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Posted: Tue Jan 02, 2007 7:29 am
by pjw
That's looking cool, Lukin. :)

Posted: Tue Jan 02, 2007 8:23 am
by Fjoggs
looks a bit too boxy perhaps? :o

Posted: Tue Jan 02, 2007 5:29 pm
by GODLIKE
? I see long curves and connectivity.. Where is this "box" you speak of ?

Posted: Tue Jan 02, 2007 6:01 pm
by wviperw
That first shot is $$.

I'm looking forward to some innovative gameplay too, so don't let me down Lukin. :P

Posted: Tue Jan 02, 2007 9:13 pm
by wattro
I think fjoggs is probably talking about the flatness of surfaces... and i agree =)

lukin, the theme is looking pretty good and at the atmosphere feels nice, but i'm hoping you'll add in more articulation to the surfaces in some choice manner and add in an object or two here and there

Posted: Wed Jan 03, 2007 11:33 am
by Lukin
Long curves have to be flat in "Q4" - otherwise they cast shadows too 'sophisticated' for most video cards. Byt don't worry - I'll add some details here and there, just don't expect anything spectacular.
I'm looking forward to some innovative gameplay too, so don't let me down Lukin. :P
You've got to lower your expectations - this gonna be rather classical map, gameplay wise. "Monsoon", "Phrantic" and "Camping Grounds" mixed together -it's not necessarly gonna be as a good as any of them though ;P

The only innovation is a water, which emits sounds when player is moving through a puddle. For the first time in "Q4" :P I've got to check if it works properly on a dedicated server - probably it doesn't :olo:

Posted: Wed Jan 03, 2007 1:01 pm
by Fjoggs
Lukin wrote:Long curves have to be flat in "Q4" - otherwise they cast shadows too 'sophisticated' for most video cards. Byt don't worry - I'll add some details here and there, just don't expect anything spectacular.
come back to q3 already! :E

Posted: Wed Jan 03, 2007 1:48 pm
by seremtan
when UT2007 comes out i'll be making a serious effort to learn the mod tools for that. i had a crack at UnrealEd 2 for UT2004 but got sidetracked by hammer

but only if UT2K7 has onslaught :drool:

i'd consider Q3 mapping again if some coding geniuses rejigged the Q3 engine to look more sexy

Posted: Wed Jan 03, 2007 3:06 pm
by xgo
Q3 engine is teh sex

Posted: Thu Jan 04, 2007 11:47 am
by Lukin
I'm fine with d3 engine :p
[lvlshot]http://img526.imageshack.us/img526/1439/shot00016rx4.jpg[/lvlshot] [lvlshot]http://img526.imageshack.us/img526/9311/shot00017be3.jpg[/lvlshot]

Posted: Thu Jan 04, 2007 2:32 pm
by Fjoggs
meh. fine. heathen!

Posted: Thu Jan 04, 2007 9:26 pm
by AceGec3D
You can see a whole lot of screenshots on my website, but its all Aces High II photos

(aceshigh2flyer-btigec.piczo.com)

Posted: Thu Jan 04, 2007 10:05 pm
by GODLIKE
@ Lukin: Looking good with that multi-level space, there..
(I wish I hadn't just ALSO started using the "prison" textures.. ) :dork:
Did you use multiple triggers for the water sounds? I tried, but it came out weird when you go back and forth.. hardest part for me was making it NOT make sounds when the player stops moving in water.

Posted: Thu Jan 04, 2007 11:16 pm
by maz0r
AceGec3D wrote:[...]
(aceshigh2flyer-btigec.piczo.com)
I'll submit your site for the 'website of the year'-contest. Just class!

@Lukin:
Quality stuff as usual. But you should consider making the area in the second shot more appealing. Too bland, flat and greyish if you ask me. Some lights would break this up I suppose. But your work on detail is just high-class.

Posted: Fri Jan 05, 2007 12:19 am
by Lukin
GODLIKE wrote:@ Lukin: Looking good with that multi-level space, there..
(I wish I hadn't just ALSO started using the "prison" textures.. ) :dork:
Yeah, I'm afraid that a lot of submited levels will utilize the textures from 1.3 update. I reserve this blue-green-ice-cryo-or-whatever set for my next map :p
GODLIKE wrote:Did you use multiple triggers for the water sounds? I tried, but it came out weird when you go back and forth.. hardest part for me was making it NOT make sounds when the player stops moving in water.
No, I used func_door (a few) with triggerClosed connected to a speaker. TriggerOnOpen would be a bit better probably (both is too much) , but I couldn't remove the noise of the closing doors (now it's "jammed" by the water splash) - s_closed set to null doesn't work properly in a multiplayer mode . It was actually the main problem - some options work, some others don't in Q4's mp, or work only on q4max/listen servers, etc. :icon23: I believe this current setting should be ok, but sill it needs proper testing in the net (for example I've got to check if everything is ok on a tourney with multiple arenas). For now the result is quite satisfying - there is no sound when player stands still, and the projectiles make a noise when shooted into the water. I could make even hitscan weaps do the same, but I'm too lazy :P
maz0r wrote:@Lukin:
Quality stuff as usual. But you should consider making the area in the second shot more appealing. Too bland, flat and greyish if you ask me. Some lights would break this up I suppose. But your work on detail is just high-class.
Thanks. The second screenshot is the same area as on the first one - I couldn't go crazy with it to keep the rest quite nice and have no fps drops. But I'll check how much more I can do without hurting the performance... Most probably I will just add a dozen decals on the walls.

Posted: Fri Jan 05, 2007 11:21 am
by KO
Looks awesome Lukin, how many maps you entering?

Posted: Fri Jan 05, 2007 11:53 am
by Lukin
I hope to finish two new maps before the deadline, maybe I'll add something from an already released stuff (no "Monsoon" or "Galang").

Posted: Sun Jan 07, 2007 8:38 am
by Lenard
I miss Q3.

Posted: Sun Jan 07, 2007 2:13 pm
by d3mol!t!on
Lukin, I think that looks great visually, especially if it's not bashing up performance too much :) And is that some green fog of death I see? :D

Posted: Mon Jan 08, 2007 8:30 pm
by Lukin
Sort of.... It's good ol' slime.

Posted: Mon Jan 08, 2007 8:37 pm
by corsair
Image

geometry is finished, time for optimalising... :tear:

Posted: Tue Jan 09, 2007 2:52 am
by GODLIKE
and a lot of geometry it is.. :icon31:

Posted: Tue Jan 09, 2007 12:38 pm
by d3mol!t!on
Lukin wrote:Sort of.... It's good ol' slime.
lol, I was debating which it looked like earlier, but decided on fog rather than slime because the amount I could see below it, but I guess I assumed wrong :P

Posted: Wed Jan 10, 2007 2:41 am
by KungFuSquirrel
Goddamn do I love the prison textures. Cool stuff, Lukin.

Posted: Thu Jan 11, 2007 6:23 am
by Method
Started texturing my entry for id community map pak (CMP) named Da Courtyardz.

Image

Image

Edit: Oops, fixed the typo in the map's name.

-Method