lol, thanks. Its hard ot really expand something as basic as Q2
I look forward to seeing the new blending textures. It shouldn't be a problem at all really to just make a new texture thats a blend of the snow and the rock.
o'dium wrote:lol, thanks. Its hard ot really expand something as basic as Q2
I think you did great at that. It's definately got that special q2 feeling, while looking good by todays standards. I was a little disappointed by q4 not having that brown orange colour scheme actually. I like q4 too though.
Because as I always say, "its good to share", unless its B&J's Phish Food, in which case bugger off its mine, with its little fishies and stuff... Nomnommomonmoommm... Erm... Where was I? Oh yeah, right, I decided to pop a few screenies up for you of some ingame love. Remember folks, we are ALWAYS looking for new modellers and mappers, and anybody who has experience modelling player models please get in touch with me, as we are desperately seeking some new player models for the teams. Here are the screenshots; Enjoy, and post feedback in the forums!
Its nothing to exciting. I dont have an imageshack account or whatever its called
EDIT: Easier than I thought, so here they are for now if those links dont come back on yet. As I said, nothing amazing, heh... JPEG Quality will be shocking too I bet.
those pics themselves might not be that exciting.. but they're most ceirtainly not bad either. And having built both the map and sweet engine features is pretty fkin nuts if you ask me
Some of you may remember me posting this map 2 or so years ago (Think I named it shrimp for the "alpha" release), but anyway... hard drive died a long time ago and after that, I couldn't be bothered to start this map up again until a few weeks ago. Started it over from scratch and fixed some of the mistakes I made previously and tried to put in some of the suggestions you all made. (ones I could remember)...
very early shoots, but it's something.
bork[e], I don't even remember you ever mapping. I was surprised recently when you were talking about Radiant stuff in GD or something and you actually knew what you were talking about. It's probably just my Alzheimers.
Has a nice Q1 feel to that first screenshot. Is that ring on the right some sort of lift that bobs up and down? The second one, the scale looks HUGE! It could just be the screenshot and FOV, but it looks excessively large.
that second screen does look pretty bad, I'm still not sure why I posted it... I guess maybe to give another look for people that might remember it. And you were the one that bot clipped that first screenshot for me after I had many troubles with the .aas file back when. heh
but that upper screen, the ring is just a platform with RA you can reach by hitting the JP from the left side of the room. I ran a fast light compile before posting the shoot to make it more "postable" and must have slipped into the ceiling while taking it.
A little too stripy and I would at least make the stripes go the same way (those crossbars over the doors have the stripes going the other way). I like the outdoor shot, though.
Maybe even cut down on some the caution stripes in places by adding some structural brushes supporting the ceiling or something similar. and on the inside of the entry way (What I have textured with that white base texture), "I" think it looks a bit better on the eye like that... without carrying that texture (caution tape) all the way around the entryway.
Lots of opinions there, do what you think looks good.
obsidian wrote:I have absolutely no recollection of that.
It's not like I made anything worth really remembering though. But I like working with radiant, reminds me of the highschool years screwing up house plans in auto cad.
Thanks for the advice bork (it does look very nice), I'll use those for my red base, which is going to be very standard wall style (blocks) with a more dirty rocky red look. That structural look would match it nicely. For this blue base I'm focusing on as much curved surfaces as I can with a general theme of a clean, frosty, sterile look.
A little environment scene I'm currently working on. The trees are from 3ds max and are just placeholders, the dog and human models are zbrush base models and just there to get the scaling right. Everything very wip and all objects are randomly placed. I'm not very happy with the camera angle so I'll probably change that.