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Re: Screenshots

Posted: Thu Jan 21, 2010 10:47 am
by g0th-
Probably right monaster, I'm not an expert myself :)
obsidian and grenader, thanks!

Re: Screenshots

Posted: Fri Jan 22, 2010 8:33 pm
by sock
Stars and moons
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1ez1.jpg[/lvlshot]

Re: Screenshots

Posted: Fri Jan 22, 2010 8:40 pm
by fKd
woah!... AMAZING!

Re: Screenshots

Posted: Fri Jan 22, 2010 8:58 pm
by Kaz
That's so fanciful!

Re: Screenshots

Posted: Fri Jan 22, 2010 9:04 pm
by obsidian
Heh... that looks quite different than what I was expecting.

Re: Screenshots

Posted: Fri Jan 22, 2010 9:24 pm
by AEon
sock wrote:Stars and moons
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1ez1.jpg[/lvlshot]
Reminds me of the puzzles in Uru (loved that game). I know I'll be taking tons of screenshots for my desktop playing your SP map.

Re: Screenshots

Posted: Fri Jan 22, 2010 9:45 pm
by g0th-
Very nice Sock, you're crazy doing all this in brushes :)

Re: Screenshots

Posted: Fri Jan 22, 2010 10:51 pm
by Pat Howard
sock wrote:Stars and moons
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1ez1.jpg[/lvlshot]
:ducky:

Re: Screenshots

Posted: Sat Jan 23, 2010 10:05 am
by sock
Thanks fkd and Kaz, it is good to know what people like or don't like and especially their initial reaction.
@obsidian, yeah it is different direction to my initial concept but I found some new reference images. Plus I think this layout looks more fantasy and less tech/mechanical. Final beta soonly!
@AEon, I have never heard of that game but it is cool to know you want to create some desktop screenshots. I might try and create a pack of my favourite locations for when I release the map.
@g0th, All the objects started out as brushwork/patches but the whole structure is a large collection of ASE models with the globes being fine tuned in Lightwave. The tricky bit was creating a brushwork version afterwards of the models for bullet/player collision.
@PatH, you like? :p

Re: Screenshots

Posted: Sat Jan 23, 2010 12:58 pm
by MKJ
Uru is a spinoff of sorts of Myst.
there are defo some Myst cues in those shots :)

Re: Screenshots

Posted: Sat Jan 23, 2010 3:07 pm
by AEon
Uru was the first in the Myst/Riven series to *finally* use a real 3D engine... and a pretty beautiful one at that.

Sock, when creating screenshots in 1680x1050 resolution would be nice, puhlease.

Re: Screenshots

Posted: Sat Jan 23, 2010 3:54 pm
by obsidian
It's almost done, just wait for release and you can snap all the screenshots you want. :)

sock, I meant to say different but in a very good way. I was thinking more of a traditional looking one with lots of brass and gears. I think this looks better for the theme, built with wood and more fanciful.

Re: Screenshots

Posted: Mon Jan 25, 2010 1:05 am
by monaster
Pat Howard wrote:
sock wrote:Stars and moons
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1ez1.jpg[/lvlshot]
:ducky:
Not quite right: Let me think... oh yeah:
:ducky: :ducky:
SICK! Absolutely sick... :up:

Re: Screenshots

Posted: Wed Jan 27, 2010 9:17 am
by jal_
've been doing some cleaning and relighting at one of our old maps. Also added it a soft fog for a depth effect.

[lvlshot]http://www.foopics.com/showfull/8c1b69f954200eb0c37662b1f18e249d[/lvlshot]

[lvlshot]http://www.foopics.com/showfull/d45dabb2d8358332257b7832831cc0ef[/lvlshot]

[lvlshot]http://www.foopics.com/showfull/7a74151dd4d289442ed15e6cd9955b86[/lvlshot]

[lvlshot]http://www.foopics.com/showfull/2dddc972e9d6eb3834e8ccf3e19c96c3[/lvlshot]

Re: Screenshots

Posted: Wed Jan 27, 2010 9:56 am
by AEon
jal_ wrote:[lvlshot]http://www.foopics.com/showfull/2dddc972e9d6eb3834e8ccf3e19c96c3[/lvlshot]
I like the crate-ish look... the soft fog gives the map an ethereal touch, neat.

