That Is Very
Low BROW humour, even coming from THE BROW
doesn't look the real Floyd to me.
A good old medieval castle, I see.
Reminds me to the mist brush the Virtus wad had. Only strange to leave the mist with water sounds.
Black fog, my poor screen.
But yeah, map on!
Lunaran: Hey !! It's me just at the end of a big party, the last huge one before I got married !!! BTW this photos is 7 years old, so just add few white hairs on side, and it's me today, not drunk any more ;P
Kinn, MadFox, Shambler: I'm glad the dark fog effect didn't hurt you. I was afraid the low level of brightness of the shots will not let show anything about the map..
I'm still trying to find a good trade-off between sunlight level, minlightlevel, and fog density/color.. And I'm still trying some stuff... Thanks for the feedback..
Nice werk mate. You've got some good specular going on with that skin. Perhaps the look of the character is a tad "cartoony" for D3, but otherwise, yah, looking groovy :D
Yeah, Not Bad Lun
I like the HDR above the ravening daemon's head. Qualitay.
Model's a bit ugly though.
Don't Be Mean
it's an NPC you guys
Don't Be Mean
it's an NPC you guys
metl, that icon thing isn't fixed
Yes It Is,
becuase your posts all show up.
Well It's Not My Fault!
So it must be yours!
Only The Real
luna ran for the eternal floyd mascotte, and now he got it, he's realy tacamotsushi-ed.
Your search - tacamotsushi - did not match any documents.
No pages were found containing "tacamotsushi".
You Even Bothered Searching? O_o
MadFox / Kinn
Is it tamagotsushi instead of tacamotsushi ?? A genetic modification using tamagoshi DNA and sushi DNA ?? Is it really possible ?? ... weird thing indeed...
tamagotsi, but my memory left me.
SushiMaster and the Ape - Frans de Waal.
what does any of it have to do with me?
just wondered why you're not content with the icons things.
This are some pictures from the starting outdoor area of my new map. It just shows the basic idea. Texturing, lightning, details and so on not done yet. Level will expand below the surface into base style architecture.
YOUR HUD AND ICONS ARE FUCKED MATE. I THINK THE GRAPHICS MIGHT BE CORRUPTED. I'D RE-INSTALL QUAKE IF I WERE YOU. ALSO CHECK YOU HAVE THE LATEST DRIVERS FOR YOUR GFX CARD.
P.S. map style looks nice. Roll on another map, w3rd/
Evile. I like the concept, but I think it would look better if it had more of a visual flow to it, and the brush shapes were less recognizable.
yeah... the brushwork seems ok, but the brimstone texture is terrible here. it's repeating all over the place. either use a bigger texture, scale it up 2x, (or 1.5x) or make more indentations into the rock to make lighting change more along the surfaces.
i do like how the light is low and close and you can't see the ceiling or walls. it makes it seem very large when it could be only a little bigger than the area itself.
keep it up! :)
for my Lost Chapters map currently. Please have the necessary chapters files so you can test it properly, no offense to distrans but being able to fight the monsters is mandatory. :)
Preferably someone who has also worked with the content so that those who aren't making a map for it aren't exposed to it prematurely.
I should only need one, maybe two at the max to help betatest. Thx.
I'll Beta Test. :)
but being able to fight the monsters is mandatory.
yes... although it can be funny at times. ^_^
email me at the email listed here. :)
Shambler, R.P.G, Necros - Thanks For Feedback
Necros you are right about the brimstone texture, I will have to find another if rescaling won't give good effect. Maybe someone can suggest a better one. A set of red textures would help me a lot. Additional indentation would be problematic due to r_speeds I think.
Shambler don't worry about my HUD. It's ok (in the right corner you can read the time, kills and secrets count, the other parts are hidden).
I agree with necros, you should scale texture up by 2, in order to break this unifromity feeling I had when looking to the screenshots.
IMHO, some light effects near the ground with fire, or torches near pillar will help the player to find his way in this dark cave..
Nice work realy, keep it up !
Title Goes Here
Blue & yellow wire texture sucks
use less textures please.
Also, go map ;)
I'm Using Too Much Texture Memory
And it feels so good.
That's a really good start, but make sure you make the floor darker so the player has an even harder time seeing where he's going.
Friction that looks like some kind of evile space station/spaceship. It looks somehow different from the rest of the Doom 3 maps out there...I think it might be the ceiling/upper wall detailing...anyway good work, keep it up.
Did you get my email? Just wondering, I don't think I've received anything from you yet.
I Got It This Morning.
i'll play it tonight and let you know tomorow.
Like Blitz, I think this screenshot if so far the best I've seen for Doom3. Nice complex architecture of a spaceship/lab/or something like this, but really nice ! Well... as usually said here: go map ;)
It Broke Down.
Still Think Those Colorful Wires Are Gay.
And since we know you are awesome Friction, we can be really picky with you. That texture in the top left corner is sad.
Not going to fawn because you know it's awesome yourself without me telling you.
even more little debris, and some debris/dirt/bitgs decal on the floor and such.
bits, not bitgs
finaly, a d3 screenshot that isn't so dark i can't see anything!
some of the wires should hang down, possibly with some ripped completly out and sparking and swinging around. :) (if that's possible o_o)
the rest looks fine to me.
Swinging wires and sparks definitely are doable, but as I just broke 100.000 r_speeds in that area, I'm bit worried about adding extra detail.
What are acceptable FPS rates anyawys? Did the ID maps cause framerates to drop below 20 when not in combat for anyone here? Because that's what happening here..
I would say try and keep fps at around 25-30 minimum..
The hard thing is that performance varies A LOT between each generation of graphics cards on doom 3 from what I have seen, and the best way to keep framerates up on lower gen hardware is to keep the lightcounts per face down as much as possible (yeah... duh).
Sounds obvious, but from all the systems I have tested my map on (geforce3, geforce4mx, radeon 9800se, radeon 9800xt) that seems to be the best way to keep fps up. good portaling comes next, followed by actual scene detail levels (polygon wise) ...
Err hope that helps someone!
Random Doom3 Mappage
These are from a map I built over the past week for a design test. The spec was to build a Maginot-Line-style bunker in Doom 3:
Overall it's a bit plain, but it's hard to make a map like this without lots of sppopriate models to scatter about. Oh, and the hazard striping is goofy as hell, I realized.
Note: textures are mine, too.
Wow, really good screenshots. I visited in my youth a part of the Maginot-line (I'm native from North-East of france, so, it's a part of my "cultural" knowledges...). I found the screenshots very realistic, as far as I remember !! Nice textures as well...
Just take a look at (it's in french.. sorry...)
The last web site is slow, but full of interesting photos... ;)
Nice textures there, subtle. With some more detail and junk thrown about, it would be quite HL2ish.
Lonely Q1 Screenie
I Like The Shapes ...
But some will peck you to death about using the same tex on walls and ceiling.
Do as you want, I say.
On The Floor Too, Actually
wizmet1_2: the gift that keeps on giving.
I'll try not to overuse it.
i like the ceiling details and the 45 degree angles. :)
lighting is fine
I Like That
looks good blackdog
45 Degree Angles Make Everything Better
Lovely corridor that, but I want to see a junction and room entrance next. Making them to look good while using complex corridor designs is the hardest part.
Lighting Needs More Drama
Shame I didn't think of adding floor height variations here before it was too late (read: can't be arsed to re-map that much anymore)
nice, it's not completly pitch black like most of d3's maps. ;) having proper lighting gives the chance to show off the brushwork a lot more.
also, the style feels different from the original game. still feels like doom, but not typical delta/alpha labs stuff. well, that could just be the lighting. ;)
nice work. :)
Looks cool, rather a nice space-ship/base corridor, I like it ! ... and now go map.. ;)
It Could Just Be That Angle And All The Bumpmapping
but that looks like it suffers from what I call "ut2004 syndrome". By that I mean that it looks 'overdetailed and cluttered' if there is such a thing.
then again, I havent played any new engine games so maybe they all look like that.
Nitin Has A Point
I know I've went overboard on some of the wall details due to the lack of planning. Different kinds of trims and wall extrusions too near eachothers, especially in the corridor on left. I'll fixx0rate.
"Different kinds of trims and wall extrusions too near eachothers, especially in the corridor on left"
thats what I was trying to say.
Looks very, very good; especially the lighting. I think I also agree with nitin, in that the wedge wall extrusions on the left corridor might be a bit too much.
Looks like the Happy Days of Doom3 maps.
MP Thomasc Teaser
really like the look of that T_Creutzenberg!
Are those new textures? I dont recall seeing them in doom3, and they are very sexy indeed.
Love the colour scheme too, very monotone but with the red lights adding some colour, makes the map feel very bleak and harsh.
Be sure to post back here when its released eh!
Looks nice, T :)
I'm glad we're starting to see some quality coming through now for D3
That Is By Far The Coolest Looking Doom3 Map
that I've seen pics of.
how does it run though?
The screens look great. I was just wondering how much of that comes from existing Doom 3 mapmodels and how much is new - did you make much in Max/maya/whatever?
That Looks Great
But it's MP, so I don't care.
for high spec machines
Meaning "I can't be arsed to optimize properly" I assume?
Thanks For The Comments
DaZ: It's nearly all Doom 3 textures, I created a lot of decals myself though
nitin: It'll run a little bit slower than the multiplayer maps shipped with the game
than: I used a few model from the original game and created all the rest in Doom3Ed myself
Lunaran: Why not wait with such comment until the map is released? The map file is included and you can then check yourself what else to optimize.
Like I Said In D3W Already
Kickass! I'm so going to stea... borrow your idea of decal usage.
That barrel trap is pretty neat idea btw.
Why not wait with such comment until the map is released?
Because I'm commenting on what you said. Simply stating "this is a map for high end systems" is a copout, and it reflects the attitude of the mapper to go gonzo with looks without taking the responsibility of ensuring the map runs acceptably on the same spectrum of machines that the original game does.
Also, since I don't have a high end machine, maybe I won't be checking?
Don't Listen To Him
you just deflated his e-penis a little bit
it's designed for high-end vaginas
I somehow can't believe that map would be slower than the ID originals, atleast not when compared to some SP maps. Hell, i got less than 10FPS in combat at times. Looks it could be portaled up quite nicely, which helps a lot.
try cubemaps on lights or swinging hang lamps?
croud is demanding SP version!
('Large' and 'high spec' sounds scary tho :))
btw, are there any d3 servers for large player load (more than 4 per map) running
Lunaran: Well, then don't check it.
Friciton: id mp maps run with about 40 to 65 fps on my machine, mine does with about 30 to 65.
Who cares if the map is aimed at machines higher than Doom3's recommended spec? I know I certainly wasn't gunning for a Pentium 75 when I made my Quake maps :P
Anyway, T_Creutzenberg is a pro and I'm sure this map will rock.
Yeah, well, Quake wasn't released six months ago.
I'm not debating that the shots look nice - you've done an excellent job and I hope that when I finally have Doom3 maps to show off they look that nice. But saying "this map is for high end machines" says to me that you're either seeing slowdowns in-game and don't want to take the time to do anything about it, or you're covering for doing so in the future.
It's obvious nobody wants to make the mental leap of actually listening to me so I'll quit posting.
that's not necessarily true.
if the original vision of the map was something that called for larger spaces and more "stuff" (let's use a general term here ;) ) than the original id maps, then no matter how much it is optimized it will still run slower than the id maps. it's just that optimized it might get 35fps as opposed to 25fps unoptimized, so you're argument isn't rock solid anyway.
if the map is designed for large player counts, then it must be designed to be played using mods which allow them, since the max standard player count is just 4 (unless a patch has changed that.) Obviously there must be an audience with pcs to run the map with lots of players.
I don't really see reason to criticise on the grounds that the map is designed for high-end machines anyway. Doom 3 doesn't really run acceptably on the p4 2.2ghz 512mb gf4 system I use at work - even in low detail 640*480. I consider this machine to be a decent enough games machine, but id obviously doesn't.
Just For Clarification
by "optimization" I meant all the different mapping practices that fall under the realm of ensuring good performance, including designing and building from the ground up with an eye on such.
You know people have been putting that in their readmes since the days of Quake. Some people just like to build high-poly stuff, and there probably isn't too much he can do to comprimise r_speeds without the looks taking a serious hit.
Nehahra, for example, might have caused a slowdown for some on lower end machines, but would it be prudent to accuse them of laziness just to cater to the minority of people?
Unless Creutzenberg means that we need an X850 512MB to play the map, it's not really fair to say that he isn't doing his job as a mapper, just because the r_speeds are a little higher than normal.
fake edit: I see Kinn basically said the same thing in far fewer lines. He will receive a gold star for the day.
I was about to make the same statements Lun made. Thanks Lun for being a witch instead of me!
I Don't See That It's A Big Deal Either Way
People have been doing it a long time--czg himself with czg07--and if someone wants to map that way, let him.
However, having said that, poor optimizations (if they exist) and making something that is only playable by a small portion of the potential audience should be the foremost concern of all designers.
... how's the optimization on sm82 going?
For Some Reason...
Mentioning the fact, that a map requires bit more beefy computer than usually tends to make mappers go silly.
I wonder if there is any "I MAKE MY MAPS TO RUN SMOOTHLY ON A SHOEBOX, WHICH IS ALSO MY COMPUTER" factor in it.
Shoeboxes suck... go map ;)
Well, your crazy Australian question has misled me and instead of actually answering your question I've typed this otherwise unreasonable response.
I Just Answered That Blitz
You five posts ago: Nehahra, for example, might have caused a slowdown for some on lower end machines, but would it be prudent to accuse them of laziness just to cater to the minority of people?
Me five posts before that: Yeah, well, Quake wasn't released six months ago.
good point friction
btw gf4 was obsolete even at the time of doom3 release (if not before)
increasing load on the PC is fine if its justified by the enhanced visuals (or features)
Lun must be calmed down
looking forward to this (kinda, it is doom 3 after all :( )
(just set g_kicktime "0")
(just set g_kicktime "0")
Shame on you, there is no merit to fight with an old woman... doh !!!
