AEmars - Mars Base (alpha)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
SoM
Posts: 8489
Joined: Fri Dec 03, 1999 8:00 am

Re: AEmars - Mars Base (alpha)

Post by SoM »

being mars, shouldn't it be more reddish? something like totall recall
[color=red][WYD][/color]S[color=red]o[/color]M
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GONNAFISTYA
Posts: 13369
Joined: Sun Jan 23, 2005 8:20 pm

Re: AEmars - Mars Base (alpha)

Post by GONNAFISTYA »

Get your asz to mahz!
AEon
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Joined: Sun Apr 20, 2003 7:00 am

Re: AEmars - Mars Base (alpha)

Post by AEon »

:)... yesterday I was able to make some headway towards finishing off AEdm7, that gives me some hope for the other unfinished maps. Alas a "nice" concept does not make a map. I have the feeling that I somehow manoeuvred myself into a dead end...

IIRC, the textures were used by a few folks... so that is not all bad.
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: AEmars - Mars Base (alpha)

Post by Fjoggs »

You gotta start making bigger screenshots. It's kinda hard to get a feel for how a map looks when the shots are so small imo.
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Eraser
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Re: AEmars - Mars Base (alpha)

Post by Eraser »

One thing I dislike about lava (or water) in Quake 3 is that tiling is so apparent, and there's no real way to break it up without altering the geometry of the pool.
obsidian
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Re: AEmars - Mars Base (alpha)

Post by obsidian »

Ahem... larger texture, or alphaMod blending, or q3map_tcMod rotate.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
AEon
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Joined: Sun Apr 20, 2003 7:00 am

Re: AEmars - Mars Base (alpha)

Post by AEon »

obsidian,
I'll be sure to ask you again should I ever use lava in a map, for that professional look :)
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