Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Noruen
Posts: 308 Joined: Thu Jan 28, 2010 11:45 pm
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by Noruen » Sat Jan 15, 2011 4:56 pm
Well, as many of you know and many of you doesn't, I'm working on my new map "Scrap Brain" (probably only codename) and I get into the state when I'm on crossroad. I have main theme, but I don't know where to put in. So I will be grateful for your opinion. I've put some main themes on my mind, but if you have another write it here, thanks
Some screen:
Last edited by
Noruen on Mon Jun 24, 2013 6:51 pm, edited 3 times in total.
ShadoW_86
Posts: 270 Joined: Tue Jan 08, 2008 1:20 pm
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by ShadoW_86 » Sat Jan 15, 2011 5:21 pm
Asteroid sounds cool. Plus you can always use some nice skybox with it.
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Bliccer
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by Bliccer » Sat Jan 15, 2011 11:43 pm
For me it looks like a hidden tech prison. Maybe really somewhere on a asteroid where no one can flee from...
^Ghost
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by ^Ghost » Sun Jan 16, 2011 5:33 pm
from that (and previous screens) it fits more into the asteroid theme
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Eraser
Posts: 19174 Joined: Fri Dec 01, 2000 8:00 am
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by Eraser » Mon Jan 17, 2011 8:16 am
Base on Asteroid. What Bliccer said. Kind of Riddick like.
Noruen
Posts: 308 Joined: Thu Jan 28, 2010 11:45 pm
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by Noruen » Tue Feb 01, 2011 9:38 am
ok, thanks, asteroid wins
But now, i need something else. Itried to figure out how it is possible to make small box and then to project it on the sky everywhere in the level, but i'm doing something wrong, because it doesn't work in my map. Is there some tutorial, or compile command necessary? fKd told me how to do that, but i am probably too poor on my mind
Eraser
Posts: 19174 Joined: Fri Dec 01, 2000 8:00 am
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by Eraser » Tue Feb 01, 2011 9:46 am
You can do portal skies with Q3Map2. Maybe
this is a good starting point? Unfortunately the tutorial link over there doesn't seem to work, so maybe you can find a tutorial somewhere else.
Noruen
Posts: 308 Joined: Thu Jan 28, 2010 11:45 pm
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by Noruen » Tue Feb 01, 2011 12:16 pm
Oh, yes, but when I put _skybox entity in my small skybox and compile it, the only thing i get is 1) HOM effect or 2) black sky (yes I have light in my small skybox space). Simply I can't solve it
obsidian
Posts: 10970 Joined: Mon Feb 04, 2002 8:00 am
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by obsidian » Tue Feb 01, 2011 3:53 pm
ydnar's sample map using portal skies, let me know if you have any questions:
http://robotrenegade.com/q3map2/downloa ... skybox.zip
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Noruen
Posts: 308 Joined: Thu Jan 28, 2010 11:45 pm
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by Noruen » Tue Feb 01, 2011 7:45 pm
Well.. it seems to be working. Thank you! Probably was something wrong with my sky shader. You saved me again
Now, something great can and will be created
Noruen
Posts: 308 Joined: Thu Jan 28, 2010 11:45 pm
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by Noruen » Sat Feb 19, 2011 5:00 pm
Work in progress...
Now with definitive skybox:
Anthem
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by Anthem » Sat Feb 19, 2011 5:13 pm
Looks really nice, man!
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cityy
Posts: 1020 Joined: Mon Aug 10, 2009 8:23 am
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by cityy » Sat Feb 19, 2011 10:17 pm
Gotta say that looks pretty damn nice. Good work, sir.
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Theftbot
Posts: 483 Joined: Thu Oct 08, 2009 4:03 am
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by Theftbot » Sun Feb 20, 2011 8:40 am
Might want to try a subtle green fog.
Bonnebez
Posts: 118 Joined: Tue Feb 08, 2011 1:31 pm
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by Bonnebez » Sun Feb 20, 2011 4:18 pm
I like the atmosphere of your map, i also like the lightning and textures of your other screenshots on image shack.
Peenyuh
Posts: 3783 Joined: Thu Jan 03, 2008 3:46 am
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by Peenyuh » Fri Mar 11, 2011 3:36 am
Noruen wrote: Work in progress...
Now with definitive skybox:
WOW!
This is gonna be AWESOME! I can't wait. DO IT NOW!!!!
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spirit_
Posts: 47 Joined: Fri Dec 10, 2010 2:29 pm
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by spirit_ » Fri Mar 11, 2011 3:18 pm
Architecture looks great and the skybox is spot-on, I'd remove the purple light (?) on that roof though.
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Noruen
Posts: 308 Joined: Thu Jan 28, 2010 11:45 pm
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by Noruen » Sat Mar 12, 2011 10:19 pm
Small test of textures with alpha shadows turned on.
obsidian
Posts: 10970 Joined: Mon Feb 04, 2002 8:00 am
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by obsidian » Sat Mar 12, 2011 11:28 pm
TBH, that looks really out of place. If you're going to place those ads there, try desaturating them by at least 50%.
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Guitar_man
Posts: 3 Joined: Sun Jun 06, 2010 7:10 am
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by Guitar_man » Sat Mar 12, 2011 11:33 pm
obsidian wrote: TBH, that looks really out of place. If you're going to place those ads there, try desaturating them by at least 50%.
Agreed.
BTW Noruen, I'll be waiting for this new map.
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Noruen
Posts: 308 Joined: Thu Jan 28, 2010 11:45 pm
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by Noruen » Sat Mar 12, 2011 11:47 pm
but it is on-wall lcd monitor, not poster... Chmmmm... i'll try it.
fKd
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by fKd » Sat Mar 12, 2011 11:54 pm
it does indeed break the mood of the area by a fair bit imo...
EmeraldTiger
Posts: 392 Joined: Fri Sep 17, 2010 1:53 am
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by EmeraldTiger » Sun Mar 13, 2011 12:54 am
I don`t see anything wrong with it. I mean, id themselves used ads in almost all of their QL maps, even hardcore gothic / dark arenas like Black Cathedral, etc. If id software did it, I don`t see anything wrong with including them. Plus, I`m a fan of gothic-tech hybrids, so either way keep them the way they are.
Guitar_man
Posts: 3 Joined: Sun Jun 06, 2010 7:10 am
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by Guitar_man » Sun Mar 13, 2011 1:15 am
What we're all saying here are just opinions, Noruen. Proceed as you wish.
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