Page 40 of 295
Posted: Sun Jan 22, 2006 2:20 am
by SonicClang
That skybox looks familiar, isn't pjw using that in his latest q4 map?
Posted: Sun Jan 22, 2006 2:27 am
by Hipshot
This?
http://www.quake3world.com/forum/viewtopic.php?t=16164
That is not the same.
This might look familiar because it's familiar to my older blue sky, however, I like this more.
Posted: Thu Jan 26, 2006 5:23 pm
by Hipshot
[lvlshot]http://img67.imageshack.us/img67/5392/1619zj.jpg[/lvlshot]
Note, Y's texture on the floor

Posted: Thu Jan 26, 2006 5:55 pm
by hemostick
Reminds me of urban themed maps in UT99

Posted: Thu Jan 26, 2006 6:28 pm
by sumatra
hemostick wrote:Reminds me of urban themed maps in UT99

Reminds me a bit of the UT Introvideo, but looking up-to-date.
Nice.
Posted: Thu Jan 26, 2006 8:20 pm
by Hipshot
Yea, the UT-intro, like Kingpin, UT(99)s urban maps, will always be in my area of inspiration. Probably why I like the round glows so much, instead of all the "updated" cone-spheres everyone else is doing in Source. (like this:
http://img88.imageshack.us/img88/445/mymap00004ka.jpg)
This I like most, in this "extreme" WS-mode. Looks nice with the lamps and all. Kinda falling.
[lvlshot]
http://img228.imageshack.us/img228/1282/1621ih.jpg[/lvlshot]
Then there's the whole scene, in "HD"
[lvlshot]
http://www.zfight.com/misc/images/maps/ ... 048_02.jpg[/lvlshot]
Also, the lightmap here, is not final, not near, I never change those values until the "final" compiles in the end. But it can get, really detailed in Source.
Posted: Fri Jan 27, 2006 10:37 am
by -=skOre=-
Awesome shots hipshot. Need some more dust falling in the second to really give it the right flair!
Posted: Fri Jan 27, 2006 2:36 pm
by seremtan
nice and grimy there hipshot, and the sickly lighting. i love it
btw i have to ask: that windowed door in shot 2 - that's a brush model, correct? how are you going to get the lever on it, if at all? afaik only prop_door_rotating with a dynamic model has the level/bar extra...
Posted: Sun Feb 05, 2006 9:09 pm
by unitool
I'd been working on this for Q3A, but I lost the map file by way of a rushed format/reload where I forgot about that Q3A map I'd been fucking around with for 3 years. Oh well, no biggie...if it was any good I would have finished it a long time ago.
Punkys Whips back then...
Lucky for me, I had converted the map file over to Doom3 at some point, and then copied that onto my iPod, so I still had the basic shape of the map ready for Q4, and I've been working on it a little bit recently.
I'm going back to my roots as a patch whore for this one with a sort of melted metal curves kind of vibe. It's all ripped apart and in the middle of a conversion to a curvey state, so I don't have much to show at this point, but I'm digging it and I wanted to see if anyone else likes it.
It's going along pretty well and I'm currently estimating a Q3 '07 release because it takes me forever to finish one of these things.
This is the older section, still waiting for another remodel to the curvey style.
Small section of the new-style roof in one area.
Another view of the same general area.
I heard somewhere that Q4 doesn't like excessive patches. I'm pretty much building my usual tiny map and using an excessive amount of patches, so I'm wondering if I'm heading for disaster.
Posted: Sun Feb 05, 2006 10:15 pm
by Fjoggs
Speaking of patch whore:
60k. Gonna smoke my comp If I don't get the hinting on this one properly. :icon32:

Posted: Sun Feb 05, 2006 10:29 pm
by Oeloe
Hmmm, nice curves there ladies.

Posted: Sun Feb 05, 2006 11:47 pm
by Silicone_Milk
Oeloe wrote:Hmmm, nice curves there ladies.

