Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
sst13
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Re: Screenshots

Post by sst13 »

All the talking about fonts... :rolleyes:
Now adding some serif styled supports, to break up the "generated" look a little bit. :D

[lvlshot]http://sst13.de/wip/head27.jpg[/lvlshot]

[lvlshot]http://sst13.de/wip/head28.jpg[/lvlshot]
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CZghost
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Re: Screenshots

Post by CZghost »

Wow, that's really cool :) Oh, can you please me tell, how did you make custom assets in Hypercube to appear only in this map? Does worldspawn have any special keys to do that job or is it just naming convencials? And is it possible to do this also for sounds?
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themuffinman
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Re: Screenshots

Post by themuffinman »

If that's supposed to be a head then why not add some brain matter textures in the upper parts of the map, like this one:

http://thumbs.dreamstime.com/z/brain-te ... 168692.jpg

And if the level is a head then there should be an outside area at the front of it (the mouth as a door?) so players can see that...
D-Meat
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Re: Screenshots

Post by D-Meat »

sst13 wrote:Now adding some serif styled supports, to break up the "generated" look a little bit. :D
Hehe Serifs are neat, and as a result, your architecture looks neat :)

Damn, I can't stop thinking about NaissanceE.
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sst13
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Re: Screenshots

Post by sst13 »

@CZghost: There's a shader remap function in Q3.

http://robotrenegade.com/q3map2/docs/sh ... ities.html
http://www.simonoc.com/pages/articles/trigshaders1.htm

For example my cloud rocket explosion:

Code: Select all

classname		trigger_always
spawnflags		1
targetShaderName	rocketExplosion
targetShaderNewName	textures/13cube/_rocketexplosion
For sounds you can only use a small hack to silence func_door or func_button entities. Then attach a new sound with a target_speaker.
I've done this in 13hive with the pillar lift. A sample map can be found here: http://sst13.de/dev/noiseless-button.zip


@themuffinman: Inside the head it's more like a metaphoric environment. So there's no brain. :D
The idea to make the mouth or nose a doorway is nice! But the map is only located in the upper part of the head. The way to the mouth and outside would be too long.

Image

I think I make the outside area some kind of secret. Or visible in intermission screen and spectator.
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CZghost
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Re: Screenshots

Post by CZghost »

sst13 wrote:There's a shader remap function in Q3.

For sounds you can only use a small hack to silence func_door or func_button entities. Then attach a new sound with a target_speaker.
I've done this in 13hive with the pillar lift. A sample map can be found here: http://sst13.de/dev/noiseless-button.zip
Wow, now I understand :) I though that shader remmaping can be used only for textures bringed to the map, not every shader used. That's incredible, will try experiments :) So the noiseless button/door/plat is made off separated brushes in separated spaces, but in identical entity so the noise will appear outside of the map, right? Good one :)

As for the head, it might be considered spectator easter egg? :) Please, make it also for players, maybe some hidden teleport that sends player to some kind of floating platform in outside area and face teleexit to the head's face :) Also make an exit from the platform back to the map so I will be able to continue in playing :)
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CZghost
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Re: Screenshots

Post by CZghost »

Oh when do you plan to release hour head, sst? :) It looks so nice my fingers are shaking to play the map :)
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Pat Howard
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Re: Screenshots

Post by Pat Howard »

WIP screen for my mapcore competition map.

[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/b4/post-31712-0-35344800-1416450373.jpg[/lvlshot]

more info here
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Theftbot
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Re: Screenshots

Post by Theftbot »

might have to source other textures-I dont think e8 is QL friendly!
Pat Howard
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Re: Screenshots

Post by Pat Howard »

thx for the heads up. the competition does not require the map be compatible for quake live though. i would like it to be compatible if id decides to pick it up, but the competition is too far along to worry about that now.

how do you know which textures can be used? i'm assuming it's an issue of licensing, right?
Pat Howard
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Re: Screenshots

Post by Pat Howard »

[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/b4/shot0153.jpg[/lvlshot]
phantazm11
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Re: Screenshots

Post by phantazm11 »

Quick screenshot of my map for the Mapcore Quake 3 level design contest, which is wrapping up on the 3rd:

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3dm6_1_zpsc772bf5f.jpg[/lvlshot]
KittenIgnition
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Re: Screenshots

Post by KittenIgnition »

Daaaamn phant that's quite a screenshot!
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seremtan
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Re: Screenshots

Post by seremtan »

Image

sad geometry is sad
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CZghost
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Re: Screenshots

Post by CZghost »

:olo:
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phantazm11
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Re: Screenshots

Post by phantazm11 »

Haha :)

You know I'm going to have to change that now, don't you??? ;)

And, thanks KittenIgnition!
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Hipshot
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Re: Screenshots

Post by Hipshot »

My new venture after hammerwatch

[lvlshot]http://zfight.com/misc/images/game.png[/lvlshot]
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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Theftbot
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Re: Screenshots

Post by Theftbot »

lol q1 powerup
cityy
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Re: Screenshots

Post by cityy »

Can't wait to get my hands on that Hipshot. :D

My long time burden Ragnarok got released on QuakeLive yesterday. If you have a free minute check it out! :)

[lvlshot]https://dl.dropboxusercontent.com/u/15072710/Game%20Design/QL/ragnarok/shots/31.jpg[/lvlshot]
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phantazm11
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Re: Screenshots

Post by phantazm11 »

cityy wrote:My long time burden Ragnarok got released on QuakeLive yesterday. If you have a free minute check it out! :)
Amazing work cityy. Love that architecture! Speaking of burdens, I have this one map of ours...I think you will like the direction I'm taking it...like nothing really ever seen in Quake before...

------------------------------
Hipshot:

[lvlshot]http://procrasti-nation.eu/wp-content/uploads/Shut-up-and-take-my-money.jpg[/lvlshot]
obsidian
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Re: Screenshots

Post by obsidian »

Are those wagon wheels finally round? Square wheels don't work quite as well, I'm told.
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cityy
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Re: Screenshots

Post by cityy »

Phantazm11 wrote:Speaking of burdens, I have this one map of ours...I think you will like the direction I'm taking it...like nothing really ever seen in Quake before...
:D :D Can't wait to see what you are coming up with!
Obsidian wrote:Are those wagon wheels finally round? Square wheels don't work quite as well, I'm told.
Yes, they should be!!!
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Hipshot
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Re: Screenshots

Post by Hipshot »

I took a look at the level Cit, look good a solid release, I'm also gonna see if I can play it this lunch.

However, the wagon wheels might be round, but that's not even close to a perfect circle =) That must be one hell of a bumpy ride.
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Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
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phantazm11
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Re: Screenshots

Post by phantazm11 »

A few more screenshots from my latest map, Geotechnic (for the Mapcore Quake 3 Anniversary contest):

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3dm6_3_zps5c2ce234.jpg[/lvlshot]

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3dm6_4_zps66a498f2.jpg[/lvlshot]

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3dm6_6_zps6ec26519.jpg[/lvlshot]
AEon
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Re: Screenshots

Post by AEon »

That looks rather neat. Love the rounded pit in the first shot, and the rounded off roof of the second shot. Really nice designs.
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