Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

@fKd, Aha! I knew you'd come around. This contest will be a lot more fun and of much higher quality with you in it. One thing, that looks a little bit like q3tourney2. If it is, didn't you have that map going before the comp. started? Or did you just completely start over? Just making sure you're not unknowingly breaking the rules.
AEon wrote:@Sock,
I'm more for the golden middle path ;)... IMO the above version is subtle but too gray, the lower version, is much more saturated, and I'd tend to prefer that, but a texture that is about halfway between the two extremes regarding saturation, should still be subtle enough but not as "gray" ("boring").
I'd also like to see a compromise. Right now I'd go with the "before", simply because the "after" sticks out to me too much.

EDIT: Oh yeah, and I do like puzzle maps, but I have a feeling I'll still be spending most of my time just looking at the architecture and stuff.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

This new room is amazing, but it doesn't look anything like the rest of the map. I'm not getting any (ahem) wood. While this particular room is supposed to look grand and perhaps a little different than the rest of the map, I think it still needs something to tie it into the overall theme. Either add more wood (window frames, structural roof supports), or some electrical/mechanical objects to power the teleporter and the "you-know-whats". One or the other, but on the flip side, don't over do it again, since I think this room is supposed to feel slightly different. Currently, it just looks entirely different.

I'm not entirely sure what it is about the spotlights, but it makes me feel like they are the type that you would find in a hotel lobby rather than in some ancient mystical hall.
[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]
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

Hey sock, inspiring stuff. :)
Wish I could pull it together and work on a map for that contest, but kinda lost interest in mapping for a long period of time now.
Keep 'em coming, might be able to spark my mappingpassion again. ;)
rgoer
Posts: 798
Joined: Sun Aug 17, 2003 7:00 am

Re: Screenshots

Post by rgoer »

Fjoggs you should make another map I always liked your stuff a lot
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

Fjoggs,

I was wondering if you knew who the author of the "rocks_4" texture you used in your map fjo3tourney1 is. I would like to use it in a Q3 map for the contest, and I'd like to credit the correct person.

Thanks

[edit] I should have known it was Kat. Thanks Fjoggs.
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

Nostalgia time. I made this map a year and a half ago I think. Even though I had used the editor quite a bit previously, this was one of the first things I ever finished. It was made in one sitting.

[lvlshot]http://www.divshare.com/direct/5973988-1b2.jpg[/lvlshot]

[lvlshot]http://www.divshare.com/direct/5973987-0b6.jpg[/lvlshot]

[lvlshot]http://www.divshare.com/direct/9292057-8a7.jpg[/lvlshot]

This one will be staying on my hard drive :sly:, just thought it would be fun to post some screens.
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

hipshot: yeah, I'd like to make my curved section really cool like that - i haven't really designed in this fashion before so it'll take some practice to start producing good stuff...

the beta will take a little while, it will be similar, but i've spent alot of time aligning various elements and trying to make the layout interesting

sock: :O
User avatar
MKJ
Posts: 32581
Joined: Fri Nov 24, 2000 8:00 am

Re: Screenshots

Post by MKJ »

@Pat, that last shot reminds me of Doom E3M7 - right before you drop into the Cacodemon/blood maze :owned:
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

Started blocking out a new map (:

[lvlshot]http://img690.imageshack.us/img690/7199/q3ct41b.jpg[/lvlshot]
www.ferdinandlist.de/leveldesign
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

@cityy
Open a new thread, and let us test the alpha layout/gameplay/weapons :toothy:
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

@obsidian, The new room is suppose to feel bright, roomy and architecturally different with more stone and less wood (or brown palette). I want the start of the map to feel light, so when the player gets to the next part, they feel the darker atmosphere better. I like the idea of a generator device powering the portal but I do have some other plans for more detail in this area.

The large spotlight textures is based off a gorgeous wood panel I found on a street door. Initially I took the central diamond shape and extended it downward slightly into a shallow pyramid of light, but at a distance (floor to ceiling angle) it just looked flat. So here is version 3, the texture outline is stil present with the shape heavily extended outwards to create a better profile and the actual light source is now sitting in a gem socket. (Damn you torchlight!)

[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1dz3l_1024.jpg[/lvlshot]

@Pat, that old texture of mine does look really dated nowadays. It was a lot of fun at the time, but very few people really went crazy with cutting the grout lines, which I always thought was a shame.