But what if she's possessed by Cthulhu? Is there merit to kill her then?
what is that?
i don't recognize it.
That's The Moneylender
from Crime and Punishment
Oh, if she's possessed by Cthulu, I have to apologize... Let's kill all Hell's gran'Ma ;)
Is the moneylender wearing a vinyl vest?
Mixom Performance Racing Exhausts
I and a friend called Fjoggs are making this, its of course a WIP. Its a 2vs2 for quake 3 CPMA.
Btw, very nice engine there Friction.
That Looks Good
Being a WIP, I won't point out that some halls look kinda bland, cuz I figure you guys will fix that. But looks quality so far, gl with it.
Some interesting textures there - some look almost kothic-ish. Where are they from?
flamel by http://www.planetunreal.com/undulation/
(ut textures) if anyone wants them in jpg, just ask.
And then some textures by www.badmeat.com mixed from all over his maps.
I love kothic, but its a very narrow set, I would like a follow up someday :D
wait, I mean the textures for 'the color anger', the q3 version. Sorry for being stupido :D
Fric, awesome! And pipes and everything.
Voodoo, you got some good ideas and nice designs in there. You need to work on the consistency so quality designing is prominent through the whole map.
Vodoo.. Etc.. ;)
Screenies looks good, really nice work !! And thanks for the texture links !!
Oh, and welcome back on Func_: there was a long time you didn't post here ;)
I haven't really have anything proper to show until now. But yeah, consistency is being worked on. Thanks for the comments.
the texture from Color of Anger are called Kothic.
well, at least, kell didn't correct me when i was calling them that. O_o
haven't pimped in here for awhile now so I thought it was about time ;p
My "latest" map, Fjo3tourney1 is nearing beta3. (It's not my first map ;p)
A few screens.
Think i'll have the next beta ready in a few days.
More pimpage by Fjoggs(and me).
No new screens, but a new beta for invertedpenguin is up at http://www.chimpans.se/map_invertedpenguin.pk3
Still a WIP, so some areas are very sparingly detailed.
Fuck dude, looks nice... now my own map textured the same will look ass whenever I decide to finish it :(
Quite Neat Fjoggs
How about adding some pipes? Gotta have pipes!
MY MAP HAS PIPES! YOU WIN THE BATTLE, BUT I WIN THE WAR FJOGGS!
I tend to agree. Pipes are needed. Looks good although I personally find the texturing a bit....heavy. But build quality and lighting and all look great so that's cool.
Are you still grinding away at that map?
Huhey, good to see you again.
I'm missing you on q3w (it's back up) <3
Yeah, I took a break on it for like 4-5 months, due to the .map file being borked three times so I had to decompile it and clean it up alot. :|
Thanks for the feedback. :)
Regarding the pipes: Not sure where I should actually place them and prevent them from looking totally out of place. There's a few pipes in one area, but I can agree that they'r presence is missing. I'll see what I can do. ;)
Omg Czg Is Making Hentai Doom
czg will you be modeling the schoolgirl, or making her out of patches? My suggestion would be model, as you could make some hawt animations, more wank-factor on her that way. Btw a bukkake button is probably needed too.
I Won't Try To Follow The Mighty Levelord In This
Hahhahahahaahahhha, I wonder how many people missed that one :D
OMG Tentacle Pipe Pr0n
Friction you just got out-piped so badly I bet your ass is bleeding!
I should have been named ASShole, rather than ASSault...
doh !! o_O
it also looks like a "spider head:.. like tarentula mouth...
Cheers for that JPLambert, but I think the "ass" joke was kind of implicit in the original title.
I also have a thought for guys who understand quickly ... but after many long explanations... bleh...
... And Many Often...
.. I'm one of these "slow" guys ;)
No one missed it who played it... the phallic jumppad used shooter_plasma entities for a spermy suprise for anyone bouncing off that way.
...much Like This Map
hahah, where do I get that? :D
You're all just in love with the original. Imitation is the most sincere form of flattery.
czg: pipe hentai porn? Cthulhu would be proud.
Splinter Cell 3 Screenshots
I Just Passed...
Splinter Cell: Pandora Tomorrow
It's way too short and not too replayable, and multiplayer interest seems to be lacking. From what I read Chaos Theory is supposed to pick up the slack with less linearity.
Hey peeps, check out my beta HL2DM map. I'd like to hear from you fockers before compiling the final build:
Hawt! It's on fire!
Looks Good Slipi
I like what I see so far -- a nice interweaving town style DM map. The shots seem to have a competent build quality and well executed style. It looks like you're getting some advice on the Steam forums too from people that went through and played the maps. I read some of the commentary and I agree with what's being said -- the fog contrast against the tree models in the background doesn't look so hot, and you do need to optimize things for those on lower end machines. Other than that, it looks good and I can't wait for the final build :)
The fog is taken care of, as are most of the issues brought up during beta. I am testing the final right now, should be up within six hours.
Re: Carousel (final)
Cool That Its Done...
but can we have non gay download link that doesn't require me to signup to something shit please? :)
Map looks nice though, will comment more when (if! :D ) I get it
I am still waiting for mirrors. Just keep checking the thread, I'll update it when people add their links.
Thank You :)
I don't think Friction really needs more comments telling him how good he is.
Thanks for sharing, Fric. :)
Friction You Suck And We Hate You
go back to espoo finland
So that's why you asked if I still live in Espoo.
No, That Was Just Curiosity
It became relevant because it was still in my short term memory.
I made a demo for the first map of The Abandon - Beta.
It's just my own way of playing the level.
Fjo3tourney1 - ECP - Beta 3
Forgot to beta this last time, so I'll make it up now. xD
Hope this will be the final beta, starting to get tired of it.
Did alot of bot and player optimizing.
VIS is complete bollocks, due to ass construction in the beginning leaving it near imposs to hint and I honestly can't be arsed to do something about it.
Also did some work on the item placement, which I feel is quite good now, thanks Todt. :)
Re: Fjo3tourney1 - ECP - Beta 3
Clipping on the grate under the rotating thingy is a bit weird.
The sound the platforms make is a bit weird, especially the stopping sound, and especially on the lift up to the RA.
Lighting is a bit flat.
The rocky corner area has what appears to be some brush cracks up towards the top, which brings me to...
I tried to noclip up there to see what was going on, but Quake 3 crashed with some error complaining about max_num_sky_vertexes or something like that. I dunno what's up with that.
I had a look in your pk3 file and you should sort out your textures and scripts folders. There shouldn't be anything 'borrowed' in there.
Nice map, Fjodor.
One complaint from the screenshots: The walls are all brown, and the floors are all green. It might work well to add a bit more variation.
Q1 SP Screenshots
I'm not really about to finish this new map, but here are some screenshots of my last Q1SP... There is a foggy effect which I improved (I think) compared to my previous screenies... It's not dark any more, but more (dark-blue/green, with a lower density..)
As I already explained, this map was initially started for DKT3 Winter Pack, and because I was very (very very... etc..) late, I turned it in a bigger project..
So, verdict ??
Links are broken JPL
I like the design, but the shots are kind of disorienting in that I can't really tell what's going on. I think this might be due to the fog, but it looks like it's underwater or something, and I can't really tell, but everything looks kind of disconnected.
Shot 2 looks the best because you can actually see the brushwork the best in it. That weird arch in shot 4 seems out of place with the style of the building.
Good work so far it seems, but try and take some shots without the fog, and also try and take a wider perspective shot, so we can get a better sense of what's going on.
for screenshots, could you cut the fog density to about half? it will probably work good ingame with the setting you have now, but for static images, it's hard to make stuff out.
i like the 4 shot with the cool pillar thing.
fog is too thick
fog is too thick
Fog is set to 0.05 0.6 0.8 0.8 (density-R-G-B). Due to its blue-green color and density, and for sure also due to the fact I increased brightness by 80%, it looks like underwater screenies... well, I will set fog density to 0 for future screenshots...
Concerning the pillar things, they have rather to be called "buttress"... It's typically a gothic design.. I try as far as possible to "match" the concept... I placed many of these around the "castle"... so even if you see one which seems to be alone... there are many others, and just one above the player in screenshot 4... ;)
Anyway, I will post more (better I hope) screenies later 8D
Thank for your feedback..
you need to texture that flying buttress better, but I guess you knew that :)
Is it based on any particular church, or just general gothicness?
It's based on general gothicness, and the idea came when I saw Bal photos gallery.. I found the idea rather interesting...
They look really nice! Good luck with the mapping!
well, for example, i have an outdoor map, and the density i use for fog is i think around 0.006, which makes a thin haze at around 800-1000 units and makes everything beyond 1000 blend smoothly away (instead of creating a thick wall)
but a thicker fog can have a more oppressive atmosphere, and if you don't mind shrouding your brushwork i'd say leave it as is for the playable version.
anyway, since you can change fog density ingame, it's not a big deal to simply fiddle with settings.
screens look very good. I like the theme.
Also it seems to me that you use the hexen2.wad. If it is so, I like your choice.
Necros / PuLSaR
necros: A good fog effect is effectively quite difficult to find, and it's a trade-off between visibility and ambiance... I made many tries before finding these settings (fog 0.05 0.6 0.8 0.8). I think I will not change the fog RGB (dark blue-green color), but for sure the density should be decreased a little bit... As you said, it's really easy to change fog settings with the console command ingame.. Nevertheless, I will made further test to see how I can improve it ;)..
PuLSaR: I started the map for the DKT3 1000 brushes Winter Pack (launched in October/November 2004). I missed the "delivery date" in early December, due to the birth of my last daughter.. :) So I decided to follow the idea of this pack: mapping with only DKT3 texture set. But here I forget the 1000 brushes limitation... (I'm rather near 4000 now !! he he he...). Furthermore, there are no Hexen2 textures in the map, only DKT3 textures, and one extra textures (for "rockish generated terrain") coming from a wad file I found on "geneticrose" web site (which doesn't work any more...)...
In anyway, thanks to all for your feedback.. I will post more screenies later, with a better quality I hope.. ;)
jeez, turn your brightness down :(
When someone with their brightness where it's supposed to be plays that it'll be dark as hell.
Linky no worky for me :(
worked a few mins ago, sure it will be up in a short while...
looking great as always. Is it a single map or a whole episode? You've been posting shots for a while now :) Don't think I've seen the same areas many times either.
I Take Too Many Screenshots
It is more than just one map however.
"Iv made a picture of many cool loking map screenshots tiled together. Custom maps from different fps (quake, q3 and ut mostly)
It looks nice, can be your backdrop, give some inspiration or just make you wonder what maps are those.
1280x960 (get this)
Thats cool Vodka, wow even one of electro+I maps on there :D
Also a shot of a map I never released hehehe
the link it totally fucked :(
Killaz fix it now moran!!!! :D+
now fix your fucking link you twit.
This is what I would like to call a final, if there are any issues, please report. Made for cpma 2vs2.
lol @ the url.
But can we have some pics please? :)
some semi-new ones at http://www.chimpans.se/ip/
Lighting has been updated, and the corridor with blood under the fencing has also been updated. Will take new screens when I can be arsed.
You've got some good (albeit typical) details going on. However, I really don't think the theme is consistant enough; especially with colors and lighting. The textures include a lot of oranges and browns, but there are also lots of greens, blues, and reds.
And the lighting is predominantly pure white, but it also includes orange and blue. This is bad. In Quake 3, pure white lighting is a no no; and having such a wide variance in colors is rather gaudy. So if your lighting was mostly orange with a few complimentary colors spread around (maybe red or yellow) it would not only look better, but also more consistant.
A Lot Of Those Look Cool
Though they mostly border on nonsensical...
They still look cool though.
TEU died? :(
Shame, there were some nice maps in that
they are some fantastic shots. What was the project? Mp or Sp?
Really nice screenshots !! But we need more informations, like required nitin.. Which games (Doom3 I guess...), which project, etc.. etc.. ??
Does that look like Doom3 to you?
Klz, very nice looking. Also requesting more info on this TEU thing.
Also, can we steal the textures?
It looks like alot of it is the andromeda set by Speed, but I dunno about the lower grungier areas.
hmm. a few nice shots, a few crap shots. a month of polish on that and it'd look fantastic killaz
Overall the texture set is too monochrome for my taste, but otherwise the map looks nice. Are you planning on releasing this?
was a project that a year or so ago me, killaz, electro, etc were mapping for. All the textures are by speedy so if you want them then mail his arse :)
Shame the project has died, but when I left there was a certain amount of arguing going on so sadly it doesn't come as much of a shock :(
Shame to let the maps go to waste tho! Do something with it eh Killaz :)
err the TEU website (if its still up) : http://teu.quakepit.com/index.php
Engine was basically a Q2 on steroids with the most subtle bumpmapping ever! Everyone told me it had sweet bumpmapping, but I only managed to witness it on one texture and even then only by splitscreen comparision. I loved to harass people about that.
If Killaz's Shots
are in the q2 engine, then they are even more imprressive.
That's why I was guessing it was D3/Q3 screenies ;)
Y'know, it seems like a crime that almost all the team projects you've worked on or led, which all look so awesome, end up not working out. Why must you tease with your pretty electronic flowers? Think of all the awesome gaming we do not get to play, but can only wonder about how awesome it is. THINK OF IT AND WEEP!!!
I am a bad luck charm obviously =)
And to clear up confusion, that isnt the q2 engine, its completely ripped up and rebuilt q2 engine =) using q3bsp and curves etc. and shaders. Basicly its q3 with some added knobs on :D
Good job, but please make something that can run on my computer.
Could Just Be The Shot
but the foreground seems much more detailed than the rest. DO you have a different shot of that area?
