Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

@Hipshot,
Is that a sky box, or a sky box with a backdrop?
I've got a little problem with one of my backdrops, I wondered if you had come across a similar issue.
I'm getting very faint lines around the top of the projected back drop. I am absolutely sure the alpha channel is clean. It's only happening on one back drop not the other. Any ideas?
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

It's a low quality generated tg2 skybox and then just two mountain images in a _skybox scene. Very basic.

Have you tried just removing the upper units of the brush that's giving you these issues, if possible?
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
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

omg, that looks amazing, Hipshot. i LOVE the colors. almost like something from my favorite developer, ThatGameCompany.

what's that boardwalk in image #2? looks like it wouldn't be very good gameplay.
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

It's just a little sloped pathway leading upwards and yes, that's probably not a very good thing for gameplay, it will most likely be one of the first things I redesign when I'm more done =)
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
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

[lvlshot]http://i.imgur.com/kRa5dvn.jpg?1[/lvlshot]

[lvlshot]http://i.imgur.com/nBWap4s.jpg?1[/lvlshot]

[lvlshot]http://i.imgur.com/4ZJFVZZ.jpg?1[/lvlshot]

[lvlshot]http://i.imgur.com/rLHpRsa.jpg?1[/lvlshot]
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

looks really nice, fKd :up: but, man, that sky shader is looking outdated as ever. it would be interesting to see how the gothic theme would look under a modern skybox and crisp lighting.

keep it up, looking forward to testing this.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Not sure I like the long flight of stairs (not good for playability, probably better with a JP?), and the wrap-around trim.

The other screenshots look great. It doesn't have that distinctive look behind your usual maps because of the very different theme, which is good in a way.
[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]
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

obsidian wrote:Not sure I like the long flight of stairs (not good for playability, probably better with a JP?)
a JP might be better, but, just to add a second opinion, i've actually never had a problem with long stairs in FFA maps. the staircases in Chiroptera and Estatica never bothered me. i think they are kind of epic.
obsidian wrote:It doesn't have that distinctive look behind your usual maps because of the very different theme, which is good in a way.
i agree. @fkd: i remember you telling me about gothic maps you were working on in the past and i was always so curious to see what they looked like. it's cool to see you working with different textures.

update: about the wrap-around trim. you can break this up by interrupting it with vertical supports like i have done on the top-level detail here. or you can break up the overall horizontal line by pushing modular chunks of architecture up or down. i think sock is the master of this.
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Screenshots

Post by camel »

Last edited by camel on Mon Jan 26, 2015 8:53 am, edited 6 times in total.
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Screenshots

Post by Theftbot »

Nice BUT seems too bright!
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

camel,
absolutely amazing work there. Looking at the screenshots, also watched the video on YT, one is so overwhelmed that one thinks... "so what is the big deal?"... Well just imagining trying to create that myself, is dizzying. Very well done... you recognize all the main areas from the TV series.

I imagine some of the areas are connected in an "interpreted" way, meaning there was actually no material to show how things are actually connected?

Anyway, realism totally eludes me, so it is always interesting to see reality-based architecture for a change.
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

Looks nice, but doesn't seem suited for Q3 gameplay at all. Urban Terror would be a better fit.
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Screenshots

Post by Theftbot »

Or Tremulous
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

obsidian wrote:Not sure I like the long flight of stairs
[lvlshot]http://i.imgur.com/ZNwJfB2.jpg[/lvlshot]

There is a jp below that fires you up to the top, the steps are more for descending.
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Screenshots

Post by camel »

Theftbot wrote:Nice BUT seems too bright!
I did tested few brightning levels, gamma 1.40 seems best for it, even without gamma parameter on light compiling, the map is bright enough, but nasty black spots appear
AEon wrote:camel,
absolutely amazing work there. Looking at the screenshots, also watched the video on YT, one is so overwhelmed that one thinks... "so what is the big deal?"... Well just imagining trying to create that myself, is dizzying. Very well done... you recognize all the main areas from the TV series.

I imagine some of the areas are connected in an "interpreted" way, meaning there was actually no material to show how things are actually connected?

Anyway, realism totally eludes me, so it is always interesting to see reality-based architecture for a change.
Thanks, I've been spending some time on looking how the things are exactly to made them up for my map, but there is several versions of SGC, I've looked on GMOD, Unreal and few other games, each had different structure, so I mostly looked at the TV show itself, but watching from episode 1 till the final season, you will notice that set has been changed as well past those 10 years or so :P

I want to make as much details I can in Q3 engine can handle, I already reached some limit so I have to use -notjunc switch as a temporarly fix in bsp compiling process.
Eraser wrote:Looks nice, but doesn't seem suited for Q3 gameplay at all. Urban Terror would be a better fit.
If I would follow the principles of original architecture from the TV show (which I honestly wanted to), the map would be even smaller in size, but I keept some aspect ratio for Q3 gameplay, besides this kind of map is intended to work on it's own mod for a stargate gameplay, where player movement speed would be reduced a bit and default Q3 weapons changed to new ones, it is not regular Q3 map for OSP or CPMA.