Nice looking shots there guys! :icon14:

Posted: Mon Feb 06, 2006 8:30 pm
by QuakerX
you better finish the map unitool, i bug you about it everyday

Posted: Tue Feb 07, 2006 1:20 am
by CheapAlert
i made a cool muzzleflash

Posted: Thu Feb 09, 2006 1:28 am
by Johnny Law
unitool wrote:Lucky for me, I had converted the map file over to Doom3 at some point, and then copied that onto my iPod, so I still had the basic shape of the map ready for Q4...
*head asplode*
(Funnily enough a few days ago I was pondering backing up my .map to my iPod, but I thought, nah, too paranoid. Shows what I know.)
I like the curvies. I will be kinda sad if it is true that Q4 is less likely to put up with them than Q3 was! I choose to believe that is a vicious rumor.
Posted: Thu Feb 09, 2006 1:33 am
by seremtan
Fjoggs wrote:Speaking of patch whore:
60k. Gonna smoke my comp If I don't get the hinting on this one properly. :icon32:
[imgs][/imgs]
this screams "ASE model me with smoothing groups, don't patch me!"
Posted: Thu Feb 09, 2006 1:35 am
by seremtan
unitool wrote:Lucky for me, I had converted the map file over to Doom3 at some point, and then copied that onto my iPod, so I still had the basic shape of the map ready for Q4, and I've been working on it a little bit recently.
i copy over my HL2 mod to a pen drive every night. i'd go fucking postal if i lost that, the amount of work i've done on it
Posted: Thu Feb 09, 2006 1:40 am
by Foo
Google mail is another useful backup tool.
Posted: Thu Feb 09, 2006 2:03 am
by Silicone_Milk
Foo wrote:Google mail is another useful backup tool.
Google Mail ftw

:lub:
Posted: Thu Feb 09, 2006 2:27 am
by Oeloe
CheapAlert wrote:i made a cool muzzleflash
[img]
Nice triangular ammo box too!

Posted: Thu Feb 09, 2006 4:59 am
by unitool
seremtan wrote:Fjoggs wrote:Speaking of patch whore:
60k. Gonna smoke my comp If I don't get the hinting on this one properly. :icon32:
[imgs][/imgs]
this screams "ASE model me with smoothing groups, don't patch me!"
yeah, I'm considering converting parts of mine to something I could work on in Maya, but I have no idea how to do that and we're starting to get busy again at work, so it'll probably remain in-editor for now.

Posted: Thu Feb 09, 2006 6:20 pm
by Kat
unitool wrote:...yeah, I'm considering converting parts of mine to something I could work on in Maya, but I have no idea how to do that and we're starting to get busy again at work, so it'll probably remain in-editor for now.

If you have Doom 3 or Quake 4, the quick method is to cover the map in caulk, remove the Q3 entities and then 'open' the map into either D3 or Q4Radiant. Once there just export to OBJ and away you go.
Have a read of this tip for a bit more detail on importing older maps.
And this one for more info on using D3/Q4Radiant to export to OBJ.
Posted: Fri Feb 10, 2006 6:00 am
by Johnny Law
Working on a "remix" of Industrial Revolution for Q4 CTF. Got entity placement and final-ish geometry done... well, on half the map anyway (symmetrical map). Nothing worth screenshotting at this point but I'm going to post something anyway.
Overhead editor shot with a little image-hackery to stick a mirrored half on it:
[lvlshot]http://www.neogeographica.com/temp/jl4ctf1_alpha_overhead.gif[/lvlshot]
Click for bigger version. Pardon the way the lines get all crappy in the small version, but I thought I should lvlshot the image in case someone was browsing with a narrow window.
Anyway, now all that's left is textures, decals, visportals, lighting, clipping, botclipping, sounds, optimization... I'm practically done!
Posted: Fri Feb 10, 2006 3:06 pm
by corsair
didnt map alot lately. Did however make several drawings tho
[lvlshot]http://dl8.rapidshare.de/files/14503138/479253213/dEsmall.jpg[/lvlshot]
[lvlshot]http://dl8.rapidshare.de/files/14503085/479248920/dF.jpg[/lvlshot]
[lvlshot]http://dl19.rapidshare.de/files/14502904/479261285/cR.jpg[/lvlshot]
It took me quite some time making those, but then again, I'm way too bored at meh college ;O
Posted: Fri Feb 10, 2006 3:52 pm
by hemostick
Industrial Revolution ? I knew this overview reminded me of cp15 so I checked the name out

edit : checked in the pk3 files and yeah, it's your map, so congrats on a nice one in the past, and hopefully I can say that again with the new version

Does it still have no rail ?