Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
EmeraldTiger
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Re: Screenshots

Post by EmeraldTiger »

\o/

I think you two make a great team. It seems like both of your construction styles blend in seamlessly together, as noted in Cold Cathode.
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monaster
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Re: Screenshots

Post by monaster »

@fKd: Whatever happened to that old map of yours? Any chance that it gets finished some day or was it abandoned?

Since my webhost (never start using multimania/former lycos when in need of a webhost!!!) is taking a 3 month break from providing working FTP servers I can only provide a few screens that I uploaded already some time ago, nothing special, but I feel the urge of compensating my today's frequent pure-text posting of more or less stupid comments with some pictures (that are themselves not any less stupid, but probably entertaining for one or the other):

Just fooling around with bot support:

No bot_roam entity to attract these stupid bots but spawnpoints for rocket launchers and battle suits, works surprisingly well:
Image

Doesn't make much sense considering tdm qualities till now, but gets quite funny if
Image

some enemy bots join that party.
[url=hthttp://resiyoyoyo.bplaced.com/pics_pub/Q3A_own/rcpd042.jpg]Image[/url]

Makes the whole situation a bit hard to overlook all of a sudden :owned:
(And can theoretically be used to give very large or complex maps some "hotspots" to have a bigger clash once in a while without having to struggle with botroam overall percentages and what not)
Image
Last edited by monaster on Sat Jul 30, 2011 12:57 pm, edited 1 time in total.
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cityy
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Re: Screenshots

Post by cityy »


http://www.youtube.com/watch?v=q9ft0jLi3k8

Always clip your alpha versions!
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phantazm11
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Re: Screenshots

Post by phantazm11 »

Speaking of Cold Cathode, here are a couple of screenshots of the ctf map that cityy and I have been working on together:

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/cc_1.jpg[/lvlshot]

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/cc_3.jpg[/lvlshot]
EmeraldTiger
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Re: Screenshots

Post by EmeraldTiger »

^ Smexy. Looks better than Siberia.
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nick lol
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Re: Screenshots

Post by nick lol »

That looks baller, I really dig the lighting
cityy
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Re: Screenshots

Post by cityy »

Started working on a 4vs4 tdm map a while back btw.. but then I figured that I don't like tdm and got no clue how it works so I did not continue. :D

[lvlshot]http://dl.dropbox.com/u/15072710/seclusion/shot0006.jpg[/lvlshot]
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fKd
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Re: Screenshots

Post by fKd »

the problem i have with a lot of work around here is that it lacks originality. the new trick it seems is ripping ql's style. i dunno...
Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

I thought QL's style was just Quake 3's style minus the ugly gothic and tech textures.
dONKEY
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Re: Screenshots

Post by dONKEY »

I took the comment to mean artistic style. I thought it refered to the use of higher resolution images (mostly of bricks) and foggy lighting. Tbh I don't see that as a problem. Designers aren't really copying QL style, to my mind it's an attempt to make Q3 look like newer games. After all what most of us really want is Q3 with better graphics.
obsidian
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Re: Screenshots

Post by obsidian »

I think he means the industrial warehouse look of the texture set.
[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]
Lunaran
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Re: Screenshots

Post by Lunaran »

There IS kind of a standard form language in Quake3 maps, and has been for a while. Same floor texture everywhere, with 8 or 16 unit trim around all the edges, cut all the walls horizontally and stack textures.

It was oppressive space themes years ago but it's now morphed into brick warehouses, like you guys have said. (Too bad I didn't finish the brick warehouse style map I had going years ago :D)
EmeraldTiger
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Re: Screenshots

Post by EmeraldTiger »

Method`s urban texture set. First coming into existence with maps like Asylum, Trinity, etc. it now is used as a basic texture set for several other maps including Cold War, Cure, Purgatory, Theatre of Pain, and several others.
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Hipshot
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Re: Screenshots

Post by Hipshot »

Keys!
[lvlshot]http://zfight.com/misc/images/entplus/key_all.jpg[/lvlshot]

Not done yet. But I'm getting there. These are however all four keys that I will make.
The lock for the Iron key - you could probably pick that with your crooked finger...

Btw, they are all the same size from the handle, it's just the camera angle.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
fKd
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Re: Screenshots

Post by fKd »

:up: lookin good man! quick question, how big are the keys? not giant right? like 16 units tall ish?
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Hipshot
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Re: Screenshots

Post by Hipshot »

They are really big now and the texture are at 1024, but I will ofc size them down and decrease the texture.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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Eraser
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Re: Screenshots

Post by Eraser »

Looking pretty damn sweet there Hipshot. I like the little blue orb in the master key. Maybe you could do something fancy with some shaders for that :)
obsidian
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Re: Screenshots

Post by obsidian »

I'm testing out 3ds Max 2012's new Nitrous viewport renderer. It does real time soft-shadows and ambient occlusion at much better performance than the old DirectX or OpenGL renderers, though I haven't been able to get soft-shadows working with default lights, I have to drop in scene lights. They'll probably add that as a "feature" for 2013. :disgust:

That said, I tried another test with a 4-million poly sphere with SS/AO and it still ran at ~90fps on my GTX 280. Model loading and conversions seem to be significantly faster as well. So much win, I'm willing to forgive them for 2010/2011 versions.

New UV tools look interesting, though I haven't tried them yet.

Image
[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]
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Hipshot
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Re: Screenshots

Post by Hipshot »

What's new about the UV tools?
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
obsidian
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Re: Screenshots

Post by obsidian »

They basically completely redesigned the UV-Unwrap tools to "make more sense" (their words, not mine). The interface presents more commonly used elements where you actually need them so you don't have to dig through the menus anymore. All sorts of smart dynamic UV tools (like peel) that should simplify some of the head-bashing monotony and repetition of trying to UW-wrap a model.

Check out the video under What's New > Enhanced UVW Unwrapping

http://usa.autodesk.com/3ds-max/feature ... %27s%20New
[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]
Kaz
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Re: Screenshots

Post by Kaz »

I'm making a wolf-esque level for some fellow CS students to put in their engine, they want to create something about the sophistication of Wolf3D in terms of gameplay :P I really want to put skeletons in the jail cells. (note: using ET textures for the moment)

Update: new shot, retro-ized
Update update: more stuff

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/wolf3Dredux3.jpg[/lvlshot]
Last edited by Kaz on Tue Apr 26, 2011 9:11 pm, edited 2 times in total.
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monaster
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Re: Screenshots

Post by monaster »

phantazm11 wrote:Speaking of Cold Cathode, here are a couple of screenshots of the ctf map that cityy and I have been working on together:

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/cc_1.jpg[/lvlshot]

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/cc_3.jpg[/lvlshot]
Quoted to get a few more screenshots on this page and to say, that this is one damn nice looking effort. Especially the textures look very "clean" and high-resolution from these pictures, not washed-out as it often appears on other maps. :up:
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.
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Bacon
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Re: Screenshots

Post by Bacon »

got back into mapping even though I suck at it, started a ctf map

[lvlshot]http://img.falconpun.ch/shot0078.jpg[/lvlshot]
[lvlshot]http://img.falconpun.ch/shot0077.jpg[/lvlshot]
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Rav3n
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Re: Screenshots

Post by Rav3n »

[lvlshot]http://img39.imageshack.us/img39/3593/shot0103o.jpg[/lvlshot]

Just a screenshot from a tris count testing for a map my group is working on right now.

I wanted to see how much can i push the tris and shader count while using higher res textures on an average dual core computer.

Were trying to create a Vietnam themed map that will look as organic as possible.
sst13
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Post by sst13 »

A remake again. :D

Image

Image
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