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Re: Screenshots
Posted: Sat May 03, 2008 7:27 pm
by seremtan
you should make that for UT2k4/3

Re: Screenshots
Posted: Wed May 07, 2008 6:26 am
by sock
[lvlshot]http://www.simonoc.com/images/design/maps_q3/mg3p1l.jpg[/lvlshot]
more screenshots at :
http://www.simonoc.com/pages/design/maps_q3/mg.htm
Re: Screenshots
Posted: Wed May 07, 2008 8:02 am
by Hipshot
Sharp and slick, Sock!
I almost feels tempted posting pics of my new :(
Re: Screenshots
Posted: Wed May 07, 2008 11:58 am
by Fjoggs
phew, lucky me. Was considering opening radiant to show that quake3 still aint dead but now that sock posted something I won't have to do anything at all for about a year.
Looks good
Re: Screenshots
Posted: Wed May 07, 2008 10:10 pm
by Raven
Kick arse Sock. I will have to give that a look when I get some time
I have a Q4 MP level that I am working on when I have free time. Here is a shot:
[lvlshot]http://www.levelforge.com/Screenshots/MainArena2.jpg[/lvlshot]
There are more shots on my site
http://www.levelforge.com/index.html If you hit the current works button.
Re: Screenshots
Posted: Thu May 08, 2008 12:50 pm
by seremtan
are there bots in Q4MP?
Re: Screenshots
Posted: Thu May 08, 2008 4:33 pm
by dichtfux
seremtan wrote:are there bots in Q4MP?
No.
Q4Max has bot support and there's sabot, but I wasn't really impressed when I tested both of them some time ago.
Re: Screenshots
Posted: Thu May 08, 2008 4:34 pm
by Raven
Well there was no bot support released with the game, but there is a MOD that allows for bots. I am not sure how well they navigate, because I have not tried it myself, but if it is based off of the Quake3 system then I am fairly sure it would work well.
Doh...DitchFux replied just before me with better info. So yeah...What he said O.ob
Re: Screenshots
Posted: Fri May 16, 2008 6:38 pm
by BJA
Another door texture. The reference photo is from a france texture-resource pack by Thomas Heß. Btw. does anybody know how colored specular maps "work"? for instance, which color is recommended for wood, which for metal etc.?
Overview:
http://www.bja-design.de/different/door02_overview.jpg
And a little zbrush doodle. Nothing serious, just something to get familiar with zbrush. Basemesh was done in 3ds Max but it's not really worth showing it.

Re: Screenshots
Posted: Fri May 16, 2008 7:43 pm
by Survivor
BJA wrote:
That looks something that could fit right into
tremulous. And of course it looks damn nice.
Re: Screenshots
Posted: Fri May 16, 2008 8:12 pm
by seremtan
shubby!
Re: Screenshots
Posted: Fri May 16, 2008 8:49 pm
by Grenader
Survivor wrote:
That looks something that could fit right into
tremulous. And of course it looks damn nice.
Stop thinking of overminds with down syndrome.
That model is too sexy for that.
Re: Screenshots
Posted: Sat May 17, 2008 5:01 am
by obsidian
That's not an overmind, that's Shub-Niggurath from Quake, which is based off of H.P. Lovecraft's Cthulhu Mythos series of books.
Google fails me, that's the best picture I could find...
Edit: haha.. word filter. That's N-i-g-g-u-r-a-t-h
Re: Screenshots
Posted: Sat May 17, 2008 5:03 am
by wviperw
ZOMG, sock is doing another Q3 map finally!
<nitpicking>Looks a bit "contrasty" and dark... might be my monitor though...</nitpicking>
Re: Screenshots
Posted: Sat May 17, 2008 3:58 pm
by o'dium
Ok, I started to texture our hands. So far so... well... Look for yourself. Obviously the gloves are missing, duh:

Re: Screenshots
Posted: Sat May 17, 2008 5:00 pm
by obsidian
HIGH FIVE!
If those are the low-poly models, couldn't you save a bunch of polygons by letting the normal map deal with band around the gloves and the "thickness" of fabric between glove and fingers.
Re: Screenshots
Posted: Sat May 17, 2008 5:04 pm
by o'dium
lol, those are low poly, about as low poly as we want to go. Remember, local maps are there to add help with the illusion of height, they cant actually fake height. When you have things right in your screen, its best to add that little detail. Besides, the hands are just 889 polies, which is nothing these days. In fact, our hands are VERY low poly for the average.
Re: Screenshots
Posted: Sat May 17, 2008 8:58 pm
by BJA
@obsidian: That's funny, I didn't even know that this was an enemy from quake1 (or even the last boss). I never actually played through the game, only some levels of the beginning. Kind of funny to see it being so similar to the quake model, but it was really just a zbrush doodle without any reference or inspiration pictures.
Re: Screenshots
Posted: Sun May 18, 2008 6:06 am
by sock
wviperw wrote:Looks a bit "contrasty" and dark... might be my monitor though...
The colour scheme is by design, I wanted the CTF colours (red/blue) to be central and easy to see at a glance. The background colours are based on grey/green/yellow (very neutral) which are close in the colour wheel which makes them feel like a natural progression. The colours scheme is suppose to feel old and natural to give the impression the place has been standing for a long time but in a state of decay now. I plan to subtlety accent areas of the map with red/blue lights to give the player an unconscious reminder of where they are in the map.
I totally agree the map is too dark, no final light pass has been done. Unfortunately I have a laptop which has a crazy bright screen so the map glows, but I will use a proper monitor to get an idea of the correct light scale to use.
Sims
Re: Screenshots
Posted: Sun May 18, 2008 9:58 am
by a13n
sock wrote:but I do have a lot of lunchbreaks and a laptop!
What a nerd if that were to be true!
Re: Screenshots
Posted: Mon May 19, 2008 3:50 am
by wattro
did you just call sock a nerd?? well... i guess i kinda agree
i kid... i kid!!! :P
Re: Screenshots
Posted: Mon May 19, 2008 5:18 am
by obsidian
pot. kettle. black.
This IS a gaming forum after all, and a level editing subsection at that.
Re: Screenshots
Posted: Mon May 19, 2008 7:02 am
by Silicone_Milk
I was thinking the exact same thing Obsidian.
Re: Screenshots
Posted: Mon May 19, 2008 9:46 am
by Fjoggs
you're all nerds
Re: Screenshots
Posted: Mon May 19, 2008 10:56 am
by o'dium
I'm a pilot, I can fly... *Hick*...