etc...
MegaMan44
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Post by MegaMan44 »

MegaMan44 wrote:sand,
vegetation / grass (yes even in deserts there is :) ),
small stones,
actual damage on the buildings.
more complicated architecture.
not… talking… about … terrain…
Myth
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Post by Myth »

Looks excellent tequila, can't wait to play that one.
rgoer
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Post by rgoer »

ah, that's looking very swell tequila! glad to see you're doing well
Silicone_Milk
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Post by Silicone_Milk »

lookin' good tequila!
corsair
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Post by corsair »

tequila!: very neat looking - however the way you've bent the pipes looks very awkward, as do their diameter given the space they are given 'to be around in'

o'dium: what I think mostly lacks is variation in light intensity; perhaps a good sunlight would do the trick - the geometry is fine if you'd ask me. What I like least about its decoration is not that it could use something extra, but the symetrical placement of the circular exchaust grates. (or perhaps the placement of it anyway).

tequila's recommendation with the lights is a fine one, but is perhaps a too symetrical one - I'd place a light like a streetlantern of some sort, on either one of the two sides close (but not too close) to a corner.

though when adding lights, the overall brightness of the map wouldnt explain why they're on - so perhaps lower the ambient light intensity?

edit: oh, forgot to write this out; on the pipes, you have a decal'ish element on it that faces directly forward, and both of the pipes have their texture placed exactly the same - change both horizontal and vertical shift I'd say

Just a few thoughts to do or don't do something with :]
Last edited by corsair on Thu May 04, 2006 11:50 pm, edited 1 time in total.
Silicone_Milk
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Post by Silicone_Milk »

Interesting thoughts Corsair. Didn't even notice the symetrical look until you mentioned it. I think you may have something there =)
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