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Re: Screenshots

Posted: Mon Nov 16, 2015 12:58 pm
by Martinus
Hello again!
Let me introduce to you my upcoming map :
[lvlshot]http://i.imgur.com/Kkb2mCw.jpg[/lvlshot]
Focused on :
-map size (small)
-performance (no lagg)
-Trying to show something new or different

It will be an "O" shaped CTF map
[lvlshot]http://i.imgur.com/iQG7mmU.jpg[/lvlshot]
Average r_speeds with actually no VIS compiled and rendered over 12k+ brushes

What do you guys think about my map?
Do you like the theme?

Re: Screenshots

Posted: Mon Nov 16, 2015 1:10 pm
by Eraser
Oh that certainly looks great. Really fresh and original for a q3 map.
However, how does it play? I can only imagine it's very hard to navigate.

Re: Screenshots

Posted: Mon Nov 16, 2015 1:12 pm
by AEon
Martinus,
Absolutely amazing map... one of the cases where you ask yourself "so what's the big problem"... well... most folks simply will never be able to pull it off properly. Great design. It's nicely done... and clean. Textures look good and fit the setting.

Re: Screenshots

Posted: Mon Nov 16, 2015 1:54 pm
by Martinus
Thank you guys It means a lot to me.

Eraser:
The navigation will be not that complicated as it looks like (mostly because the map is extremly small).
I have to test it a lot with bots and stuffs.

AEon:
Good to read your words, really motivates me. :)

Re: Screenshots

Posted: Mon Nov 16, 2015 2:34 pm
by AEon
Martinus,
when I first saw those screenshots, it was actually something I would have expected to see in Reflex. There textures do not exist, so you put colours on meshes... and this map with all the brushwork would look great in that game as well.

Oh, and fear not... there is a working Q3A to Reflex .map converter. So you would not need to redo the brushwork. Just a thought :)

Update: Looking at the watermill... you might like to cut into the stone wall behind it, put up a water-carrying wooden "trough" (cannot presently think of the proper term) that splashes water on the water wheel and makes it turn. Since a lake with will not really turn a water wheel.

Re: Screenshots

Posted: Wed Nov 18, 2015 5:02 pm
by Martinus
First, I wanna know it's good on performance and gameplay in Quake 3.
Then we can talk about map converting... and I need to know more about Reflex.

I found those "untextured" meshes.
The water is flow, and the millwheel is rotating very slowly (both).
There is a water drain (sewer) under the water and the wheel like the screenshots other side.

Bots plays pretty well (they not stuck, or falling mindless into the water, they climb stairs, etc...). So if they can navigate, then it would be no problem for a player. :olo:
Rare moments in Quake 3 when you see a bot doing rocket jumps . :)

Re: Screenshots

Posted: Wed Nov 18, 2015 9:19 pm
by geX
Latest WIP from Doom 3: Phobos

When you still have areas to build, and you played SOMA ;)

[lvlshot]http://tfuture.org/media/federal.png[/lvlshot]

Re: Screenshots

Posted: Wed Nov 18, 2015 10:46 pm
by obsidian
Man, do you guys have a release date yet? It seems to be inching closer and closer to completion and getting better looking over time. Can't wait to play this!

Re: Screenshots

Posted: Thu Nov 19, 2015 2:18 pm
by cityy
Martinus wrote:Hello again!
Let me introduce to you my upcoming map :
IMG
Focused on :
-map size (small)
-performance (no lagg)
-Trying to show something new or different

It will be an "O" shaped CTF map
IMG
Average r_speeds with actually no VIS compiled and rendered over 12k+ brushes

What do you guys think about my map?
Do you like the theme?
This is a great geometric base. I think the lighting would profit greatly from a little bit of contrast created by a tweaked sky shader and some ambient occlusion added through q3map2.

Re: Screenshots

Posted: Fri Nov 20, 2015 1:18 pm
by AndyW
@Martinus: Thats looking really nice that far, good job! Maybe try some other BRICK Textures for parts of the whole scene.
But i think you will do this when polishing up this one.
EDIT: OOPS... For a CTF map the texturing is good

@geX: mind-blowing! :eek:

Re: Screenshots

Posted: Fri Nov 20, 2015 5:18 pm
by D-Meat
Good stuff !

Martinus : Very interesting setting, I love seeing refreshing styles coming to q3a ! I would advice you to try to more color-map the team owned areas ! In your shots, even with the lightmap colored zones, everything looks a bit flat :)

1 (hardcore) : make more specific team-based architecture (=shapes)
2 (just light adjustments) make the sky light less powerful and build upon contrasts to make the scene look interesting :)

phobos I WANT TO PLAY THIS

Re: Screenshots

Posted: Sat Nov 21, 2015 4:20 pm
by Martinus
I changed (and also fixed) the sky, thanks for the tip.
But...
I don't know how to make it more team "specific", because I planned it with less team color (thats how I want it)
But if you have another good tip for me, I'm open for any good ideas. :up:

U.I.:
The map is almost ready for testing.

Re: Screenshots

Posted: Mon Nov 23, 2015 9:43 am
by Eraser
Martinus wrote:But if you have another good tip for me, I'm open for any good ideas. :up:
put some red/blue banners or flags up at the buildings?

