Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

That sounds like a good point. When I've built enough of the level to know how much I can see through the window I most likely will do that.
Whatever....
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

Another bit, as I extend the texture set. The colouring reminds me of UT I thought.
Image
Whatever....
o'dium
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Post by o'dium »

That looks really... Meh... To many sharp angles, its just not looking right...?
dnky
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Post by dnky »

oops, sorry, forgot for one moment there, should have posted a rectangular box with pipes inside it.
Whatever....
Strahlemann
Posts: 35
Joined: Fri Jan 13, 2006 6:45 pm

Post by Strahlemann »

A map that i built for the upcoming Nexuiz 2.3 release.

I always liked the layout of the map "Slime Pit" that has been a part of Nexuiz ever since but the visuals were really bugging me, so i started this experiment and impoved the visuals without changing the layout too much. I'm quite satisfied how it turned out.

It's called "Slimepit Revisited" aka "reslimed" :icon31:

Image Image Image Image Image Image Image Image
o'dium
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Post by o'dium »

dnky wrote:oops, sorry, forgot for one moment there, should have posted a rectangular box with pipes inside it.
Ne need to be a cunt just becuse you lack any form of design. The simple fact are its bland, the lighting is awful, i don't know how many lightsare there, why its lit that way or even want to GUESS performance, and its got sharp angles everywhere with really bad texturework.

Still it could be worse. You could of used a projected light with noShadows on... Oh wait, you have...
o'dium
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Post by o'dium »

Awesome stuff Strahlemann, realling digging the theme you have going there and the lighting setup. The bloom for once isn't burning my eyes like it does in some games, really helps the shots. One crit is some textures could do with a little less paralax, like the concrete floor tiles.
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Post by wattro »

a little over the top, don't you think? somebody woke up with a bad batch of syphillis.

i'm guessing it's barely tuned at this point. i like the direction for the most part, but i think the left wall does have that piece that juts out a little too much.
wattro
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Post by wattro »

wow green overload... not sure how i feel about that =)
dnky
Posts: 188
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Post by dnky »

//edit
I was going to respond, but changed my mind. If you need to resort to that kind of language it's a pointless route to go down.
Whatever....
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

What's going on here in the last few days? You guys allright? :icon22:
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

Yea, strange... could it be that Odium and Kat thinks they are better then everyone else? Critisism could be wrapped a bit better perhaps...

Been watching this thread for a couple of weeks now, not writing anything. I've seen some great stuff, Meths map has ace-looks and to be honest Donkey, your last shot might not be the best but I don't think it looks that bad, I think it (as you said) reminds me of old UT and I like that somewhat sharp and straight design. Though a bit ;)
Strahlemann I love those green glowing pipes, that x-box green/black feel has been a thing I've started to like over the years.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

o'dium wrote:
dnky wrote:oops, sorry, forgot for one moment there, should have posted a rectangular box with pipes inside it.
Ne need to be a cunt just becuse you lack any form of design. The simple fact are its bland, the lighting is awful, i don't know how many lightsare there, why its lit that way or even want to GUESS performance, and its got sharp angles everywhere with really bad texturework.

Still it could be worse. You could of used a projected light with noShadows on... Oh wait, you have...
calm the fuck down. this aint GD. Thats why most of the names in this particular forum doesn't venture outside to the other foras.
It's a WIP thread. Let me know when you figure out what that means.
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Post by g0th- »

Image

Q4 sp map I am working on
btw anyone know if ai_tether_radius is broken in 1.4.1?
KungFuSquirrel
Posts: 56
Joined: Mon Nov 07, 2005 2:12 pm

Post by KungFuSquirrel »

holy shit, if it is, id broke the entire single player game, haha.

I'd double-check it's set up correctly... trigger the tether which targets the desired AI, and make sure there's enough valid space within the radius to move... if that's all working, then something might be hosed.

Could also play through the regular SP game to verify; almost all scripted AI movement is handled with ai_tether_radius, including critical conditions that allow you to progress through the game.
[url=http://www.button-masher.net/]www.button-masher.net[/url]
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Post by wattro »

g0th- wrote:Image
nice =)

i dont know anything about Q4, but i'm curious as to what the height of those hand rails are compared to someone standing beside them
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

From the size of the lights and stairs I'd wager a guess that the rails come up to about the thigh/waist area
g0th-
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Post by g0th- »

KungFuSquirrel: I spent 4 hours trying to get them to work and as far I as read about it they should not be that hard to get working. (first time I am doing sp maps) I'm going to feel really dumb if they are not broken :)

wattro and silicone_milk: The railing is a bit to high. I can't believe you spotted that :)
[url]http://www.g0th.se[/url]
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

1.4.1 tends to have problems with sp mode - I think it has something to do with sound (s_volume 0 eliminated crashes in my case). Tethers worked fine though...
Anyway, better downgrade to 1.4.0 or wait a few days for 1.4.2

In the meantime check my sp map ;)
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
o'dium
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Post by o'dium »

Hipshot, never put me in the same area as Kat. If something is wrong with my work, I'll go back and re-do the lot if I have to. I won't sit here saying "meh, well, you are all wrong!".

Fjoggs, no. You know what I'm like, and I hardly ever flame in here, if ever. For that exact reason you mentioned in fact. So when somebody comments on my mapping skills, I will comment back. Simple as that.

EDIT: I will admit my original post was a little harsh, no crits at all. So for this I will take the blame from OP. But come on, it was hardly a work of art, somebody was bound to say such.
obsidian
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Post by obsidian »

Everyone is entitled to roll out of bed on the wrong side every once in a while, so can we please move on concerning Kat. He's been a valuable and well behaved member here for 99.999% of the time so one little outbreak hardly qualifies him as the lunatic that some of you are making him out to be.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

O'dium, as I sent you in a foloow up PM, I'll say it again here, that off the cuff comment was NOT aimed at your mapping skills (in all honesty I have never seen anything that you have produced).
Whatever....
o'dium
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Post by o'dium »

dnky wrote:O'dium, as I sent you in a foloow up PM, I'll say it again here, that off the cuff comment was NOT aimed at your mapping skills (in all honesty I have never seen anything that you have produced).
Yeah just seen it.

No worried. I'll chalk this one down to me being harsh in my original comment. NW.
dnky
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Post by dnky »

NP. Honesty I like, makes us all improve.
Whatever....
Amphetamine
Posts: 76
Joined: Fri Feb 23, 2007 5:15 am

Post by Amphetamine »

It's a conspiricy... They're putting somthing in the water supply to make everyone bitch at each other. It's the government I tell you! They want to destroy the mapping scene because user end content leads to homebrew, which influences the modification of console hardware! They're coming to get me!!! Nooooo.....
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