Page 31 of 295

Posted: Sun Oct 30, 2005 11:49 am
by Fjoggs
rivers dammit! :E

Posted: Sun Oct 30, 2005 12:04 pm
by [acid]

Posted: Sun Oct 30, 2005 3:53 pm
by Foo
I was playing WDM2 for like an hour yesterday.

Nice level, but I think you should resist the temptation to make every entrance and exit available no matterwhere you are. In any given room, I can get to every entrance and exit without leaving the room. This kinda destroys the flow.

Posted: Sun Oct 30, 2005 5:03 pm
by +JuggerNaut+
Kaziganthe wrote:
+JuggerNaut+ wrote:
Kaziganthe wrote:
sick

:icon14:
*tips inter-hat to juggs*
i leik u r stile

Posted: Thu Nov 03, 2005 8:27 am
by RolatoR
well, i introduce myself here with some pics of my first q4 project. :greetz the round:

http://img396.imageshack.us/my.php?imag ... m131ez.jpg
http://img396.imageshack.us/my.php?imag ... m119um.jpg
http://img396.imageshack.us/my.php?imag ... m129jh.jpg

still WIP, working on portals, light, item and detail placement.
every suggestions are welcome... :paranoid: :icon25:

Posted: Thu Nov 03, 2005 11:39 am
by Fjoggs
looks nice, I take it you've used a single ambient light in those screens? (apart from the first shot)

Posted: Fri Nov 04, 2005 2:33 am
by Lenard
Looks like it. I think it would be much better looking if lit naturally from the sky especially in the last shot. Other than that, it looks like you have mapped before. This is pretty q2 if you ask me. I wonder how long it will take to really break away from the q2/3 style in q4?

It looks like you have an interesting layout, but I am sort of confused by the first shot. Is there something in between those two jp's or why are they pointing at eachother or what?

Posted: Sat Nov 05, 2005 4:58 am
by SonicClang
Lookin' good kids! :) The quality of work is superb as always.

Posted: Sun Nov 06, 2005 11:50 am
by RolatoR
Fjoggs wrote:looks nice, I take it you've used a single ambient light in those screens? (apart from the first shot)
yep these shots contains only one ambient light...
Lenard wrote:Looks like it. I think it would be much better looking if lit naturally from the sky especially in the last shot. Other than that, it looks like you have mapped before. This is pretty q2 if you ask me. I wonder how long it will take to really break away from the q2/3 style in q4?

It looks like you have an interesting layout, but I am sort of confused by the first shot. Is there something in between those two jp's or why are they pointing at eachother or what?
you`re right too :) i have mapped befor, i had begun in dec, 2003 with some brushlaying for RTCW:ET.
the "sunlight" strain my nerves because it seems so that one light entitie works only in one skybox. (PVS?!)
the JP`s crossing each other but you will arrive the upper floor on the other side.

here a new shot with some more natural lighting and some items.
Image

greetz

Posted: Sun Nov 06, 2005 1:26 pm
by Lenard
Ah, I see. Tallyho then.

Posted: Mon Nov 07, 2005 10:56 pm
by Bill Brooks
Not much to show been messing around with the Q4 editor.
Do have this part looking ok.
Image

Posted: Wed Nov 09, 2005 6:48 pm
by SonicClang
Kaz, you should convert that industry level over to Quake 4. Or at the very least you should make a Quake 4 level. Your "Saint CTF" level looked like it could have been made in Quake 4. I think that game would really fit your style.

Blocky Q4 "Volvo" style ;)

Posted: Thu Nov 10, 2005 4:00 pm
by Lukin
[lvlshot]http://www.planetquake.com/lukin/img/temp/lukin_q4dm1_a.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/lukin/img/temp/lukin_q4dm1_b.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/lukin/img/temp/lukin_q4dm1_c.jpg[/lvlshot]

Posted: Fri Nov 11, 2005 1:57 pm
by Pext
crates :)

besides that: nice stuff :icon14:

Posted: Sat Nov 12, 2005 11:55 am
by Fjoggs
51fps?

Posted: Sat Nov 12, 2005 4:34 pm
by Hipshot
Maybe he switched back to he good'ol gf2 while modeling, just for fun.

Posted: Sat Nov 12, 2005 8:46 pm
by Lukin
Pext wrote:crates :)

besides that: nice stuff :icon14:
Is something wrong with those crates? :confused:

Posted: Mon Nov 14, 2005 6:59 am
by ScrotcH
Started Mod work this weekend. Early shot of main base area. Remake of one of my q3 maps. Need to add more contrast to the textures/lighting.

Q4PoW - Vacant

Image

Image

Posted: Mon Nov 14, 2005 7:45 am
by Hipshot
Finaly a map that looks bright=cool in the D3E, that looks very nice!

Posted: Mon Nov 14, 2005 8:42 am
by mrd
That map looks pretty sweet Scrotch. I wish I had a better computer so I could make some maps for the D3 engine :(

Posted: Mon Nov 14, 2005 9:05 am
by +JuggerNaut+
ScrotcH wrote:Started Mod work this weekend. Early shot of main base area. Remake of one of my q3 maps. Need to add more contrast to the textures/lighting.

Q4PoW - Vacant

Image

Image
nice :icon28:

Posted: Mon Nov 14, 2005 9:47 am
by Chi
ScrotcH: _o_

Posted: Mon Nov 14, 2005 3:57 pm
by Fjoggs
I think it looks better in q3 :(

Posted: Mon Nov 14, 2005 4:01 pm
by o'dium
Wish i never clicked on this link now... Must do better, heh....

It looks a bit bland because it looks to be heavily using ambient light, thats why the textures look a bit bland in places :( But its either that or killer FPS and blackness...

Posted: Mon Nov 14, 2005 6:32 pm
by +JuggerNaut+
o'dium wrote: It looks a bit bland because it looks to be heavily using ambient light, thats why the textures look a bit bland in places :( But its either that or killer FPS and blackness...
Need to add more contrast to the textures/lighting.