I'd prefer to play it in vQ3 though :ninja:

Just noted the *very* long line of site in this last shot... that may turn out problematic when a RG is available.

Re: Screenshots

Posted: Wed Jan 27, 2010 1:21 pm
by nitin77
jal,

really like the look of that.

Re: Screenshots

Posted: Wed Jan 27, 2010 3:43 pm
by sock
@Jal, I really like the fog effect, it makes the lava feel really hot, awesome job :) The dust on the overhead lights is really nice and soft, very cool texture/shader work. The thing that really bugs me about the screenshot is the wall/floor textures, they don't look interesting or add any character to the level. Personally I would create a diversion between the lava and the upper surface. Make all the brushwork close to the lava, rock or something natural and then have the crate/metal panel texture sit on top. You really need a contrast with texture material otherwise it is just one blob.

Re: Screenshots

Posted: Wed Jan 27, 2010 5:28 pm
by seremtan
reminds me of some of the indoor bits of far cry

Re: Screenshots

Posted: Thu Jan 28, 2010 3:39 am
by AEon
The crate-style with the tech-ish blue lights actually reminded me more of Tron 2.0. Which is also "good", since I very much liked that game as well.

Re: Screenshots

Posted: Thu Jan 28, 2010 8:23 am
by nitin77
actually if you do what sock says and have a rocky/earthy bottom, it would definitely look even better.

Re: Screenshots

Posted: Thu Jan 28, 2010 2:56 pm
by dONKEY
In some spare time I've been playing with a really daft CTF idea I've had for ages. Basically a novelty map with downhill skiing. It'll always be a silly level, but here are a couple of first lighting attempts:

Image

Image

Re: Screenshots

Posted: Thu Jan 28, 2010 3:58 pm
by obsidian
I like that ceiling in the second shot. Everything is a bit overly dark though.

When I was testing out dotproduct terrain for Q3Map2, I built this giant mountain slope and for kicks I added surfaceparm slick to the shader. Epic ski jump!

(Post count 6666... oh my!)

Re: Screenshots

Posted: Thu Jan 28, 2010 4:30 pm
by jal_
Thnx for the nice words. I'm pretty happy with the ambient myself. I just miss a bit more of contrast sometimes, but I think that prob is more at the textures than the light itself.
sock wrote:all the brushwork close to the lava, rock or something natural and then have the crate/metal panel texture sit on top. You really need a contrast with texture material otherwise it is just one blob.
Sounds like a good idea indeed. Also sounds like a lot of stuff to rework :/ I don't think I'll do it this time (I have 4 more maps to update), but I'll sure keep the idea for the next time. I'm even visualizing some areas already :P

Re: Screenshots

Posted: Thu Jan 28, 2010 5:48 pm
by Spray
@sock: wow, amazing job!
@jal_ : like it :up:

Last update on the map:

[lvlshot]http://img710.imageshack.us/img710/5091/shot0075.jpg[/lvlshot]

Re: Screenshots

Posted: Fri Jan 29, 2010 4:31 am
by Kaz
goth: reminds me of the windmills in AOE
_jal: very nice, less blocky would def. help :up:
spray: an improvement! you might want to throw some spotlights on the blue lit areas to define the shapes better, it's hard to tell what's going on mostly.
donkey: reminds me of kat's indoor cave level (with the water pool from a long time ago), but moodier. i agree about it needing more light

thanks for the comments... Trying to create an "entrance" with "reception halls"... I'm going to have to make some potted plants (probably dead) soon!

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0113.jpg[/lvlshot]