[RELEASE] Scrap Brain - farewells

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Scrap Brain - Work in progress

Post by Noruen »

of course it is your opinion, but I'll try it. And if it will be nasty, I'll put your nicknames on some colorful banner :p
spirit_
Posts: 47
Joined: Fri Dec 10, 2010 2:29 pm

Re: Scrap Brain - Work in progress

Post by spirit_ »

I agree with obsidian and my impression was exactly like his: ad needs to go or at least get desaturated a lot (no matter what id did).

Don't get me wrong though: I think the ad itself looks great -- but it doesn't fit into the map. (Maybe it could if it at least fitted the color theme?)
[url=http://maps.rcmd.org]my FPS maps[/url]
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Re: Scrap Brain - Work in progress

Post by wattro »

noruen: i'm late to the party, but it made me think of Total Recall - the part where they are all at the reactor that was built by the ancients and releases oxygen into the atmosphere so mars becomes a breathable planet
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Scrap Brain - Work in progress

Post by Eraser »

I say desaturate the ads. Make them look a bit more dirty and gritty. It would fit the style of the map better.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Scrap Brain - Work in progress

Post by obsidian »

To be even more completely honest, the ads don't fit at all and distracts from the wonderful theme you have going. I think it really hampers the look of the map. If you must have the ads for some reason, do as I suggested and desaturate them by a LOT, give them the same green hue as your map and dirty them up a bit. I really don't want to be able to notice them.

I don't really understand the need for all these "ads" in maps all of a sudden just because of Quake Live. id feels compelled to place them in their maps to raise some form of revenue to compensate for the service, but if you're making a Quake 3 map there's little reason to shoehorn ads into a map. If id Software wants to incorporate your map into the Quake Live set, it's pretty trivial later pop in a few ad placement surfaces, but don't include them in Quake 3. A lot of people won't even buy games if there are in-game ad placements, that's just how much some people (myself included) hate ads in general, so I don't like to see even fake ones.
[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]
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Scrap Brain - Work in progress

Post by Eraser »

For a game like Unreal Tournament it would be better fitting I think. The backstory there is that a huge corporation is organizing the tournament, so if there's (modern looking) arenas built for this specific purpose, with droves of people watching it as a form of entertainment, having fantasy ads in there would fit the theme. But it has to fit the look and feel of the map. I guess one could go for a similar look in Quake 3 maps.

Funnily enough Beyond Good & Evil pops in my head. I'm currently playing the HD remake of it on the XBox 360 and there's this city that has a bit of a Star Wars Tatooine-ish vibe going on. Not the desert theme but the high-tech looking low-tech kind of thing. But at the same time, the whole city is plastered with huge video screens and neon lights. It all blends well together so it definitely could work, even in Quake 3.

But I agree that the look of this map doesn't really support the idea of ads for me either.
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Scrap Brain - Work in progress

Post by Noruen »

But I don't want another "Cool" abandoned map with even more cool name "Really lost, old, destroyed, foreign, forgotten and maybe nameless evil and hell arena" which is full of depression and sadeness.

I wanted something dynamic something not abadoned, but feel of "there are people behind". So I decided to create "arena" where slayers fight against themselfs (conceptual idea) - that's why there is "da mihi libertatem aut mortem" what means "give me freedom or death" (yes I really love latin quotes!). To make this arena more "live" I thought ads would be good. But ok, I can get them away, but do you have any BETTER idea how to give this arena atmosphere of life, not total depression?
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Scrap Brain - Work in progress

Post by Bliccer »

What about a glass globe or walls with fences around the map and then spotlights and audience seats with animated waving people (sarge, keel) screaming, sitting there :D
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Scrap Brain - Work in progress

Post by Noruen »

Oh boy.. where do you think I could get so many people :) Tribunes are not suitable, but good idea anyway :)
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Scrap Brain - Work in progress

Post by obsidian »

I thought it was supposed to be some sort of asteroid mining facility, not an arena. At least that was my impression when looking at the screenshots. If you want to still make it feel "lived in" you can try to contrast the metal with something softer like vertical green banners hanging from specific places with not ads, but some sort of insignia and your Latin motto. If you're handy with a modeling program, you can put in some mining equipment in the corners, maybe put some kind of space crane or robotic arm overhead.
[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]
Tabun
Posts: 76
Joined: Fri Aug 07, 2009 4:26 pm

Re: Scrap Brain - Work in progress

Post by Tabun »

Also, the ad probably should say "others can't" -- instead of "other can't". Or was that intentional and am I being a troll? :]
[size=85][url=http://www.tabun.nl]www.tabun.nl[/url][/size]
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Scrap Brain - Work in progress

Post by Noruen »

Tabun - oh, little adMistake :D thank you.

