Page 272 of 295
Re: Screenshots
Posted: Fri Mar 06, 2015 8:28 am
by AEon
Looks nice, i.e. the use of Sock's Industrial Set... but I seem to see that you are also struggling to use the textures to best effect. Maybe I am just projecting my own problems with the set.
I note you indented the box sides, the tops could use such an indentation as well IMO.
The lava adds a splash of colour... but is slightly on the intense saturation side I think.
Anyway will be very interesting to see how you progress with this texture set.
Re: Screenshots
Posted: Fri Mar 06, 2015 12:04 pm
by cityy
Looks cool Pat. Are you deploying crates only in the lower areas? Maybe you could extend the storage facility feel in the lower areas to create a visual distinction from the top levels.
Re: Screenshots
Posted: Fri Mar 06, 2015 12:06 pm
by AEon
The crates would also make very good ASE models... if they are not already.
Re: Screenshots
Posted: Fri Mar 06, 2015 12:49 pm
by Pat Howard
AEon wrote:Looks nice, i.e. the use of Sock's Industrial Set... but I seem to see that you are also struggling to use the textures to best effect. Maybe I am just projecting my own problems with the set.
i'm having a lot of fun with the textures. i guess my main problem is they are hard to pull off in an outdoor environment, as cityy mentioned, because the purpose of all those vents is a bit of a mystery. but about a third of the textures are vents, so i decided i had to use them. what are your problems with the set?
i hope you don't interpret my use of sock's industrial set as some kind of attempt to make The Bridge Crane playable. this is going to be a very funky take on "industrial". if it ends up looking weird to most people, i guess i'll just have to take it as a lesson from this project to spend more time planning for realism from the beginning. unfortunately, once i get stuck on a visual direction i like, i find it almost impossible to switch gears mid-development.
for the lava, i wanted something similar to the lava in Reflex. i like how it looks more like red goo than lava, and i wish i could get the console to say, "Sarge fell into the red goo." oh well.
@cityy: i was going for a storage-facility feel on the bottom level, so maybe i can expand on that. i do have some crates in other odd places though (see in the back of this older shot):
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0014.jpg[/lvlshot]
on the top level here i wanted the window to be inset like a nook, but i didn't want all that space available for a player to move around, so i cluttered it up with some crates. maybe not very realistic but i couldn't think of another prop to fill the space.
Re: Screenshots
Posted: Fri Mar 06, 2015 3:46 pm
by cityy
Pat Howard wrote:on the top level here i wanted the window to be inset like a nook, but i didn't want all that space available for a player to move around, so i cluttered it up with some crates. maybe not very realistic but i couldn't think of another prop to fill the space.
It's cool, don't worry. Again, see it as a chance rather than a burden. There are several ways to go on now if you want to:
1) Is this a storage rack?

How did the crates get there? Is there a conveyor or crane or even a robotic arm? Quake 2 used to have moving conveyors with crates, maybe this could be your thing?
2) Maybe the window isn't a window but a loading dock?

How do the crates reach their final destination? How does the disposition work?
3) Is there machinery that may make use of the crates' contents? i.e. is this ledge a production destination?

What's inside the crates? Maybe one of the crates is opened up and you can see the contents. Maybe there are places in your map where the crate contents are extracted and stored in racks for final usage.
This can enhance your atmosphere altogether: What is the purpose of your facility? What is being produced or stored or what else is going on? Is there a fictional company behind it, does your area possess corporate identity? This is the step from generic environmental composition to believable atmosphere.
It's not about realism though.

You may as well tell people you are fabricating light sabers that can fly and shoot lasers - however you can offer
something between the lines of your geometry. Light sabers in star wars are made from crystals - so this may be the content of your crates. Where is the place in your map that serves the logistics? Where are things being produced, stored, wrapped and shipped? Where r them laZers?
Despite all the crap above, don't feel pressured. What you are doing is nice. This is the next step.
Re: Screenshots
Posted: Fri Mar 06, 2015 6:45 pm
by AEon
I was about to suggest producing Quads

Re: Screenshots
Posted: Fri Mar 06, 2015 9:26 pm
by Pat Howard
got it, thanks guys.
always bringing my work to a higher level

