Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
nitin77
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Re: Screenshots

Post by nitin77 »

that looks really nice.
Pat Howard
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Re: Screenshots

Post by Pat Howard »

for sure. will there be a q3a version?
cityy
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Re: Screenshots

Post by cityy »

Thanks guys, I most likely wont make a Q3 version of this map.
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cityy
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Re: Screenshots

Post by cityy »

[lvlshot]https://dl.dropbox.com/u/15072710/XonoticCompetition2012/Screenshots/21.jpg[/lvlshot]

[lvlshot]https://dl.dropbox.com/u/15072710/XonoticCompetition2012/Screenshots/22.jpg[/lvlshot]

Put another 1.5 hours of work into this one tonight, still fun.
Why is nobody posting WIP shots lately? I feel like a clown.
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EmeraldTiger
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Re: Screenshots

Post by EmeraldTiger »

Looks snazzy. Great color contrast is utilized with the blue computer screens sitting against the orange sky radiating upon the drab, metallic environment, without appearing tawdry.

The rock walls in the second screenshot are far too angular though, and seem highly unnatural. I would either break it up with some uneven, complex geometry with clipping added to ensure non-disruptive gameflow. Phong shading would also help in removing the hard light differences between adjacent faces.
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Eraser
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Re: Screenshots

Post by Eraser »

Dumb question maybe, but what game/mod is that for, cityy?
cityy
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Re: Screenshots

Post by cityy »

Ty Emeraldtiger! I will look into the rock detail.

@Eraser:
It's for Xonotic, a standalone game running on the darkplaces engine.

Here is a VOD btw if anyone wants to see a bit more of the map:
http://www.youtube.com/watch?v=tbG3jKE925k
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nitin77
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Re: Screenshots

Post by nitin77 »

I know you said probably not, but a q3 version of that level would be very appreciated! It looks fab.
Kaz
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Re: Screenshots

Post by Kaz »

I think it'd help alot if you can do something to make it less dark / more contrast / more colorful lighting. Lava pit + blue teleporter lighting is good --> expand on that?
cityy
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Re: Screenshots

Post by cityy »

Had the same thought last night, Kaz. :)

[lvlshot]https://dl.dropbox.com/u/15072710/XonoticCompetition2012/Screenshots/25.jpg[/lvlshot]
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dONKEY
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Re: Screenshots

Post by dONKEY »

cityy wrote: Why is nobody posting WIP shots lately? I feel like a clown.
Nah, I like looking at people's WIP.
Can't speak for anyone else, but for me, I am working on something, but don't have that much time at the moment.
Keep it coming man, inspires me to find more time.
HomerJ
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Re: Screenshots

Post by HomerJ »

dONKEY wrote:
cityy wrote: Why is nobody posting WIP shots lately? I feel like a clown.
Nah, I like looking at people's WIP.
Can't speak for anyone else, but for me, I am working on something, but don't have that much time at the moment.
Keep it coming man, inspires me to find more time.
This. I haven't tried mapping since the Quake II days making crappy maps with Qoole99 that my little brother and I would play...but I enjoy lurking lvlworld and this forum is the reason I registered an account here. I'm sorry I'm quiet, but I truly enjoy seeing all the work done here :) The more screenshots the better :)
edit: and no disrespect dONKEY, I know it's not the same, you're a great mapper! I especially have loved your cave/rock/outdoor work
cityy
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Re: Screenshots

Post by cityy »

Heh, ok then guys.

[lvlshot]https://dl.dropbox.com/u/15072710/XonoticCompetition2012/Screenshots/31.jpg[/lvlshot]

Extending ceillings atm and trying to extend the blue color accents.
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Fjoggs
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Re: Screenshots

Post by Fjoggs »

That white walltexture on the left doesn't really fit iimo. Looks pretty good. Maybe add some light fixtures to those wires, and have on strech from right to left over the middle.
Pat Howard
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Re: Screenshots

Post by Pat Howard »

@cityy, great geo, but color is a little monotonous. consider replacing the sky with one of more contrast to the rust metal. then make your colored lights match the sky to bring it all together.
obsidian
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Re: Screenshots

Post by obsidian »

Needs some chipped painted metal, IMO.
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Delirium
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Re: Screenshots

Post by Delirium »

This is my newest map update for Urban Terror, You guys have seen Tohunga back when I released beta5 this is now beta10. Will be my last piece for UrT before I start working on a FPS game for the new PlayStation Vita

[lvlshot]http://www.gotdelirium.com/site/site/tohunga_01.jpg[/lvlshot]

[lvlshot]http://www.gotdelirium.com/site/site/tohunga_02.jpg[/lvlshot]

[lvlshot]http://www.gotdelirium.com/site/site/tohunga_03.jpg[/lvlshot]
Last edited by Delirium on Sat Sep 15, 2012 5:53 am, edited 2 times in total.
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obsidian
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Re: Screenshots

Post by obsidian »

I think there are too many lanterns and they look fairly repetitive. Perhaps try putting them on every other beam.
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Delirium
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Re: Screenshots

Post by Delirium »

Valid point, I'll put it on the todo.
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KittenIgnition
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Re: Screenshots

Post by KittenIgnition »

Pull away from the current Urban Terror mapping method and don't put player clips on every inch of the map. I want to be able to play at least a few of these maps in Q3 :(

IT STILL LOOKS AWESOME THO!
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seremtan
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Re: Screenshots

Post by seremtan »

a few things:

- lighting is a bit flat (and yellow), a little more contrast would work better (and whiter light)
- broken floor tiles? bit cliched dontcha think?
- window boxes aren't usually made of brick. on a building like that i'd say wood supported in an iron frame
geX
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Re: Screenshots

Post by geX »

Image
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Eraser
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Re: Screenshots

Post by Eraser »

That looks sweet geX. What are you building that for?
geX
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Re: Screenshots

Post by geX »

Thanks! Its for Doom 3: Phobos
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Eraser
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Re: Screenshots

Post by Eraser »

Really? It's having a bit of a cartoonish feel to me.
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