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Posted: Tue May 29, 2007 4:47 am
by unitool
Yes, those photos were the inspiration for my map. They asked me at work to pick an environment to recreate and that is what I chose because who doesn't like cool Russian tunnels?
I may return to it someday if I get a chance. I picture a creepy "alien"/"the thing" sort of vibe for the environment, but if I were to use it for something at work, there would probably not be a shape-shifting monster in the level.
Posted: Tue May 29, 2007 10:15 am
by wattro
You saying Hitler isn't shape shifting?
By some accounts...
Posted: Tue May 29, 2007 1:45 pm
by Magnus
frag box:
frag box loaded: this is an extreme version of "frag box". When you spawn you are given all the pickups (e.g. quad, haste, regen..etc, but no flight pickup) all the weps other than the bfg, armor, health ammo and so on. crazy gameplay.
broken ring of death: the ring of cylinders in the middle revolve around the center of the map like a carousel to get in the way of a constant clear shot.
death trap:
wandering pit:
concrete park:
space psycosis:
lab breach:
passing away: fog prevents full view of the map and it is fairly large
tribute to space map: I always loved the spacemap ctf, but felt it could use some more action so I added some.
capture hall:
capture nebula:
team keep:

Posted: Tue May 29, 2007 8:23 pm
by ix-ir
Capture Nebula in the Levellord vein of CTF?
Posted: Wed May 30, 2007 1:15 am
by wviperw
BTW ix, your screenshot looks hawt.
Posted: Wed May 30, 2007 4:31 am
by ix-ir
Thanks wvw, what are you up to these days?
Posted: Mon Jun 04, 2007 11:18 pm
by Magnus
ix-ir wrote:Capture Nebula in the Levellord vein of CTF?
Not sure what that is ix-ir. Sorry. Been out of the loop for a loooooong time now. :P
Posted: Tue Jun 05, 2007 9:30 am
by Shallow
Magnus wrote:ix-ir wrote:Capture Nebula in the Levellord vein of CTF?
Not sure what that is ix-ir. Sorry. Been out of the loop for a loooooong time now. :P
He means the map reminds him of Levelord's infamous map ASSault for some reason

Posted: Tue Jun 05, 2007 11:48 am
by Foo
Lol I only just noticed the huge penis
I have a friend who studied design and we shared a house while at uni, and he had the unfortunate 'skill' of crafting all of his project to be somehow phallic. He'd frequently be sketching and throwing out designs because it 'looked like another freaking cock'. He got no end of shit for it from me.
He ended up retitling one particularly schlongish-looking project piece to 'C'est ne pas une pipe'

Posted: Tue Jun 05, 2007 1:49 pm
by Magnus
Hehe. I built the damn thing and never noticed.
Now that I see it I also noticed the pair of spread legs it is headed towards.
No doubt where my subconcious was while making that map XD.
Posted: Wed Jun 06, 2007 12:55 am
by a13n
Just trying to be unreal.

Posted: Wed Jun 06, 2007 1:08 am
by spookmineer
Plant 2 flags and you're done
Hope the lower level gets a jump pad :/
Posted: Wed Jun 06, 2007 4:08 am
by a13n
Yeah, 1st of all it should be more visual-oriented than gameplay.
Posted: Thu Jun 07, 2007 12:14 pm
by a13n
Posted: Thu Jun 07, 2007 7:38 pm
by dnky
Some new bits from me:
Ignore frame rate, that's all in hand. Slow progress as always for Q4 with me, as every material, models, normal map etc needs builing from scratch. Every thing on screen is a custom asset. The bottom shot is the hall way running from the doorway more or less in the centre of the first image.
Posted: Thu Jun 07, 2007 8:19 pm
by kloffy
ix-ir wrote:A shot of the akumacpm1 remix I'm working on.
Very slick, I love it!
Posted: Fri Jun 08, 2007 5:33 pm
by o'dium
dnky, the levels look nice but the lighting is really bad

To much ambient. Ambient lighting should only be a very dark grey.
Posted: Fri Jun 08, 2007 5:38 pm
by dnky
I don't use anbient;)
Posted: Fri Jun 08, 2007 9:18 pm
by Method
dnky: Looks good, but I feel like if you used higher res textures it would look even better. Also wise use of dirt decals to smooth the transition between textures can lead to nice results.
-Method
Posted: Sat Jun 09, 2007 6:48 am
by dnky
The textures are in the most part 512 x512, I didnt really want to go to 1024. I agree with you about decals, and do intend to do a couple of decal passes before the map is done. The room with the stairs uses vertex blending on the floor/lower section of the wall, but the effort to that in most part would be more quicklit achieved with decals.
Posted: Sat Jun 09, 2007 8:39 am
by Method
Hmm 512 x 512, but looks kinda blurry. Maybe it's screenshots. If not, try copying your diffuse as new layer, use High Pass filter and set the layer to Vivid Color mode. Play around with opacity for sharpness level.
Step by step can be found here:
http://www.methodonline.com/texture_tutorial.htm
Also your stairs on the first screenshot look tilable. You can see that orange line going up vertically. What I would usually do in that case is select a few random steps and flip a texture a bit. That breaks the repetition and fixes the problem.
Good progress,
-Method
Posted: Sat Jun 09, 2007 11:09 am
by dnky
ah, good point with the stairs, I had meant to do that and forgot.
Maybe the image, issues with jpg conversion perhaps. Some of the normals still need a bit of tweaking out too, so that maybe a a contributing factor. Just a couple of photo sourced textures with specific detail meant that I had to render out normals from the source image, which is never really that good, despite cleaning out a lot of the surface noise first. I'll keep playing, and thanks.
Posted: Sun Jun 10, 2007 7:45 am
by Method
Try this porgram for rendering normals using photo reference:
http://www.crazybump.com/beta/download.html
-Method
Posted: Sun Jun 10, 2007 8:01 am
by dnky
yes thanks....been on the beta list for some time:) It is far better than the PS/Gimp plugins, and I like the new normal map mixer. But that said, certain images with a lot of surface detail (like uneven brick work where there is a lot of dark shadowy areas) can still cause problems and require some image processing for it to produce a clean enough output.
Posted: Sun Jun 10, 2007 12:17 pm
by dnky
Sorry if this image is too large, will resize if required.
Been working on wall painty concrete textures/decals. Not a very exciting area (rectangular box with pipes in

). I borrowed the ceiling sky light images from Lunaran, but the girdery bits are mine. They look at little odd from that shot because they are actually on an angle.
