Stars and moons
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1ez1.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]
Thanks fkd and Kaz, it is good to know what people like or don't like and especially their initial reaction.
@obsidian, yeah it is different direction to my initial concept but I found some new reference images. Plus I think this layout looks more fantasy and less tech/mechanical. Final beta soonly!
@AEon, I have never heard of that game but it is cool to know you want to create some desktop screenshots. I might try and create a pack of my favourite locations for when I release the map.
@g0th, All the objects started out as brushwork/patches but the whole structure is a large collection of ASE models with the globes being fine tuned in Lightwave. The tricky bit was creating a brushwork version afterwards of the models for bullet/player collision.
@PatH, you like?
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]
It's almost done, just wait for release and you can snap all the screenshots you want.
sock, I meant to say different but in a very good way. I was thinking more of a traditional looking one with lots of brass and gears. I think this looks better for the theme, built with wood and more fanciful.
sock wrote:Stars and moons
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1ez1.jpg[/lvlshot]
Not quite right: Let me think... oh yeah:
SICK! Absolutely sick...
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.
@Jal, I really like the fog effect, it makes the lava feel really hot, awesome job The dust on the overhead lights is really nice and soft, very cool texture/shader work. The thing that really bugs me about the screenshot is the wall/floor textures, they don't look interesting or add any character to the level. Personally I would create a diversion between the lava and the upper surface. Make all the brushwork close to the lava, rock or something natural and then have the crate/metal panel texture sit on top. You really need a contrast with texture material otherwise it is just one blob.
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]
In some spare time I've been playing with a really daft CTF idea I've had for ages. Basically a novelty map with downhill skiing. It'll always be a silly level, but here are a couple of first lighting attempts:
I like that ceiling in the second shot. Everything is a bit overly dark though.
When I was testing out dotproduct terrain for Q3Map2, I built this giant mountain slope and for kicks I added surfaceparm slick to the shader. Epic ski jump!
Thnx for the nice words. I'm pretty happy with the ambient myself. I just miss a bit more of contrast sometimes, but I think that prob is more at the textures than the light itself.
sock wrote:all the brushwork close to the lava, rock or something natural and then have the crate/metal panel texture sit on top. You really need a contrast with texture material otherwise it is just one blob.
Sounds like a good idea indeed. Also sounds like a lot of stuff to rework :/ I don't think I'll do it this time (I have 4 more maps to update), but I'll sure keep the idea for the next time. I'm even visualizing some areas already :P
goth: reminds me of the windmills in AOE
_jal: very nice, less blocky would def. help
spray: an improvement! you might want to throw some spotlights on the blue lit areas to define the shapes better, it's hard to tell what's going on mostly.
donkey: reminds me of kat's indoor cave level (with the water pool from a long time ago), but moodier. i agree about it needing more light
thanks for the comments... Trying to create an "entrance" with "reception halls"... I'm going to have to make some potted plants (probably dead) soon!