Obsidian - But mining machines.. :(
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Scrap Brain - Work in progress

Post by Noruen »

I worked so hard this weekend...

Image

This is central part of the map with one VERY special feature >:D

Obsidian - what do you think NOW about advertisement?
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Scrap Brain - Work in progress

Post by obsidian »

The advertisements look fine now, but (and you're going to hate me) why does everything look so green now? I preferred the grays before with spots of green lights, but that's just my opinion. Maybe other people will like the new colour scheme.
[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]
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Scrap Brain - Work in progress

Post by Noruen »

It will be more gray. now it is green, because walls on the upper level is not done yet, so sky is shining on the whole area. and also these GREEN ads must emitt some GREEN light :)
User avatar
monaster
Posts: 532
Joined: Mon Apr 28, 2008 1:52 pm

Re: Scrap Brain - Work in progress

Post by monaster »

Fuck yeah, looks you can even top the impression of your last map and that's something I thought would be near to impossible (still looking for these secrets there :tard: )! Go for it, and please throw out some test versions again when the time has come. I'd LOVE to test the hell out of that baby! :up:
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Scrap Brain - Work in progress

Post by Noruen »

Hi everybody!

Because I have no time to do mapping anymore I decided to release my last unfinished map - Tenebris Aqua. Here are links to download pk3 file (with textures and scripts) and file with last *.map file and compiled bsp/aas.

Use it as you wish. You can complete my map, re-done it or whatever, just put some note in readme about me afterwards...

I enjoyed great three years here with you guys, thank you for your support, suggestions and critics.

Thank you!

http://www.ulozto.net/xVcrjuQT/nor3dm4-pk3
http://www.ulozto.net/xV8PmswJ/tenebrisaquamapfiles-zip

Image
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: [RELEASE] Scrap Brain - farewells

Post by obsidian »

I don't think you're allowed to just leave. This club is like the Mafia, you're only allowed to leave in a wooden box. :sly:
[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]
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: [RELEASE] Scrap Brain - farewells

Post by Theftbot »

Yeah join Obs fight club.
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: [RELEASE] Scrap Brain - farewells

Post by Eraser »

Just because you aren't mapping doesn't mean you can't come visit us once in a while :(
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: [RELEASE] Scrap Brain - farewells

Post by fKd »

missing a few textures etc, but a fine piece of mapping.. gl out there nor!
User avatar
CZghost
Posts: 1943
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: [RELEASE] Scrap Brain - farewells

Post by CZghost »

You can easily repair missing textures/shaders: replace them with existing. I have to re-align some textures also. I decided to take his project under my wings, I'm interested how it will look like in game... Do you finishing the map fkd? I ask because I decided to finish his map and release finished version under his name (with a credit for me). Now I just repair texture issues, will look for some leaks and some spots to remake later :)

Cool theme, bro. It's a pity you have leaved it unfinished and completely unprotected from these vultures :)
Anyway, thanks at least for a kick to mapping :)
[ Linktree | Twitch | YouTube | Instagram | Websites ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: [RELEASE] Scrap Brain - farewells

Post by Noruen »

Oh, sorry! Here is fully fixed version (with maps included).

And down't worry I will visit this forum from time to time, I only have no time to make maps :tear:

This map is very unfinished - that's why I decided to not participate anymore. I was not satisfied with result.

http://www.ulozto.net/xnSVsV4M/nor3dm4-pk3
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: [RELEASE] Scrap Brain - farewells

Post by AEon »

Hmm... not really sure what was so unfinished about the map. Very interesting hexagon hive-like design reminding me vaguely of what Unreal would look like many years later using Q3A-tech, and in areas of one of the Star Trek games (idTech3) on the Borg ship. Maybe its just the green lighting. :)

I really like the "blinking" hexagon teleporter lights. Very clever and nifty. My favourite area, and is the Quad room, looking up the tall walls, feeling like you might be falling into the really awesome sky box. OK, this area seems to be not quite finished, some more detail on the rock would be nice. And I noted some issues with the fog and clipping.

I am not so sure about the DM layout though. Personally I think this map would really fit a single player game letting you explore the map room by room. Your ceilings, especially with that sky box, are almost breathtaking at times. It somehow saddens me, that much of your beautiful geometry is up "there", where most folks tearing through the map at breakneck speed will almost never bother to look, since there is no gameplay up there.

Related to multiplayer, there was quite a bit of - as Obsidian calls it - corridor cancer, making me wonder about the usefulness of some of the paths. Maybe I am just no longer used to relatively large maps, though.

Thanks for the interesting map...
kaustic
Posts: 184
Joined: Wed Mar 09, 2011 5:10 pm

Re: [RELEASE] Scrap Brain - farewells

Post by kaustic »

Has anyone been doing any work to this map? I started on it yesterday and I was just wondering if anyone else
had.
Post Reply