Screenshots
Nothing happend :D I'm dicing on, doing great ;dLenard wrote::tear: What happened hipshot?Hipshot wrote:Don't take a underpayed level design job, you would regret it badly.
I'm just saying, never take underpayed LD jobs cause it's a job like anything else, if you don't get payed what you feel is good, you will underperform, feel misstreaded etc...
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Whilst I was looking for a few ideas for my upcoming Q4 CTF map (by looking at some of Q3's CTF favourites) I stumbled across The Velvet Yard (one of Hipshot's creations), so I decided to take a high resolution screenshot of it. On a Pentium 4 3GHz, Nvidia 6800 128MB and 1024MB RAM I was getting just over 10 frames per second when I took this screenshot, at a 1600x1200 resolution with 16 times anisotropic filtering and 8 times antialiasing... I think we can still crown it as the highest detailed map Quake 3 Arena ever did see
Set as your wallpaper and remember the good old days :icon34:
[lvlshot]http://img.photobucket.com/albums/v470/demolition_q3a/quake3/tvy_wall.jpg[/lvlshot]
[edit]Sorry, I just noticed I moved up a little bit high and got a few non-drawn faces

[lvlshot]http://img.photobucket.com/albums/v470/demolition_q3a/quake3/tvy_wall.jpg[/lvlshot]
[edit]Sorry, I just noticed I moved up a little bit high and got a few non-drawn faces

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@Stormshadow, looks pretty nice, one small crit is that the two rusty pipes have exactly the same texture alignment, perhaps consider spicing that up a little? the quad(or is it mega?) in the middle area I don't like much, sorry. Otherwise looks quite nice.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
@ Hex, you need to fix the sun in the skybox, the contrast makes it look very odd... add a white glow to the sun borders.
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
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- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am
An ingame movie snap from my soon to be beta map. Played with the guy above me.
[lvlshot]http://img127.imageshack.us/img127/1484 ... 5857xx.jpg[/lvlshot]
It's worth a look.
http://www.zfight.com/misc/files/q3/int ... e-xvid.rar
50MB, Xvid...
[lvlshot]http://img127.imageshack.us/img127/1484 ... 5857xx.jpg[/lvlshot]
It's worth a look.
http://www.zfight.com/misc/files/q3/int ... e-xvid.rar
50MB, Xvid...
Last edited by AEon on Mon Jan 18, 2010 10:25 am, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
Reason: Refreshed lvlshot code of images.
Hipshot - don't worry. It doesn't look like that ingame. Just in screenshotjpegs. I did mess with the saturation, color balance and levels to get the look that it has now.. you can dl the pk4 if you want to have a look and reserve the right to veto it. 
[lvlshot]http://www.mhgaming.com/forums/q4hexdm1rlvlshot.jpg[/lvlshot]

