Page 26 of 295

Posted: Fri Sep 02, 2005 2:32 pm
by o'dium
Hipshot that map looks very, very interesting. :icon14:

Posted: Fri Sep 02, 2005 3:03 pm
by Lukin
hemostick wrote:What ? A *chaingun* at the *machinegun* spawn ?!
Nope, a *chaingun* at the *railgun* spawn.
Hipshot wrote:Newbs might find themselves in a bad rail trauma in this map...
[lvlshot]http://img264.imageshack.us/img264/4658/shot01382km.jpg[/lvlshot]
Too much stairs, don't you think?

Posted: Fri Sep 02, 2005 9:46 pm
by voodoochopstiks
The stairs give it an eschery feel imo :D

Posted: Sat Sep 03, 2005 12:37 pm
by corsair
its the total set of textures that gives that look =D

Posted: Sat Sep 03, 2005 2:33 pm
by voodoochopstiks
Do you know Escher? R_lightmap 1 does not convey escher feeling imo, Escher put in quite a few details and used color in his paintings, I don't see your point.

Posted: Sat Sep 03, 2005 3:36 pm
by bork[e]
[lvlshot]http://www.members.cox.net/borke/shrimp/mainBeta.jpg[/lvlshot]

Very early shot as you can see, the concrete walls started out as a placeholder texture while I got the 2nd level textured with the ligther color concrete. They seemed to blend well together, and I'm liking the looks thus far.

Posted: Sat Sep 03, 2005 4:39 pm
by CrinklyArse
looking good bork[e] :icon14:

Posted: Sun Sep 04, 2005 3:00 pm
by reptile
Really nice.
I remember that dark mod it's quiet impressive a thief - remake on doom3 engine.
I try some modelling:

http://img141.imageshack.us/my.php?imag ... pfi8uw.jpg
Edit: damn imageshack.us

Posted: Tue Sep 06, 2005 5:27 am
by bork[e]
My little lava pit seemed a bit too forgiving, I think the fog pit will take care of that. ;)

[lvlshot]http://www.members.cox.net/borke/shrimp/Lra.jpg[/lvlshot]

[lvlshot]http://www.members.cox.net/borke/shrimp/mMain.jpg[/lvlshot]

Posted: Tue Sep 06, 2005 8:56 am
by sumatra
:icon14:

Looks quite well, I like the theme (grey/burning red) can't wait to play this "funtastic" map with cosmetics.
I would like to see more (few, not too much) of those red spots in the map. This could also add to the learning curve of this layout..

Again :icon14:

sumatra

Posted: Wed Sep 07, 2005 12:27 am
by bork[e]
Thanks for the kind words guys. :D

Been playing around with a few different pits over at the new rail area (the one you suggested). I don't want to make it as hard as the RA is, but I think I've got a tricky enough jump to keep bots going for it but make it a challenge for the average q3 player to grab. We'll see later though.

Posted: Wed Sep 07, 2005 8:27 am
by Zyte
voodoochopstiks wrote:Do you know Escher? R_lightmap 1 does not convey escher feeling imo, Escher put in quite a few details and used color in his paintings, I don't see your point.
Most of M.C. Escher's work is in black & white, actually

Posted: Wed Sep 07, 2005 8:28 am
by Zyte
I like the dark combined with that red fog bork! Is there a 'test' version already?

Posted: Wed Sep 07, 2005 5:34 pm
by Plan B
Looking pretty sweet there, borke.

Only thing that immediately strikes me is how the curved cylinders in the ceiling section 'just' stick into those brushes in the top shot.

Same goes for that pillar in the bottom shot, I suppose.

Looks 'off'.

Pretty simple to just add octagon - or even square brushes to 'connect' those patches to the brushes, making it look a lot better.

Minor, purely cosmetic, gripe.

Keep up the good work.

Posted: Wed Sep 07, 2005 6:05 pm
by Hipshot
[lvlshot]http://img32.imageshack.us/img32/1161/shot01604cv.jpg[/lvlshot]

Posted: Wed Sep 07, 2005 6:07 pm
by Hipshot
@ bork[e], that red looks really nice there, like half-trans blood, VERY cool, much better than normal lava.