<doom3world> "oMG TAHT SI TEH BSET LEVAL EVAR i AM CURENTLY HIRING LVEL DESINERS FOR MY MOD WUOLD YOU LEIK TO JOIN MY MOD TEEM" </doom3world>
Seriously though, it looks good (although I've being seeing shots of this map for so long now, I almost feel as if I've played it ^_~)
Looking forward to it :D
I guess I'll take a short break from abusing the F12, this is getting excessive.
now I *know* I've seen at least three different shots of that area now.
I've Handed My F12 Key To CZG
Hope he's careful with it.
The map looks quality, but the light looks over bright for the room. I'd tone it down a bit, but besides, thats great sexiness.
Really nice screenshot ! I love these blood splashes on the ground... terrific !
BTW, I agree with ProdXL, lower light level would increase insecurity feeling ... thought... ;)
Keep it up !
That's it, I vote that the name of this thread is changed to something more accurate, like Friction's Screenshots.
You Know There's Something Strange Going On
When a Doom3 map is being too well lit. So beware!!
is much better at showing off the room. The lighting level is not the issue IMHO, it's just that it seems to be at a constant level throughout the room. Otherwise, it looks very good.
Walls look a bit bare imo, maybe its just a dull texture to use? try slapping some posters or anything to liven it up a bit perhaps!
Trim on the raised floor looks a bit too thick as well imo.
Lighting looks a tad dark, maybe move the spotlights closer to the walls to get some cool "V" shaped spotcones hitting them.
Hmm overly negative I geuss, but all easy to fix imo. GG
Point taken on the trims, lighting is going to be relatively unchanged, gg.
I Must Say
I'm not impressed from the Screen shot.
But, like DaZ said, it could be easy to fix and add some detail. I would add yellow-ish lighting to it. Because I'm cool like that.
I don't really have any complaints with the lighting, but I have to agree about the walls. Too flat and not enough details. It seems awfully clean, so maybe some additional slime decals?
I Like It,
to me it looks uncluttered which is the opposite of most HL2 dm maps. RPG is right about the flatness of the walls. Something as simple as raising or lowering that right sided wall could help it feel like a fuller volume of space.
Nice and dark instead of the usual bright and shiny stuff. Maybe could use a bit more brush detail on the supports and non-mechanical bits. And the floor is really dark (seems to be a problem with most screenshots of Doom 3 custom maps).
Now go finish the rest of this WIP!
People tried to do anything different apart from the usual Doom 3 base stuff?
doom3 is mostly base stuff
Isn't anyone doing any new textures, or is it too much work? I mean, I know it's alot of work, but with all the other texture effects and stuff it's even more...
Isn't anyone doing any new textures, or is it too much work? I mean, I know it's alot of work, but with all the other texture effects and stuff it's even more...
I'm doing two new texture sets for my ship. And yes, it's a metric fuckload of work. :(
You'll get all my sexy spaceship textures, of course, when Byzantine is done.
Also, Kinn, please fix your monitor. If there's nothing wrong with the monitor, fix your brightness in Doom3. If there's nothing wrong with either of them, then you need to look again because as I said I cannot see a single thing other than light fixtures in any of those images.
This is actually because of the uneven lighting model of Doom3 stock lights. Light that extends 16 units beyond a wall, light up the wall much much brighter than a light extending 16 units into floor. So make those lights extra tall!
What's Wrong With Base Stuff?
It rocks! Only thing it's missing is a full rust/waste set. The enpro/outside/recycle isn't quite enough. Also some 512x512 concretes. Then i'd be happy.
Nothing Wrong With The Base Texes Themselves
I just haven't seen anyone doing much different from what we already have in Doom 3.
Except for that one outdoors DM map.
I Cant See Much Either
so yeah what lunaran says.
The angular parts are nice, you've got the right ideas for the lights and the normals are brought out fairly nicely, just need to light that floor up a notch and it'll be nice :)
Other then that, make more god damn it!
My Kingdom For A Sword
replaced the axe in Quake1.
texturing is hard, because of no base dxf.
but it soars already.
did you try playing with gl_flashblend set to 0? that yellow globes around dynamic lights sucks, isn't it? you can disable them.
Nice screenshots.. The "green-slimed" fog effect is really impressive. even if concrete texture used in this bunker-like architecure seems to be.. let's say too much "flat" IMHO.. but lightning effects, while there is not amount of lights, is really good... It sounds good !
for the comments way up there... yeh its a shame the project died but I guess that happens a lot with online projects, small teams etc.
I don't really know what else I could do with those maps now anyway.. I guess they just stay as screenshots!
Not bad, but why must all the dirt and grim remain at the bottom?
Is that a sword? It kind of looks like an uncleaned barbecue stake.
Thanks for the advice Vondur, I'll try it.
Now I have my base frame textured I start up in quake spinning like a wheel.
Could it be the *.mdl is placed to low?
This one looks better !
the great Catweazel be thanked the surrounding has stopped spinning.
I had a lost vertice in the dxf which screwed up the hand. This one is better, although you'll have to push the refresh button, i think. Rather clean sword, but it is still brand new.
Vondur, I tried youre gl_flashblend in the autoconfig.cfg and the yellow globe disappeared
but starting up again it was back.
... after a furious couple of mapping sessions involving a near complete QSP, I find myself with a QDM 4v4 level ready for tesing (don't worry Scraggy it's not one of the QT levels :)
I need a few experienced DM level builders and experienced QDM 4v4 players too offer criticism before I involve Apollyon and some of the Smackdown clans in full blown testing.
yes I will be releasing a QSP version of the level that includes slightly more brushwork. So SP only players can give me hand then.
Send the detailed info to my e-mail if you can't get on IRC. Also, I saw that screen that you DCC'd to me...it said 'd3dm' but it looked like Quake...unless D3 means distrans 3 and not Doom 3 :D
... Doom 3? Quake? We'll see... :D
I'll email you the level. Anyone else?
send it to me. I (kind of) play in nqr, so i know alot of decent 4on4 players who could offer criticism
A little 'sumthin 'sumthin.
Always wanted to do a base styled map, so I tried something a bit different then what I've seen.
Lighting is a bit bright, as I haven't done anything with it at all. :p
You don't see walls like those every day . . .
beautiful stuff :O
i'm interested to see how that style transfers to larger, more open areas. really nice work so far.
light that properly and it will look excellent.
Also, if you have shots of larger areas, I like killjoy am interested in seeing them.
What nitin and killjoy said... Interesting design, and good work... We want more screenshots !
Sexcopter. I too want atria and not just hallways.
Also, check out rpg3dm2, you might like the textures.
Someone done went and p1mped RPGDM2!
I pimped the textures :)
the architecture looks interesting, but those textures and lighting make me want to barf :(
What is this supposed to be?
I think it's supposed to be some kind of flesh processing plant or slaughterhouse-y type thing.
Which I Might Add
would be perfectly suited to a bit of Pete Parisi's BadMeat texture lovin'.
Continue with it. It looks promising.
yes should be a kind of slaughterhouse
btw just own textures and shaders, scampie ty :o(
what means "barf"...couldnt find it in my dictionary (/me german) hmpf
since D� im a little bit demotivated to map on in Q3A...i dont know if i finish this map
btw this map contains no models/mapobjects
(because of questions like "where is that model from" etc)
"Barf" is an informal word that means "vomit" or "throw up."
ah...ok ty RPG
Got it, I'll try it out with you later tonight sometime if you're free. No school tomorrow, so no worries.
Please never stop posting.
I'made a new map I need some advices :
map for RTCW MP and size : 27 megs
Anyway if u are too lazy to dl it you have the screenies.
Give me your feelings.
I can't check the map as I don;t have RTCW installed, but looking at the screenshots I am impressed. Visually, and theme-wise, it's a LOT better than the other maps I've seen you post. A lot more stylish and consistent. It looks good - nice theme, nice atmosphere, nice lighting.
There's one obvious improvement you should make, though: Put some different brick/stone textures on some of the buildings. With all the same texture it looks artificial and unconvincing - if you have some variety it would look more like a real lost city.
Also, in the second shot, the curved ledge on the left should have a texture to match the cobbles on the side of the ledge - at the moment it just goes straight into brick which is wrong. And, you could do with less crates, or at least more variety of crates, in that big cratey area.
Small Chunk Of A D3 1v1 Map That I Doubt I Will Ever Finish
Nice One Dawg
I hope you do make progress with that because that little bit so far is looking good. I like the style, with some nice angles and a hefty chunk of rock to break up the baseness of it all. I do think a bit of colour in the rocky area would be nice as it's quite stark at the moment.
ROCK ON! \nn|
Wow, that's some of the best rock that I've seen in a while.
finish that map!
A try to make the Q2-Grrl look good in Quake!
Dog, Those Rocks Good Enough To Fuck
Hrmm, Rocks *are* A Bit Bland Colour Wise
I think I can fix that with a bit of blending.
And Headthump, please don't fuck my rocks.
I'm just saying those are some good looking rocks.
I'd say please don't fuck any rocks.
Get your rocks off, but don't get off on the rocks.
It's Just That They're So Hard To Clean
Hey, I'm Not Madfox... But Have Cheap Lols
I vote colored lighting the best games industry invention since texture mapping. It makes everything look so much better.
I laughed out loud when I saw the face in the corner on the last image.
what the hell is that from?!? o_O
That face looks a lot like this really (really) old image I made:
Okay I think this will be the last beta before final.
I took many of the suggestions given by biff, Shambler, Daz, pope, and I think it is much better now.
About the jump pad though...it works fine as long as you don't stand still on it -- in HL2 you need to keep moving in the direction you want to go. So when you're attempting a jump, the best way to go is just to run at it in the direction + launch upward you want to go.
Also, there is a texture misalignment on the inside of the vent fan, I already fixed it my next save, I just didn't noticed it after I did the compile.
Love The Rocks But Don't LOVE The Rocks
You didn't listen to any of my suggestions? :( I'll give it a try tho.
Zwiffle too. Mea culpa. Mea culpa. Mea maxima culpa.
JESUS HAS MADE A SPECIAL BUTTERFLY JUST FOR PEOPLE LIKE YOU BLITZ!!!
Some Shots From Jq3 Ailbreak
The last screenshot is so far the best !
Blitz, will check later.
Nitin, well pointed out, those look really good.
I just realized its over two years since my last login...time flies for a newborn father I guess.. forgot my pass and changed my e-mail as well :l
Found a Q3 map I just about finished before my daughter came and realized it's not all that bad... a little dusty but still...or?
After looking at scrotch's shots mine are dusty in deed :l
Beautiful work there!
Snaga: it looks like you've got some good shapes, spaces, and lighting going on, but the detail level in several spots looks more on par with Q1 than Q3. Also, the textures seem a bit plain, and although that's not bad in itself (e.g. geocomp maps) it just exacerbates the situation with the details. About half of the indoor stuff looks tasty, though. Such as shots 5 and 8.
On the other hand, pro gamers will probably prefer the sparseness of details.
Some Of Those Shots
have killer lighting.
But rpg is right about detail and texturing.
What They Said...
Nice clean style and great lighting, good build quality too, but a few stronger designs would be good. Not that it's not good at the moment, that is.
I'm going to go with the general consensus and say it looks really good but needs a little more love.
Personally, I quite like the textures. Slightly more detail on some of the panels might work, but it's funny that you jokingly talk of the design seeming dusty, because there is indeed an interesting dusty abandoned base look to them, and I think it might be cool to play to that more by having cobwebs here and there (look to RtCW's cobwebs for a good way of doing these), and giving some lights a subtle volumetric effect with scrolling dust motes. Slightly less saturated colours on your contrast lighting might work well if you play up the dust aspect.
Also, get some phong shading on those rocks, it'll make them look much nicer.
Thanks for input yall:)
I do agree with you in the lack of detail in most pics. My intention from the start was to make the map fast in game, beeing sparse with detailing. But I guess that, as R.P.G pointed out, can only be pulled off by fooling the eye with more detailed textures, or making stunning architecture.
I don't think I have it in me to finish the map but it's always nice to get feedback on something you done.
Surely, it just needs a few crates?
release a beta?
Looks good, u
It's Dagnabbit hunting season soon! Just let me crossbow and head out into the highlands!
I Will Work Now =)
I understand what you mean and i will work again on this map after my exam... for another texture I will use the "jackboot pack" the bricks are green but i can filter it in red. I m agree with u I must use irregulary brick textures. I will work.
Ugh, Editor Shots :|
...completely nonsensical, but very funky =).
Neat. Quake 3? Looks good.
It Looks A Bit Balish To Me
New Textures If Anyone's Interested
Industrial style, made of UT series but I'm sure can be used in any game :
Here are some screenshots from my last project... It has been started since Winter contest pack.. remember...
I already sent other screenies 2 month ago, and now I'm working to improve the gameplay...
I hope it will be released before the end of June... ;)
Lookin Good There
JPL, the butresses look great. Only crits I see are:
1.) Some areas look fullbright. May not be a problem, I tend to make darker maps so fullbright gets on my nerves.
2.) You might want to scale up the lava texture 2x2 or 3x3. It tends to help prevent the feel that the lava is fake.
though I have not played any of your other maps, this one looks so much better than your past efforts, build wise.
As Zwif said, the indoor area is too bright imo, try fiddling with the lighting some, and ditto with the lava texture.
go finish it!
little hint: to make proper screens disable gun drawing by typing r_drawviewmodel 0 and crosshair 0 at the console.
Sexy Stuff There JPL
Looks very good!
release it soon!
Thanks for encouraging me, I hope the final release will give you a max of fun !!
Some more infos: the map has originally fog density set up to 0.08, and here I dicreased it down to 0.04, in order to see more stuff in the screenshots. As well, I tuned gamma correction to 1.6, which seems to increae fullbright effect... during "real" play, it's not so bright... I played the map in DM mode in order not to be disturbed by monsters.. The map is an SP map, and right now there are 117 monsters.. I have to improve gameplay, add monsters, adding skill setting features, and it will be ready ;) Wait and see, be patient...
Oh ! Thanks Vondur for the console command ;) I didn't know it.
