Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

Been experimenting with floor debris the last couple of days and it seems that 5 sided small rocks seem to produce the best results for variety. I initially created a set of 6 different shapes, then a couple of small groups (different shapes, sizes, orientations) and finally sprinkled the groups around the blend edges not the cave walls. Saving the cave wall edge for larger rocks works better. I also used a lower phong value (60) and it really does bring out the cave wall edges better.

[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1eq1.jpg[/lvlshot]
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]
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

Sock,
I seem to recognize some POM elements: Recolored rock wall texture? The central floor blend (broken up mud)? And the grass model?

The shot looks amazing... it might be worth spending a few more brushes on the left side rock "arc" to make it look less low-poly... on the right side things look very smooth by comparison.
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

@AEon, yeah that screenshots contains alot of POM elements and yes the colours have been tweaked to match MOTEOF better. I needed a short section of cave, so I took my favourite section from POM, reworked the ceilings spaces, closed off alot of different routes and added architecture that matches the rest of the map. The real difference here is the debris, hand placed because I needed to make sure every collection of small rocks has visual impact. This is why I moved all the small stuff out into the corridor on to the terrain blend edges. The rocks are vertex lit and have no clip collision and are extremely cheap technical to draw. The sharp wall edge on the left is sharp on purpose, I did not want the whole cave to be too smooth. When you move around it, it feels alot better.

Here is another shot of the debris at the bottom of a broken lift shaft
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1eq2.jpg[/lvlshot]
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]
MrLego
Posts: 67
Joined: Tue Jul 21, 2009 11:00 pm

Re: Screenshots

Post by MrLego »

Sock you tease - this map looks better with every screenshot.

Very nice additions.
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Spray
Posts: 18
Joined: Mon Dec 28, 2009 2:23 pm

Re: Screenshots

Post by Spray »

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

Re: Screenshots

Post by rgoer »

sock when can we play it
obsidian
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Re: Screenshots

Post by obsidian »

He should pull a Tempest Utopia.
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Johnny Law
Posts: 179
Joined: Tue Nov 16, 1999 8:00 am

Re: Screenshots

Post by Johnny Law »

obsidian wrote:He should pull a Tempest Utopia.
Bite your tongue. >:(
Pat Howard
Posts: 494
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Re: Screenshots

Post by Pat Howard »

After reading the last couple comments I did a little search to find out what the hell this "Tempest Utopia" is. After reading through all the results it appears to be the most mysterious unfinished project of all time :). People have seen screenshots, right? I can't find any. A link would be appreciated if one still does exist.
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Re: Screenshots

Post by spookmineer »

If Sock could finally share it with us... as I'm not sure Lloyd reads this forum anymore.
I remember having seen the screenshots a long time ago and it beat everything I had seen before, but after that a lot of great maps were made as well.
Maybe it's better to keep it a mystery and only vaguely recall the screenshots.
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monaster
Posts: 532
Joined: Mon Apr 28, 2008 1:52 pm

Re: Screenshots

Post by monaster »

Pat Howard wrote:After reading the last couple comments I did a little search to find out what the hell this "Tempest Utopia" is. After reading through all the results it appears to be the most mysterious unfinished project of all time :). People have seen screenshots, right? I can't find any. A link would be appreciated if one still does exist.

Seriously... you don't want to have them because someone could have the baaad idea to start new rumors or a new spam thread about it. Best is, I just finished reading the whole damn thread (well one side isn't available any more), nice coincidence. :ducky:
But I'll send you the link with a PM in a few minutes.

This thread (Llyod's TU) got so out of hand... :smirk:
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obsidian
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Re: Screenshots

Post by obsidian »

Lloyd M's Tempest Utopia was originally posted here at Q3W, just a few screenshots of a tropical/futuristic map. It still looks great by todays standard, but about 8 years ago, it was really off the wall. Lloyd M. has been working at Splash Damage for a while now, I think he joined back when they were working on Quake 3 Fortress.

The thread was archived but is missing since the recent migration to our own server. I asked DooMer about it and he says he has the threads archived on discs, he just hasn't bothered to restore them yet. I'll keep checking on how that goes, especially since there was a lot of good stuff in those archives.
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sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

@Mrlego, Thanks, it does look better ingame and there are plenty of things still left to see.
@rgoer, I have one more area to finish the detail for and that should be it. Probably be next week if everything goes according to plan and there are no big bugs left.
@obs, you know that is a lie! ;)

I have seen Tempest Utopia and it is indeed a very cool map. It would be a bit dated to see nowadays because it was made pre-q3map2, but it was a visual explosion on the Q3 scene many years ago. The tree trunk and plant models in PoM are originally from TU.
Well he was evil, but he did build alot of roads. - Gogglor
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Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

A little challenge for myself inspired by pjw's quickie maps, specifically pjwquickie5. This little tourney is made out of only 15 visible brushes. It's a very minimalist cel-shaded ship with kind of a wacky retro space sci-fi feel. I called it "Rover" because it reminded me of something that would slowly scour across the face of a lonely moon or planet hoarding space rocks for research back home.

Here's a shot:
Image
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0096.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0099.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0101.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0104.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0107.jpg[/lvlshot]

@demolition: that's definitely something i'd like to do on the lower levels
@pat h: circus-y!

Coming close to beta time! I just have to go around and convert everything into detail, and make it playable for bots :)
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

Kaz wrote:[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0107.jpg[/lvlshot]
You might like to add vertical "striping" to the textures. E.g. let some of those bricks creep into the other wall texutres, above and below, to break up the horizontal stripes some more. Possibly the bricks were used to "fix" something in the other stripes.

I like your "brighter" sky in the one shot above.
rgoer
Posts: 798
Joined: Sun Aug 17, 2003 7:00 am

Re: Screenshots

Post by rgoer »

kaz that looks pretty cool, I'm diggin it
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

AEon - i'll try to break up the horizonal-ness in the next version
rgoer - thank you sir
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Kaz, sent you a reply to your PM.
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sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

Triangle bookcases and dirty glass...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1ev1.jpg[/lvlshot]
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]
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

Starting to be a bit overkill on screenshots sock :p
obsidian
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Re: Screenshots

Post by obsidian »

Fjoggs, you getting tired of mopping up your chin from all the drool? :drool:
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^Ghost
Posts: 230
Joined: Tue Sep 08, 2009 3:35 am

Re: Screenshots

Post by ^Ghost »

after a couple of hours messing with shaders, this is the 3'rd rough draft that i came up with..
[lvlshot]http://img683.imageshack.us/img683/5805/shot0011y.jpg[/lvlshot]
Last edited by AEon on Fri Jan 15, 2010 6:54 pm, edited 1 time in total.
Reason: lvlshot'ed that sucker.
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Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

@Ghost - sweet particles
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

obsidian wrote:Fjoggs, you getting tired of mopping up your chin from all the drool? :drool:
My jaw-elevator stopped working :(
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