Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
fKd
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Re: Screenshots

Post by fKd »

wooo impressive stuff there mr hipshot! are you still working on that dm map you were posting screens for a while back? the one with the id base textures etc?
cityy
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Re: Screenshots

Post by cityy »

[lvlshot]http://img51.imageshack.us/img51/8683/celzw.jpg[/lvlshot]

Messing arround with cel shading. Looks like fun!
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phantazm11
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Re: Screenshots

Post by phantazm11 »

That is too funny cityy! Just this week I was experimenting with the exact same thing. I've been contemplating remaking my Q4 map Flux for Quake 3:

Image

I tell you it will be a crapload easier to do with idtech3 seeing as how in Quake 4 I had to remake every single brush that would be facing out in order to achieve the black cel shading outline.
Anthem
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Re: Screenshots

Post by Anthem »

Gah, I was just finishing up a small cel-shadered run map. xD I'll post screens in a sec.


Edit:

[lvlshot]http://i105.photobucket.com/albums/m231/Lowerboy444/verticality.jpg[/lvlshot]
Last edited by Anthem on Sat Mar 13, 2010 10:35 pm, edited 2 times in total.
[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]

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[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
cityy
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Re: Screenshots

Post by cityy »

Updated:

[lvlshot]http://i.imgur.com/NG0N5.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/gcPB1.jpg[/lvlshot]
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AEon
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Re: Screenshots

Post by AEon »

cityy wrote:Updated:
[lvlshot]http://i.imgur.com/NG0N5.jpg[/lvlshot]
AEneon going all-out colorful :toothy:
cityy
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Re: Screenshots

Post by cityy »

Hehe AEon, I was inspired by AEneon quite a bit! :toothy:

[lvlshot]http://img683.imageshack.us/img683/3177/shot0024x.jpg[/lvlshot]
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Hipshot
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Re: Screenshots

Post by Hipshot »

I wanted to create something like that for a long time, never really come around to it though. And I would not use cel for the level, I don't think it fits Q3 at all, since weapons and all are normal.

Workflow pic for the MH area of my level.
[lvlshot]http://zfight.com/misc/images/maps/development/max-rad-q3.jpg[/lvlshot]
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
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Hipshot
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Re: Screenshots

Post by Hipshot »

I guess the difference between the meshes I make for my levels and the ones Epic uses for Unreal, is, that you won't get stuck in mine when running fast and jumping around.
Last edited by Hipshot on Thu Mar 18, 2010 2:34 am, edited 1 time in total.
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 »

hahahah meow
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Hipshot
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Re: Screenshots

Post by Hipshot »

And to answer your earlier question. Yes it's that level, however, there are just very few Id textures left, only some very basic ones.
I feel a bit ashamed that I never really managed to use them as I intended, instead I went for a all custom look, which I usually do and what I was trying no to do...
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
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Hipshot
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Re: Screenshots

Post by Hipshot »

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_33.jpg[/lvlshot]

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_35.jpg[/lvlshot]

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_36.jpg[/lvlshot]

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_37.jpg[/lvlshot]

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_38.jpg[/lvlshot]
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
cityy
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Re: Screenshots

Post by cityy »

That's looking absolutely awesome Hipshot!

I love the lighting and the nails.. :)
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jal_
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Re: Screenshots

Post by jal_ »

Very nice shots, Hipshot. Just one side note: They look extremely dark on my crt screen, while fine on the lcd.
ShadoW_86
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Re: Screenshots

Post by ShadoW_86 »

Hipshot wrote: [lvlshot]http://zfight.com/misc/images/maps/m8/m8_36.jpg[/lvlshot]
Looks nice, but tbh whole place it too clean for real mine. It's looking a little bit empty and sterile, and because of it - unnatural. Add a lot of dirt, blots ans such things - details!

Edit: Also, is it fullbright? Look at the ceiling, for me there's too much light, and something feels odd here.
Add wooden pillars to support the scaffolding.
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dONKEY
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Re: Screenshots

Post by dONKEY »

Roof beams look a bit odd. Not that sure about concrete walls either. But saying that as you normally have such a strong theme in your maps, I'm sure it makes sense.
AEon
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Re: Screenshots

Post by AEon »

dONKEY wrote:Roof beams look a bit odd. Not that sure about concrete walls either. But saying that as you normally have such a strong theme in your maps, I'm sure it makes sense.
Agree... might be a good idea to differentiate between supporting beams of wood (those would be a tad thicker), and "covering planks". The former would be used to actually stabilize the ceiling, i.e. prevent it from caving in. The latter would be planks, and why not actually use a few wider (same length) wooden boards that cover the ceiling, in an attempt to prevent dirt falling from the ceiling.

Looks great anyway.
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Theftbot
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Re: Screenshots

Post by Theftbot »

[lvlshot]http://www.carto.net/neumann/travelling/usa_california_2003_08/03_empire_mines_state_park_and_fun_pictures/23_main_shaft_empire_mines.jpg[/lvlshot]
Last edited by AEon on Fri Mar 19, 2010 9:42 pm, edited 1 time in total.
Reason: lvlshot'ed that image.
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Hipshot
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Re: Screenshots

Post by Hipshot »

I know about the roof and the light. The latter is a bit annoying...
The roof is more or less fixed...
It will be like this wall. I already have a roof part that looks similar actually.
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
cityy
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Re: Screenshots

Post by cityy »

[lvlshot]http://img405.imageshack.us/img405/4420/shot0038u.jpg[/lvlshot]

[lvlshot]http://img197.imageshack.us/img197/3950/shot0039v.jpg[/lvlshot]

I am so tired guys, you can't imagine :yawn:
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Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

cityy, I'm liking the textures being used. They've got a lot of detail packed in them.

However, I think the color scheme is a bit monotone. Some splashes of saturated colors would help make that level really "pop"

Seeing the blue walls, I think some green would go nicely.
wattro
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Re: Screenshots

Post by wattro »

cityy wrote:
I am so tired guys, you can't imagine :yawn:
get some damned sleep if you havent already :p
cityy
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Re: Screenshots

Post by cityy »

wattro :olo:

@ Silicone_Milk: Yeah I am currently dealing with that.. it's a bit hard for me :toothy:

[lvlshot]http://img535.imageshack.us/img535/9530/shot0040t.jpg[/lvlshot]
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Hipshot
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Re: Screenshots

Post by Hipshot »

cityy wrote:[lvlshot]http://img405.imageshack.us/img405/4420/shot0038u.jpg[/lvlshot]
Do this instead.
Image
It will take more time, use up more tris, but will look a lot better...
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
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Foo
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Re: Screenshots

Post by Foo »

...or swap that area of floor with a tex that would break in the manner you've set it - Stone.
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