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Re: Screenshots
Posted: Wed Aug 12, 2009 4:11 am
by fKd
not to sure about the roofing, you using phong shading with that upper section below the roofing? looks great! eta on beta? looking forward to this one
Re: Screenshots
Posted: Wed Aug 12, 2009 11:12 am
by sock
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1bo1l.jpg[/lvlshot]
I changed the textures on roof and trim, a bitch to setup the top wall trim, too many weird angles but it does make it feel a bit better. Toned down the phong and increased the shadow map density so less jaggered/rough edges. Ive switched the floor to stone for the moment until I decide what to do with it, detail wise. The above shot is panned out alot, the player will never see that much. So here is a couple of shots from the floor at player height, the building feels different to me from the closer angle.
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1bo2l.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1bo3l.jpg[/lvlshot]
Not sure when the level will be done, still broken in many places and has various technical problems.
Re: Screenshots
Posted: Wed Aug 12, 2009 6:16 pm
by AEon
sock wrote:[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1bo3l.jpg[/lvlshot]
Very amazing what seems to be possible by using very clever brush-work and good textures, or are you actually using patches?
Re: Screenshots
Posted: Wed Aug 12, 2009 9:09 pm
by Hipshot
I'm very impressed by that top. Looks really really good. Isn't it brushes with a smoother shadow angle?
Hmm, I'm almost more impressed with the combined look with the wooden smaller pillars sticking out there... I'll probably rip this idea straight off in a future level... hope you don't mind =)
An idea I had was to make a similar white border around the bottom of the walls, against the brown floor.
And very cool to see AEon again.
Re: Screenshots
Posted: Wed Aug 12, 2009 9:34 pm
by sock
@Aeon, its all brushwork and simple textures. Spent ages tweaking the angles and texture density so it feels right when it turns around the corners. Nice to see you are out from lurking
@Hipshot, Cool, Im glad you like it. It is all brushwork with a low phong value (45-60) on most surfaces. Most of the ideas for this area came from some pictures I took recently of a castle, I can post the pictures if it helps. When Im finished I will release the map source file, so it should be easy for you to take a look. Plus I don't mind if other mappers use the screenshots for ideas, it is really flattering to me

Re: Screenshots
Posted: Wed Aug 12, 2009 9:35 pm
by obsidian
AEon wrote:Out of nowhere...
OMG... our long lost moderator. Where have you been?
Re: Screenshots
Posted: Wed Aug 12, 2009 9:42 pm
by AEon
OT: Hehe... I started to migrate (save) my sites on planetquake to another site, and started looking through the screenshots I put online, especially here at q3w... and I wondered what I should save. Then I suddenly remembered, woha, I have 4 almost done q3a maps, and aeglow lying on HD. Maybe I should finish them.

Re: Screenshots
Posted: Thu Aug 13, 2009 1:58 am
by Pat Howard
Sock: Crazy awesome. Have any rubble planned for the bottom of the castle? It looks a little clean going from floor to rock right now, at least from far away.
-Pat
Re: Screenshots
Posted: Thu Aug 13, 2009 3:46 pm
by rgoer
sock that looks really cool
Re: Screenshots
Posted: Mon Aug 17, 2009 12:07 am
by 4days
Pat Howard wrote:Sock: Crazy awesome. Have any rubble planned for the bottom of the castle? It looks a little clean going from floor to rock right now, at least from far away.
-Pat
would imagine that's because the castle (and possibly the sky) is sitting in a temporary workspace. does look awesome though doesn't it. that cladding works really well.
Re: Screenshots
Posted: Mon Aug 17, 2009 3:55 pm
by extone
Re: Screenshots
Posted: Mon Aug 17, 2009 4:29 pm
by AEon
extone wrote:my old unfinished map =)

Looks pretty cool, could be fun playing it against bots. Finish it!

