Screenshots
Re: Screenshots
@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?
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?
Re: Screenshots
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?
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
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
-
- Posts: 494
- Joined: Tue Mar 31, 2009 11:14 am
Re: Screenshots
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.
what's that boardwalk in image #2? looks like it wouldn't be very good gameplay.
Re: Screenshots
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
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
Re: Screenshots
[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]
[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]
-
- Posts: 494
- Joined: Tue Mar 31, 2009 11:14 am
Re: Screenshots
looks really nice, fKd
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.

keep it up, looking forward to testing this.
Re: Screenshots
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.
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]
-
- Posts: 494
- Joined: Tue Mar 31, 2009 11:14 am
Re: Screenshots
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:Not sure I like the long flight of stairs (not good for playability, probably better with a JP?)
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.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.
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.
Re: Screenshots
Stargate Command Center SGC Work in Progress:
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0211.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0212.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0213.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0223.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0214.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0215.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0219.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0220.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0221.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0222.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0224.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/SGC%20WiP/shot0171.jpg[/lvlshot]
Full Gallery at:
http://s447.photobucket.com/user/camel- ... 0WiP/story
Video preview:
https://www.youtube.com/watch?v=Xk9tgLrjCG0
Video File MP4 60 FPS:
http://adf.ly/wFnGP
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0211.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0212.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0213.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0223.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0214.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0215.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0219.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0220.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0221.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0222.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0224.jpg[/lvlshot]
[lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/SGC%20WiP/shot0171.jpg[/lvlshot]
Full Gallery at:
http://s447.photobucket.com/user/camel- ... 0WiP/story
Video preview:
https://www.youtube.com/watch?v=Xk9tgLrjCG0
Video File MP4 60 FPS:
http://adf.ly/wFnGP
Last edited by camel on Mon Jan 26, 2015 8:53 am, edited 6 times in total.
[url=http://www.q3-sg.tk][img]http://www.q3-sg.tk/q3sg-project-banner.png[/img][/url]
http://www.q3-sg.tk
http://www.q3-sg.tk
Re: Screenshots
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.
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.
Re: Screenshots
Looks nice, but doesn't seem suited for Q3 gameplay at all. Urban Terror would be a better fit.
Re: Screenshots
[lvlshot]http://i.imgur.com/ZNwJfB2.jpg[/lvlshot]obsidian wrote:Not sure I like the long flight of stairs
There is a jp below that fires you up to the top, the steps are more for descending.
Re: Screenshots
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 appearTheftbot wrote:Nice BUT seems too bright!
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 :PAEon 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.
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.
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.Eraser wrote:Looks nice, but doesn't seem suited for Q3 gameplay at all. Urban Terror would be a better fit.
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

[url=http://www.q3-sg.tk][img]http://www.q3-sg.tk/q3sg-project-banner.png[/img][/url]
http://www.q3-sg.tk
http://www.q3-sg.tk
Re: Screenshots
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.fKd wrote:[lvlshot]http://i.imgur.com/ZNwJfB2.jpg[/lvlshot]obsidian wrote:Not sure I like the long flight of stairs
There is a jp below that fires you up to the top, the steps are more for descending.
Re: Screenshots
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!
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
-
- Posts: 494
- Joined: Tue Mar 31, 2009 11:14 am
Re: Screenshots
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.cityy wrote: What I don't like is offering 2 ways for essentially the same route. It's either or for me!
Re: Screenshots
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.
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.
Re: Screenshots
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.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).
Re: Screenshots
[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
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]
---------------------
[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]
-
- Posts: 494
- Joined: Tue Mar 31, 2009 11:14 am
Re: Screenshots
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.
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.
Re: Screenshots
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.
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.
Re: Screenshots
True! I tend to drift off into 1v1 land sometimes.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.
www.ferdinandlist.de/leveldesign
-
- Posts: 494
- Joined: Tue Mar 31, 2009 11:14 am
Re: Screenshots
holy moly this thread needs an update!
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/yellowjacket/shot0223.jpg[/lvlshot]
coming soon...
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/yellowjacket/shot0223.jpg[/lvlshot]
coming soon...