Zwiffle, thanks for the advice about the lava texture scale, I will try it this evening ;)
Cool stuff. Are those Hexen2 textures? Some of the shots remind me of the last bit of hexen 2 (which I've just played for the first time -- slow on the uptake, me?).
What The Other People Said.
Looking good baby, it's obvious what to improve. P.S. There is no fog in Quake - maybe you need to update your video card drivers if you're getting strange effects like that.
No, the textures are all coming from DKT3 pack.. As I explained 2 month ago, I started this map for the Winter Pack, but I was very late at this time (due to the birth of my last daughter :D ), then I switched to a more "personnal" project, and a much bigger one: the map is close to 32500 clipnode, and marksurface exceed 32767 max value... it is close to 33150 or something like this.... I suppose I will not be able to reduce MarkSurface value, but I guess increasing heapsize can solve the problem (you now the -heapsize field in the engine command)... I have to test this point as well.. BTW, anybody can confirm that heapsize increase (with a "big" value) is a kind of "turnaround" about MarkSurface exceedind max value?
Sorry, but there are foggy effect possibilities with GL engine.. With FitzQuake, or aguirRe's GLQuake, just type fog in the console command, and you will get the explanations... something like fog <density> <R> <G> , with each value ranged in 0 to 1.. (BTW, my settings are fog 0.08 0 0.5 0.5), which gives a low density fog with a blue-green color.. Or maybe are you joking Shamy ??
Shambler was making a joke about the fog, saying that you are using a "broken" form of Quake. :)
Beta 4 of my latest map is up for anyone following
Blitz, It's Broken
wrong LoadBrushModel: wrong version number
234124124124124 (or whatever) should be 29.
what game should it be for?
Half Life 2
You Just Wait
fuhquake'll load those too in a couple of years!
(it already loads hl maps)
I assumed it was for Quake, as well... because you didn't mention which game it was for. On this board, everything is Quake by default.
I had posted a few betas and screens before, but I forget that some people visit the board intermittently, and therefore don't know.
P.S. Fuhquake my arse. What's wrong with just playing HL2 as HL2 and Quake as Quake...
Well yeah I must admit I haven't used that hl map loading feature ever...
But otherwise fuhquake is a very solid lump of code. Very little bugs.
Is that supposed to be pronounced fuck-wake? I honestly have no idea.
(sorry, I'll post screenshots of something here later or something to make up for all my shit posts)
Now that's the sort of room-service I would definately tip.
I heard czg works at a hotel in Norway, Kinn. He fluffs pillows and whatnot.
I'd heard his occupation described as "fluffer" before, but I didn't actually know what the job entailed.
So is that a no?
I pronounce it Fuh-Quake. But you're free to pronounce it however you want it.
I thought so, but then I began to wonder if the author didn't fancy himself clever. "Hee! they'll be saying 'fuck' and not even know it!"
Galvanized BETA - Upcoming Quake3 DM Map
Let me introduce You my upcoming, first Quake3 DM map! It is in beta state now, I want to ask You to check it out, and to tell me your design/gameplay comments. There are lots of talented mappers here (or maybe all of them are here?!), whose style I really love (the quake-ish quake3 mapping style), and gave me so much impressions.
The level is released on lvlworld's beta section (http://lvlworld.com/beta.php), but if You don't want to go there here is the map:
a shot to make some taste:
Anyway, on lvl You will find more information about it.
Hope You will like it, please post any kind of advices, even major design comments!
That Looks Very Much Like
I meant that in a good way.
This is what should have been my map in the Lost Chapter pack.
I didn't make it to the deadline but a month ago I continued building on it.
Looks good. I'm surprised you couldn't finish it given how you can usually whip up a pretty damn good map in a few hours ;)
Is That Going To Stick With The Limit
or be more?
Over The Limit
When I didn't make the deadline I just thought "To hell with the limit!"
At the moment it's around 3300 brushes.
if You meant it in a good way. I didn't want tocopy his map, rather it's a big respect to him!
make that into a sequel for the chapters:
"To hell with the limit!"
Too right - the limit was only relavent to the deadline/organisation of multiple maps by multiple authors. Looks like it will significantly benefit from the investment of extra time and brushes.
I would recommend setting a skybox though - with the amount of sky texture I'm seeing in the 3rd screenshot the ease of rendering would probably be worth it.
Bah, stupid black bug. :P
early lighting test of a lil project of mine. :)
Shambler: He he, well I like to think my bigger maps has some more heart and soul than the speedmaps. Speedmaps are ok but are only sketches for bigger maps.
The idea I had for this map just woulden't fit in the 1666 limit!
I got to 1585 brushes and had a long way to go. so I either would have to delete some of the map or just skip the Chapter pack.
Kell: Skybox! Yeah will do! I just haven't gotten around to it yet. But your right I'm sure the map will run slow on some machines without. There are some big outdoor areas that will benefit from a skybox!
those salmon stairs are in a serious need of some water!! You could make it appear to run all the way to the sea... (behind the corner or sth... if you will use that skybox).
Otherwise it's a bit bad to say, since that is only a small part and one doesn't know how it all fits together. Maybe more contrastey sky light, so that the torches would light up the dark under-the terrace area? I assume the rock part is open-air.
I'm looking forward to playing that map!
here we go, 2 playtesting betas. similar, but with slight item changes and teleporter differences. as the map title says, this is a PLAYTESTING beta, so please dont complain about how it looks or anything like that. its a 1on1 quakeworld map... hf!
Ah, So You Fixed It
GG Fjoggs! Now stop mucking around and go and finalise your overdue tourney map.
It's looking sweet.
Woah, teh s3xy!
A good start. Whether one likes Idbase or not it's a pretty neatly made map. I like the layout and the tall central room. I think you need to work on the textures and details though - the repetitive wall texture gets well boring, and it could do with some stronger designs, it's a bit boxy ATM. But the basic shape is a good start yeah.
Oh, gameplay, there is gameplay? Ummmm yeah I prefer the second one, first one is teleport heavy. Even the second could do with a lift or something, teleporters are kinda meh. Looks like it could play well, though.
thanks for the feedback. as stated previously, im tweaking gameplay over visuals, so it will look prettier soon :) where would you put the lift in the second map (inerb15c.bsp i presume)?
that looks very sweet
it seems the season of good quake releases has been started. Can't wait to play it.
is working on the new Postal game, poor poor man :)NOW STICK A CAT ON YOUR COCK AND FIRE IT AT YOURSELF AND GO AWAY!
I know it's not much at this point, but I was working on this months ago. Once I get some college app crap done I should have a few months to work on the rest. It's gonna be a 3 or 4 map episode. Or maybe 8 if I feel like it. Here's just part of the start map. After going through a "Bioscan" you'll end up boarding a big ship and can partially explore it. Then the main level loads.
Looks cool. I would make the lighting have a bit more contrast, though. Otherwise the details and the level of detail is pretty good.
That's A Nice Box, Phait...
...and a good execution of Idbase.
Seriously though, good start, and good luck.
Nice sense of atmosphere. 'Gold' Id base is kinda making me nostalgic for Scourge's first level.
That's dark, even for me.
Well, I'm on an LCD. I have my gamma set to something near what my CRT was, which was usually fine, but there may or may not be major differences between what we see.
its really bright, actually, here
I know this looks really shitty but I'm no artist. I'm working on a little intro video thing for the addon:
1. Pan past frigate ship, seeing load/unload arm set down a crate.
2. Panning past shipping base, see dog (actually has a bit of significance) moving...
3. Entering the frigate ship corridor. Probably bigger than I drew, door will open...
4. Going through starfield/space
5. In cockpit and we see we are about to impact with ground after malfunction
6. Important plot subject: secured crate carrying unknown creature is shattered, creature apparently missing.
7. Entering unknown abandoned outpost for help
Inbetween certain scenes will be text kinda explaining the plot, and music.
And does the addon have any substance yet?
For My Addon
As I mentioned earlier. I have the story mostly worked out as of now, just struggling with at title.
It's a bit unclear -
1)first loading ship,
2)then showing shipping base,
3-4)but then showing the ship moving? Is this the ship that was loaded in scene 1? Then why were we shown scene 2 in the middle?
You could add a scene of the ship lifting off or something.
But unfortunately I have to cut some corners.... this is Quake 1 afterall. I'm only interested in keeping Q1 as it is, pretty much. Which means no custom code.
It's Not A Cut-scene
I know of no way to implement them anyway.
Gibson: You want me to replace the villain with a dog? I mean nobody will know what's going on.
Homer: They will if you set up that the dog is evil. All you do is have to show him doing this. [lowers eyelids and glances around in shifty-eyed fashion] The people will suspect the dog.
Okay So This Is A Quake Add-on Then?
So you have new maps ready, yes? Maybe the odd new monster or weapon?
Working On The Maps
No new monsters/weapons.
Working on ship interior...
Will probably redo that curvy-pipe area.
Architecture looks good, even if the pipe in the ceiling is not really good (as you said...) On the other hand, I guess you didn't work yet on lightning effects, isn't it ?? This part needs a real impovement ...
All a work in progress. What I usually do is one element at a time, be it a room or important object (in this case the freighter ship). Then I go through with lighting and other entities.
OK, I understand your "flow"... I (try to) do map like this as well, but I rather prefer to work on lightning effects at the same time... It gives me a better overview of what finally will be the map look...
IMHO, there is no real "universal" and "unique" mapping method, so the most important is to be consistent and to have fun ;) .. Keep it up !
I Maek Map
looks uber-tasty :)
can't wait to see your improved zer enforcers >:}
I bet the last screen involves some electrocution.
Looks very promising, but I think that "q2 warehouse" textures can/should be replaced by something else, they don't quite fit the Quake theme imho. The uber-green water/slime texture also looks odd. Other than that, looks good.
I Hate The Tex Set
But other than that it looks ok.
That Rock Tex
it's the same as in lundead.wad - I'm surprised it looks that good in the shots. Maybe because it's quite dark? Anyway I felt it didn't fit the quake palette that well, having banding and spots because of being pure gray and not any brown. :)
I knew you would do it! Keep rocking it moon style!
You rock !! These screenshots are really good, while I found the green slime color really ugly... Anyway, I hope this map will be released soon... ;)
Don't like the rock texture at all, doesn't look right and clashes with the building texture.
Aside from that it rocks. Stecki.wad is nice.
My Bollocks Just Came Into My Stomach
...the tower is back now that machines and engines can handle it. I'm not so fussed about the the textures. I actually thought the rock was pretty good. The slime is bleh, but I assume it's there to facilitate the return of what's-his-name from Uzuldaroom (?) but I'm probably wrong. If I am, consider a different (and upscaled) slime tex. Coloured light for this one Lun?
I typed a whole reply and the board ate it with a sql error. Posting first to make sure it won't happen again.
Right, Anyway, Textures
Bleh, what had I said before?
The textures are a mash from the Reckoning expansion. The nice rock in shot 1 is from Koohoo (which is from ... hexen?) and the less nice rocks in the other shots are from Reckoning. I could easily just texture all the rock with the Koohoo tex if the other ones are that offensive.
bambuz and distrans are right - there will be some sizzling of Rangoonshinaa (from Koohoo - uzuldaroum is the DM map) at the end, but there'll be a bit of a puzzle involved in configuring the electrodes right. >D
As for the slime - is it that bad? It used to be e1m2-sky-purple which was even worse, but I don't know how else to color it.
Jago, I'm digging the grey, but you might turn out to be right - I'll see how wierd it looks once I put in brown Quake monsters. But, with most of the map built, just replacing the entire texture set won't exactly be simple ...
FINISH THE MAP.
That is all.
FINISH THE MAP.
That is all.
lunaran, finish the map before you turn pro completely.
yeah, some bad texturing
Okay, cool, well, good luck with the mapping. I can't comment on the storyboard as that stuff has no interest to me until the add-on pack it's part of is complete (like in game preview videos, I never download the "cinematic trailers" as they are just irrelevant bullshit compared to in-game trailers). But I hope it works out anyway, and yeah keep going with the maps and all.
I could easily just texture all the rock with the Koohoo tex if the other ones are that offensive.
Yes. Yes it is. It even raped my mother.
Other than that, looks wicked Lun. Personally I like the grey texturing, although maybe a bit more of the tan textures from the 4th shot would be nice.
And as for the slime, I like the green, but maybe a slightly more vibrant shade.
The slime looks fine to me. But I really hate fussing over the shade of a texture, so maybe that's just my general view of texture choices.
Listen to Vondur's words.
screenshots look excellent.
and...finish the map!
You know, I actually like that green slime. It stands out, but then again a great big lake of poisonous slime SHOULD stand out.
Few More Shots
Still working on the freighter ship. The back needs work, and some detail work maybe on the rest of it. The engine glow texture I'm not entirely happy with, but I prefer to work within Quake's stock texture set, it's more challenging even if limiting.
The pipe stuff inside the ship looks fine in editor, but in-game you can see some cracks. I guess they could be there for effect, but not what I originally intended.
Yeah, change the engine texture.
Hope there's a believable way the crates were loaded upon the ship...
I'm still thinking of where I want to put like a loading door/bay thing, I figure from the other side, would need to remove some lights n' stuff (left side interior).
Eh-eh !! Nice starship screenshots !! It reminds me some seventies science fiction series ... cool !
Loading bay doors could easily go in the floor of the area where the crates are and you can turn the pipework into an overhead gantry for the lifting gear. Lots of industry now uses suction to move objects about, including large crates, so no worries about forklift trucks or pallets (I read this argument recently about crates being in places where crates shouldn't be and it just shows how inexperienced in life some people are - http://www.ergonomiclifting.com/
Also, for the textures, you could manipulate some of the standard textures a bit to give a throbbing effect - look at the 'slip' textures to see a throbbing red colour. I am not saying use it but it gives the idea.
Anyway, just an idea.
Fairly nice shots
If at all possible, try curving the pipe instead of angling it. I think it would look better.
These are really tough only because the pipes sections themselves are semi-circles. Even getting things connected as they were is a bit of a problem on an angle. Like I said, appears fine in editor, but cracks are visible in-game. Ever tried to do vertical pipes that curve? Tough huh? ;-)
I like your idea about lifting gear, Mike.
