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Posted: Wed Mar 15, 2006 3:24 pm
by StormShadow
oh, okay :)

it used to be a flat floor, i decided to give it some visual interest

Posted: Wed Mar 15, 2006 5:53 pm
by Oeloe
Lenard wrote: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.
You think so? Even at this stage i think most skilled players are still playing the maps they used to play most of the time (cpm3a and cpm22 to a lesser degree for the cpm duel scene). It's great to play new maps like Voodoochopstiks map Astronomy with some skilled players, it doesn't happen often enough and there is a load of good maps that haven't gotten the attention they deserve.

@hex: legoman ownage! :) But defrag maps are solely physics oriented. Gameplay is less mathematical and more psychological than physics trickery.

Posted: Fri Mar 17, 2006 6:52 pm
by corsair
screenshots!

ImageImage

Image

ImageImage

Posted: Fri Mar 17, 2006 7:10 pm
by Fjoggs
q4mapping iz for nubs

Posted: Fri Mar 17, 2006 7:30 pm
by corsair
actualy, q4 PLAYING is for noobs

Posted: Sat Mar 18, 2006 2:19 am
by StormShadow
mapping for games no one plays is for nubs

Posted: Sat Mar 18, 2006 2:40 am
by d3mol!t!on
Mapping for games that look crap is for nubs. But anyway, my Q4 CTF map *could* win some money. Money isn't for nubs.

Posted: Sat Mar 18, 2006 3:05 am
by hemostick
Saying stuff is for nubs is for nubs.

Posted: Sat Mar 18, 2006 12:43 pm
by Fjoggs
Ye'r all nubs! >:E

Posted: Sat Mar 18, 2006 1:18 pm
by Hipshot
The gaming industri is full of noobs! MeIer, CaRmACk, RoMerO, Wright, Q3W-D00MER, they're all noobs!

Anyway, corsair, that middle pic there, looks very nice. Cool light, it reminds me of an unreal map, which I can't remember the name of right now, hmmh mmhmhm... whatever. It looks nice though. Too bad Q4 is so damn boring.

@ Hex, nah, I'm sure you're gonna use it well and make it look good. I don't even have Q4 so I can't view it.

Posted: Sat Mar 18, 2006 1:37 pm
by sumatra
Lift and Teleporter with animated scanlines...

Image

Image

Posted: Sat Mar 18, 2006 3:37 pm
by Todtsteltzer
Looks great, sumatra :icon14: .
TBH at first I was a bit disappointed because of the look of your map, but now it seems this will become another great looking map in sumatra style ;). Can't wait to see the final result.

Posted: Sat Mar 18, 2006 7:05 pm
by hemostick
Hipshot wrote:Tit reminds me of an unreal map, which I can't remember the name of right now, hmmh mmhmhm...
Looks very Rankin-ish to me :)

Posted: Sun Mar 19, 2006 12:32 am
by Lenard
Sum, that looks like it will look awesome ingame.

Posted: Sun Mar 19, 2006 6:52 am
by Kaz
[lvlshot]http://kaz.quakedev.com/images/media/maps/hvcdm1_1.jpg[/lvlshot]

Updated with new textures :]

Posted: Sun Mar 19, 2006 10:32 am
by o'dium
That map would rock in Quake 4 kaz. This isn't a request its an ORDER :p

I've just started working on a little (Read: Tiny) techmap for our new full MP only game "OverDose". Its based on the Quake II Evolved engine, so its fully per pixel lit with fancy effects and what not. ATM we only have a few things done, such as terrain and Quake 3 map support (Supporting maps as large as the GTK grid), Doom 3 Materials, MD5 models etc, but we hope soon to be adding more, like md5anim, scripted UIs and particle effects and more.

Anyways, ignore the trees, as they suck and i haven't done fake shadows for them yet (Fake shadows on this many objects helps a hit load, trust me), and ignore other tatty things (Also ignore the big open spot, i'm working on buildings for there.)

Anyway:

[lvlshot]http://www.quake2evolved.com/odium/overdose_1.jpg[/lvlshot]

[lvlshot]http://www.quake2evolved.com/odium/overdose_2.jpg[/lvlshot]

[lvlshot]http://www.quake2evolved.com/odium/overdose_3.jpg[/lvlshot]

All artwork, models, textures etc are mine except for the sky, which ATM is using hipshots wicked textures because they rock for testing :D

Posted: Sun Mar 19, 2006 12:20 pm
by d3mol!t!on
@ o'dium: Nice, hope to see that after you've done a little bit more too :icon14:

Posted: Mon Mar 20, 2006 3:48 am
by Kaz
Other than the trees those pics look ace. You can definetly see the ET:QW smiliarity :]

Posted: Mon Mar 20, 2006 8:25 am
by o'dium
Yeah bloody trees... I just cant get them right lol. I was working on tree shadows last night got some fun results. Because tree's cant have shadows (Due to a) performance and b) the fact they would like bad :p ) you have to set up a blend light that casts a dark light towars the ground, thats is ambient, this fakes a nice tree shadow and still looks good in a per pixel world because it casts the shadow onto the player and other objects below, which is great.

Oh and as for size our original maps took 14mins to get one side of the map to the other with Quake 2's speed boots run speed.

Posted: Mon Mar 20, 2006 11:30 pm
by Dr4ch
I hope I can release this soon, otherwise they will end up partly in quakeremix and or the quake1 retexturing project.

[lvlshot]http://www.dr4ch.de/pics/qwr/qwrdm4_1.jpg[/lvlshot]
[lvlshot]http://www.dr4ch.de/pics/qwr/qwrdm4_2.jpg[/lvlshot]

I hope o'dium has nothing to bitch about the textures this time ;P

Posted: Tue Mar 21, 2006 3:45 am
by Oeloe
I foresee a lot of rocket spam and shafting there... -_-'

Posted: Tue Mar 21, 2006 1:17 pm
by d3mol!t!on
And I forsee mega health hogs falling into hot molten lava :icon34:

Posted: Tue Mar 21, 2006 1:38 pm
by Oeloe
Oeloe wrote:I foresee a lot of rocket spam and shafting there... -_-'
By which i mean, it will probably be messed up by Q4 like (for instance) Phrantic is. The Q3 version cpm24 is a nice map (with cpm gameplay anyway), but most people hate Phrantic for Q4.

Posted: Tue Mar 21, 2006 2:11 pm
by Dr4ch
Its not made for baseq4, but for quakeworldremix. more shots ?

Ok here is dm6 :

[lvlshot]http://www.dr4ch.de/pics/qwr/qwrdm6_1.jpg[/lvlshot]

[lvlshot]http://www.dr4ch.de/pics/qwr/qwrdm6_2.jpg[/lvlshot]

[lvlshot]http://www.dr4ch.de/pics/qwr/qwrdm6_3.jpg[/lvlshot]

[lvlshot]http://www.dr4ch.de/pics/qwr/qwrdm6_4.jpg[/lvlshot]

Posted: Tue Mar 21, 2006 2:17 pm
by o'dium
A) the texturing is really poor. Scale it up to reduce repeating.

B) I dont think you can use Quake 1 RT textures in a map with permission from each author.

C) Its looking a tad boxy...? No real detial, you know, not edges, no good sense of where a surface will end, it just "ends".