Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: Screenshots

Post by ShadoW_86 »

My first attempt at Q2W mapping. It’s large tdm, and ffa map. Composed of 3 main , big and open areas, connected by few smaller rooms, and corridors nest. Fast paced action, in brutal post Quake 2 environment :) .

Map comes with Quake2World

Image

Image

Image

Image

Image

Image

Image

Image
[url]http://shadowsdomain.wordpress.com/[/url]
Grenader
Posts: 202
Joined: Sun Oct 08, 2006 11:38 am

Re: Screenshots

Post by Grenader »

very nice
BJA
Posts: 50
Joined: Thu May 17, 2007 8:15 am

Re: Screenshots

Post by BJA »

@g0th: I like the updated version with the close range camera angle a lot better. Though having an open door with glooming light as a focal point has been used many times before, I think it works pretty well in this case. Those pillars are great, I like the mystical look they have.

@ShadoW_86: Looking really nice, solid layout and clean texturing but I think you could use some more interesting shapes in your geometry. Or simply add some more hanging wires or pipes like in the 7th picture to avoid the blocky look. The white lights on the walls and the ceilings don't add too much to the atmosphere, imo. Maybe give them a slightly different color? the small green lights on the floor are a nice touch.
UniKorn
Posts: 19
Joined: Tue Oct 23, 2001 7:00 am

Re: Screenshots

Post by UniKorn »

I still come here to check out stuff. What I find here lately is a lot of bickering, whining and no screenshots. Maybe get back to the essence of this topic?

Thank you,
UniKorn
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

BJA: Thanks, I'm glad you like it :)

ShadoW_86: looking very good for q2

Here's another update
[lvlshot]http://www.g0th.se/pics/temple_e_wip11.png[/lvlshot]
[url]http://www.g0th.se[/url]
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

hay shadow those screenshots look wicked, the only thing i would change is the red and blue pipe texture, looks a little to streched. but great work none the less
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: Screenshots

Post by dichtfux »

very early q2w stuff:
Image
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

I've been updating wdm4 lately:

Image

Image

Image

Image
rgoer
Posts: 798
Joined: Sun Aug 17, 2003 7:00 am

Re: Screenshots

Post by rgoer »

fuck yes more war§ow maps on my face please
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Re: Screenshots

Post by sumatra »

WIP: cpm layout

Image

Great to see the community still being alive and creative..

<3
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

@sumatra: Nice looking layout!

Playing around with UT3...

Image
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Re: Screenshots

Post by sumatra »

Thanks, you can check out the layout in this thread. Feedback is very welcome.

Nice graphical contrast screenshot compared to mine :olo:
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
User avatar
monaster
Posts: 532
Joined: Mon Apr 28, 2008 1:52 pm

Re: Screenshots

Post by monaster »

phantazm11 wrote:
Playing around with UT3...

Image
Wicked! :ducky:
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

nice phantazm11

now get some cool lightning in there!
[url]http://www.g0th.se[/url]
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

My winsock wrapping net library at work:

[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/multi-connect.jpg[/lvlshot]

Takes 4 lines of code to create a socket, listen for incoming connections, receive data from established connections, and then do something with the crap you receive.

Currently only deals with TCP/IP connections but I plan on adding UDP support.

This is going to tie in to that "transparent tiger" shot I posted earlier ;)
corsair
Posts: 972
Joined: Fri May 18, 2001 7:00 am

Re: Screenshots

Post by corsair »

phantasm11: Are those all stock or custom assets? Whereas the screenshot looks really nice, if it is all stock assets then I'm somewhat less enthusiastic about it - because of the homogenous tones and lighting.

From experience with mapping for ut3 I know that achieving good lighting is a pain in the neck as all the emitted light gets washed out during the lightmapping process. If you want your level to stand out from others, I suggest you do some thorough experimentation on this subject. Ut3 can look great, but examples are very, very rare.

What bothers me most about the game (ignoring the bollox weapon system) is the difficulty to distinguish characters from the level due to the aforementioned washed out lighting, and other effects such as DOF and overly used fog volumes.

gl & hf :)
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Screenshots

Post by ^misantropia^ »

Silicone_Milk wrote:http://i12.photobucket.com/albums/a242/caldiar/multi-connect.jpg
:olo:
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

shush Im stoked on my first time doing any network-related programming with an API I'm completely unfamiliar with :P

The cool part about it that you can't see is the flexibility of the (templated) wrapper classes and how they deal with protocols.

On a side note, I had originally intended to just write a MUD but decided to separate the net code into a reusable static lib for other projects.

The next shot will have parallax occlusion mapped text :up:
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

told ya they'd end up working together ;)

[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/net.jpg[/lvlshot]

That text is being received from my simple server.

You can't see it here but the text scrolls up so every time it gets new data, the previous data scoots up a line.

I need to constrain it within a chatbox now.
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

it's testing!
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Screenshots

Post by ^misantropia^ »

Silicone_Milk wrote:I need to constrain it within a chatbox now.
Google for opengl console. Or just click the link. =)
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Screenshots

Post by ^misantropia^ »

Though it won't hurt to learn this all by yourself, either. To paraphrase Mortal Kombat: "There is no knowledge that is not power."
TRaK
Posts: 8
Joined: Sun May 10, 2009 1:56 am

Re: Screenshots

Post by TRaK »

Hey there, first post here :)

Here's something I'm working on for Quake2world:
All textures were made fron scratch.
Image
Last edited by TRaK on Thu May 14, 2009 10:20 pm, edited 1 time in total.
[url=http://trak.mercenariesguild.net/]Website[/url]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Test render of some bamboo that I painted the textures for and modeled in a couple of hours. I have normal and specular maps for it as well, but not rendered in this screenshot.

[lvlshot]http://www.robotrenegade.com/models/renders/bamboo_render.jpg[/lvlshot]
[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]
User avatar
GONNAFISTYA
Posts: 13369
Joined: Sun Jan 23, 2005 8:20 pm

Re: Screenshots

Post by GONNAFISTYA »

obsidian is growing pot again
Post Reply