Page 17 of 295
Posted: Fri Jun 17, 2005 5:00 am
by sliver
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:

Posted: Fri Jun 17, 2005 7:29 pm
by Lenard
Well, when they look like that...
Posted: Wed Jun 22, 2005 6:17 am
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.
Posted: Wed Jun 22, 2005 6:20 am
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]
Posted: Wed Jun 22, 2005 6:25 am
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.

Posted: Wed Jun 22, 2005 8:36 am
by Fjoggs
*removes the eQ2 mark from the "hasn't been done" list*
Posted: Wed Jun 22, 2005 11:20 am
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

Posted: Wed Jun 22, 2005 5:27 pm
by voodoochopstiks
ALL SEX
Posted: Wed Jun 22, 2005 6:21 pm
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)
Posted: Wed Jun 22, 2005 11:09 pm
by bork[e]
acid/ger wrote:that's fucking nice! great lighting job neotic..
Guess I need a new monitor more than I thought.

Posted: Thu Jun 23, 2005 1:21 am
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.
Posted: Thu Jun 23, 2005 7:29 am
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?
Posted: Thu Jun 23, 2005 7:55 am
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.
Posted: Thu Jun 23, 2005 9:14 am
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
Posted: Thu Jun 23, 2005 10:20 am
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)
Posted: Thu Jun 23, 2005 11:46 am
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. ;]
Posted: Thu Jun 23, 2005 3:24 pm
by Pext
opening this thread never ceases to give me a boner :icon14:
Posted: Fri Jun 24, 2005 3:50 pm
by skinmaster
heheh agreed.
Posted: Sat Jun 25, 2005 1:57 am
by Fjoggs
Posted: Sat Jun 25, 2005 4:03 am
by megaman
fjoggs: suxxors, stfu.
Posted: Sat Jun 25, 2005 12:01 pm
by Fjoggs
mega: thanks

Posted: Sat Jun 25, 2005 4:30 pm
by megaman
Posted: Sat Jun 25, 2005 4:44 pm
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 ?
Posted: Sat Jun 25, 2005 6:33 pm
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
Posted: Sat Jun 25, 2005 7:17 pm
by neotic again
wow fuckn lovely Fjoggs