Anyway, If I finish the map, I will release it's first version for a singleplayer EntityPlus mod
The mission would be simple, safe the SGC from the aliens invasion :P

The most exact map structure I ever found on the Youtube for the SGC was made for Unreal Engine
https://www.youtube.com/watch?v=AA-k3CnJCyU
it is available for download to your desktop and try it yourself:
http://www.stargate-network.net/en/download

unfortunely my PC runs it at 6 FPS max, even on the lowest graphics :D
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

fKd wrote:
obsidian wrote:Not sure I like the long flight of stairs
[lvlshot]http://i.imgur.com/ZNwJfB2.jpg[/lvlshot]

There is a jp below that fires you up to the top, the steps are more for descending.
I'd say cut the stairs. Make it a solid wall up to a higher ledge. Might even consider removing the jumppad and making a bouncepad integrated in the wall a la q3dm6.
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

I don't think long stairs are necessarily bad. They can create interesting dynamics and fun frags if the map flow supports it. Japanese Castles (q3wcp1) probably has the most famous giant staircase and people rushing down there to approach the flag room constantly end up in hilarious fights.

What I don't like is offering 2 ways for essentially the same route. It's either or for me!

Edit: Also I love angled jumppads!
www.ferdinandlist.de/leveldesign
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

cityy wrote: What I don't like is offering 2 ways for essentially the same route. It's either or for me!
agreed. there are not too many situations where i have seen this work for exactly the same route. it usually just gives me the feeling that the level design is lacking intentionality and the transition points are just being placed arbitrarily.
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

I disagree. This might hold for a 1on1 environment, but in a FFA, having multiple ways of getting somewhere prevents maps from being predictable and a spamfest (simply spam the stairs with rockets/nades).

Depending on what you meant, I don't agree for a 1on1 environment either. Having a costly route (noise via jumppad/platform) from A to B, and a longer safer route from A to B isn't always a bad thing, but I'm pretty sure this isn't the situation you meant.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

Fjoggs wrote:I disagree. This might hold for a 1on1 environment, but in a FFA, having multiple ways of getting somewhere prevents maps from being predictable and a spamfest (simply spam the stairs with rockets/nades).
I am so glad you said that, this also bodes very much better for Reflex, where presently the "mappers" try to pimp their 1on1 maps... not seeing the greater picture of having to actually attract a much wider crowd for Reflex for the game to become successful.
D-Meat
Posts: 159
Joined: Tue May 17, 2011 8:52 am

Re: Screenshots

Post by D-Meat »

[youtube]7QAzrt5myYk[/youtube]

Gameplay video of the prototype I made Last year. Features randomly generated levels and "customizable" weapon :)

Some assets are not mine, therefore no download link available :)
[url=http://www.dmitri-engman.fr/]My blog[/url] - [url=http://dmeat.free.fr/book/]My portfolio[/url]
---------------------
[url=http://lvlworld.com/#c=m1&i=1908&d=12%20Dec%202012&m=All&p=review]MJDM2[/url] - [url=http://lvlworld.com/#c=m1&i=2108&d=12%20Dec%202012&m=All&p=review]DmeatSP01[/url] - [url=http://lvlworld.com/#c=m1&i=2132&d=12%20Dec%202012&m=All&p=review]DmeatSP02[/url]
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

all i meant is that having two different transition points with the exact start and end point -- e.g. a bouncer and stairs, or a tele and stairs, or a tele and bouncer, whatever -- usually seems like a weird choice to have players make. i'm obviously not saying there should only ever be one route from A to B, but just that these routes should be differ in more ways than just their mode of transport, they should probably also have slightly different start/end points, paths, cover, etc.

that said, it might be kind of fun to use that bouncer to fly up that huge staircase. i'd have to play it myself to make a strong opinion.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

Pat,
at the bottom of the stairs you might cut a ramp, at the step angle, into the stairs, probably not a very large ramp, and turn that into a AP. Might actually be cool to fly up the steps so close to them. I do not recall ever seeing that in a map.
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

Fjoggs wrote:I disagree. This might hold for a 1on1 environment, but in a FFA, having multiple ways of getting somewhere prevents maps from being predictable and a spamfest (simply spam the stairs with rockets/nades).

Depending on what you meant, I don't agree for a 1on1 environment either. Having a costly route (noise via jumppad/platform) from A to B, and a longer safer route from A to B isn't always a bad thing, but I'm pretty sure this isn't the situation you meant.
True! I tend to drift off into 1v1 land sometimes.
www.ferdinandlist.de/leveldesign
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

holy moly this thread needs an update!

[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/yellowjacket/shot0223.jpg[/lvlshot]

coming soon...
Post Reply