Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

fKd,
those "organic" air ducts must really hit in r_speeds, nifty as they look.

Update: I am still rooting for your temp01, though :toothy:
Buzzard
Posts: 21
Joined: Sun Nov 22, 2009 10:27 pm

Re: Screenshots

Post by Buzzard »

@FKD: Where can i download this map?
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

AFAIK its for the contest, thus should not be downloadable until after it has finished,,,
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
fKd
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Re: Screenshots

Post by fKd »

indeed, its just in screenshot mode right now.. gonna try do the whole thing with no beta's or anything.... if it misses the deadline.. i'll just remove the sponsorship textures and throw it at lvl... not that my maps get reviewed lol :D
Buzzard
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Joined: Sun Nov 22, 2009 10:27 pm

Re: Screenshots

Post by Buzzard »

Oh its a contest.. didnt know that :).
dONKEY
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Re: Screenshots

Post by dONKEY »

Anthem wrote:Remember, we can delay the deadline should several mappers need more time. :)
As a former college lecturer, I should say here....extending deadlines is not a good idea as it only punishes the diligent students ;p

It does look very cool fKd...and I'm hopeful my map wont have the highest tris count now :)
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

[lvlshot]http://www.simonoc.com/images/design/maps_q3/focal1as1l_1024.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/focal1as3l_1024.jpg[/lvlshot]

OMG its a giant laz0r beam! :p
Well he was evil, but he did build alot of roads. - Gogglor
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Fjoggs
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Re: Screenshots

Post by Fjoggs »

Plastic fantastic!
Infernis
Posts: 611
Joined: Thu Feb 17, 2005 12:00 pm

Re: Screenshots

Post by Infernis »

Sock, I can truly say, that without a doubt, you don't make maps. You make art!
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

dONKEY wrote:
Anthem wrote:Remember, we can delay the deadline should several mappers need more time. :)
As a former college lecturer, I should say here....extending deadlines is not a good idea as it only punishes the diligent students ;p

It does look very cool fKd...and I'm hopeful my map wont have the highest tris count now :)
I never really thought it much of a punishment when deadlines were extended. It gave me time to double check my stuff and touch up work that I wasn't satisfied with.

The ones who got upset over an extension were just super uptight. They're not the only students in the class and some people might have circumstances that give them less time to complete a project than the ones who got the project done.

Don't get me wrong, deadlines are deadlines. But deadlines in the real world have been known to change (for better or worse) and it's just part of working with people. I feel that the ones who get upset should go do a self-study course or something.

/mini-rant end
AEon
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Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

Sock,
concerning laz0rz or beams of light... a trip down memory lane reminded me of AEsculpt:
  • Image
(Boy that was ages ago).

You will probably cause some weeping in template texture land, with your map... :toothy: It looks simple, but still no one has created shapes in just that way. I like those v-shapes columns and the weapon pad is also very nifty.
dONKEY
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Re: Screenshots

Post by dONKEY »

SM, I meant my post kinda tongue in cheek :)
Buzzard
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Joined: Sun Nov 22, 2009 10:27 pm

Re: Screenshots

Post by Buzzard »

[lvlshot]http://www.simonoc.com/images/design/maps_q3/focal1as1l_1024.jpg[/lvlshot]
This sky looks like like Half-life 2 when the citadel is collapsing
Last edited by AEon on Sun Dec 06, 2009 11:42 am, edited 1 time in total.
Reason: lvlshot'ed that sucker.
Anthem
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Re: Screenshots

Post by Anthem »

Buzzard wrote:
[lvlshot]http://www.simonoc.com/images/design/maps_q3/focal1as1l_1024.jpg[/lvlshot]
This sky looks like like Half-life 2 when the citadel is collapsing

Haha, I agree.
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Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

dONKEY wrote:SM, I meant my post kinda tongue in cheek :)
Then ignore me. I was tired and interpreting things differently last night. :tard:
dONKEY
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Re: Screenshots

Post by dONKEY »

np :)
fKd
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Re: Screenshots

Post by fKd »

[lvlshot]http://img509.imageshack.us/img509/5706/shot0027k.jpg[/lvlshot]

bla :D
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

@buzzard: whenever i get some time in the near future i'll try to package and upload it
@fkd: :up: i like how bright the orange is :)
@sock: looks fjoggs-esque :D

I was inspired by mr hipshot's and mr sock's saturation/colorfulness levels, so i've attempted to make my textures less drab, i'm very happy with the preliminary results. is there a good way to get good saturation with lights when using gamma/compensate? i'd like my bluegreen lights to be more bluegreen. also made a cool jumppad

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0047.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0048.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0050.jpg[/lvlshot]
ShadoW_86
Posts: 270
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Re: Screenshots

Post by ShadoW_86 »

A little preview of my next map, which is participating in NoGhost Mapping competition. It's called "The Dreadful Place", and it's TDM map.

[lvlshot]http://shadowsdomain.files.wordpress.com/2009/12/dread_001.jpg[/lvlshot]

[lvlshot]http://shadowsdomain.files.wordpress.com/2009/12/dread_002.jpg[/lvlshot]

[lvlshot]http://shadowsdomain.files.wordpress.com/2009/12/dread_005.jpg[/lvlshot]

[lvlshot]http://shadowsdomain.files.wordpress.com/2009/12/dread_008.jpg[/lvlshot]

[lvlshot]http://shadowsdomain.files.wordpress.com/2009/12/dread_010.jpg[/lvlshot]

[lvlshot]http://shadowsdomain.files.wordpress.com/2009/12/dread_011.jpg[/lvlshot]
Last edited by AEon on Thu Dec 10, 2009 6:37 pm, edited 1 time in total.
Reason: lvlshot'ed those images.
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AEon
Posts: 1816
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Re: Screenshots

Post by AEon »

I recognize Tabun's decals... the crack and a smudge puddle :)
obsidian
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Re: Screenshots

Post by obsidian »

The bluish metals by the jump pad looks really out of place.
[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]
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

Working on items, lighting, and bots for my new layout now, so it should be ready soon. As you can see, it's an urban map. Here's a shot:

Image

Initially I was going to colorize them using the new AEcel shader, but I found this sweet Mighty Pete skybox and decided it worked best with the original colors. Will probably be daytime in the real map... although I do have some other crazy ideas in mind >:D .

-pat
AEon
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Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

That skybox is really awesome... hard to believe those are actually AEcell textures... nifty. Hmm... I am not sure I've seen a map with that lighting atmosphere, may be a pity to change it to the more common daytime lighting. Keeping that lighting should make the map quite unique.

If you really need other textures for AEcell, post the requests in the AEcell thread, and I'll get off my butt and create them, if I can :)
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

Pat: reminds me of America's Army with the sunset :)
Shadow: the world needs more team arena texture utilization! looks good

Monkeying around with ArtRage, not really supposed to be much of anything, going to try to draw some skulls and such next :)

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/havoc2.jpg[/lvlshot]
Pat Howard
Posts: 494
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Re: Screenshots

Post by Pat Howard »

Been messing with lights for a few hours now. I should have added a healthier dose of ambient light beforehand, but by the time I realized it I had messed with so many values that I didn't feel like starting over. Oh well, it's only an alpha. Just feel like I wasted some time trying to get lighting smooth, and you can still clearly see that it's all point-lit. Night maps are hard!
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