Page 185 of 295

Re: Screenshots

Posted: Wed Apr 07, 2010 11:17 am
by o'dium
jal_ wrote:Odium, what about Overdose? Is development still going on?

Looks very cute, btw.
Yeah its still going on, made a major milestone in shifting the entire engine to opengl 3.0 recently, mucho improvo frame rateo. :p But we are having hosting issues AGAIN so the sites down :(

Re: Screenshots

Posted: Wed Apr 07, 2010 1:06 pm
by fKd
what about character models? got any shots yet?

Re: Screenshots

Posted: Wed Apr 07, 2010 3:46 pm
by obsidian
o'dium wrote:Are even 25% of those pics needed, they all show the same really badly stretched textures and blotchey lighting...? I don't think we needed to see them AGAIN with FOV 180...? Detail wise it looks ok, its defo easy to tell where you got the ide, its just it looks very underdetailed for Quake 3 to my eye, almost Quake 1 level of geo...?
It's a work in progress and I think sir_vival is still learning (aren't we all?). So the lack of detail at the moment isn't an issue. However, I do agree that that is a lot of screenshots of what is more or less the same room.

sir_vival, two suggestions:
  1. Be a little more selective of your screenshots. Screenshots are supposed to either promote the map (in which case you want to properly pose the shot at a place and angle that looks amazing) or show an area where you are asking for suggestions. Quality is preferred over quantity.
  2. Your map has a lot of repetition, both in brushwork and in theme. Try to mix things up a little. Instead of making a bunch of the same rooms or same columns, try to make a few different types of rooms or columns of different shapes or heights. Shorten the hallways (hallways are boring, rooms and atriums are fun), try a few different colours, try playing with vertical heights, make a lobby or something with different floors and a catwalk.

Re: Screenshots

Posted: Wed Apr 07, 2010 5:37 pm
by sir_vival
I'm just trying to nail the original. . .XD really learning a lot how it works from remaking classics. . .

if you didn't know this one is Archives from Goldeneye 64 and isn't really my design

Re: Screenshots

Posted: Thu Apr 08, 2010 1:46 pm
by Kaz
Sir_vival: I have such great memories of playing on that map! Did you take the textures from the n64 version? It would be cool to see at least regular scale textures on there.

Odium: looking nice! I think you have made quite a bit of progress in your modeling skills through the years (although certainly I am no modeler). That being said, I see your low poly cottage and raise you a medium-poly pooltable! :D The bottom shot is what it looks like in my fledgling "engine".

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/pooltable_render1.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/superpool7.jpg[/lvlshot]

Re: Screenshots

Posted: Thu Apr 08, 2010 11:42 pm
by v1l3
sir_vival wrote:[lvlshot]http://screenshot.xfire.com/s/94627284-4.jpg[/lvlshot]



hehe. . .My dad was all like "You should make a pac-man map"


Sooooo. . . I didd. . .

Reminds me of this map at ..::LvL

http://lvlworld.com/#c=m1&i=1091&d=26 Mar 2010&m=All&p=review

Re: Screenshots

Posted: Fri Apr 09, 2010 11:38 pm
by monaster
monaster wanted to write:
[lvlshot]http://screenshot.xfire.com/s/94627284-4.jpg[/lvlshot]


Reminds me of this map at ..::LvL

http://lvlworld.com/#c=m1&i=1091&d=26 Mar 2010&m=All&p=review
But v1|3's been faster once again. Dammit. :tear:
[EDITS: spelling and quote mistake corrected]

Re: Screenshots

Posted: Sun Apr 11, 2010 11:39 pm
by monaster
One final for today (ending my usual 10 post spamming after I haven't posted for 3 weeks in a row):

RCPD rooftop
[lvlshot]http://resiyoyoyo.bplaced.com/pics_pub/Q3A_own/rcpd016.jpg[/lvlshot]
(You gonna need a bright monitor to see the details and not just a black (sheep) wall)
Other current scrnshts of RCPD (Raccoon City Police Department) here. Careful, can be quite intense in terms of loading times.