@Fjoggs, you are so so lazy! :p Open that map editor right now! map like the wind! :p

@Kaz, if you are going to do curved stuff, really go crazy with the detail, make it look like it would be hard to impossible to do in the editor. Add window frame edges, pipes, lights, like what hipshot suggests.
Well he was evil, but he did build alot of roads. - Gogglor
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fKd
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Location: Wellington
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Re: Screenshots

Post by fKd »

[lvlshot]http://img109.imageshack.us/img109/4885/shot0016.jpg[/lvlshot]

ack machines in the making!! lol, work on my noghost mapping contest lvl
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

fKd,
Ahaa... I see two AEcell fangrates :toothy:

I love those orange deco edges.
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

*Taken from my NoGhost competition forum*

K, I think it's time to show something.

Here is what I've done the last two days. It's a replica of a church called "The Name of the Rose", in Abruzzo, Italy.

It took me an extra day because all that frontal detail is actually on a 45 degree angle. I guess I could've modeled it and then rotated it, but I decided it would be better this way for reasons I won't ramble on about.

You won't be able to go inside the building, it's just a prop that will be in the corner of a room.

Image

Image

Image

I haven't made the textures yet, I'm just using some photo sources from cgtextures right now. Just wanted to show off the geo. Hope you like it!
-pat

P.S. I think you can guess the general location of the map at this point :).

EDIT: There are a few things that I couldn't distinguish from the picture alone. Could anyone (ehem, Sock) tell me what those square "holes" in the stonework are? I haven't added them yet because I have no idea what their purpose is and I don't want to mess anything up. Also what are those light blue squares on each face of the church? They look like vents or drains or something. Sorry, I have no clue when it comes to this stuff - though I must say, Sock, the photography section of your site has been an invaluable resource for me so far. Thankyou!
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

@Pat, wow, NOW that is some lovely brushwork detail, it certainly will be very cool painted in a pastel plaster. From what I can tell from other pictures of the church, the square/blue points going around the top of the church (2 per side) are probably connected to the inside. I imagine they are the ends of wood/metal beam supports for a roof structure interally and they just have a metal cap on the end to protect them from the weather. They also seem to have a metal hook in the center, but that is probably not used externally to hang anything. They are certainly a nice detail which you could extend outwards slightly and paint with a wood texture if you want to make them look older. The other holes in the building walls are probably the previous version of the internal wood beam support structure and the blue square one's are something a bit more modern. I am glad you found the pictures on my site useful :)
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

@Pat. Is that quake 3?
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

Sock, thanks for the info., I would've never guessed that. I'm going to keep them looking more modern b/c I want it to feel like an old church in a modern city.

Jal... I like that response :). Yes, it's Q3A.
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: Screenshots

Post by Anthem »

I'm excited to test your map, Pat. It is looking very nice. I wish you the best of luck. :)
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jal_
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Re: Screenshots

Post by jal_ »

I've been lately trying to improve the use Warsow does of q3map2 lightmaps. r_overbrightbits has never suited the game, and whitout it the clamping with texture color has always been very limiting for lighting. So I'm testing with a softer version of pseudo overbrightbits made directly in the GLSL materials. I'm very happy with the result, as any light entity you drop in the map tends to look pretty sweet and smooth, while there's no need of making all texture images very dark to compensate overbrightbits as in q3 case.

The downside is that it requires to scale all the light values in the maps, so recompile all of them, which will affect q3 map compatibility (they will look quite darker, and they did look dark already). But I think it's completely worth it.

Comparison shots:

Image

Image

Image

Image

Image
rgoer
Posts: 798
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Re: Screenshots

Post by rgoer »

jal_ I find myself liking all of the 0.6 shots better--are those your tweaked version?
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

yup they are. So I guess I'm on the right path :)
Last edited by jal_ on Fri Nov 20, 2009 10:37 pm, edited 1 time in total.
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1ee2l_1024.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1ee3l_1024.jpg[/lvlshot]

A slow week for me, still trying to get rid of a flu bug and my head feels like it is full of concrete! Been busy creating props to fill up the corners and floors of my map with. Still got more stuff to make but at least the look of the level is starting to come together.

@jal_, I prefer the 0.6 lighting as well. Not exactly sure what you are doing with the lightmaps but the level scenery has a really nice TF vibe about it. The only thing which is strange to me is the brick and wood textures feel too artificial compared to the plaster for example.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

Ye, the bricks and some of the wood textures (I like the other wood ones) definately have to be improved.
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

ooo, Sock I love libraries...the touch with the books it's nice.

A few shots from me, copied from the No Ghost site:

Image
Image
Image
Image

I have one area left to complete, and a ton of player clipping and hinting to do, but the bulk of the work is done.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

dONKEY,
the planks look a bit flimsy, due to their length. You may want to double their thickness. Especially the angled one in the center of the last image is too thin, IMO.
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