Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
sliver
Posts: 898
Joined: Fri May 06, 2005 12:25 am

Post by sliver »

Image

geocomp-inspired CTF map ... probably wont be any good to play on once more rooms & tunnels are added though, as FPS will plummet

I never properly realized before how complicated these things get in radiant:

Image
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Well, when they look like that...
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
neotic again
Posts: 8
Joined: Sun May 29, 2005 5:52 pm

Post by neotic again »

[lvlshot]http://www.ilstu.edu/~wtbuser/i32.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i34.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i35.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i36.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i37.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i38.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i310.jpg[/lvlshot]

lil something ive been cooking.
Last edited by neotic again on Wed Jun 22, 2005 6:33 am, edited 1 time in total.
ScrotcH'
Posts: 12
Joined: Tue May 24, 2005 4:29 pm

Post by ScrotcH' »

Jailbreak/CTF map Im workin on for our next Q2 Themed map pack. Trying to keep it somewhat simple in brushwork, no patches or anything.

[lvlshot]http://www.planetquake.com/bkp/scrotch/cr1.jpg[/lvlshot]

[lvlshot]http://www.planetquake.com/bkp/scrotch/cr2.jpg[/lvlshot]

[lvlshot]http://www.planetquake.com/bkp/scrotch/cr3.jpg[/lvlshot]

[lvlshot]http://www.planetquake.com/bkp/scrotch/cr4.jpg[/lvlshot]
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

neotic again - might just be my shit monitor, but some of those look a tad dark...from what I can see looks pretty good though.

and ScrotcH' - If that's some simple brushwork you have going on there, I would love to see something you would consider not simple. :p
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

*removes the eQ2 mark from the "hasn't been done" list*
acid/ger
Posts: 12
Joined: Wed Apr 06, 2005 6:45 pm

Post by acid/ger »

sliver, neotic again and scrotch: that's fucking nice! great lighting job neotic..

sliver are you interested in warsow mapping? it's using the same tools and shader techniques as q3. your map would fit the overall warsow theme very good. if you are interested, just send me a mail or catch me in #warsow@quakenet.

cheers :)
[url=http://www.planetquake.com/acid/]brush hour[/url]
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

ALL SEX
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

@ neotic : what texture set is that you're using? It fits the theme well and kind of reminds me of the temple areas in D3 (not a bad thing)
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

acid/ger wrote:that's fucking nice! great lighting job neotic..
Guess I need a new monitor more than I thought. :(
neotic again
Posts: 8
Joined: Sun May 29, 2005 5:52 pm

Post by neotic again »

Kat wrote:@ neotic : what texture set is that you're using? It fits the theme well and kind of reminds me of the temple areas in D3 (not a bad thing)
Random textures from http://www.davegh.com/blade/davegh.htm - he doesn't have them in pk3s or anything so I just grabbed what I liked and fits - also modified a lot of original ET textures - made them dark and what not.

Bork[e] - the pictures were brightened since you first posted - maybe if you do a hard refresh it will look better. But yes, ET and Q3 games in general make SS so damn dark compared to in game - so yeah. Heh.

Thanks for all the nice words guys.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

You all know neotic is making a RtCW map, yeah?

Oh and dude, remove all your HUD, I think it was cg_draw2d 0 in RtCW?
neotic again
Posts: 8
Joined: Sun May 29, 2005 5:52 pm

Post by neotic again »

o'dium wrote:You all know neotic is making a RtCW map, yeah?

Oh and dude, remove all your HUD, I think it was cg_draw2d 0 in RtCW?
Doesnt get rid of the crosshair still - dont know what does that.
sliver
Posts: 898
Joined: Fri May 06, 2005 12:25 am

Post by sliver »

if you're talking about vanilla quake 3, yes, setting cg_draw2d to 0 removes the crosshair.

if yours doesnt, for some reason, use cg_drawcrosshair 0
Detoeni
Posts: 20
Joined: Fri Aug 16, 2002 7:00 am

Post by Detoeni »

If your using ET then youll be glad to know they broke cg_draw2d with the last patch.

Add this to your "game_manager" script to correct:

Code: Select all

remapshader gfx/2d/crosshaira textures/my_map/crosshaira
		remapshaderflush 
point "textures/my_map/crosshaira" at a full alpha texture and shader. Also you need to use the default crosshair.
(dont forget to remove this from your script befor you release the map)
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

opsy, forgot someone asked some questions ;p
thanks for all the nice comments btw.
What are you no-clipping into in that pic?
Seems to end so abruptly.
Or is it a region compile?
Thats all there is atm, haven't done much on it. ;p
fucking amazing dude, you gonna make a map out of that?
not sure, lost some interest in q3 mapping, so im doing some quake1 now.
Fjoggs, is that patches? Lots of patches? Or something cool I don't even know about...
mm, havent used any patches in it yet, apart from a simple one for the vine part in the background.
im more of a brush-only guy, except for texturing, which patches usually solve the hard ones. ;]
Pext
Posts: 4257
Joined: Thu Aug 28, 2003 7:00 am

Post by Pext »

opening this thread never ceases to give me a boner :icon14:
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Post by skinmaster »

heheh agreed.
"Racism isn't born, folks, it's taught. I have a two-year-old son.
You know what he hates? Naps! End of list." - Dennis Leary
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

I've been working on my own eQ2 map. Different style then Scrotch, a bit dark perhaps.

Image
Image
Image
megaman
Posts: 23
Joined: Sat Feb 26, 2005 12:55 pm

Post by megaman »

fjoggs: suxxors, stfu.
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

mega: thanks :p
megaman
Posts: 23
Joined: Sat Feb 26, 2005 12:55 pm

Post by megaman »

;)
ScrotcH'
Posts: 12
Joined: Tue May 24, 2005 4:29 pm

Post by ScrotcH' »

Yeah that looks good Fjoggs, its got a nice dark atmosphere which reminds me of some of the old Gloom maps. Is it going to be all enclosed or is it going to have any open sky / organic areas with caves/rocks/cliff side ?
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

Looks good Fjoggs, but dont make the same mistake as the last time. Don't use yellow lights ONLY.
Fresh it up with a different (maybe unsaturated) colortone.
Makes things much more interesting...
Keep it up mate.

sumatra
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
neotic again
Posts: 8
Joined: Sun May 29, 2005 5:52 pm

Post by neotic again »

wow fuckn lovely Fjoggs
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