Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
sst13
Posts: 298
Joined: Mon Feb 15, 2010 11:05 pm

Re: Screenshots

Post by sst13 »

50% brushes, 50% curves. No models yet.
[url=https://sst13.de]Q3A Maps - by sst13[/url]
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obsidian
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Re: Screenshots

Post by obsidian »

That kind of geometry is a pain in the ass to build in Radiant, so that's pretty spiffy.
[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]
EmeraldTiger
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Re: Screenshots

Post by EmeraldTiger »

Looks slick, I dig the minimalist look. First shot reminds me of a curvacious version of The Dark Zone.
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Plan B
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Re: Screenshots

Post by Plan B »

Probably a lot of overdraw with intersecting/overlapping brushes and patches to avoid LOD/sparklies, but why not.
Looks great :up:
TruthfulLiar
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Re: Screenshots

Post by TruthfulLiar »

Sweet stuff sock, as usual. :)
sst13
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Re: Screenshots

Post by sst13 »

Damn curves, get out of my mind! :D

Image
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EmeraldTiger
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Re: Screenshots

Post by EmeraldTiger »

I just said "woah" out loud.
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dervish
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Re: Screenshots

Post by dervish »

That just make it in my top ten of badass things done with quake haha
Bliccer
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Re: Screenshots

Post by Bliccer »

sst13:Maverickcomp entry? :DDD THAT IS THE SICKAST SHIT EVAH. WTF GIMME MORE xD
Tanica46
Posts: 59
Joined: Sun Apr 29, 2012 11:09 am

Re: Screenshots

Post by Tanica46 »

at sst13: the last pictures is cool. :D

But what height is the staircase?
is this 16? better for playing is 12 and for view is 8.

at the ceiling from q3 ps2 endgame Map would look good. :sly:
sst13
Posts: 298
Joined: Mon Feb 15, 2010 11:05 pm

Re: Screenshots

Post by sst13 »

The stairs are 10 units. 8 units in radiant but I need to scale this map by 1.25 during the compile process.

@Bliccer: It's too early for Maverickcomp: :shrug:
The map created must be a completely new map that was created specifically for this competition. This means the map is created when the competition starts and not beforehand.
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cityy
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Re: Screenshots

Post by cityy »

Are you gonna participate though? :)
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g0th-
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Re: Screenshots

Post by g0th- »

awesome sst13!
I'll hope you enter the mav competition.
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sst13
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Re: Screenshots

Post by sst13 »

@cityy & g0th-: Maybe... need to check my "maps todo list" for maps i didn't started yet.
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o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

WIP Media

[lvlshot]http://www.team-blur-games.com/odium/od_des_1.jpg[/lvlshot]

[lvlshot]http://www.team-blur-games.com/odium/od_des_2.jpg[/lvlshot]

[lvlshot]http://www.team-blur-games.com/odium/od_des_3.jpg[/lvlshot]
wattro
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Re: Screenshots

Post by wattro »

that looks really cool, o'dium
EmeraldTiger
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Re: Screenshots

Post by EmeraldTiger »

Quite atmospheric (besides the obvious placeholder textures), and good work as usual. I'm not sure if it's a result of screenshot capturing though, but the latter two shots seem a bit too dark / high-contrast. If it's because of the natural lighting in-game, I would personally tone down on the difference between dark and light areas. It appears to be too strong, like a contrast overdose. (Pun intended)
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fKd
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Re: Screenshots

Post by fKd »

^ what he said
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Eraser
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Re: Screenshots

Post by Eraser »

Just a lil' something from a WIP level:
Image
cityy
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Re: Screenshots

Post by cityy »

What is it gonna be? An e+ level?
You might wanna increase the contrast of your textures a bit and lower the light intensity of the torches.
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Eraser
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Re: Screenshots

Post by Eraser »

Yeah trying something new for the mod...
Thanks for the tips, I'll look into it. I really want this to end up looking awesome, so a lot more is going to be done with it.
HomerJ
Posts: 128
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Re: Screenshots

Post by HomerJ »

I've never liked the same texture used on the walls and ceiling. I know it's kind of nitpicky, since it's hard to vary rock textures up without using custom ones, but it looks like the same texture on the stairs, walls, and ceiling. Again, nitpciky cause I'd say it looks dated, but obviously Q3 is dated. Maybe even if you stuck with those textures you could think of some way to break up the ceiling, like the torches do for the wall. I'd suggest some kind of trim on the floor too where it meets the wall or at the bottom of the walls so it doesn't look like the texture is ending so abruptly. Too cool of an archway to just make it look like it's haphazardly placed on a layer of bricks instead of being anchored to them/the ground.

Looks good, I know you said it's a WIP so I'm not saying you wouldn't have done any of this or already don't know it :clownboat:
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Eraser
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Re: Screenshots

Post by Eraser »

Still work in progress but I've made a few changes. Ceiling is more detailed, lighting is less saturated, there's trims along the lower end of the walls and added some dust build up on the floor.
Image
geX
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Re: Screenshots

Post by geX »

Very WIP shot from Doom 3: Phobos

We still need to add some detail and work with the light a bit. Its just been a while since we showed something. :)

Image

Cheers!
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Screenshots

Post by Noruen »

Eraser - you don't use r_overbrightbits?
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