jal_ wrote:Odium, what about Overdose? Is development still going on?
Looks very cute, btw.
Yeah its still going on, made a major milestone in shifting the entire engine to opengl 3.0 recently, mucho improvo frame rateo. But we are having hosting issues AGAIN so the sites down
o'dium wrote:Are even 25% of those pics needed, they all show the same really badly stretched textures and blotchey lighting...? I don't think we needed to see them AGAIN with FOV 180...? Detail wise it looks ok, its defo easy to tell where you got the ide, its just it looks very underdetailed for Quake 3 to my eye, almost Quake 1 level of geo...?
It's a work in progress and I think sir_vival is still learning (aren't we all?). So the lack of detail at the moment isn't an issue. However, I do agree that that is a lot of screenshots of what is more or less the same room.
sir_vival, two suggestions:
Be a little more selective of your screenshots. Screenshots are supposed to either promote the map (in which case you want to properly pose the shot at a place and angle that looks amazing) or show an area where you are asking for suggestions. Quality is preferred over quantity.
Your map has a lot of repetition, both in brushwork and in theme. Try to mix things up a little. Instead of making a bunch of the same rooms or same columns, try to make a few different types of rooms or columns of different shapes or heights. Shorten the hallways (hallways are boring, rooms and atriums are fun), try a few different colours, try playing with vertical heights, make a lobby or something with different floors and a catwalk.
Sir_vival: I have such great memories of playing on that map! Did you take the textures from the n64 version? It would be cool to see at least regular scale textures on there.
Odium: looking nice! I think you have made quite a bit of progress in your modeling skills through the years (although certainly I am no modeler). That being said, I see your low poly cottage and raise you a medium-poly pooltable! The bottom shot is what it looks like in my fledgling "engine".
But v1|3's been faster once again. Dammit. [EDITS: spelling and quote mistake corrected]
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.
One final for today (ending my usual 10 post spamming after I haven't posted for 3 weeks in a row):
RCPD rooftop
[lvlshot]http://resiyoyoyo.bplaced.com/pics_pub/Q3A_own/rcpd016.jpg[/lvlshot]
(You gonna need a bright monitor to see the details and not just a black (sheep) wall)
Other current scrnshts of RCPD (Raccoon City Police Department)here. Careful, can be quite intense in terms of loading times.
Last edited by monaster on Sat Jul 30, 2011 1:16 pm, edited 1 time in total.
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.
InsaneKid: Nice lighting. Well lit but not washed out.
In the second shot, I don't like that platform on the second floor. It extends too far and blocks the fancy ornate swirly thing which is a shame. If it needs to be there, I would maybe only extend it as far as the 2 blocks at the end of the railings and convert the blocks into support pillars to the platform. Make the platform look more like a large overhanging balcony.
obsidian wrote:InsaneKid: Nice lighting. Well lit but not washed out.
It's so hard to get high ambient lit maps with decent contrast with q3map2 falloffs. I'm precisely these days trying to improve that by generating the ambient with urt's floodlight.
InsaneKid, the first shoot look pretty nice, the light looks very smooth. However, the glass texture up there doesn't seem to fit... maybe use a less (or none) "reflective" one?
well hey hips hot heheh yea i figure playing with someones messy brushwork would help me get up to mobility speed again in gtk since ive been away a while. im sure a few foxy folk hear would vouch for my ability to take overdraw and tease junctions away olo, like that im trust worthy to hand a map, any map to
new defrag run i started up yesterday.. based entirely on tj's (tele jumps) for cpm physics only.
[lvlshot]http://img140.imageshack.us/img140/2116/shot0053m.jpg[/lvlshot]
^^start/ending (cant reach pad with a normal circle jump)