I'd beta test the sucker then.
Re: Screenshots
Posted: Tue Aug 18, 2009 10:54 am
by Fjoggs
sock: Looks great! Don't be afraid to contact me if you need a tester. ;-)
Re: Screenshots
Posted: Sun Aug 23, 2009 5:38 am
by Hipshot
Haven't been able to work with this for a while now, I planed to have an alpha ready by the end of this month, I might not be able to do that any more though...
I am really going to go for this cleaner look. I'm trying to emphasize the color matching, lighting and such.
[lvlshot]http://zfight.com/misc/images/maps/m8/m8_8.jpg[/lvlshot]
This is the largest level I've made in a controlled environment, even though it might still be small, it's huge compared to the Industrial and Crescent levels, reflects me playing more Quake Live.
[lvlshot]http://zfight.com/misc/images/maps/m8/m8_9.jpg[/lvlshot]
Re: Screenshots
Posted: Sun Aug 23, 2009 9:55 am
by fKd
wow fucking sharp man, good to see base textures being used in a new amazingly wicked way, top stuff! man, both you and sock are working on amazing stuff right now.... better get onto my next map and try produce work of equal quality..... gonna be tough
Re: Screenshots
Posted: Sun Aug 23, 2009 6:27 pm
by phantazm11
Really nice, Hipshot!
Re: Screenshots
Posted: Tue Aug 25, 2009 12:06 am
by monaster
Just a little error I got a few weeks ago, mentioned it in here (
http://www.quake3forum.com/forum/viewto ... 10&t=40880) but thought I just contribute it to the screenshots thread making sock's cl_parseservermessage above not the only error msg screenie in here: these gotta stick together!
@fKd (remembering what I've said back in
http://www.quake3forum.com/forum/viewto ... 10&t=40880): I just can't get myself to upload this map it's so goddamn crappy as of yet. So I just posted a few screenshots of another map I am creating since ... March? April? Don't know... At least this one
(Rcpd) is a bit more "developed". Anyway, here's the spoken of (compiling) error msg shot:
[EDIT: Corrected typo and made the lvlshot a regular img due to its already small size]
Re: Screenshots
Posted: Tue Aug 25, 2009 3:27 am
by fKd
sounds like you need to change ya building methods.. and try stick to 1 map at a time

due to the fact that the q3 player base is shrinking... these huge maps might never get the player loads they would require/deserve to be fun... but hay, keep on keeping on man..
Re: Screenshots
Posted: Tue Aug 25, 2009 1:41 pm
by sumatra
Hipshot wrote:Haven't been able to work with this for a while now, I planed to have an alpha ready by the end of this month, I might not be able to do that any more though...
I am really going to go for this cleaner look. I'm trying to emphasize the color matching, lighting and such.
This is the largest level I've made in a controlled environment, even though it might still be small, it's huge compared to the Industrial and Crescent levels, reflects me playing more Quake Live.
Looking very cool. You definately develop nice themes with underestimated textures.
Great job, looking forward for a alpha release soon...
Re: Screenshots
Posted: Thu Aug 27, 2009 8:00 am
by jal_
Another shot I liked from the Warsow map I rushed for the release:

Re: Screenshots
Posted: Thu Aug 27, 2009 8:55 am
by Hipshot
Tree's clipping inside the wall there, ranger!
Re: Screenshots
Posted: Thu Aug 27, 2009 9:14 am
by jal_
Ye, it's intentional.
Re: Screenshots
Posted: Thu Aug 27, 2009 10:31 am
by AEon
Hipshot wrote:[lvlshot]http://zfight.com/misc/images/maps/m8/m8_9.jpg[/lvlshot]
I love the foliage that "creeps" into the map from above. The "patch-work texturing" (for lack of a better word) really make your maps instantly recognizable.
Though the relative darkness does add to the atmosphere, more light might be something to look into. Maybe add more break-ins from the sky?
Re: Screenshots
Posted: Thu Aug 27, 2009 2:23 pm
by sock
jal_ wrote:Ye, it's intentional.
Your latest images has some very nice textures, they really creates a nice atmosphere, but why would a tree clip through a solid wall?
@hipshot, Nice screenshots but going with a clean style does not make any sense to me. The top half of the screen feels overgrown, greenery, trees, rusty brown pipes, but the floor and lower wall space is empty? I am not suggesting you go grim/dirt crazy but some broken floor, grass or broken wall detail would be better IMHO. On a sidenote, I am sorry to hear about Grim, tragic news indeed.

Re: Screenshots
Posted: Thu Aug 27, 2009 3:05 pm
by obsidian
Whatever you were going to post (but deleted) Plan B, I'm sure it was interesting... just fix your lvlshots
Some grates for a large texture set. Each one made from scratch with a combination of vectors and painted pixels.