Maybe try scaling that texture up even more on the back of the engines so that you just have a solid light blue glow instead of the lines. I would also recess that blue section into the engines slightly so that you can stick a really bright light inside the rim of the engine. Might make it look more convincing.
Looking Neat Phait
Interesting idea and it's looking pretty good already. BTW, you need to fix the textures at the edges of the ship where the brown plates meet the techy stuff in an Unnaturally Abrupt Texture Join(tm) - a pet peeve of mine.
Anyway, keep it going....
Is It CZG Big Yet?
I Like The Phallic Imagery
I'm wondering if the light coming in from the sky might be too contrasting w/ the rest of the hangar or if it's alright. Of course, I'm still working on everything here, so there won't be a headless ship or a big gaping sky at one end.
Very impressive... Concerning the sky, personnaly I would have used a "black with stars" texture box... Anyway, the hangar and the ship are really well made... It's a very good work... Just a question: is for a SP or DM map ??
maybe 3 to 4 maps, maybe 8 not sure at this point.
It sounds to be a big project... Good luck so.. ;)
I hope to play the first maps soon.. and now go map ! :P
It's gonna take awhile (I'm working on Father's Day stuff today first)... I'm releasing the soundtrack probably under Creative Commons or something.
Yes, I think the light from the sky has too much contrast. I agree with JPLambert: a different sky texture would be better. If you choose one that's less bright, you can get away with having a lower light intensity from the sky.
Otherwise, it looks like the ship is well lit on the outside.
I'll go with a grey or the purple sky maybe. I don't want to use the star sky since it's too dark, and the hangar isn't in space.
What are the r_speeds in the hangar?
It's not full-VIS'd yet, so it's like 2200.
apparently, there's a not-so-subtle trend among mappers on this board...
regardless of the borked gamma, this has some kind of ut-ish solidness i quite like:
wonder what textures he's using
And here we have the magic of not-yet-elaborate func_trains:
Unfortunately with lighting on, the trains are darker - when they should be lit :(
remember that func_* models are always lit based on where you built it in the editor -- even if they travel around, they still are lit as if they stayed in that original spot.
Ok, so if I have a light near the train(s) it'll be lit no mater where it goes?
Fjoggs Curvy Map
shots from his map that he was showing editor shots of before, now with lighting and textures :
Again, it's at bottom of page.
wanted for my lost chapters map!
If you want to do it mail:
And some new pics:
I had a new brick texture on the map, but the new version isn't downloadable for the moment,
see the screebies on http://www.planetquake.com/here/lostchildren.htm
I don't know if it comes from my PC, but the screenshots links just gave me a 404 error (not found)... :(
Could you solve it please ?
Screenshots Dont Work
but i like idea Here, I hated th emvoie but really liked the look.
You owe me a new pair of pants, as mine are now thoroughly drenched following a spooge explosion when I saw that second screenshot. A Quake screenshot hasn't got me so horny for a long time.
What Sham said, 2nd shot looks pween, although I'm not to sure about the 'front brick texture'. One without the horizontal bars on it would be nicer (but that's just meh).
1st shot is nice, but seems a bit angular compared to the exterior.
ps. mailed j00
btw, does anyone else get a warm glow from seeing the improvement of mappers over time?
Also, I'm getting '404' (well, PQ's stupid not found page) on Here's screens too.
(I apologise for my double posting today, you would have thought I'd have learned not to hit submit asap by now :)
the first screenshot is a bad shot, I change it now and the new version of the map will be aviable in 2 or 3 hours.
the first screenshot is a bad shot, I change it now and the new version of the map will be aviable in 2 or 3 hours.
Errr I Think...
Grindy's comments were directed to Hrim, not Here...
this pitifull gamespy server doesn't work...
I can't upload lostchildren.pk3
sorry for repeating my self... It was an error
I always figured I'd let the texture mandate the brush, and not get carried away with little details. Well, I have no sense of restraint:
I get "Connection Refused" when I click the links. Is that just me or is there something wrong with the site?
Ok, that was incredibly stupid of me... I thought I had my actual site open, but I had my LOCAL site open. Aha... shoot me kthx:
looks marvellous!! Didn't think it's possible to make it like that in quake. (The center console
in shot 1 seems to have the screen wrap over the edge though.) :/
Still feelin' it out, so things need to be tweaked yet. I wish Quake had glass windows, but I'll have to do without. I just wanna get the hangar/ship area done (it's maybe 75% done), and then get on with the next couple areas for the video - which will be playable areas of course.
looking nice so far.
Looks good, a decent amount of detail, keep it going.
I seem to be on track then. I was worried it might end up loooking a little gimmicky or overdone. I think back to alot of maps that aren't real detailed but still look better than id-quality, just because the textures were used so well with the right brush shapes. (I'm recalling e1m1 remix by czg/vondur) That's what's inspiring.
Problem With D3, Sunlight, And Shadows
So, I'm working on this D3 map, and I have this area with a windowed ceiling -- basically I want the sky to light the room, thereby casting correct/realistic/logical shadows in the room.
Seems easy enough right? Well...
Doom 3 doesn't have texture lighting or environment lighting -- so the way to get sunlight is to have spotlight set above the area and surrounded by caulk. (at least that's the best way I've found)
Except -- this is what happens:
^^^ As you can see, the entire light is inside of the giant caulk box, but still, it doesn't come out right in the game.
I've searched D3W and it seems like the only other way to get this to work is to add a few lines into EACH INDIVIDUAL MATERIAL you want to have the effect (seems like a shitty hack and extremely time consuming)
So I'm hoping someone who has more experience than I with the D3 engine can explain what is going on here, and possibly offer a solution.
^^^ Ignore The Above Post
I figured it out!!! Woot. Everything is falling into place now -- I can feel it. In the past, this sort of thing would derail me for days, but now I'm feeling like my luck will change and everything is coming up BLITZ!!
Very interesting ! Very nice ! Keep it up, it sounds good for the future !
Hmmmm...I've been doing a fair bit of sunlight in my map, and I just stick a big bastard regular light in the room, and offset the origin to somewhere behind the window.
AFAIK you can make glas in quake using some trap_spekeshooter and trigger_once. I don't remember now how it works exactly but it is possible. The glas won't be breakable, and you can't shot thru it.
What do you mean by 'I wish Quake had glass windows'. Do you mean textures that look like windows, or do you mean a seethrough, breakable brush?
Seethrough, breakable and non-breakable glass. It looks pretty odd having an empty window.
I've seen trigger_once with its health set to a large number and its brush where you want the "window" to be. It will then bleed when you shoot it, but you can't shoot nor pass through it. I guess that if you wear down the health it becomes passable again, but I haven't checked that.
You're asking a lot of an engine that can't do it =).
Efdm9 has the bleeding glass thing in.
See, you are thinking moreso of a functional window. I'm more concerned with the appearance of a window.
Not really - we know you can VIS water and certain textures to appear translucent, so...
I think trigger_once has to have low health and has to be shoot only once by trigger_spikesooter then it behaves like clip brush but you cant' shot thru it and it doesn't bleed
Why Not Just Use
different textures for see-through, breakable and non-breakable glass?
Phait - Glass
Try this link and look at the Glass.txt file:-
It mentions 'transparent, breakable glass'.
I don't have the Hipnotic add-on so I haven't tested it.
I do remember that glass was available in some mod - perhaps custents - but that it was rather crap. What it actually was was an invisible entity with bsp clipping that could take damage. When it was destroyed it spawned really REALLY shit looking white "shards".
Oh, and did anyone ever use that funky moving water mod someone made a while ago? I was really impressed with that actually. There was water attached to a func_train and you could swim in it as it moved around. It was better than q2 water by a long shot.
Anyone know more about that?
i think custents had glass, but it was totally invisible. The best you could do in quake would be to make a little oriented sprite of a window pane, mostly transparent but with streaks of grey or blue (like in the cartoons) and tie that to a solid entity. Then, create some other oriented sprites of broken glass shards, and when the glass breaks, kill it and spawn a bunch of spinning shards that bounce away like gibs.
The water than is talking about was made by pox, and i remember being really impressed but never getting around to using it. He also had ladders that worked slightly better than the rubicon2 ladders, and i was meaning to steal them but never got around to it.
func_togglewall, toggleable solid see-through wall (essentially 'glass' but without the lame bleeding). usually used in conjunction with func_particlefield as those do not block objects.
if you're aiming for a custom engine for your map/mod, easier to find a decent glass texture (some of the ikbase ones are decent for this, or q2 ones), and give it an alpha value for transparency.
Anyone play that level from 1997? I think it was called "The Fly."
there was nice idea with gravity change...
pox mod with water and and ladders and buttons attached to lifts and all working and it was mixed with the hipnotics I think
I fooled around with it a bit
moving water brushes that you can actually swim around in?? how is that possible in Q1?
I tried to made this with func_door (i.e water depth change), ... and water became solid... :( so I guess there's a special feature there... maybe in some pack mods... who knows ? BTW I didn't see it in any Q1 map... :P
it exploits an engine bug where .watertype is not always set properly, so qc can change its value and it will stay at that wrong value.
and, combines with v_cshift to fake the screen blend that normally accompanies water.
Crates In The Control Room?
Phait: I am sure there is a perfectly good reason for having crates in that control room hmm? ;)
It's the ship's cockpit.
I took them out, actually. Still tweakin' the inside.
omg, that sounds cool. I've always wanted to make a level that gradually floods, allowing you to swim to previously inaccesible areas.
Pox Extras Mod
scroll to 'Extras QuakeC Mod r4'
there is d/l and good doc
be warned tho, that some features are not compatible with some new engines
some of the stuff pox has put into that extras pack looks pretty mental - particularly the particle systems
yeah, that is a very cool game mechanic. Quake2 had it, but i don't really like quake2's gameplay for other reasons.
...you never played Hanz's Titanic then? ^_^
The Changing Water Level Thing Was In Duke Nukem 3d, Too
And Half Life 2. And Half Life.
And Zelda III
Check It Out, Fellas...
Looks quite flat. Otherwise it's alright.
Here's the entrance in the first map to my addon:
Might it need any improvement? I'm liking it, but thinking it could use something more.
It looks good ! Don't change anything...
The building looks cools, but the cliffs are a bit flat, how about adding some horizontal breaks, rather than just vertical ones (at the moment they just look like walls along the edge of crazy paving)
looks like a diorama, the lighting is very unnatural. :(
Public beta of my first QDM level is available here http://www.spawnpoint.org/files/disqdm1_b31.zip
The level has already gone through extensive testing (and modification) with respect to layout, brushwork, power-up mechanisms and aesthetics. Thankyou von, scampie, blackpope, blitz, biff, scraggy and inertia.
Apparently the level will never be adopted as a serious 4v4 arena because (a) it's a coagula level and (b) the layout is difficult to learn. I always thought offering massive route choice, with plenty of playable surface area, over a threatening environmental hazard would bring out the best in skilled DM players.
So, now I need to find out how (or if) this thing works as a FFA level. Specifically, I need to know how it plays
. Also I need information about ammo and health placement in game
. I'd really appreciate feedback on these areas.
... I forgot to thank Apollyon for his help too. Ta!
I want your babies!
Yah, looks ball-bouncingly good >:}
I like the choice of textures, and also the way to access the Quad. (Was wondering what that "useless" plat was for) The layout is tough to get the grasp of, definitely... BTW, is that there only one RL in the map? I'd prefer a little more obvious placement of the RL.
Nice screenshots ! Nice architecture ! cool lightning effects ! And just a question: what is the texture set you used ?
And just a question: what is the texture set you used ?
c'mon, you really should know these things by now ^_~
I'm very sorry to seem so stupid due to my lack of knowledges.. but I was wondering to obtain at least the name of these textures, and so be able to find it later.. I recognize these textures, I already saw them others maps, and taking a look to the different textures I have on my PC, it seems I don't have this particulaer set.. So is there a noble man who could help me please ?
you show suspicious level of ignorance....
did you ever play contract revoked? maybe lost chapters? eh eh? hint hint?
I'm very busy for the moment with my project (you maybe saw the screenshots in this threads some weeks ago...), regardless of HL2 and Doom3 I play regurlarly, so I didn't really find time to play these two packs.. I only saw their respective screenies (which sounds goof BTW...)... In anyway, as I already asked: Is there a noble man who could help me please ?
I only saw their respective screenies (which sounds goof BTW...) needs to be read as which sounds good...
now go play all these packs and go map after...
System 4 Teaser Video
Vids are up, 1.6 MB or 8 MB small/large sizes .WMV's (Windows Media Player required):
It's Kell's Knave texture set.
you're mapping seems to go pretty well atm so I say stick to that and stop showing every little bit of progress you make so there's something left unseen when you're finished!
1) remove bobbing from camera runs (cl_bob 0)
2) if you want similar texts to appear on your gamedir's demo1.dem, so it starts playing as you start the pack, you can check how it was implemented in team fortress (if you run quake -game fortress there's a big nice introduction that starts playing).
Basically the texts are textures and the camera does swift movements. With nice sound sync.
3) fucking hell how good it looks. awesome job.
AguirRe / Vondur
Thanks for the infos and related links ;)
Distrans & Pulsar
dis: show screenshots...
pulsar: looks really good... I wonder what the fps is...
really nice cinematic stuff there - by george, you have the technique sir ^_~
I agree with cybear; don't spoil it - we get it. You're good at it. Now finish it.
Ok I teased enough. I didn't plan on introducing any more little bits anyway.
Now, to be honest - I still feel the trailer was rushed, but I wanted to get it out of the way so I can resume work. And anyway it's just a teaser trailer, not a movie! I'll keep in mind the cl_bob stuff and that. I had actually thought about things like this, including keystroke speed - but didn't bother to look up the commands.
yeah, nice teaser, now go map
it's important if you're going to have a wider audience for this (which i think might be reasonable)... but it's pretty good already and it's not the first concern anyway... :)
Actually, someone could make a trailer for the lost chapters too! With music.
