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Re: Screenshots
Posted: Thu Jul 15, 2010 11:56 am
by 4days
that and the cables running to the lamps look way too thick in comparison to everything else in the room (e.g. the handle/shaft of the spade), maybe halve the thickness? beyond that it looks awesome

Re: Screenshots
Posted: Fri Jul 16, 2010 7:04 am
by fKd
na, it looks quality. get it done man!
Re: Screenshots
Posted: Fri Jul 16, 2010 7:35 am
by o'dium
Already changed a few things, like the light placement, shadowing, decals etc... Its getting there! Just takes time s all.
Re: Screenshots
Posted: Fri Jul 16, 2010 10:56 am
by Hipshot
My competition level's graphics.
As you can see, I'm a heavy user of old assets, I don't have time creating a whole new theme here...
Textures From: Crescent, Industrial, unreleased level1, unreleased level 2 and a few new.
[lvlshot]http://zfight.com/misc/images/maps/m15/23.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m15/24.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m15/25.jpg[/lvlshot]
Re: Screenshots
Posted: Fri Jul 16, 2010 11:18 am
by cityy
I heard "unreleased level 2" was super cool.
Re: Screenshots
Posted: Sat Jul 17, 2010 4:44 am
by Kaz
Hipshot, that's looking really, really good. The saturation levels are great

Silicone, didn't know you could draw?
I modeled a submarine but only have a temporary skin on it ATM, will unwrap soon. Also trying to "grunge-i-fy" everything:
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/noghost43.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/noghost44.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/noghost46.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/noghost47.jpg[/lvlshot]
Re: Screenshots
Posted: Sat Jul 17, 2010 5:59 am
by obsidian
Nice sub, but it looks really small. I would scale it up 1000000% and stick it into a bigger room, an unreachable room if you have to. As it is, you can fit half a midget.

Re: Screenshots
Posted: Sat Jul 17, 2010 6:56 am
by Silicone_Milk
Kaz wrote:
Silicone, didn't know you could draw?
The funny thing is, I haven't drawn anything in years and I feel like I'm doing better now than when I drew constantly.
I haven't gone through your level yet but there's something that you absolutely must have if you don't already - leaky pipes. We need puddles of salt water under leaky rusty pipes
It's crazy to see how drastically your level has changed from when you first started on it. I'm looking forward to seeing the final results of the competition.
Re: Screenshots
Posted: Sat Jul 17, 2010 7:01 am
by Anthem
Aha. Is that submarine serving as a platform to ease the path to quad? Very creative.
Re: Screenshots
Posted: Sat Jul 17, 2010 7:46 am
by Theftbot
I'm sorry visor there is absolutely no room in here for you, this sub only holds one.
Nice work Kaz, though id use green/brown smears in a env like that moss/algae would abound.
Re: Screenshots
Posted: Mon Jul 19, 2010 5:29 am
by Silicone_Milk
[lvlshot]http://www.siliconemilk.com/music/tired.png[/lvlshot]
some super quick low poly modeling starting.
Re: Screenshots
Posted: Mon Jul 19, 2010 2:19 pm
by obsidian
The challenge is to not make her sleeves look funny when she's being animated. If she puts her arms down, her sleeves will dig into her body. Also, add more polygons to joint areas like the armpits to facilitate animations.
Re: Screenshots
Posted: Mon Jul 19, 2010 4:56 pm
by Silicone_Milk
obsidian wrote:The challenge is to not make her sleeves look funny when she's being animated. If she puts her arms down, her sleeves will dig into her body. Also, add more polygons to joint areas like the armpits to facilitate animations.
Yeah, I was talking to Kat about that. My original intention was just to throw a cloth simulation on them while animating and have it self-colliding but if I want this in a game that's not really going to work very well.
Re: Screenshots
Posted: Tue Jul 20, 2010 12:25 am
by StroggMaster
I was scouting around to other games like this, and I came across a map from a game called UT2004 called DM-Gael, that I felt was perfect to bring to Q3A. Therefore, Q3DMGael is an easy one to remake in Q3Radiant, and have a single bot for single player. Although the map has 16 player slots, it's recommended that it only be a one-on-one, close quarter deathmatch, as the original version was meant to be. Here's a screenshot of that, and be sure to tell me how you think I did in remaking this map for the Q3A community:

Re: Screenshots
Posted: Tue Jul 20, 2010 6:28 pm
by dichtfux
I hardly remember the original Unreal map and only know this one from the Quake2World port Ingar made. But judging from that, this one seems too small.
Re: Screenshots
Posted: Tue Jul 20, 2010 8:22 pm
by sumatra
Re: Screenshots
Posted: Thu Jul 22, 2010 11:53 pm
by monaster
AEon wrote:Sock,
concerning laz0rz or beams of light... a trip down memory lane reminded me of
AEsculpt:
(Boy that was ages ago).
You will probably cause some weeping in template texture land, with your map...