Posted: Wed Sep 07, 2005 8:58 pm
by bork[e]
Zyte wrote:I like the dark combined with that red fog bork! Is there a 'test' version already?
Yup, right here Only thing that has really change thus far is the weapon/item placement...and of course lightning textures ect... The basic layout out hasn't changed much at all.
Plan B wrote: Only thing that immediately strikes me is how the curved cylinders in the ceiling section 'just' stick into those brushes in the top shot.

Same goes for that pillar in the bottom shot, I suppose.
Check. :icon14:
Hipshot wrote:@ bork[e], that red looks really nice there, like half-trans blood, VERY cool, much better than normal lava.
heh, only reason I nuked the lava pit was b/c it was too bright for that area. So I threw some fog down and really liked it alot. Then tested the kc_hellfog and never looked back. :D

Posted: Fri Sep 09, 2005 7:45 am
by +JuggerNaut+
Hipshot wrote:[lvlshot][/lvlshot]
that's some sick atmosphere, i like it.


@bork(e): looking good. i agree with the other comments regarding the contrast of the red and grey. nice.

Posted: Fri Sep 09, 2005 9:32 am
by o'dium
bork[e], forgive me but i seem to be the guy with the biggest eye for detail in Q3W as you know :p

I cant help but look at your shots and think "bland", there is just nothing going on. Its the same texture all over the place, not even a hint of trimming...? Will this change?

Hope so, I had fun on your map :)

Posted: Fri Sep 09, 2005 3:46 pm
by Infernis
bork[e] wrote:Thanks for the kind words guys. :D

Been playing around with a few different pits over at the new rail area (the one you suggested). I don't want to make it as hard as the RA is, but I think I've got a tricky enough jump to keep bots going for it but make it a challenge for the average q3 player to grab. We'll see later though.
Looks good, which concrete textures are you using for that Bork[e]?

Posted: Fri Sep 09, 2005 7:12 pm
by bork[e]
o'dium wrote:bork[e], forgive me but i seem to be the guy with the biggest eye for detail in Q3W as you know :p

I cant help but look at your shots and think "bland", there is just nothing going on. Its the same texture all over the place, not even a hint of trimming...? Will this change?

Hope so, I had fun on your map :)
:p

Yeah, it's going to change. Not too much though, I'm going to throw some metal trim here and there, but I'm going to stick with the dark/light concrete as the base.

I'm using one little corner off to the side to test different trims/effects while working with the lighting right now, and think I've got a pretty good idea of what I'm going to be doing using textures straight out of the "base" category...and a few from Evil Lair's Evil6 and Evil8 Texture set.

Thanks for the suggestion, glad you like the alpha. :icon14:
Infernis wrote: Looks good, which concrete textures are you using for that Bork[e]?
Concrete, and Concrete_dark. Some good 'ol custom q3 textures. :D

Most of the green trim and platforms are textures out of Evil Lairs 6 and 8 texture pack. http://evillair.net/ <--- his site (very good texture artist if you don't know of him)

Posted: Fri Sep 09, 2005 7:21 pm
by Infernis
Yeah, I know him, thanks for the link though.

But surely this isn't concrete_dark [follow the red arrows]

Image

Posted: Sat Sep 10, 2005 12:30 am
by bork[e]
close, but after double checking it that's a texture out of Evil7 called e7brnmetal.

levelshot choice!

Posted: Sat Sep 10, 2005 1:06 am
by Shadowdane
Alright can't decide which one I want to use for my levelshot, for the loading screen.

Help me decide! :p

[lvlshot]http://shadowdane.shackspace.com/pics/shad3dm2_levelshot_trans.jpg[/lvlshot]

[lvlshot]http://shadowdane.shackspace.com/pics/shad3dm2_levelshot_white.jpg[/lvlshot]

Posted: Sat Sep 10, 2005 1:07 am
by bork[e]
Like the top one better...seems to flow with the image better imo.