Re: Screenshots

Posted: Mon Nov 23, 2015 2:55 pm
by sst13
Martinus wrote:But if you have another good tip for me, I'm open for any good ideas. :up:
How about a little bit colored ambiente light?
You can simply use 2 different sky shader with the same properties except for the "lightimage" and "editorimage".

I've done this in "Circle Of Death":
[lvlshot]http://sst13.net/pics/13circle_sky.jpg[/lvlshot]

The resulting sky light:
[lvlshot]http://sst13.net/pics/13circle_top.jpg[/lvlshot]

Example shader code:[spoiler]

Code: Select all

textures/13circle/sky_red
{
	qer_editorimage textures/skies/killsky_1.tga
	q3map_lightimage textures/13circle/beam_red.tga
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm nomarks
	q3map_lightsubdivide 512
	q3map_surfacelight 100
	q3map_sun 1 0.9 0.6 10 0 90
	skyParms - 512 -
	{
		map textures/skies/dimclouds.tga
		tcMod scroll 0.05 0
		tcMod scale 2 2
	}
}

textures/13circle/sky_blue
{
	qer_editorimage textures/skies/topclouds.tga
	q3map_lightimage textures/13circle/beam_blue.tga
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm nomarks
	q3map_lightsubdivide 512
	q3map_surfacelight 100
	q3map_sun 1 0.9 0.6 10 0 90
	skyParms - 512 -
	{
		map textures/skies/dimclouds.tga
		tcMod scroll 0.05 0
		tcMod scale 2 2
	}
}
[/spoiler]

You can also colorize the roof tiles too.

Re: Screenshots

Posted: Mon Nov 23, 2015 4:25 pm
by Martinus
Well, sst13 your map has 2 alike (mirrored) bases. My map has different "bases". That's the problem (hard to implement that, and I don't think that's a good idea for my map).

I added a couple banners to the buildings (as how Eraser suggested to me), but I think it's a bit ruins the looking of the map.

Re: Screenshots

Posted: Wed Nov 25, 2015 2:42 pm
by sst13
Martinus wrote:Well, sst13 your map has 2 alike (mirrored) bases. My map has different "bases". That's the problem (hard to implement that, and I don't think that's a good idea for my map).
You can simply adjust the sky-brushes to fit your bases. You don't need a straight line between the 2 skies.


On topic :cool:
I started to made this "q3dm6 in matrix look" 3 years ago for the purpose of a Q3 movie project.

[lvlshot]http://sst13.de/pics/matrix1.png[/lvlshot]

[lvlshot]http://sst13.de/pics/matrix2.png[/lvlshot]

[lvlshot]http://sst13.de/pics/matrix3.png[/lvlshot]

[lvlshot]http://sst13.de/pics/matrix4.png[/lvlshot]

[lvlshot]http://sst13.de/pics/matrix5.png[/lvlshot]

It's just a complete retexturing with a little bit cel shading, except for the items.

I'm going to release 2 versions:
1. for the players: to install as a new map. (beta version will be available soon) :)
2. for moviemakers: to replace temporary the original q3dm6 + pro-q3dm6 for demo playback.

Re: Screenshots

Posted: Wed Nov 25, 2015 6:19 pm
by CZghost
Hey dude, it looks amazing :up: I'm looking forward it :)

Re: Screenshots

Posted: Wed Nov 25, 2015 7:24 pm
by AndyW
@sst13: That looks so sick man!!! Very cool :eek:
Are the textures all animated ones?? :alert:

EDIT:
sst13 wrote:@AndyW: Yes everything is animated.
WOOHAAAAA!!! :ducky:

Re: Screenshots

Posted: Wed Nov 25, 2015 7:50 pm
by sst13
@AndyW: Yes everything is animated.

Re: Screenshots

Posted: Wed Nov 25, 2015 9:14 pm
by Hipshot
Wow... never seen anything like that.

Re: Screenshots

Posted: Wed Nov 25, 2015 10:40 pm
by cityy
Super cool sst13!

Edit: I'd love a gif animation!

Re: Screenshots

Posted: Tue Dec 01, 2015 9:57 am
by Phobos Phosphor
Hey sst13! habe die map erst gestern auf youtube per zufall gefunden!
https://www.youtube.com/watch?v=BfMu8OqIMhA
erkenne erst jetzt, dass das schon in den credits stand, dass sie von dir ist!

------
i accidently found this map on youtube yesterday and i see today in the description, that is made by you.
btw: well done! i was also focusing on creating q3dm17 in this matrix style and i found out, that i have to animate all the frames, so i stopped.

Re: Screenshots

Posted: Tue Dec 15, 2015 6:12 pm
by AndyW
I recorded a small Video -just a quick jumparound in the map. Still alot of stuff todo. :(
https://www.facebook.com/10000934501610 ... nref=story

Sorry, this is my first Quakedemo or video ever... :olo:

Re: Screenshots

Posted: Thu Dec 17, 2015 10:08 am
by Eraser
AndyW wrote:I recorded a small Video -just a quick jumparound in the map. Still alot of stuff todo. :(
https://www.facebook.com/10000934501610 ... nref=story

Sorry, this is my first Quakedemo or video ever... :olo:
I'm impressed man, looking very good

Re: Screenshots

Posted: Thu Dec 17, 2015 12:37 pm
by Hipshot
I think so too, the gameplay looks solid!