Really Nice Teaser... and maybe with a background music (Doomy-Gloomy like), it could be improved, but it's only my humble opinion... In anyway, release it soon !
The building looks cools, but the cliffs are a bit flat, how about adding some horizontal breaks, rather than just vertical ones (at the moment they just look like walls along the edge of crazy paving)
By horizontal breaks, do you mean:
See the cropping up on the right? Did you essentially mean more variation in elevation and jutting out?
change the texture for something that looks like rock
the ID one looks like old wood or whatever
and shape looks nothing like rocks aswell
That tex is actually named rock... I don't intend for the stuck-out bits to really be rocks, just parts of the cliff side or whatever.
Maybe texas or some part of the world has rocks like that, dunno... doesn't look like northern european rocks anyway. :/
Are you dead-set on id textures?
Ok, played your map a bit on localhost. Made even locs for it, I'm sending that to you.
I think it's very interesting and could be fun. At first I hated the void but now I'm pretty much ok with it.
There are certainly lots of places for interesting gameplay. A tad low fps near lg.
I don't like the hi-rl gimmick idea, but maybe it would work in-game, dunno. The beam is so thin that if you just shoot some rockets to it, the players will fall to the void - so it would a bit be easy to camp. Maybe it can be tested like this, I don't know if the place otherwise compensates for camping.
The low-rl was hard to find, actually found it only with spectator as did the quad button. I still haven't figured out the ra. :C
And what does a "coagula level" mean? That it's open and platformary?
It could have some interesting combat. I'll try to get it on our clan's private server and see if we can get some 2on2's or something on it.
In the future you could accompany a .txt to tell the gimmicks. (yea now it's still beta...)
I don't know if the layout is THAT hard to learn... if there's locs, it helps greatly when you can spam your own location when running around and figure if you're on the GA-path or YA-path etc..
RJ. As I said last night.
Tim Elek made a series of Quake levels named "Coagula", they can be found in the pak at http://www.planetquake.com/tronyn/cogcontest/
and a further collection of coagula maps can be found at http://www.planetquake.com/underworld/quakerev030814.html
I eagerly await the results of some 2on2 action!
The teleporter to the RA is triggered when the Quad gate is opened; it's below the ledge opposite the GA. Double jeopardy :) A good team of four might be able to control both but it's probably not doable with two. Or you could just RJ... something I thought I'd made rather difficult, but like speedrunners... good DM players will usually find a way.
got the gameplay down, working on the visuals...
ever heard of jpg and low bandwith connection?
is a proprietary format and in the interest of my laziness i will use the format that fuhquake exports to ;p
For Speedy And Vondur...
WTF Is .png?
Anyway, the screenshot looks good, keep it going.
sham dont lie plz, it will do no good to him
Simple And Effective
looks simple, minimalist. Well it works, lighting behind the GL looks gay though, fix it! :)
is that the same map you were beta-testing a couple of weeks ago?
shambler: thanks, will do
daz: thanks, will fix
png supports compression, you know. Maybe you should use it.
Any suggestions as to how I might improve the stair aesthetics? I could give them a flat, diagonal edge instead of jutting steps, but not quite sure what tex fits just right for the side-wall of the stairs themselves.
stairs have been made in the past... look at them
Phait: Texturing thick stairs like those is a tough task sometimes. As you suggested, putting a flat edge on the sides will give you more options. If you do that, then you can go with either a flat texture like you have now, or a horizontal panel. Either way, you might consider making them thinner.
inertia: Way to be helpful. At least suggest a map that has similarly styled stairs.
It's hard to tell from those shots - it seems you want advice for the bottom of the stairs. I would say make the bottom much more detailed instead of thick stairs - make the bottom of the stairs thin a little and put some wierd tech-ish detail underneath, such as pipes or just wierd equipment.
Jpg Is A Proprietary Format
What the hell? You must be thinking of gif.
Thanks. I think I'll go with making them thinner and smoothed, with something beneath them.
coagula-thingy: nah, I don't know/think that voidism is such a big problem in this map - it's not like it's few small platforms in a big void but instead is fairly forgiving on mis-movement / flying around from rockets. The RA thingy seems a bit gimmicky, but has to be playtested... Might generate some interesting tactics. "If we take quad, they get ra" and timing becomes pretty important too.
Overall i'm itching to play this... :)
Make sure you rotate the texture on the sides of the edge brushes.
I wasn't gonna, actually but maybe I will. Oh also to note, these aren't the latest shots of that area - the light-thing underneath the stairs as you can see isn't even connected in those shots.
But Maybe I Will
Yes you damn well will.
Have a think about it - would, in a futuristic enviroment, the angled edge of a stair consist of woefully inefficient slabs of random stuff butted together, or would it consist of long strong beams??
One thing people should remember even about Quake is to think what stuff is for and how it would be constructed. Stairs are stairs so make them like stairs. Same for doorways, windows, arches, roofs, gothic pillars, floating fortresses, satanic torture devices....they should all be what they are supposed to be.
Phait; Yeah, more stuff like that.
cliffs != walls
Sorry I'm not Kinn. :)
Made two bats for Quake1. The first one is rather complex, 381 verts and 1076 triangles, and it looses a lot of textures on the backside.
The wings are made of just one sided triangles.
The other one is smaller, 275 verts and 750 triangles, and it has a double sided wing.
It looks as if this one has no gaps.
What causes this loss of textures, causing gaps
in the model? Every time I patch them they just reappear.
Holy Bombs Make Holy Holes, Holy Holes Make Homeless Moles
Have you made sure the triangles aren't present, just facing the wrong way? Sometimes the normals get flipped in the conversion process.
I imported the model to QMLE by *.3ds and *.dxf
Then some vertices were wrong situated and I corrected them.
In the frontside they are well , but on the top they don't seem to render. When I patch the topsite, then the frontside disappears.
Do I Have Enough Pipes?
The beginnings of a singleplayer map. Don't really know where it's going, however (just radiant shots for now).
What's it do - besides vaguely "plug holes"?
it doesn't get drawn, so when you want to save polys/lightmaps, you use it to seal up the bsp instead of a brush with a visible shader on it.
Because RPG Is Making Me Do It. :(
Any comments and the suchlike before I release would be kindly appreciated.
Copy and paste that into the title bar.
Anyway, it's off the host again for the moment, have decided to do a bit more work on it after some constructive comments. :)
Just sneaked in with the DL.
I think I saw a much earlier version of this. It's cool. I like the style, and I like how it's big through spaciousness rather through an ass-complex layout. I.e. there's plenty of space to move but it's really easy to know where you are.
The new rockwork in the cave is really nice, natural looking. Good quad position too. I'm not usually a fan of teleporters but the set-up you've got works well.
I got a few criticisms but I will leave most of those until the next beta. The main ones are: NG is pointless, some areas are a bit uniform in height, you need clipping in some areas (esp below MH).
SM82 Really Soon
I finished sm32 in two weeks if I remember correctly. You had better produce something pretty special! ;)
When is CZG going to grace us with his special brand of glue, eh?*
* I don't mean spunk.
Re: Than And Smabloid
I don't think Shambler likes the area in the screenshot. :(
than: blah blah blah well you had me whining at you the whole time to finish the thing; whereas I have PuLSaR who only asks me once a month. Plus SM32 didn't have 191 enemies, 5 secrets, and an alleged phallic reference.
In-editor Shot Of Apinaraivo
This is not a a screenshot of any new map, but rather an in-editor screenshot of my Apinaraivo / Monkey Rage Q1SP. I was flying around the map in the editor and thought this looked kinda cool.
It's Rather Not
just put a triforce in your map, it'll look just as classy ;)
haha RPG, looking forward to sm82. make sure its hard. =)
couple of new reviews should be posted at my site soon as well.
omgstairs = cool
I said so on IRC.
Stairs + bricks + arches = DAMN!
Supposedly For Jailbreak For Q4
Screenies look good, doom3-ish, nice !! I like it..
"Jailbreak For Q4"
Uh ... it looks doom3ish because it's doom3. There's no q4 mods in production yet :P
I guess he's doing it in doom3 with plans to convert it when the game's out, so he's going to have to retexture it all at the least. (Especially because I can see the "notexture" squares all over that thing.)
Sorry... I was guessibg these screenies to be preview from Q4... Anyway, they are really good IMHO...
doom3 currently to be ported to q4
I will have some screenshots to post but can someone tell me the command for Fitzquake that prevents my weapon (cough) from showing?
I'm sure I remember this being posted before but I can't find it.
where X is 0 (off) or 1 (on).
Testing some inset floor lighting... y'know, watching interior design from time to time isn't such a bad idea.
don't tease with such graphics or i'll spontaneously combust before I can ever play that!?
I like those two wall textures imposed together like that.
you put your finger on something to think about; what do the real architects, interior designers, and landscapers have to teach us brush pushers.
no, it's the other way around, brusherpush have to teach THEM! Some awful floor tex.. i mean tiling decisions i saw the other day in the new massive bus terminal. And they are more expensive than bad maps!
Well, Lets Not Get Carried Away
the standard between real world architecture and virtual is miles apart. Even the facade of my local supermarket (I'm actually tempted to film it so you can see) could rival something as praise worthy as CZG's entrance way to the Sacred Trinity map in design.
Architects have the advantage of dealing with a world that is analog down to the Quantum level.
could rival something as praise worthy as CZG's entrance way to the Sacred Trinity
Where might I see/play that? Don't see it on his site.
Phait I love what you've done there, you've really created a sense of space! It's like a whole new room! Three words for you: FAB YOU LOUS
It's one of his maps in Nehahra (neh2m2).
Never played it.
To Quote Stewie
Now THAT's the good stuff, yeahhh.
Now that's a 1337 supermarket
just a few houses down from Orson Scott Card's house, actually.
Though, I'm Not Saying
the facade is an extraordinary piece of work. The standards for level design and physical art are different to a degree where sophisticated technique goes unnoticed when seen on a day to day basis in the world around us, but you defininately note a set piece when it is placed in a level.
As for architectural technique, some things that they commononly do to arrange geometry I have only seen in a few realism oriented games.
With the facade, there are two stores in the shop. The Supermarket and a Ballet Studio. The supermarket which owns the parcel takes up about four fifths of the front, but by a visual trick, it is seen as centered.
The column and arches on the Supermarket side are half the width of the columns on the Ballet Studio side, so visually they even out, and the store front doesn't look ajared.
I Should Have Something To Contribute To This...
having a couple of years of University Architectural studies behind me but I just can't be arsed right now.
More WIP From Scrotch
nitin - Nice shit! I would love to see that as a D3SP! Hurry and add them crouching door imps!!!
it migh be a while. Scortch mentioned this over at q3w :
"its built into the side of a large mountain/cliff. Im trying to make the terrain in maya, but Im not too famliar with the program so it may take a lil bit to get the hang of things before I can add that in to the map."
a bit too monotone.
Looks good, but those curved buttresses look a little odd to me.
Looks really cool, nice to see a possible D3SP that isn't relying too much on D3's fancy gfx and actually has some DESIGN in it.
I reckon those walkways and shit could have good gameplay potential too.
Yeah, that's it. Monotone.
Not quite as asstastic as your work, I'll give you that.
Why Do You Need To Be A Dick?
I was merely giving my opinion. Those shots are rather generally green in hue and I find that boring.
Oh wait, I've offended or don't agree with The Great Mr. Fribbles.
Christ. I hate you elitist fuckheads.
Don't be a dick.
I'm going to be controversial here and suggest that the lighting is predominantly green because it's an outdoor scene and the colour of the ambient outside lighting is, well, green.
I Think It Also Depends
on your monitor. I just checked on my Mac and while it's still green, I see other hues in it. Whereas on my PC's LCD, it seemed like everything was green.
I don't mind the green in the shots, for a few reasons.
1.) It's better than black, which has been overused in Doom3 as of today imo. :D
2.) It's still alien and claustrophobic, so while it sets a completely different vibe it still retains an alien feel.
3.) It's better than some bright neon purple-pink like some faggy Quake 3 levels.
I won't say it's original lighting, but it's good imo.
Go Frib Go!
...this is sooooooo obviously a Q4 level I don't know why skrotch is even considering wasting it on D3.
good to see sacred trinity again. i still remember walking around the corner the first time and seeing that front shot aguire posted. =)
possibly one of the best Q1SP maps ever made!
one day...i might just do a review of nehahra, just for the record. would be a lot of work though of course...[just ask shambler].
Just make sure you use an updated engine when playing Nehahra to get rid of tech problems.
be an interest in me uploading a couple of more Nehahra shots?
I need to download the packs for Nehahra again anyhow.
Yay for pimping Nehahra aguirRe ;D your shots look a tad bright on my machine though.
By the way, your nehahra engine is pretty nice (and I never said this before, but your compilers rock, thanks).
Yes, I noticed myself that the shots are a bit bright. They are from late 2004 and I think they got the standard gamma correction I usually make on shots. I believe it's better to see everything clearly in shots.
Especially neh2m3 suffers from the brightening and some terrible fog banding, possibly worsened by jpg distortion.
It looks better in-game where you can adjust gamma to your liking.
it is safe to infer from this
(and I never said this before, but your compilers rock, thanks).
that Bal is mapping again.
Another Nehahra Shot
where to get this level?
Finally found a working FP link to Invein at RetroQuake: http://dynamic.gamespy.com/%7Eretroquake/blog/?p=101
The map was featured on PlanetQuake: http://www.planetquake.com/quake1/features/lotw/sp-01-08-27.shtml
and reviewed at TeamShambler: http://www.planetquake.com/teamshambler/rev010724.html
The last two sites' d/l link doesn't work though.
to add that Invein is one of those Q1 maps where you might want to disable idgamma, as the textures are bright and a lot of the patterns get saturated and lost.
That this is about the level of detail I should stop at, else I tend to get carried away.
