Screenshots
Re: Screenshots
Looks nice, i.e. the use of Sock's Industrial Set... but I seem to see that you are also struggling to use the textures to best effect. Maybe I am just projecting my own problems with the set.
I note you indented the box sides, the tops could use such an indentation as well IMO.
The lava adds a splash of colour... but is slightly on the intense saturation side I think.
Anyway will be very interesting to see how you progress with this texture set.
I note you indented the box sides, the tops could use such an indentation as well IMO.
The lava adds a splash of colour... but is slightly on the intense saturation side I think.
Anyway will be very interesting to see how you progress with this texture set.
Last edited by AEon on Fri Mar 06, 2015 10:10 am, edited 1 time in total.
Reason: Meant saturation not hue...
Reason: Meant saturation not hue...
Re: Screenshots
Looks cool Pat. Are you deploying crates only in the lower areas? Maybe you could extend the storage facility feel in the lower areas to create a visual distinction from the top levels.
www.ferdinandlist.de/leveldesign
Re: Screenshots
The crates would also make very good ASE models... if they are not already.
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Re: Screenshots
i'm having a lot of fun with the textures. i guess my main problem is they are hard to pull off in an outdoor environment, as cityy mentioned, because the purpose of all those vents is a bit of a mystery. but about a third of the textures are vents, so i decided i had to use them. what are your problems with the set?AEon wrote:Looks nice, i.e. the use of Sock's Industrial Set... but I seem to see that you are also struggling to use the textures to best effect. Maybe I am just projecting my own problems with the set.
i hope you don't interpret my use of sock's industrial set as some kind of attempt to make The Bridge Crane playable. this is going to be a very funky take on "industrial". if it ends up looking weird to most people, i guess i'll just have to take it as a lesson from this project to spend more time planning for realism from the beginning. unfortunately, once i get stuck on a visual direction i like, i find it almost impossible to switch gears mid-development.
for the lava, i wanted something similar to the lava in Reflex. i like how it looks more like red goo than lava, and i wish i could get the console to say, "Sarge fell into the red goo." oh well.
@cityy: i was going for a storage-facility feel on the bottom level, so maybe i can expand on that. i do have some crates in other odd places though (see in the back of this older shot):
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0014.jpg[/lvlshot]
on the top level here i wanted the window to be inset like a nook, but i didn't want all that space available for a player to move around, so i cluttered it up with some crates. maybe not very realistic but i couldn't think of another prop to fill the space.
Re: Screenshots
It's cool, don't worry. Again, see it as a chance rather than a burden. There are several ways to go on now if you want to:Pat Howard wrote:on the top level here i wanted the window to be inset like a nook, but i didn't want all that space available for a player to move around, so i cluttered it up with some crates. maybe not very realistic but i couldn't think of another prop to fill the space.
1) Is this a storage rack?

2) Maybe the window isn't a window but a loading dock?

3) Is there machinery that may make use of the crates' contents? i.e. is this ledge a production destination?

This can enhance your atmosphere altogether: What is the purpose of your facility? What is being produced or stored or what else is going on? Is there a fictional company behind it, does your area possess corporate identity? This is the step from generic environmental composition to believable atmosphere.
It's not about realism though.



Despite all the crap above, don't feel pressured. What you are doing is nice. This is the next step.
www.ferdinandlist.de/leveldesign
Re: Screenshots
I was about to suggest producing Quads 

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Re: Screenshots
got it, thanks guys.
always bringing my work to a higher level
always bringing my work to a higher level

Re: Screenshots
Might be nicer to have work progress on your map in a separate thread with regular screenshots... or where you mention your thoughts about doing things a certain way...
Re: Screenshots
grates could be louvers/ corregated metal plates:
http://www.simonoc.com/images/design/co ... _f08wd.jpg
http://www.simonoc.com/images/design/co ... _f08wd.jpg
Re: Screenshots
Pat Howard,
the more I think about it, your map looks like a modern take on the original Quake "Base" (hub) levels, maybe that helps for additional inspiration.
the more I think about it, your map looks like a modern take on the original Quake "Base" (hub) levels, maybe that helps for additional inspiration.
Re: Screenshots
Camel,
Holy shit, that is one epic map. It's hard to believe that it's an engine from 1999 running all that.
I've been playing a lot of Battlefield 4 and even their maps aren't as interactive. I really really like the elevator and the doors that can be activated manually.
I wonder what kind of gameplay this will be, teamgames must be interesting.
If only it would be possible to make destructable objects... (walls, doors, chairs etc)
Holy shit, that is one epic map. It's hard to believe that it's an engine from 1999 running all that.
I've been playing a lot of Battlefield 4 and even their maps aren't as interactive. I really really like the elevator and the doors that can be activated manually.
I wonder what kind of gameplay this will be, teamgames must be interesting.
If only it would be possible to make destructable objects... (walls, doors, chairs etc)
[url=https://morituritesalutant.neocities.org/]my website[/url]
Re: Screenshots
Hi im new here.
Sorry about my english, hehe.
I started a new Q3 map yesterday. Its the first time im using GTKradiant since 2006 and again im having a great Time and sleepless nights.


