Screenshots
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]
[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.
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)
[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)
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.
[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.
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 :]
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.
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