Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
telmarine
Posts: 6
Joined: Sat Oct 21, 2006 9:31 pm

Post by telmarine »

I thought they didn't allow custom textures?
d3mol!t!on
Posts: 284
Joined: Thu Feb 16, 2006 3:48 pm

Post by d3mol!t!on »

I don't think any of those are custom textures... he's just used them in a way to make a theme that seems like it's custom ;)
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Post by maz0r »

looks great method.
maybe a litte too greyish? some colored elements like the neon ads Lukin used in Monsoon would fit in there just perfectly if you ask me
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

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
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

I actually like "Da Playgroundz" better... :)
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

"Da Playgroundz" is actually a name of a server for game Kingpin. The reason why I chose "Da Courtyardz" is because the map has two main courtyards and I figured I'll add a little "Da" infront and "z" at the end for an easy google search in case someone played the map or has some feedback.

-Method
telmarine
Posts: 6
Joined: Sat Oct 21, 2006 9:31 pm

Post by telmarine »

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
oh wow, props then man.
dzjepp
Posts: 12839
Joined: Wed Mar 28, 2001 8:00 am

Post by dzjepp »

I like how that map looks method. Kinda reminds me of a ut2k4 map style. Should prove a little different than the standard map fare at least. :)
QuakerX
Posts: 32
Joined: Wed May 15, 2002 7:00 am

Post by QuakerX »

Nice work, Method! Way to use those stock textures to create a unique theme and atmosphere not typically seen in the Quake 4 maps.

I like the "Level 2" signage. Good attention to detail.

Quaker-X
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Thanks for the comments.

An updated shot with higher FOV (field of view), I heard it makes the level look 15% cooler.

Image

-Method
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

It worked method, really looking forward to the map! The screenshot also shows more of the map now, which I like :D
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

I forgot to mention that I did polish that area a bit, but higher FOV made it cooler.

I'm gonna need you and other guys who know item placement really well soon to take a look at the map, once it's presentable. It's 60% textured. Gonna work whole day today.

-Method
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

I decided to post a screenshot of the second courtyard.

Da Courtyardz (methtourney2)

Image

-Method
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

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
Whatever....
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

[lvlshot]http://img128.imageshack.us/img128/3594/shot00025ky6.jpg[/lvlshot] [lvlshot]http://img128.imageshack.us/img128/2850/shot00026qe5.jpg[/lvlshot]

One room ready, five to go.
corsair
Posts: 972
Joined: Fri May 18, 2001 7:00 am

Post by corsair »

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
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

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.
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
d3mol!t!on
Posts: 284
Joined: Thu Feb 16, 2006 3:48 pm

Post by d3mol!t!on »

Looking great, and the snow is a nice touch you don't see much. I think the broken pillar is a good idea so long as you add a little more broken stuff and of course the usual dirt decals in some places.
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

He's a mapping fool! Seriously though Lukin, your maps are looking better and better the more you make. So is this your 2nd entry into the CMP?
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Post by phantazm11 »

Very nice looking, Lukin. I love the snow effect.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

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
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Oh is this for the Quake 4 "dont use custom textures" thing?

If so, you can make snow with the stock Q4 textures ;) You jsut need to create a new material and sample art from various places
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

Okay, the snow is PIMP. Nice work as usual, Lukin.. :icon31:
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Sorry Lukin :ninja: 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 :p Looks better with a new snow texture and model.
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Good work with the snow guys.

I'm gonna try and release beta of City Heat this weekend. Here's the last screenshot I'm gonna post.

Image

-Method
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