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Re: AEmars - Mars Base (alpha)

Posted: Wed Jul 11, 2012 8:39 pm
by SoM
being mars, shouldn't it be more reddish? something like totall recall

Re: AEmars - Mars Base (alpha)

Posted: Thu Jul 12, 2012 4:27 am
by GONNAFISTYA
Get your asz to mahz!

Re: AEmars - Mars Base (alpha)

Posted: Thu Jul 12, 2012 8:54 am
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.

Re: AEmars - Mars Base (alpha)

Posted: Thu Jul 12, 2012 2:10 pm
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.

Re: AEmars - Mars Base (alpha)

Posted: Thu Jul 12, 2012 2:12 pm
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.

Re: AEmars - Mars Base (alpha)

Posted: Thu Jul 12, 2012 2:40 pm
by obsidian
Ahem... larger texture, or alphaMod blending, or q3map_tcMod rotate.

Re: AEmars - Mars Base (alpha)

Posted: Thu Jul 12, 2012 4:15 pm
by AEon
obsidian,
I'll be sure to ask you again should I ever use lava in a map, for that professional look :)