Lighting is thoroughly bland ATM:
(shots are numbered up through 5)
Looks interesting, although quite confined. Not a bad thing in small amounts though. I really dig the texture set, best industrial one I've seen.
How Close Are To Completion
Also, what is that weapon removal console command again? I'll put a few shots of what I'm working on.
Phait: Screenshots are really dark, so it's hard to say, but it looks like you could stand to put some more detail in there. Go overboard if you have to!
Kaz: The shots are kinda weird, but small and cramped just how I like it. I also like the tex set, so that's cool.
Keep it up both of you.
That Was Quick!
Room I've Worked On Tonight
it looks okish oldskool, but i'd avoid making so many steps on the stairs, use func_plat or less steps...
As it is stands in screen, it is three steps for every back plane, causing a very twisted spiral in game. I was playing around with how much I could squeeze in there before going overboard, but I have a simpler arrangement for it made now.
Phait: Well the ceiling looks fine, but most of the walls look rather plain to me.
Kaziganthe: I think that might be a little cramped, but it could be ok depending on what sort of gameplay you have there and what the rest of the map is like. I definitely agree that the lighting is too bland; it needs more contrast. And what's this? Those are colored lights?
HeadThump: I don't think I like the way the wood supports disappear into the wall in joequake0051lg.jpg. Do what you like, though.
I think it's looking good, but a bit top-heavy. I don't think you should reduce the detail in the ceiling, but maybe give it some less-jazzy textures so your eye is drawn up less. I think the floor would look a lot better if you broke it up a bit, maybe with an inset area with a few steps going down. You could add a striplight on the edge of the step and then you could have some nice lighting there.
I'd like to see how this turns out, your recent shots have all been pretty interesting Phait. You do realise your door is the wrong way up, though, don't you ;)
I Was Thinking The Same As Starbuck About The Floor
The floor is being worked on, as I have plans for that, that fit into the level progression. The door orientation - yes, it moves up-down but hey why not.
I'll experiment a bit more with the ceiling textures. Thanks!
yes, it moves up-down but hey why not?
because it's far more likely the player will be obstructed when trying to pass through it.
Style over substance in all things
Sod brief obstruction, it'll look cool :p
because it's far more likely the player will be obstructed when trying to pass through it.
A valid point, but that depends on the door speed as well.
If two doors open sideways, each door needs only to open (say) one foot before you can go through (quick). When a door opens vertically, you have to wait for it to move the whole of your height before you can go through (annoying).
If you have two doors opening vertically (one up, one down) you still have to wait, and, as you cross the threshold, your car keys fall into the gap where the lower door moves into!
I've ran through them without getting snagged :)
More WIP From Scrotch's D3/q4 Map
That second shot is my fav, looks like a mechanical cathedral.
But Vondur likes it rough?
Scrotch's Map Is Ctf
What a waste.
We Haven't Played Lunaran Flamewar In A While ...
It's now going to be a d3 ctf. Unless someone can convince him over at q3w to turn it ino sp.
If he hasn't even done enough work on the map that it's differentiated into so much as what GAMETYPE it's going to be why is he showing us screenshots?
Oh, that's right, the same reason he's posting a half dozen screenshots every time he adds something to his fancy green thing.
Hi, I don't think I'll have enough time to commit to a full blown singleplayer map at this point due to real life job. The basis for this map is an outline for a Q4 mod Im working on that plays like CTF anyhow, which why I've decided to go for the CTF gameplay.
Reason I was posting alot of shots was for some feedback, I like to get peoples thoughts on what they like/dislike. Thanks for comments and don't worry I wont be posting anymore images until its done.
The proper response to somebody being a dick to you is not to give in but to go to absurd links to piss them off. Add a railing to that shot or
another tiny light, and post a few more screens shots with each little change, that is what this forum is here for.
Lunaran VS ScrotcH
Im not looking to flame/fight anyone. I have no reason to, I just stumbled onto this forum by accident and seen the debate over a few WIP shots I posted on another forum. Its actually the few comments I read here that got me thinking of releasing it for D3 in some form to the public, and not just a concept for my new project. I'd love to do a singleplayer design with it but I just dont have the time to commit to it.
Terrain Blending In Quake!
Add a railing to that shot or
another tiny light, and post a few more screens shots with each little change, that is what this forum is here for.
That reminds me, where's Friction been lately?
lun was just shitstirring.
Personally, I really like your work. Some of the jailbreak stuff was excellent.
you shoul consider doing mpas for another gametype though, sp or dm.
I like the skybox and the foliage. What engine is that? And where'd you get that new shambler skin?
ScrotcH: 5 (4 extra points for using my skybox)
Lun : 0
i just realized the shambler was made to give head. but those teeth should make things interesting too.
I Can See The Jpg Compression
in your skybox, speedy. it distracts me, you should make a tga version.
I Seriously Approve...
of any asian architecture, particularly in the quake engine. 2nd shot in particular looks tibetan. and i like the roofs in the 1st and 4th shots; maybe indic or nepali inspired? the lighting could use a little less contrast all around. (going from fullbright straight to fulldark does not seem to look too good in quake).
not sure how much i should critique lighting/texturing/layout... if you're "nowhere near finishing it".
for the double layered roof adjoinment in the first pic(which I copied from a Bangcock coutyard pic) all of it is based on Tibetan motifs. However, I've worked the designs over so much they bare scant resemblance to their source inspirations. I just hope it becomes more cohesive as I work on it.
Yeap, the lighting is just one spotlight at this point (so it is all maximum drama in every direction). When I add some sourced lights near ground level it should look more natural.
Well my only complaint is that if it's outside then the lighting in some of the shots is very very harsh. I don't know if any of it takes place inside, you may want to add sunlight 2 or just put in a low minlight, cuz that makes my eyes bleed. No, seriously. Ok, I really doesn't. It looks cool, so I'm waiting for that sourced ground lighting to even things up.
it to be a bit easier to work a sunlight 2 in after doing source lights instead of working source lights in around the sunlight 2. It may be just a personal oddity of mine, but sunlight 2 always reminded me of using gradiants in Photoshop.
For the lightning improvement of the first spiral stairs style: you should remove the "flying" lights, and use 2 small lights on the stair sides (like there are already on external side of the spiral stairs)
In anyway, I really prefer the second, which ease to have good lightning effects without too much work...
The 'floating' lights are going to be connected to the ceiling or the tower (that the stairs wrap around).
I could put spotlights on the tower (inside of stairs) but it looks bad, as some of the spotlights cover more than 1 face, and thus are wider than they normally would be.
What light, wait and delay field values are you using ?
I guess using some "low" light value (around 50), delay value 2 (1/x� attenuation) and wait value 1 could do it properly... Did you made different tries in this zone ?
I never use any of that stuff... confusing.
What do you mean by confusing ? The field names I used instead of angle, mangle, etc... ?
I recompiled almost all maps fom the abandon with new compilers and Quark 61.
They do look better now, but I'm a little concerned.
After finally recompiling untill all leaks were vanished, I'm confronted with a new HOM error. Arg...
Strange, because some HOM effects disappear with a vis level 2, although I can't get rid of the regret they aren't vised level 4.
Tower Lighting Again...
This is kind of what I've settle on texture wise, looks better - but I'm still open to suggestions:
Texturing And Lighting Looks Good There
the curved walls are too flat. inset the brown rivets so the blue blocks stand out (like the strip lights are), or make some structural girders that connect the outer wall to the inner cylinder, or both. Curves look nice, but they often look even better when you break up and modify the curviness a little.
I'm also not sure about that long thin light brush that comes all the way down from the ceiling. looks odd to me. maybe it could angle off the wall at a lower height?
you asked for suggestions, you got 'em.
most importantly, trust your instincts, you needn't ask us if something looks good every time you make a change.
Grahf yeah maybe, but maybe not
Was Thinking Of Breaking Up Walls
as well, but imagined what a nightmare it might turn out for BSP (or at least semi-nightmare) as theres alot of tall brushwork there that makes up the outer wall. I just made a 128x64 custom texture of the blue metal-block + brown rivet tex so I didn't have to split up the wall any further.
I like your suggestion of connecting the tower to the outer wall... I'll see how I can work that in. Thanks!
More Of The Same (Or Mebbe Not)
Got some Myrmidon screenies up at my spawnpoint site, at http://biff.spawnpoint.org/gallery
. Nothing new, really -- but I thought I'd better get some game-related content up in case scampie was looking for fat to trim ;D
BIFF YOU'RE ALIVE!
And mapping, great :D Whats new?
Great stuff! Go idbase!
Wow, what a beautiful base ! Very interesting ! I like all these "technics details", and the use of the ID base testures is really good !! Even if I think lightning effects could be improved just adding a little bit more contrast (i.e light too 'flat', not enough shadow here and there,... but it's my humble opinion of rookie mapper .. ;)...), this level screenshots are very good, and I'm sure this level will be fun to play ! When is it planned for release ? Keep it up, and go map !
Pretty nice stuff biff0r!
cool base biff!
Your base maps are enviably sexy as always, but weren't the last two maps from you the very same style?
I'll still play it when it's done, but I would kill to see you experiment.
Biff: its great, nice to see some strong style and originality in the era of SPOG/CZG ripoffs and 'old skool'... except the ID base - could you use any other textures?
He's Already Including Some From Duke 3D
that has got to be the most beautiful idbase level i've ever seen.
Nice Site Too, Biff
Thanks, Guys =D
I hope to finish it sometime before the next decade, yes. Currently it's in a state of flux, since I have been rebuilding some areas to improve VIS-friendliness and overall flow, if possible. I get too carried away with the details, and make stuff that gets too impractical (being the shallow bastard that I am), but hope to mend my ways =D
Yes Phait I am alive, and hope to get all of my current mapping projects at the gallery site, and at least be able to keep things posted that way (Thanks for the site praise, 'Thump, but I just DLed the code from sourceforge.net -- will be tinkering with the look of it soon).
I do agree with you about the lighting JPLambert, the lighting has been rushed as I have been more interested in the brushwork and just let the lights go for the time being (not to mention a lot of the texture placement), but will certainly tweak everything soon enough.
Lun (and Speedy, I'm guessing), as usual you're right -- I had been playing with some medieval-themed stuff, but it has bled over into other projects and other games (more about that soon, if things work out). My other idbase stuff fell short of my own expectations though, and I hope Myrmidon will be what I've always wanted to build since I first tinkered with Deathmatch Maker so long ago ;D
BTW thanks a heap, Tyrann -- good to hear from a fellow BASE_EMBRACER ;D
...the guts of this mapper. Even a hard drive meltdown hasn't stopped the vision.
HuG you biff!
A Little Something For Ya...
Your Quake Shots
aren't showing up.
.. same for me... I was insulting my PC till I saw this.. Thanks Phait !
In the future use Imageshack!
Nice. I'm terrified of the tiny brushwork details on those lamps though.
lun: these are lantern models from nehahra i suspect.
grahf: i love the textures and i love the lanterns! hope that will become a proper map ;)
/me HUGS Distrans!
Hay, buddy -- and thx!
Didn't see those when you posted in #tf, but they look really neat -- and Kingpin textures, w00t!
Yay An Ego Boost!
Yes they are Neh lanterns. And at some point when I feel like it I intend to shift the wooden supports around a bit to make them more randomized and old-looking, right now they're just copy-pasted all the way around.
Thanks guys, now back to working on it for real.
Interesting choice, mixing up a little urban blight with monastic order, could prove to be a potent design combo.
BTW. I've spotted several texture packs including Kingpin in this little dark corner of sunet,
Title Goes Here
looks nice phait. a lot better in fact. now do the same for the outer wall. not saying you should ditch the combined texture you made, but maybe dont use it for the whole wall.
nice find headthump, spread the texture love.
they are Neh lanterns
PLEASE don't use minlight in any more maps... :D
your architecture suffers with that drab lighting method !
I used to do that too
1 room 10 screenshots
that was fun
Dammit Phait, stop posting screenshots already. You're working on a map. We get it.
and that tech texture on the lower part of the new tower doesn't look good when repeated that much, upper part seems like an improvment on the other hand.
Travail Screenies At QExpo...
Looks fantastic! :D
Lots of awesome looking maps at QExpo.
It has fancy foreign level titles, it must be good!
Looks interesting tho, nice one.
Anybody interested in giving input on a couple maps? I think I would benefit from getting some realtime suggestions and thoughts on what I've got so far, rather than just posting shots.
I can help you out if you need it.
Thanks, I accepted your add on Y!Messenger but forgot to add you as well - whats your screen-name again?
Thanks Zwiff, again.
Again if anyone else wants to take a look at the maps and offer their opinion, more than welcome, just add me and message me when you see me on:
Or e-mail: http://www.phait-accompli.com/q/contact.php
...at the Travail site involving the final beta of disqdm1 http://qexpo.quakedev.com/booths.php?tag=Travail
Shambler: hehee, a small tip of the hat to the Spanish wierds. This project is full of appreciative references both in game and out.
Homogenise the architectural style a bit.
Beef up the designs in the plainer sections.
Try to have more interesting connections between the main areas.
Round off and naturalise the terrain a bit.
There we go that's enough beta-comments, get to work.
Shamb, Out Of Curiosity
Did you go through the maps (from Zwiff), or are you just speaking from the shots?
He's just giving general info.
Cause some of that was vague.
Errr no, that was from nothing except an instinctive estimation of what most maps need.
Yeah I've been reworking areas here and there.
-- After: http://www.phait-accompli.com/q/s4/pre/tower11b.jpg
I'm just getting tired of spending dozens of hours on one area. It's a bit hard to let go and move on to the next area.
Yes I'm working on the lighting. Right now I used metl's suggestion to put a light in (or near actually) the sky. But I hate that big ol' circle of light.
And I dunno why the sky looks like crap, I recall it looking better. I must not have my color depth/bits switch in my FQ shortcut correct... -bpp 32?
Yes I'm working on the lighting. Right now I used metl's suggestion to put a light in (or near actually) the sky. But I hate that big ol' circle of light.
