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Re: Screenshots

Posted: Sat Jun 07, 2014 7:47 am
by Theftbot
yes

Re: Screenshots

Posted: Sat Jun 07, 2014 8:21 am
by Hipshot
KittenIgnition wrote:
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 =/
Then maybe you could just send me the .map and all the assets? ;)
Yes, I can if I have the map files on my big rig, I'll have to check when I get home.

Re: Screenshots

Posted: Sat Jun 07, 2014 8:56 am
by cityy
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.

Re: Screenshots

Posted: Sat Jun 07, 2014 5:00 pm
by v1l3
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 =)
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

Re: Screenshots

Posted: Sun Jun 08, 2014 1:58 am
by KittenIgnition
v1l3 wrote:
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 =)
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
The QL maps are detailed because they're detailed, not because they're built for QL :/

More good/mediocre Q3 maps > more good/mediocre QL maps. They'll be put to better use in Q3, no matter what they are.

Re: Screenshots

Posted: Sun Jun 08, 2014 6:08 am
by v1l3
My point was that people play Quake Live. Custom maps hardly get played online in Q3A/IOQ3 these days ... it's depressing. I play both so.. I'd like to see the map whenever you're done with it Hipshot .. I'll play it. It'd be nice to play it in Qlive though.

Re: Screenshots

Posted: Sun Jun 08, 2014 10:18 am
by Hipshot
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.
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.

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
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.

So, when I started working on this again it was only because I had so many good graphical assets that I figure people would wanna use, like new textures, foliage, trees a new backdrop/skybox and such, it would be ashamed that they just sat there on the disc, never released in a proper way. So I'm gonna release the level, the map files, ases, max files and psds, like everything.

Re: Screenshots

Posted: Sun Jun 08, 2014 12:18 pm
by Pext
obsidian wrote:Nitpick: I don't think you can bend planks of wood like that around the curve.
http://the189.com/design/the-art-of-ste ... trubridge/

Re: Screenshots

Posted: Sun Jun 08, 2014 1:07 pm
by Eraser
Pext wrote:
obsidian wrote:Nitpick: I don't think you can bend planks of wood like that around the curve.
http://the189.com/design/the-art-of-ste ... trubridge/
They are bent in a different direction

Re: Screenshots

Posted: Wed Jun 11, 2014 10:22 pm
by Pat Howard
like hipshot said, it's good to be back!

[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/phctf1/ironwood.jpg[/lvlshot]

Re: Screenshots

Posted: Thu Jun 12, 2014 2:06 am
by dONKEY
Great to see returning mappers...I'm also mapping again, but ultra slowly.
The fun of aligning roof tiles on 45 degree brushes..don't forget the scale the textures on angles faces :)

Re: Screenshots

Posted: Thu Jun 12, 2014 5:16 pm
by phantazm11
@ Pat: Looking good man!

@dONKEY: We are going to need to see some screenshots ASAP :)

Re: Screenshots

Posted: Thu Jun 12, 2014 6:02 pm
by Martinus
Making maps better than playing sometimes. :)
Especially to Quake (timeless game like Doom I think). :up:

Re: Screenshots

Posted: Thu Jun 12, 2014 7:32 pm
by Castle
Aha! Is the list of videos as of recent times! I have been busy! LOL
Its kind of like screen shots I think!

[youtube]GfG9cGW-VCs[/youtube]

[youtube]NzP4HPLeIQ8[/youtube]

[youtube]bhA9ifw5nqI[/youtube]

Re: Screenshots

Posted: Thu Jun 12, 2014 8:36 pm
by fKd
;)

Re: Screenshots

Posted: Fri Jun 13, 2014 4:51 am
by Pat Howard
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/phctf1/2014-06-13.jpg[/lvlshot]

Re: Screenshots

Posted: Fri Jun 13, 2014 5:06 am
by fKd
:up:

Re: Screenshots

Posted: Fri Jun 13, 2014 7:03 am
by Hipshot
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]
How did you place your skybox brushes on this level? Just flat on top?

Re: Screenshots

Posted: Fri Jun 13, 2014 7:57 am
by Eraser
Castle wrote:Aha! Is the list of videos as of recent times! I have been busy! LOL
Its kind of like screen shots I think!
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 myself :) 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?

Re: Screenshots

Posted: Fri Jun 13, 2014 6:18 pm
by Pat Howard
@hipshot: yeah, i can't remember but it looks like it in that picture. i've since stood my skybox brushes 160u tall about 16u behind the roofs. also, i worked on the lighting for several hours yesterday and then realized my /r_gamma was set to 1.2 :owned:

@phant & fkd: thanks!

Re: Screenshots

Posted: Fri Jun 13, 2014 7:25 pm
by Castle
Eraser wrote:
Castle wrote:Aha! Is the list of videos as of recent times! I have been busy! LOL
Its kind of like screen shots I think!
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 myself :) 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?
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.

Re: Screenshots

Posted: Fri Jun 13, 2014 9:55 pm
by Eraser
I've done a little Q3 mapping so I've got some experience there. Only other mapping I did was for multiplayer Q2 mods and Wolf3D. Making multiplayer maps feels a bit stale in comparison to single player to be honest though. I feel that with SP you can be way more creative and do crazy stuff and get away with it. There's also the coming up with a narrative that I find interesting. It's one of the reasons why I made my single player Q3 mod (EntityPlus) even though I made only 2 maps for it.

So the thing is, I'd love to dive back into a more narrative driven type of mapping project, but creating a Q3 EntityPlus map is just such a godawful lot of work. I was hoping Doom mapping would take less time, but that might just be a fallacy.

Re: Screenshots

Posted: Sat Jun 14, 2014 10:58 am
by Fjoggs
Love the screenshots Pat and Hipshot!

Hipshot: That level looks familiar. Have I jumped around in that? The textures look great. I've been working on a level on and off (of course) for ages that could probably use some of them. ;-)

Re: Screenshots

Posted: Sat Jun 14, 2014 6:32 pm
by Pat Howard
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/phctf1/2014-06-14.jpg[/lvlshot]

Re: Screenshots

Posted: Sun Jun 15, 2014 11:35 am
by MrLego
Nice looking maps Hipshot and Pat Howard.