Re: Screenshots

Posted: Sun Apr 11, 2010 11:45 pm
by InsaneKid
third part of a trilogy! ;)
a simple, but big TDM-map.

Image

Image

Re: Screenshots

Posted: Mon Apr 12, 2010 12:40 am
by fKd
pic-upload.de
site don't allowed

heh nice english :)

Re: Screenshots

Posted: Mon Apr 12, 2010 4:22 am
by obsidian
InsaneKid: Nice lighting. Well lit but not washed out.

In the second shot, I don't like that platform on the second floor. It extends too far and blocks the fancy ornate swirly thing which is a shame. If it needs to be there, I would maybe only extend it as far as the 2 blocks at the end of the railings and convert the blocks into support pillars to the platform. Make the platform look more like a large overhanging balcony.

Re: Screenshots

Posted: Mon Apr 12, 2010 9:31 am
by jal_
obsidian wrote:InsaneKid: Nice lighting. Well lit but not washed out.
It's so hard to get high ambient lit maps with decent contrast with q3map2 falloffs. I'm precisely these days trying to improve that by generating the ambient with urt's floodlight.

Re: Screenshots

Posted: Mon Apr 12, 2010 5:14 pm
by InsaneKid
ive tried one funny thing
and rescaled the whole map! <:

>>>
Image

But i will keep the original size! (Y)

Re: Screenshots

Posted: Mon Apr 12, 2010 7:43 pm
by InsaneKid
the compiling takes very long.-
first i had the "Max_Verts_Exceeded"-error
and turned all pillars into *ase, but that looked weird.

>>>
Image

Re: Screenshots

Posted: Tue Apr 13, 2010 1:10 am
by skinNCNmaster
insanekid if you pass me your map file i can work on cleaning up your geometry.. minimizing overdraw and tris

if happens to be one of my specialties.

Re: Screenshots

Posted: Tue Apr 13, 2010 1:46 am
by Hipshot
Right down to the action again NCN?

InsaneKid, the first shoot look pretty nice, the light looks very smooth. However, the glass texture up there doesn't seem to fit... maybe use a less (or none) "reflective" one?

Re: Screenshots

Posted: Tue Apr 13, 2010 12:25 pm
by skinNCNmaster
well hey hips hot heheh yea i figure playing with someones messy brushwork would help me get up to mobility speed again in gtk since ive been away a while. im sure a few foxy folk hear would vouch for my ability to take overdraw and tease junctions away olo, like that im trust worthy to hand a map, any map to

and yo for old screenshots of stuff ive done
http://www.rave.ca/en/member_gallery_im ... 205/page1/

Re: Screenshots

Posted: Sat Apr 17, 2010 3:40 pm
by Anthem
Random... I know...

Image

Pokeball grenade wins.. :) lol

Re: Screenshots

Posted: Sat Apr 17, 2010 3:47 pm
by cityy
Hahahahaha, great! :olo:

Re: Screenshots

Posted: Sat Apr 17, 2010 9:26 pm
by skinNCNmaster
edit

Re: Screenshots

Posted: Sun Apr 18, 2010 8:55 pm
by Anthem
Cool stuff. :)

Re: Screenshots

Posted: Sun Apr 18, 2010 11:36 pm
by fKd
watch out for trippers :D

Re: Screenshots

Posted: Tue Apr 20, 2010 2:37 pm
by ^Ghost
new defrag run i started up yesterday.. based entirely on tj's (tele jumps) for cpm physics only.
[lvlshot]http://img140.imageshack.us/img140/2116/shot0053m.jpg[/lvlshot]
^^start/ending (cant reach pad with a normal circle jump)

[lvlshot]http://img19.imageshack.us/img19/5623/shot0054n.jpg[/lvlshot]
^^second room

[lvlshot]http://img690.imageshack.us/img690/3041/shot0055o.jpg[/lvlshot]
^^random drop, fog represents teleporters.

still needs lots of work esp on lighting, but the gameplay is there

Re: Screenshots

Posted: Tue Apr 20, 2010 6:01 pm
by o'dium
Image

Re: Screenshots

Posted: Tue Apr 20, 2010 6:26 pm
by skinNCNmaster
edit