Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Method
Posts: 222 Joined: Thu Feb 28, 2002 8:00 am
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by Method » Thu Jan 25, 2007 8:53 pm
Alright Kat. Your point is taken. Good luck with the map man.
-Method
Kat
Posts: 952 Joined: Tue Nov 14, 2000 8:00 am
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by Kat » Sat Feb 03, 2007 3:38 am
Nearly finished with this one
Working on a test map to work some stuff out atm (FPS is closer to 60 than 6 in this shot, damn screensnap caught a bad 'flop').
A1yssa
Posts: 387 Joined: Thu Apr 12, 2001 7:00 am
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by A1yssa » Sat Feb 03, 2007 10:41 am
Impressive shot kat!
A1yssa
Posts: 387 Joined: Thu Apr 12, 2001 7:00 am
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by A1yssa » Sat Feb 03, 2007 1:34 pm
Anpohabas wrote: deleted spam
Is there something concerning Tom Cruise?
:icon29:
dnky
Posts: 188 Joined: Thu Nov 24, 2005 3:49 pm
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by dnky » Sat Feb 03, 2007 7:10 pm
Q4s most difficult feature is its lighting, and yet again Kat you demonstrate that it is also its most powerful feature.
Whatever....
Kaz
Posts: 1077 Joined: Wed Mar 08, 2006 3:43 am
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by Kaz » Sun Feb 04, 2007 12:20 am
I missed the deadline for the CMP contest but I still intend to finish at least this one q4 map.
[lvlshot]http://kaz.quakedev.com/junk/kaz4dm1_beta1.jpg[/lvlshot]
Lukin
Posts: 349 Joined: Sat Jan 29, 2000 8:00 am
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by Lukin » Sun Feb 04, 2007 1:41 am
I was about to ask about this map Kaz. Looks uber cool!
Also, I've checked 'cushion' material today and noticed that it doesn't turn off footsteps sounds. So you can, without a hesitaion, use it for removing falling damage issues from your map.
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
Kaz
Posts: 1077 Joined: Wed Mar 08, 2006 3:43 am
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by Kaz » Sun Feb 04, 2007 2:04 am
Ah! I'll definetly make a note to do that. Thanks
corsair
Posts: 972 Joined: Fri May 18, 2001 7:00 am
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by corsair » Mon Feb 05, 2007 8:06 pm
messed around with something q1'ish in q4 for a bit;
Raven
Posts: 51 Joined: Sat Apr 17, 2004 7:00 am
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by Raven » Mon Feb 05, 2007 10:07 pm
Very cool Corsair! I am glad to see people melding the moody Quake1 style into the new tech.!
[b]Ford '3-Poynt' Dye
Designer[/b]
[url=http://www.ravensoft.com/frameset.html]Ravensoft[/url]
[url=http://www.levelforge.com/index.html]Personal Site[/url]
corsair
Posts: 972 Joined: Fri May 18, 2001 7:00 am
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by corsair » Thu Feb 08, 2007 8:37 am
glad you like it, it's still an early shot though, so I hardly have anything else than the pic shows :]
Lukin
Posts: 349 Joined: Sat Jan 29, 2000 8:00 am
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by Lukin » Wed Feb 14, 2007 3:51 pm
[lvlshot]http://img296.imageshack.us/img296/2337/shot00099rl2.jpg[/lvlshot] [lvlshot]http://img296.imageshack.us/img296/8650/shot00100fo1.jpg[/lvlshot] [lvlshot]http://img296.imageshack.us/img296/7109/shot00101wv6.jpg[/lvlshot] [lvlshot]http://img296.imageshack.us/img296/4928/shot00102uf7.jpg[/lvlshot]
Last edited by
AEon on Mon Jan 18, 2010 5:57 pm, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
A1yssa
Posts: 387 Joined: Thu Apr 12, 2001 7:00 am
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by A1yssa » Wed Feb 14, 2007 9:07 pm
Lukin wrote: [lvlshot]http://img296.imageshack.us/img296/2337/shot00099rl2.jpg[/lvlshot]
I love this map!
The green tone looks so cool!
searching for the download...
Method
Posts: 222 Joined: Thu Feb 28, 2002 8:00 am
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by Method » Wed Feb 14, 2007 10:42 pm
Hehe, Lukin remembers the rule that higher FOV makes map 30% cooler.
-Method
A1yssa
Posts: 387 Joined: Thu Apr 12, 2001 7:00 am
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by A1yssa » Wed Feb 14, 2007 10:51 pm
lol
Lukin
Posts: 349 Joined: Sat Jan 29, 2000 8:00 am
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by Lukin » Wed Feb 14, 2007 11:26 pm
Heh, that's actually a fov value I use, I always lower it for taking screenshots... Today I just forgot about it.
The map is available for download here:
http://www.esreality.com/?a=post&id=1331576
but it's in a horrible state (no ammo boxes, broken jumppad, it even crashes some servers :P). Better wait one day for a fixed version.
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
Kat
Posts: 952 Joined: Tue Nov 14, 2000 8:00 am
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by Kat » Thu Feb 15, 2007 7:02 am
Method wrote: Hehe, Lukin remembers the rule that higher FOV makes map 30% cooler.
-Method
30% less phatt!! :icon25:
A1yssa
Posts: 387 Joined: Thu Apr 12, 2001 7:00 am
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by A1yssa » Thu Feb 15, 2007 8:43 am
Kat wrote: Method wrote: Hehe, Lukin remembers the rule that higher FOV makes map 30% cooler.
-Method
30% less phatt!! :icon25:
to download or not to download...that's the question!
Thank you!
dnky
Posts: 188 Joined: Thu Nov 24, 2005 3:49 pm
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by dnky » Fri Feb 16, 2007 9:41 pm
I have been working on a conversion of my Q3 Turtle Map entry for Q4. The entire thing is scaled up by 50%. It was tight in Q3, and with Q4 scale it was far too small. So far I am pretty happy with the look and feel. Some of the terrain sections need work, and there are plenty of rough edges generally that need smoothing out.
I should mention, that the map is not portaled as of yet. Seeing as I am running in high mode I am more than happy with 60 odd fps at the moment.
Might actually be the first non-contest Q4 map I am happy enough to finish:)
Whatever....
Kat
Posts: 952 Joined: Tue Nov 14, 2000 8:00 am
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by Kat » Sat Feb 17, 2007 6:15 am
Ooo look, caves! You've done a nice job on the lighting. Really like shot one ;o)
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
GODLIKE
Posts: 387 Joined: Tue Nov 30, 1999 8:00 am
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by GODLIKE » Sat Feb 17, 2007 8:42 pm
In fact, it looks a lot like Kat's Q4 maps.. Hmmn..
dnky
Posts: 188 Joined: Thu Nov 24, 2005 3:49 pm
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by dnky » Sat Feb 17, 2007 9:25 pm
Share and share alike:)
Whatever....
Kat
Posts: 952 Joined: Tue Nov 14, 2000 8:00 am
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by Kat » Sat Feb 17, 2007 9:26 pm
GODLIKE wrote: In fact, it looks a lot like Kat's Q4 maps.. Hmmn..
I never did it, honest... It's all donkeys work. I think those 'classical' textures were a set inition did that donkey ported over as well, they look surprisingly good in Q4 from the shots posted above.