Re: Screenshots
Posted: Fri Mar 06, 2015 10:12 pm
by AEon
Might be nicer to have work progress on your map in a separate thread with regular screenshots... or where you mention your thoughts about doing things a certain way...
Re: Screenshots
Posted: Sat Mar 07, 2015 7:10 am
by Theftbot
Re: Screenshots
Posted: Sat Mar 07, 2015 9:01 am
by AEon
Pat Howard,
the more I think about it, your map looks like a modern take on the original Quake "Base" (hub) levels, maybe that helps for additional inspiration.
Re: Screenshots
Posted: Sat Mar 07, 2015 6:38 pm
by mrd
I see it too. Stroggos base!
Re: Screenshots
Posted: Sat Mar 07, 2015 11:21 pm
by Porto
Camel,
Holy shit, that is one epic map. It's hard to believe that it's an engine from 1999 running all that.
I've been playing a lot of Battlefield 4 and even their maps aren't as interactive. I really really like the elevator and the doors that can be activated manually.
I wonder what kind of gameplay this will be, teamgames must be interesting.
If only it would be possible to make destructable objects... (walls, doors, chairs etc)
Re: Screenshots
Posted: Wed Mar 11, 2015 3:40 pm
by AndyW
Hi im new here.
Sorry about my english, hehe.

I started a new Q3 map yesterday. Its the first time im using GTKradiant since 2006 and again im having a great Time and sleepless nights.
Just started to Block around a lil bit and testing Textures.
Re: Screenshots
Posted: Wed Mar 11, 2015 4:10 pm
by cityy
Looks good andy! I think you were looking for textures, right? What theme do you want to go for? Maybe people here can help you find a good texture set to extend the ones you are using currently!
Re: Screenshots
Posted: Wed Mar 11, 2015 4:43 pm
by AndyW
Thx cityy,
im thinkung about a Industrial Q3DM12 / Dredwerkz-look based on Concrete. I dont like the "pinkish" shiney Metal Textures they used in Q3DM12 so im going for Concrete. Looking for some "dark grey wrecked" Metal Armor plates. If someone can help me w some working Links for Texture-Sets...

...that would be cool!

Re: Screenshots
Posted: Wed Mar 11, 2015 5:05 pm
by AEon
You might then like to look over Sock's Industrial Texture set, I recently cropped the textures apart:
Re: Screenshots
Posted: Wed Mar 11, 2015 7:51 pm
by cityy
Just to offer an alternative too: Evillair's eX set might be worth taking a look at.
http://evillair.net/v3/pages/textures/ex.php
Does anyone know if there is a version with working quake 3 shaders? (since this was released for q4)
Re: Screenshots
Posted: Wed Mar 11, 2015 8:06 pm
by AEon
I created quite a few shaders for the eX texture set in AEdm7... but probably not for all textures.
Re: Screenshots
Posted: Thu Mar 12, 2015 1:08 am
by mrd
cityy wrote:Just to offer an alternative too: Evillair's eX set might be worth taking a look at.
http://evillair.net/v3/pages/textures/ex.php
Does anyone know if there is a version with working quake 3 shaders? (since this was released for q4)
Whoa. Evillair looks like a god damn Viking.
Badass.
Sorry to derail.

Re: Screenshots
Posted: Thu Mar 12, 2015 5:12 pm
by AndyW
THX for the links, Sock`s stuff looking really good!
Today (last Night) i started to brush out the first of 3 Outdoor Areas of the map. No problems at the moment, no leaks, no Z fighting... Im happy

I will do the rest of the layout with the standart Q3 Textures. Maybe i post a pre-beta on Monday to get some feedback on game flow.
Cheers,
Andy

Re: Screenshots
Posted: Thu Mar 12, 2015 8:28 pm
by Pat Howard
scale looks pretty good. nice job
edit: this is just my personal view on redundant routes, but i think you could probably get rid of that low bouncer and just use the stairs. then use that pit as a trap for a power item such as RA or MH. i'm sure others will like having both options if you decide to keep the bouncer though.
Re: Screenshots
Posted: Thu Mar 12, 2015 8:56 pm
by cityy
Pat Howard wrote:scale looks pretty good. nice job
edit: this is just my personal view on redundant routes, but i think you could probably get rid of that low bouncer and just use the stairs. then use that pit as a trap for a power item such as RA or MH. i'm sure others will like having both options if you decide to keep the bouncer though.
You overlooked the crates pat! That makes it 3 routes and I'd sign removing the jumppad.
Re: Screenshots
Posted: Fri Mar 13, 2015 1:32 am
by AndyW
The Bouncer leads straight to the second (upper) Floor.
MH already placed in the Pit ( not showing in the screenshot)
Had some funny moments at this spot when tested with Botplay.
Re: Screenshots
Posted: Fri Mar 13, 2015 7:44 am
by AndyW
Pat Howard wrote:
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0014.jpg[/lvlshot]
I really like the look of the Map, grey and yellow rocks!
You should call it "The Hornet" !!!

Re: Screenshots
Posted: Fri Mar 13, 2015 8:52 am
by AEon
AndyW,
if you are planning to continue systematic work on your map, uploading screenshots. You might like to create a new thread for it, to keep all the info and feedback in one easy to look up thread.