Just started to Block around a lil bit and testing Textures.
Sorry about my english, hehe.




Just started to Block around a lil bit and testing Textures.
Die Vitamine sind in der Dose gefangen!!!
Re: Screenshots
Looks good andy! I think you were looking for textures, right? What theme do you want to go for? Maybe people here can help you find a good texture set to extend the ones you are using currently!
www.ferdinandlist.de/leveldesign
Re: Screenshots
Thx cityy,
im thinkung about a Industrial Q3DM12 / Dredwerkz-look based on Concrete. I dont like the "pinkish" shiney Metal Textures they used in Q3DM12 so im going for Concrete. Looking for some "dark grey wrecked" Metal Armor plates. If someone can help me w some working Links for Texture-Sets...
...that would be cool! 
im thinkung about a Industrial Q3DM12 / Dredwerkz-look based on Concrete. I dont like the "pinkish" shiney Metal Textures they used in Q3DM12 so im going for Concrete. Looking for some "dark grey wrecked" Metal Armor plates. If someone can help me w some working Links for Texture-Sets...


Die Vitamine sind in der Dose gefangen!!!
Re: Screenshots
You might then like to look over Sock's Industrial Texture set, I recently cropped the textures apart:
Re: Screenshots
Just to offer an alternative too: Evillair's eX set might be worth taking a look at. http://evillair.net/v3/pages/textures/ex.php
Does anyone know if there is a version with working quake 3 shaders? (since this was released for q4)
Does anyone know if there is a version with working quake 3 shaders? (since this was released for q4)
www.ferdinandlist.de/leveldesign
Re: Screenshots
I created quite a few shaders for the eX texture set in AEdm7... but probably not for all textures.
Re: Screenshots
Whoa. Evillair looks like a god damn Viking.cityy wrote:Just to offer an alternative too: Evillair's eX set might be worth taking a look at. http://evillair.net/v3/pages/textures/ex.php
Does anyone know if there is a version with working quake 3 shaders? (since this was released for q4)

Badass.
Sorry to derail.

Re: Screenshots
THX for the links, Sock`s stuff looking really good!
Today (last Night) i started to brush out the first of 3 Outdoor Areas of the map. No problems at the moment, no leaks, no Z fighting... Im happy
I will do the rest of the layout with the standart Q3 Textures. Maybe i post a pre-beta on Monday to get some feedback on game flow.
Cheers,
Andy

Today (last Night) i started to brush out the first of 3 Outdoor Areas of the map. No problems at the moment, no leaks, no Z fighting... Im happy

Cheers,
Andy

Die Vitamine sind in der Dose gefangen!!!
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Re: Screenshots
scale looks pretty good. nice job 
edit: this is just my personal view on redundant routes, but i think you could probably get rid of that low bouncer and just use the stairs. then use that pit as a trap for a power item such as RA or MH. i'm sure others will like having both options if you decide to keep the bouncer though.

edit: this is just my personal view on redundant routes, but i think you could probably get rid of that low bouncer and just use the stairs. then use that pit as a trap for a power item such as RA or MH. i'm sure others will like having both options if you decide to keep the bouncer though.
Re: Screenshots
You overlooked the crates pat! That makes it 3 routes and I'd sign removing the jumppad.Pat Howard wrote:scale looks pretty good. nice job
edit: this is just my personal view on redundant routes, but i think you could probably get rid of that low bouncer and just use the stairs. then use that pit as a trap for a power item such as RA or MH. i'm sure others will like having both options if you decide to keep the bouncer though.
www.ferdinandlist.de/leveldesign
Re: Screenshots
The Bouncer leads straight to the second (upper) Floor.
MH already placed in the Pit ( not showing in the screenshot)
Had some funny moments at this spot when tested with Botplay.

MH already placed in the Pit ( not showing in the screenshot)

Had some funny moments at this spot when tested with Botplay.
Die Vitamine sind in der Dose gefangen!!!
Re: Screenshots
I really like the look of the Map, grey and yellow rocks!Pat Howard wrote: [lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0014.jpg[/lvlshot]
You should call it "The Hornet" !!!

Die Vitamine sind in der Dose gefangen!!!
Re: Screenshots
AndyW,
if you are planning to continue systematic work on your map, uploading screenshots. You might like to create a new thread for it, to keep all the info and feedback in one easy to look up thread.
if you are planning to continue systematic work on your map, uploading screenshots. You might like to create a new thread for it, to keep all the info and feedback in one easy to look up thread.