Screenshots
-
- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
Yeah, those shots are all fine and dandy but check out the texturing skills:

:icon32:
Serious craptacular texture I made in paint to tell me what brushes are what when I'm working on my alpha maps. As you can probably guess, brushes textured with this abomination mark the volume space for future buildings in my maps.
Looks like ass when compiled with only -meta
It sucked so bad I just had to post it to break up the pattern of professional-style artwork I've been seeing on this thread

:icon32:
Serious craptacular texture I made in paint to tell me what brushes are what when I'm working on my alpha maps. As you can probably guess, brushes textured with this abomination mark the volume space for future buildings in my maps.
Looks like ass when compiled with only -meta

It sucked so bad I just had to post it to break up the pattern of professional-style artwork I've been seeing on this thread

-
- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am
Method: There's rumors going around that there'll be 125fps support in 1.4, we want to get that on your level(besides, that reflection deal looks a bit shitty too).
I love the window ornament though, really cool.
I love the window ornament though, really cool.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Little update, gotta change the lower floor to something more interesting now.
[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_3.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_4.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_5.jpg[/lvlshot]
Also does Quake 4 have patch stitching by default? some of my surfaces refuse to stich...?
[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_3.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_4.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_5.jpg[/lvlshot]
Also does Quake 4 have patch stitching by default? some of my surfaces refuse to stich...?
o'dium: There is too harsh of a transition to the white sky. I think it'd look better if you put some fog up up there similar to what Lukin did to blend it. Also, I think getting better lights would help a lot. I can't help but look at them, especially the ones on the doorways and trim near the top, and think that I'm seeing the missing texture black/white checker pattern.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
I disagree with wviperw, I'd keep this kind of sky. I think the visual 'problem' if I may call it so, are the rocks (texture/contrast of shadow) and the ground of the jumppad. The rest looks nicely dressed in textures and neatly filtered by the fogish snow effect, perhaps some elements seem to be repeated too much, but thats okay I guess.
Also, I personaly dislike the way you surrounded the near-jumppad architecture with rocks at its base, all the way tru to the top. I'm not sure what civilisation has created building, but most civs usualy don't see mountains growing over their structures. I think it's better to connect the jumppad thingy with the both (symetrical?) sides. If you want to keep the rough element into the map, you could do something interesting with the lower floor (as you said you wanted to do anyway). Perhaps make this floor of rough rock too, a few large stone rocks (not too many) in the corners or places that aren't in the players path, but may just yet provide some sneaky trickjump. And keep the surface flat where people have to walk, else the movement will suck.
Bleh, hope you don't mind the critique, for you might not've intended the post to recieve such.. just felt saying it :]
Also, I personaly dislike the way you surrounded the near-jumppad architecture with rocks at its base, all the way tru to the top. I'm not sure what civilisation has created building, but most civs usualy don't see mountains growing over their structures. I think it's better to connect the jumppad thingy with the both (symetrical?) sides. If you want to keep the rough element into the map, you could do something interesting with the lower floor (as you said you wanted to do anyway). Perhaps make this floor of rough rock too, a few large stone rocks (not too many) in the corners or places that aren't in the players path, but may just yet provide some sneaky trickjump. And keep the surface flat where people have to walk, else the movement will suck.
Bleh, hope you don't mind the critique, for you might not've intended the post to recieve such.. just felt saying it :]
Well, I was thinking the same damn thing about the rocks
Im gonna remove those at theb ase, and then just have them up top, with snow above the rocks themselves. That will look more natural.
As for the floor, I was planning on breaking it up (with a bit of Ice, and some groves where people would walk)
And for the sky, well, thats a different story. I do actualy havea sligth scrolling effect but you cant see it
So i may remove it... Bloody fog!
[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_6.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_7.jpg[/lvlshot]
EDIT: Updated with a new rock:
[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_8.jpg[/lvlshot]

As for the floor, I was planning on breaking it up (with a bit of Ice, and some groves where people would walk)
And for the sky, well, thats a different story. I do actualy havea sligth scrolling effect but you cant see it

[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_6.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_7.jpg[/lvlshot]
EDIT: Updated with a new rock:
[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_8.jpg[/lvlshot]
Cant allow my reputation for prolific map production fall to somebody else; damn it if other folks are submiting more than one map, so can I.
Cave section from a Q4 gothic level:
http://www.leveldk.co.uk/idcomp/comp2.jpg
Cave section from a Q4 gothic level:
http://www.leveldk.co.uk/idcomp/comp2.jpg
Whatever....
Lawsuit coming! :icon34:o'dium wrote:Sorry LukinA 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]

The fog brush is rotated - look at this broken pillar and you'll notice that it work ok there. It looks worse on the wall because of the giant flare I have put under a sky, which looks cool from the right angle, but sucks from any other... I believe I've found a way to get rid of this side effect but have not tested it yet (because I spent whole yesterday on fixing a water sounds on "Spiral" :P).o'dium wrote: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
Ahh i see wht you did there.
I was messing with snow and how it works in levels myself, and I found that instead of fogging the upper level, if i just used a snow texture with a slight curve around my upper brushes, it gives quite a nice effect and feel to the upper areas. Looks kinda like what snow does in nature...
I would show you but my host FTP is down for some odd reason...
Ill edit this post when its back up.
I was messing with snow and how it works in levels myself, and I found that instead of fogging the upper level, if i just used a snow texture with a slight curve around my upper brushes, it gives quite a nice effect and feel to the upper areas. Looks kinda like what snow does in nature...
I would show you but my host FTP is down for some odd reason...
Ill edit this post when its back up.
After some very useful beta testing (many thanks eb for setting up the server for us) my entries for the Q4 CMP contest have almost reached a state of completion.
Huge thanks to all those that tested the levels.
My entries are both very different in style, but represent different aspects of elements I like to see:


edit// I should add, ignore the FPS, I was running the editor in the back ground...both levels run between 40 to 60 FPS on my mid range system.
For a little more info pertaining to each level please take a look HERE
Many thanks, best of luck to all mappers and their entries.
Huge thanks to all those that tested the levels.
My entries are both very different in style, but represent different aspects of elements I like to see:


edit// I should add, ignore the FPS, I was running the editor in the back ground...both levels run between 40 to 60 FPS on my mid range system.
For a little more info pertaining to each level please take a look HERE
Many thanks, best of luck to all mappers and their entries.

Whatever....