[lvlshot]http://www.mhgaming.com/forums/q4hexdm1rlvlshot.jpg[/lvlshot]
Hip: Wasn't there an earlier version of that with like... fog and more weather effects? I remember it not looking so photoreal, more fantastical. Oh, and: That map looks awesome. The map looks awesome. That is an understatement. I want you to understand exactly how I feel about it. So...
IMO Q3 is a game that now will be played by mostly hardcore and highly skilled q3er's. They will be dedicated to the game specifically because of what makes it great: the gameplay. This will be especialy so within the cpma community. I foresee great things for the q3 and q3 level design community. I foresee a small group of highly skilled mappers mapping for a small group of highly skilled players. Don't get me wrong, q3 is still a very popular game and there are many n00bs, but I really think it is a time that it stopped playing toward rookie friendliness. I foresee more high flying, physics oriented maps. The kind that will exclusively be possible to play once at least a firm grasp of the physics engine and trick jumping are in place. The map it's self will become half the gameplay. I see players jumping from ledge to ledge, rjing, ramping and double jumping all at great speed while trying to collect items and fend off oponents. The learning curve for these maps will be unbelievably high, and when people spawn into the for the first time they will simply say, "What the fuck do I do." But those who have spent the long nights learning every morsel, every nook and every cranny of the map, will be flying above their heads at lightning speeds with precision and ease, enjoying a greater gaming experience than those of weaker abilities could even imagine. They would be gods among men. Yes, I foresee great things yet to come... great men... great maps... gg's.
E: Just to clarify, I don't really think your map looks all that complicated, it seems like mostly a geometry thing, but in some places it looks like a step in the right direction. What I am saying is that a competant mapper should no longer feel it necessary to make everything easy for the players. In my world, your map probably wouldn't have so many jump-pads, but competant players could achieve the same amount of connectivity and vertical gameplay without them, or with their minimal use. There would be no such thing as an easy jump-pad. Maybe even pads that point in the opposite direction of the ledge you are trying to get to that would require extra meneuvering or even an rj, but would yield plentiful rewards.
IMO Q3 is a game that now will be played by mostly hardcore and highly skilled q3er's. They will be dedicated to the game specifically because of what makes it great: the gameplay. This will be especialy so within the cpma community. I foresee great things for the q3 and q3 level design community. I foresee a small group of highly skilled mappers mapping for a small group of highly skilled players. Don't get me wrong, q3 is still a very popular game and there are many n00bs, but I really think it is a time that it stopped playing toward rookie friendliness. I foresee more high flying, physics oriented maps. The kind that will exclusively be possible to play once at least a firm grasp of the physics engine and trick jumping are in place. The map it's self will become half the gameplay. I see players jumping from ledge to ledge, rjing, ramping and double jumping all at great speed while trying to collect items and fend off oponents. The learning curve for these maps will be unbelievably high, and when people spawn into the for the first time they will simply say, "What the fuck do I do." But those who have spent the long nights learning every morsel, every nook and every cranny of the map, will be flying above their heads at lightning speeds with precision and ease, enjoying a greater gaming experience than those of weaker abilities could even imagine. They would be gods among men. Yes, I foresee great things yet to come... great men... great maps... gg's.
E: Just to clarify, I don't really think your map looks all that complicated, it seems like mostly a geometry thing, but in some places it looks like a step in the right direction. What I am saying is that a competant mapper should no longer feel it necessary to make everything easy for the players. In my world, your map probably wouldn't have so many jump-pads, but competant players could achieve the same amount of connectivity and vertical gameplay without them, or with their minimal use. There would be no such thing as an easy jump-pad. Maybe even pads that point in the opposite direction of the ledge you are trying to get to that would require extra meneuvering or even an rj, but would yield plentiful rewards.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Lenard, you should see this video:
http://www.own-age.com/vids/video.aspx?id=2885
"Live to Fly"
screenshot for the screenshot thread:
[lvlshot]http://www.mhgaming.com/forums/q4hexdm2betashot4.jpg[/lvlshot]
http://www.own-age.com/vids/video.aspx?id=2885
"Live to Fly"
screenshot for the screenshot thread:
[lvlshot]http://www.mhgaming.com/forums/q4hexdm2betashot4.jpg[/lvlshot]
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- Joined: Tue Jun 08, 2004 7:00 am
@Hex: Heh, your description fits so well with my latest map: http://www.chimpans.se/astronomy/ 
Btw, in response to your post, I think trickjumps should not be REQUIRED, but greatly aid the one who uses them and pulls them off. Areas should be accessible without trickjumps, even if the route is considerably slower, but trickjumps availible as shortcuts. The higher the risk, the more the reward.

Btw, in response to your post, I think trickjumps should not be REQUIRED, but greatly aid the one who uses them and pulls them off. Areas should be accessible without trickjumps, even if the route is considerably slower, but trickjumps availible as shortcuts. The higher the risk, the more the reward.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
reminds me a lot of the doom2 marble textures. used them nearly everywhere back in these good ol' days. but i have to admit, that imo the floor texture does not fit at all the whole scene. anyway, keep up that good work!Hex wrote: [lvlshot]http://www.mhgaming.com/forums/q4hexdm1rlvlshot.jpg[/lvlshot]
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Whats wrong with it? Would you prefer a treacherous mega spot?voodoochopstiks wrote:the quad(or is it mega?) in the middle area I don't like much, sorry.

I went with the pro-dm6 mega placement, with the mega on the floor of the central atrium. Ive tested other locs, and this is the one that works the best. Its very condusive to flow and really creates a great focal point for the map.
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