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.
This might be some unbelievably stupid bump but I just found an old screenshot taken from your map Aeon's Arena (can be found under lvlworld) which I downloaded after seeing your picture posted above -Dec.2009

):

Found your secret, Aeon! Or probably just one ammo_item without the suspension flag who knows

For people who never played this map: the bfg ammo shown in this picture is underneath the lava surface!
Re: Screenshots
Posted: Fri Jul 23, 2010 12:10 am
by monaster
Back with tons of screenshots!
New screenies from some of my projects,
babylon, city, rcpd:.
I grouped them again so that there'll be only a few pics loading here, much like a graphical index. If you wanna see these screenshots one by one (with detailed descriptions and a bit larger), just click
here, that's the thread dedicated to all my quake maps I'm currently working on.
Hope it is to anyone's liking.
babylon
[lvlshot]
http://resiyoyoyo.bplaced.com/pics_pub/ ... ll_1_1.jpg[/lvlshot]
http://resiyoyoyo.bplaced.com/pics_pub/ ... ll_1_2.jpg
city
[lvlshot]
http://resiyoyoyo.bplaced.com/pics_pub/ ... ll_2_1.jpg[/lvlshot]
http://resiyoyoyo.bplaced.com/pics_pub/ ... ll_2_2.jpg
rcpd:
[lvlshot]
http://resiyoyoyo.bplaced.com/pics_pub/ ... ll_1_1.jpg[/lvlshot]
http://resiyoyoyo.bplaced.com/pics_pub/ ... ll_1_2.jpg
[lvlshot]
http://resiyoyoyo.bplaced.com/pics_pub/ ... ll_1_3.jpg[/lvlshot]
http://resiyoyoyo.bplaced.com/pics_pub/ ... ll_1_4.jpg
Mod edit: Please just post one or two screenshots per map. Provide links to the rest. Also scale down the resolution to maximum of 800x600 and maybe some jpg compression. Keep those unfortuante 56K modem people happy (yes, we have a few). Thanks.
Re: Screenshots
Posted: Fri Jul 23, 2010 1:53 am
by StroggMaster
All righty... Updates screenshots of Q3DMGael right here:
Pre-PK3 test version:
Packaged version of map with Xaero bot:

Re: Screenshots
Posted: Fri Jul 23, 2010 3:32 pm
by o'dium
That map looks tiny compared to what I remember...?
Re: Screenshots
Posted: Fri Jul 23, 2010 9:44 pm
by Chretien
[lvlshot]http://img718.imageshack.us/img718/8222/shot0004a.jpg[/lvlshot]
Re: Screenshots
Posted: Fri Jul 23, 2010 10:34 pm
by StroggMaster
o'dium wrote:That map looks tiny compared to what I remember...?
I never said that it was going to be drawn to scale. I was working in the middle of a 1024x768x1024 area, which appears to be the Quake 3 equivalent of UT2004's original 2048x1024x1536 area, iirc. Don't ask me if I considered any formulae to convert a UT map to Q3A, because some of the time, the conversion formula is completely inaccurate 98% of the time.
Re: Screenshots
Posted: Sat Jul 24, 2010 3:46 pm
by monaster
About the small DMgael: that's what I thought, too. Don't get me wrong: It's not really a problem if you don't want to stick with the UT dimensions but as it is now, your map's really small and quite difficult to navigate smoothly. You can even
run over the power up without any risk to fall into the abyss because it's that small.

One last thing: a railgun is a complete overkill in such a small map or even in a map shaped like this, that's why UT2003 (IIRC) didn't have any sniper weapon in DMgael. I'd suggest swapping it with a LG or if you want to make it confusing a GL

(most probably a SG would be the best choice).
Re: Screenshots
Posted: Sat Jul 24, 2010 5:59 pm
by obsidian
As a quick test (before you start messing around with your .map file), try compiling using the Q3Map2 -scale function with a value of 1.5 or 2. This will scale up the compiled .bsp file so you can test the map with larger dimensions. The scaled map might look a bit weird since it indiscriminately scales everything including things long the Z-axis so things will look LARGE. But the general floor plan might feel better, and as mentioned the pit in the middle.
If this feels better, go ahead and make a copy of your map and manually tweak it to match the dimensions of the scaled test map, say increasing the floor plan by 1.5x or 2x the size.
Re: Screenshots
Posted: Sat Jul 24, 2010 8:00 pm
by monaster
Mod edit: Please just post one or two screenshots per map. Provide links to the rest. Also scale down the resolution to maximum of 800x600 and maybe some jpg compression. Keep those unfortuante 56K modem people happy (yes, we have a few). Thanks.
But I
did post 2 screenshots per map (with the exception of rcpd, these were 4, just exactly like Kaz did or Hipshot with 3 above), every shot is 1024x819, has the right format and already
is compressed, making each one not even 200 kb (there's a single 4mb bmp right on this site and "my" 200kb show 4 screens at a time), plus, I lvlshted them too. That all given (following your advices for example to stay below 200 kb and such) should ensure that these shots (the first one in months) stresses a minimum of loading capacities and still remain recognizable (aka no pixel-shit quality). Thought that would be okay but obviously not, sorry.
