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Posted: Thu Jan 11, 2007 6:45 am
by telmarine
I thought they didn't allow custom textures?

Posted: Thu Jan 11, 2007 11:24 am
by d3mol!t!on
I don't think any of those are custom textures... he's just used them in a way to make a theme that seems like it's custom ;)

Posted: Thu Jan 11, 2007 2:21 pm
by maz0r
looks great method.
maybe a litte too greyish? some colored elements like the neon ads Lukin used in Monsoon would fit in there just perfectly if you ask me

Posted: Thu Jan 11, 2007 6:35 pm
by Method
Thanks. Still working, decided to post something. When I was working on Mash-Up Streets someone suggested using neon signs, but then Lukin added some to his map and I didn't want to look like a copy, ya know.

Telmarine: Those are all stock textures.

D3mol!t!on: Exactly :)

Btw I accidently typed "Da Playgroundz" instead of "Da Courtyardz".

-Method

Posted: Thu Jan 11, 2007 6:42 pm
by wviperw
I actually like "Da Playgroundz" better... :)

Posted: Thu Jan 11, 2007 6:44 pm
by Method
"Da Playgroundz" is actually a name of a server for game Kingpin. The reason why I chose "Da Courtyardz" is because the map has two main courtyards and I figured I'll add a little "Da" infront and "z" at the end for an easy google search in case someone played the map or has some feedback.

-Method

Posted: Thu Jan 11, 2007 8:26 pm
by telmarine
Method wrote:Thanks. Still working, decided to post something. When I was working on Mash-Up Streets someone suggested using neon signs, but then Lukin added some to his map and I didn't want to look like a copy, ya know.

Telmarine: Those are all stock textures.

D3mol!t!on: Exactly :)

Btw I accidently typed "Da Playgroundz" instead of "Da Courtyardz".

-Method
oh wow, props then man.

Posted: Thu Jan 11, 2007 8:33 pm
by dzjepp
I like how that map looks method. Kinda reminds me of a ut2k4 map style. Should prove a little different than the standard map fare at least. :)

Posted: Thu Jan 11, 2007 11:00 pm
by QuakerX
Nice work, Method! Way to use those stock textures to create a unique theme and atmosphere not typically seen in the Quake 4 maps.

I like the "Level 2" signage. Good attention to detail.

Quaker-X

Posted: Sun Jan 14, 2007 10:04 am
by Method
Thanks for the comments.

An updated shot with higher FOV (field of view), I heard it makes the level look 15% cooler.

Image

-Method

Posted: Sun Jan 14, 2007 3:13 pm
by voodoochopstiks
It worked method, really looking forward to the map! The screenshot also shows more of the map now, which I like :D

Posted: Sun Jan 14, 2007 9:55 pm
by Method
I forgot to mention that I did polish that area a bit, but higher FOV made it cooler.

I'm gonna need you and other guys who know item placement really well soon to take a look at the map, once it's presentable. It's 60% textured. Gonna work whole day today.

-Method

Posted: Mon Jan 15, 2007 10:08 am
by Method
I decided to post a screenshot of the second courtyard.

Da Courtyardz (methtourney2)

Image

-Method

Posted: Tue Jan 16, 2007 12:08 pm
by dnky
That rarest of things in Q4 Method, originality. Looks very good.
Three screens of where I am at with mine:
http://www.leveldk.co.uk/idcomp/dk1.jpg
http://www.leveldk.co.uk/idcomp/dk2.jpg
http://www.leveldk.co.uk/idcomp/dk3.jpg

Posted: Wed Jan 17, 2007 10:19 pm
by Lukin
[lvlshot]http://img128.imageshack.us/img128/3594/shot00025ky6.jpg[/lvlshot] [lvlshot]http://img128.imageshack.us/img128/2850/shot00026qe5.jpg[/lvlshot]

One room ready, five to go.

Posted: Wed Jan 17, 2007 10:28 pm
by corsair
looks cool, very cool with the snow. I wonder why you broke the pillar though. The overal feeling seems quite clean and unharmed, probably due to the nature of the textures (very little distortion).
Aside from that, it does fit with the snow though 8D.
You might want to add an extra color to it, for grey's with blue lighting in a snowy context is quite cliché

Posted: Wed Jan 17, 2007 10:40 pm
by Lukin
With this broken pillar I just wanted to add a little bit of surprising chaos to this sterile environment... And I had no other idea how to make this pillar looking cool being so thin and tall ;)

Oh, I tried some other colors too, but that killed the stone-cold atmosphere of the map. I think I'll put some extra color anyway, just not in this particular room.

Posted: Thu Jan 18, 2007 12:27 am
by d3mol!t!on
Looking great, and the snow is a nice touch you don't see much. I think the broken pillar is a good idea so long as you add a little more broken stuff and of course the usual dirt decals in some places.

Posted: Thu Jan 18, 2007 2:21 am
by wviperw
He's a mapping fool! Seriously though Lukin, your maps are looking better and better the more you make. So is this your 2nd entry into the CMP?

Posted: Thu Jan 18, 2007 3:29 am
by phantazm11
Very nice looking, Lukin. I love the snow effect.

Posted: Thu Jan 18, 2007 8:55 am
by o'dium
First of all...

1) The fogging at the top, nice touch to make it look bloomed. However, rotate your fog brush. ATM, you have the fog blend facing up, when it should be down. rotate it along the one axis so its the right way around and you will have a nicer blend ;)

2) I believe Q4 allows multiple fog brushes, i.e., another fog brush can be placed inside the entire level, blending with that upper fog brush. I think it does anyway. If so, place a very ambient fog (you will need to write a new material, not hard) brush over the entire level to give it a bit more atmoshpere.

3) Your use of blue rocks. Blue is a cold colour, and it works with snow :)

4) The areas where the ceiling is removed, and snow is falling down. Its nice but its missing a key element. Snow. Add some snow to the floors using patches. The great thing about snow is that it looks awesome with per pixel lighting, so that it doesn't look so uniform. This will really help the scene and with some smart thinking, you could even perform a few trick jumps off the curves that the snow makes. If you cant make a snow texture, dont worry. Use this one I just made for you:

http://www.quake2evolved.com/odium/snow.zip

Posted: Thu Jan 18, 2007 8:59 am
by o'dium
Oh is this for the Quake 4 "dont use custom textures" thing?

If so, you can make snow with the stock Q4 textures ;) You jsut need to create a new material and sample art from various places

Posted: Thu Jan 18, 2007 5:13 pm
by GODLIKE
Okay, the snow is PIMP. Nice work as usual, Lukin.. :icon31:

Posted: Fri Jan 19, 2007 1:30 am
by o'dium
Sorry Lukin :ninja: A good 30mins work, tryin to get a texture set/theme going... Wanted something to keep me busy (Yes i know i never finish anything lol)

[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_1.jpg[/lvlshot]

[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_2.jpg[/lvlshot]

No custom textures used at all.

EDIT: Bah, alrady broke the "no custom content rule." Not like my map would win anyway :p Looks better with a new snow texture and model.

Posted: Fri Jan 19, 2007 2:07 am
by Method
Good work with the snow guys.

I'm gonna try and release beta of City Heat this weekend. Here's the last screenshot I'm gonna post.

Image

-Method