Screenshots
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- Posts: 284
- Joined: Thu Feb 16, 2006 3:48 pm
Thanks. Still working, decided to post something. When I was working on Mash-Up Streets someone suggested using neon signs, but then Lukin added some to his map and I didn't want to look like a copy, ya know.
Telmarine: Those are all stock textures.
D3mol!t!on: Exactly
Btw I accidently typed "Da Playgroundz" instead of "Da Courtyardz".
-Method
Telmarine: Those are all stock textures.
D3mol!t!on: Exactly

Btw I accidently typed "Da Playgroundz" instead of "Da Courtyardz".
-Method
oh wow, props then man.Method wrote:Thanks. Still working, decided to post something. When I was working on Mash-Up Streets someone suggested using neon signs, but then Lukin added some to his map and I didn't want to look like a copy, ya know.
Telmarine: Those are all stock textures.
D3mol!t!on: Exactly
Btw I accidently typed "Da Playgroundz" instead of "Da Courtyardz".
-Method
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- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am
That rarest of things in Q4 Method, originality. Looks very good.
Three screens of where I am at with mine:
http://www.leveldk.co.uk/idcomp/dk1.jpg
http://www.leveldk.co.uk/idcomp/dk2.jpg
http://www.leveldk.co.uk/idcomp/dk3.jpg
Three screens of where I am at with mine:
http://www.leveldk.co.uk/idcomp/dk1.jpg
http://www.leveldk.co.uk/idcomp/dk2.jpg
http://www.leveldk.co.uk/idcomp/dk3.jpg
Whatever....
looks cool, very cool with the snow. I wonder why you broke the pillar though. The overal feeling seems quite clean and unharmed, probably due to the nature of the textures (very little distortion).
Aside from that, it does fit with the snow though 8D.
You might want to add an extra color to it, for grey's with blue lighting in a snowy context is quite cliché
Aside from that, it does fit with the snow though 8D.
You might want to add an extra color to it, for grey's with blue lighting in a snowy context is quite cliché
With this broken pillar I just wanted to add a little bit of surprising chaos to this sterile environment... And I had no other idea how to make this pillar looking cool being so thin and tall
Oh, I tried some other colors too, but that killed the stone-cold atmosphere of the map. I think I'll put some extra color anyway, just not in this particular room.

Oh, I tried some other colors too, but that killed the stone-cold atmosphere of the map. I think I'll put some extra color anyway, just not in this particular room.
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
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- Posts: 284
- Joined: Thu Feb 16, 2006 3:48 pm
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- Posts: 362
- Joined: Tue Jan 31, 2006 12:03 am
First of all...
1) The fogging at the top, nice touch to make it look bloomed. However, rotate your fog brush. ATM, you have the fog blend facing up, when it should be down. rotate it along the one axis so its the right way around and you will have a nicer blend
2) I believe Q4 allows multiple fog brushes, i.e., another fog brush can be placed inside the entire level, blending with that upper fog brush. I think it does anyway. If so, place a very ambient fog (you will need to write a new material, not hard) brush over the entire level to give it a bit more atmoshpere.
3) Your use of blue rocks. Blue is a cold colour, and it works with snow
4) The areas where the ceiling is removed, and snow is falling down. Its nice but its missing a key element. Snow. Add some snow to the floors using patches. The great thing about snow is that it looks awesome with per pixel lighting, so that it doesn't look so uniform. This will really help the scene and with some smart thinking, you could even perform a few trick jumps off the curves that the snow makes. If you cant make a snow texture, dont worry. Use this one I just made for you:
http://www.quake2evolved.com/odium/snow.zip
1) The fogging at the top, nice touch to make it look bloomed. However, rotate your fog brush. ATM, you have the fog blend facing up, when it should be down. rotate it along the one axis so its the right way around and you will have a nicer blend

2) I believe Q4 allows multiple fog brushes, i.e., another fog brush can be placed inside the entire level, blending with that upper fog brush. I think it does anyway. If so, place a very ambient fog (you will need to write a new material, not hard) brush over the entire level to give it a bit more atmoshpere.
3) Your use of blue rocks. Blue is a cold colour, and it works with snow

4) The areas where the ceiling is removed, and snow is falling down. Its nice but its missing a key element. Snow. Add some snow to the floors using patches. The great thing about snow is that it looks awesome with per pixel lighting, so that it doesn't look so uniform. This will really help the scene and with some smart thinking, you could even perform a few trick jumps off the curves that the snow makes. If you cant make a snow texture, dont worry. Use this one I just made for you:
http://www.quake2evolved.com/odium/snow.zip
Sorry Lukin
A good 30mins work, tryin to get a texture set/theme going... Wanted something to keep me busy (Yes i know i never finish anything lol)
[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_1.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_2.jpg[/lvlshot]
No custom textures used at all.
EDIT: Bah, alrady broke the "no custom content rule." Not like my map would win anyway
Looks better with a new snow texture and model.

[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_1.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_2.jpg[/lvlshot]
No custom textures used at all.
EDIT: Bah, alrady broke the "no custom content rule." Not like my map would win anyway
