Re: Screenshots
Posted: Sat Jun 07, 2014 7:47 am
yes
Yes, I can if I have the map files on my big rig, I'll have to check when I get home.KittenIgnition wrote:Then maybe you could just send me the .map and all the assets? ;)Hipshot wrote:Well, hmm, I really can't work on it any more, cause I can't go back to the level and keep the gameplay intact, but I agree that if I were to go back I would probably be able to make that level look really cool, I have so many sci-fi ideas accumulated, I might do another space/scifi level instead... probably won't be good for defrag though =/
I think it'd be great if you made this map for Quake Live .. people play that every day. The good majority of the maps for ql are super detailed compared to q3a, and your maps have always been a step above the others ... I'm a huge fan at least. I'm not sure of the steps to get your map on the ql rotation, but I think you should give it a try.Hipshot wrote:Started working on my old level again, it feels nice to be back in the game. Although, no one plays the game any more =)
The QL maps are detailed because they're detailed, not because they're built for QL :/v1l3 wrote:I think it'd be great if you made this map for Quake Live .. people play that every day. The good majority of the maps for ql are super detailed compared to q3a, and your maps have always been a step above the others ... I'm a huge fan at least. I'm not sure of the steps to get your map on the ql rotation, but I think you should give it a try.Hipshot wrote:Started working on my old level again, it feels nice to be back in the game. Although, no one plays the game any more =)
Hmm, it might be too dark, I see it now on this screen too, I've suspected that at home to though. Windows are bricked yes.cityy wrote:Are those windows bricked out? Hard to see in the screenshot. Texturing is great and color range too but it seems just a bit too dark.
Well, this level can't really have that good gameplay. Back in early 2009 when I had ideas of creating this level I had a lot of testers since we played QL and there were several of the LDs that came from the mod scene and created levels themselves, when Grin went bankrupt this good LAN testing environment kinda disappeared and I have a gut feeling that it's not the best gameplay, especially since I've made modeled terrain and also some connections and such. Also, some bad graphical decisions I've made makes it annoying as hell to adapt the level to QL most likely.v1l3 wrote:I think it'd be great if you made this map for Quake Live .. people play that every day. The good majority of the maps for ql are super detailed compared to q3a, and your maps have always been a step above the others ... I'm a huge fan at least. I'm not sure of the steps to get your map on the ql rotation, but I think you should give it a try. :D
http://the189.com/design/the-art-of-ste ... trubridge/obsidian wrote:Nitpick: I don't think you can bend planks of wood like that around the curve.
They are bent in a different directionPext wrote:http://the189.com/design/the-art-of-ste ... trubridge/obsidian wrote:Nitpick: I don't think you can bend planks of wood like that around the curve.
How did you place your skybox brushes on this level? Just flat on top?Pat Howard wrote:like hipshot said, it's good to be back!
[lvlshot]https://dl.dasdasdropboxusercontent.com/u/3asdasd305662/baseq3/screenshots/phctf1/irasdasdonwood.jpg[/lvlshot]
I watched that first Doom video. It's really entertaining, and I love hearing you talk about the design decisions you made, especially when tapping into player psychology, like where you explain about giving visual clues to warn a player something is about to happen. I find that very interesting. Makes me want to make a map for Doom myselfCastle wrote:Aha! Is the list of videos as of recent times! I have been busy! LOL
Its kind of like screen shots I think!
Its much easier in most respects. However, this is a deceptive statement as diving into the players psyche is a rabbit hole and you wont come out the same person you where when you first entered. I highly recommend making at least one quality level for each game in the order that they came out over the years as it gives you a lot of perspective as to why each advancement mattered. Starting with doom, Quake, Quake 2, Unreal, Half Life, Quake 3 and so on. If I were to teach level design classes this is exactly how I would do it.Eraser wrote:I watched that first Doom video. It's really entertaining, and I love hearing you talk about the design decisions you made, especially when tapping into player psychology, like where you explain about giving visual clues to warn a player something is about to happen. I find that very interesting. Makes me want to make a map for Doom myselfCastle wrote:Aha! Is the list of videos as of recent times! I have been busy! LOL
Its kind of like screen shots I think!Oh yeah, and you sound like a total nerd
I love the way how you laugh at the thought of players being in total pain and agony when playing your levels
By the way, would you say it's generally easier or harder to make a map for Doom than for a full fledged 3D game like Quake 3, or is it just very different?