And I dunno why the sky looks like crap, I recall it looking better. I must not have my color depth/bits switch in my FQ shortcut correct... -bpp 32?
the sky looks crap because it's a different skybox than the "old crap."
I actually like the broken shattered look of the "old crap."
The "new" cliff walls don't vary at all in height, i.e., they're all clipped off at the same height by the sky.
i think i liked the old better.
and i'm getting tired of making these comments on every single room test map you make. please trust your own instincts.
Those HOM's Must Be WitchCraft!
looks like a nice oldskoolish runic map, i've no complaints with that.
except, what is that texture on the "A" crossbeams right below the sky light hole? It looks really odd, like an alphamasked texture with no alpha channel.
I fixed the sky actually, as the tops weren't actually flat - just obscured by the sky. I found the problem with the sky - my shortcut didn't have -bpp 32 in it.
/me fucks off to somewhere where he cares..
it's the end map of abandon, with gravity set low so you can jump.
me a bad boy, texture stolen from prince of persia.
RtCW Mapping Questions
I am sure some of you have mapped for RtCW so I have some questions to all of you:
1) I have unpacked models/mapobjects from pak0.pk3 and sp_pak1.pk3 and can now load the models inside Radiant. However, some of the dirs for the objects (mapobjects/bush, mapobjects/clipboard, mapobjects/lion to name a few) only contain textures and no model file, where are they?
2) Say I added a mapobjects/bodyparts/helbody.mdc into my map as a misc/model, how can I choose which skin is used on the model? By default, hel_body1.jpg is being used, how do I make the model use lop_body1.jpg instead?
What The Hell
This was supposed to go into Mapping Help.
Thats neat, although I think the texturing could use some variation along the walls, despite that I'm not fond of ikbase.
Good Form To Those Buildings,
huge AND claustaphobic with those, er? not sure what they are, lingering over you, it is likely to be atmospheric as well.
Phait, has a point though. To me, the original IkBase for IkSPQ5 are a more interesting set than the converted Quake Arena ones from Fatty's site. I believe those used in the pic are likely the latter.
Also, from my own screwing around, IkBase can be combined pretty well with Soc_Tec and Soc_tech converts well to the Q1 pallette given the lustre of rusted grime that predominate the design.
HeadThump, by any chance do you mean this set:
Necros, the walls and the floor needs something to break them up. Trims along the wall, and something on the floor where the supports meet it would be a very nice addition.
In RTCW, or indeed any Q3 engine game, static mapmodels (usually .md3 format misc_models) get their faces baked into the BSP at compile time, so there's no need for the actual mesh to be distributed with the game/map unless the creators want to, just the textures and shader. The models you get are the ones that animate and the ones that have been used as part of a moving entity of some sort. It's ages since I fiddled with RTCW but the editing media for these games often includes models that aren't in the pk3's as well.
To change the textures for .mdc/.mds models you need to use .skin files, you could extract those from the pk3 file too. For static .md3 mapobjects you can use the q3map2 _remapshader directive instead to have the shader repointed at compile time.
Wait a minute, no monsters yet....
Yeah that looks cool, I like the fresh and funky designs. The lights on the larger buttresses look a little odd, that's all.
those are the sext textures I mentioned.
The lights on the larger buttresses
That's the word I was hesitant to use because in the screen shot I couldn't tell if they were actually supporting anything!
thanks for the comments. :) the map is a little to far along to redesign anything more than gameplay at this point, but it's nice to know what people think :)
necros doing ikbase seems like a nonsequitur to me somehow :)
I especially approve of the four light columns that are wrapped around the curved wall in the upper left quadrant of the pic. I've been playing around with nonaxial curved details like that myself a lot lately, and it's an utter headache sometimes, but the results are very rewarding. I'd be even more impressed with your brush-fu if you could extend a curve from the upper half of those columns to meet the overhanging curve above them.
Hmm, maybe that description's a bit obscure. Ahh, the tao of brush. :0 If you start off making things curvy, the tendency is to push it as far as you can.
besides that, my suggestions are:
1. break up the floor a bit, unless there's going to a be horde combat there and you want maximum player mobility. It'd look good as a split level type thang, with trims along the edge of the split (I'd split it where the curved columns touch the floor.
2. you might consider using different wall trims near the floor vs the ceiling to create a more varied "height identity." This is echoing/expanding on what Phait said.
that's my $.02.
It Occurred To Me Recently;
when Shambler got a bit nostalgic after replaying Scourge of Armagon, I asked myself how one might approach it in a fresh way, and here is my Hollywood answer:
Remix IkBase in desert camo tiles, set it as a base in the middle of the desert. Use Sock tech textures from the machinery sub file and Q2 reckoning consoles to feel out the details. Throw in Armagon, Scourge, nail grunts, and Preach's axemen as post apocolyptic/madmaxish rift raff for a fine base mix.
Tentative title: Armagon Ressurection,
fuck. i was going to be releasing the damn thing soon, but those are good ideas grahf.
i think i'm going to work on the brushwork some more. :P
I see what Graf means; also, there is a riveted texture at the leftward edge of the shot that may be useful to create a v-frame trim along the large curved column edges if the texture happens to line up well with the planes involved, and if you wanted to add that sort of structual detail.
It would be a nice contrast to the vertical texture running up the columns.
Some Cool UT2004 Shots
but i only see one shot...
Soooooooooon (well Not Really)
RPGs COMING OUT WITH A DOOM 3 MAP OMG
Want to recheck the nick on that post Zwif?
It was a joke, cuz Fric basically copied RPG's "Soon" advertisements.
:( And :)
bright blue alpha blending from 1997. Gosh, it looks ugly still, I'm sorry to say. Why oh why?
Maybe the shot would look a bit better with antialiasing on - now the contrast in the shadows is so big that the pixels are really brought up. And the angled structure mimicking rounded shapes is brought up too :/
Your earlier shots have been absolutely fabulous. Too bad I don't have d3.
WHAT WE NEED IS A SIGNAL...
Still Plodding Away...
^^^ I would change the torch holding brushes on the wall to a different texture though. It doesn't look right the way they're using the same texture as the wall behind them.
Are some of those textures from Blood?
Nice screenies !! And where come the textures from ??
R0x0rage. I like it. Interesting style. I like how the plain rock texture allows you to have a quite uniform colour scheme but still have an obvious delineation between natural rocks and built-up sections.
run with 32 bits to avoid rasters, it look way better. I don't remember the command line for fitz tho, maybe it's changeable in the menu too.
Where is that rock texture from?
The thing looks pretty good, at least the style and colorspace is quite consistent.
quakeclient.exe -bpp 32
Blitz - I was wondering about that, I'll make the change and post some new screens.
Phait / JPLambert - I made all but the slime texture and one of the original Quake emblems (I will likely make my own versions of those before all is said and done). They are all very basic (nowhere near Kell quality) and were originally made for Quake2 but they seem to "crossover" pretty well.
Shambler - I am all but addicted to terrain in my maps so I made the rock textures with my addiction in mind, as I made the rest, in hopes that they would mesh well. I thank you for your comments, seems like I was a little successful there, thank you.
Bambuz - Will do, for as long as I have been doing the Q2 thing... I can claim all but zero knowledge about Quake, any hints such as that are greatly appreciated.
I'll have some serious n00bish questions for the lot of you pretty soon.
Link for the textures...
They are not in .wad as of yet, I'll gather the ones that are worthwhile and get links up soon.
I really like it, but I find the lighting a little shoddy and too bright in some of the bits, especially the picture where you are close to the bottom. I think you should turn down the brightness of some the lights and use several weak ones instead.
voodoochopstiks - Good point, the screen caps were curved up and brightened for the int4rw3b though. The actual in-game is much darker and more "contrasty". And honestly, I epected to get (read hoped) good feedback on lighting and such, this being my first delve into Quake, I am sure that I will need a load of experienced critique.
I am a good way off from actual beta testing I think.
I'm glad you finally have a website. Now i can finally look at screenshots of all your maps.
Thanks for the texes !! Oh, and some of the screenis of your Q2 maps are really cool
Go Mike, looks fat and flavasome. 2nd looks a bit boxy but 3rd more than makes up for it, looks cool.
but a bit bland brushwork wise. ALso, that lava texture is awful.
Nice screenshots !! And BTW, very weel DKT3 textures use.. Keep it up !!
More Fmb Goodness, Yay
But what's with that lava texture?
It's original DKT3 lava texture... I guess it would be cool to enlarge its texture ratio twice or more...
I like the first picture. The other also look interesting.
Quite Nice, Mike
First few shots are very atmospheric, and I salute you, you freakin' texturing genuis, becaue there is that one texture on the columns of the second picture that looks just right here, I've played with it many times, and was convinced it would not look good on anything.
the second screenshot reminded me of zelda: ocarina of time's graveyard dungeon. awesome! keep going
Damn you mike, that's almost the exact same texture theme I'm using in one of my maps. =D
Looks good though, looking forward to it.
Although this is the one in the .wad that I am using, and it is already 256 x 256 (in the main cavern shot), I am happy to try different lavas is anyone cares to suggest some.
It is a bit of a mixed texture set - Knave, Daikatana, Quake101, and bits and bobs from places now lost in the sands of time.
Thanks for the positive feedback.
It looksi nteresting, reminds me of Hexen 2. But the lava tex makes me think of a pool of crushed fruit loops.
Whatchoo got against Fruit Loops?
fruit loops without milk = eating sugar in the desert
I've now been able to test a set of custom lava textures. I've been working on making natural terrain and liquid textures that are tileable together and some of these work together pretty well. They are yours if you want them.
For sure, thanks.
Can I download from somewhere? Or if not, you can use mikewoodham AT msn DOT com.
Thanks, I will try them out later this week when I get back home.
you could use the lava used in contract revoked.
Opinions On Lava?
Original DKT3 (i.e fruity loops) looks netter IMHO... Note I say that because my current "cooking" map use it ;)
Of Course I'm Biased, But
The DKT3 one doesn't tile well at all.
Lavar (to Wash)
#1 is really really bright and doesn't seem to match the dim lighting. I suggest trying Kell's lava texture (from Contract Revoked) if you haven't already.
though the texture could be a bit less red
the #2 lava looks like the "chem tiberium" from c&c:tiberian sun in my opinion...
... DKT3 lava texture fits more with the foggy-gloomy ambiance IMHO... So I vote for screenshot 2 !
Suits the rock texture at lava level to a tee :)
But try Contract Revoked lava as it is the best imho
OK, decision made and you'll all see which one I have chosen when you play the map.
(Cor blimey mate, you bin fishin or what)
Even though it's too late, I actually like the contrast that the bright lava in #1 creates.
...because I think you should dick both of those for this atmosphere and go with metl's rubicon lava.
...seems to be the standard ID (quake101.wad) lava?
not rubicon lava!!! :P
there's some nicely tiling lava in the rocket arena pak I think.
I found this pack of lava textures one time, but don't know who made them (no readme.txt), but they seem like they may tile properly:
WELL WHAT ABOUT THE GAY LAVA?
Some super-bastard lavas there: I'm playing with them now.
i think the problem is not with the choice of lava texture (they're all decent), but with the massive brightness change from the fullbright lava and the fulldark brick columns coming out of the lava. Put some light sources down near the lava, so it looks more like it's glowing a bit, then the transition won't be so jarring.
Yes, you're right. The original screenies do show a section of stone and lava correctly lit: see #2545 above, third shot.
I think more than anything it was the tiling that I was concened about but as I say, I have now selected the lava that I will use.
Thanks for your comments anyway.
I hear start.bsp has a good lava texture too.
Luv it :-)
Blah, blah... melting icecaps and the sea levels are rising; blah, blah... price of oil looks like it will drop back to pre-hurricane prices; blah, blah... blistering speeds proven on the new G4s; oh yes, and did you catch the quality of that lava in start.bsp - I've been told it's really good...
(Read the above in your head using a psuedo-newscaster type voice, kinda mid-Atlantic disc jockey)
Made me chuckle just imagining the scenarios of how you 'heard' about it.
Anyway, honest, I've now selected the lava I will use. But what I might do is give FMB-BDG a start map where the player can choose their lava texture: that could provide a solution to suit everyone ;-)
Ooooh, I've eaten too much rice pudding!
"But what I might do is give FMB-BDG a start map where the player can choose their lava texture."
You're no serious are you mike ? Just go with what you picked.
Just a joke, honest.
I promise not to mention lava again. (Well, at least, not in this post!)
Shad3dm2 - Deep Freeze (Release Canidate 4)
Need To Have
Bigger screenshots and more grey brick textures...
Seriously though, looks sweet, nice one.
the bots get stuck in the corner next to the stairs in the rl area.
woops.. yes they do :P
had a spawn point inside a bot-clip brush.. I'll fix that for the final version
This map is looking very nice. Lighting and detailing are excellent, and item placement is a kick. I especially like the MH and Quad (and it's kinda cool that someone can get the Quad without using the wall switch if they have the movement skills, although I doubt it would happen during an actual match).
It feels pretty finished at this point. The only nitpicks I might have are (a) clip (and botclip if you haven't already) some of the weapon spots that are a bit bumpy as you move across them, and (b) the brick is a bit iffy on some angled brush faces, especially where it has to go from wall to ceiling and/or is getting stretched a bit. There are a few places where you've done some clipping and added some metal trims and such on some angled bits rather than having solid brick on all faces, and it looks better. I'd be tempted, were it me, to replace the brick in quite a few spots, but like I said, that's nitpicking...
i love that wood detailing going on in the second shot. those angles are making me hot!
Very Nice Shots
...although i personally would like to see the Heretic2 textures phased out in favor of the ID ones.
Cool stuff, but I'd rather see the the original id1 textures used instead, plus a few variants a la e1m1rmx.
i think it looks awesome with those textures. ;)
Did you even work on it or are those shots from like 3 months ago?? :) Anyway, you can work on it for a while yet Jago I'm swamped with school so I won't be able to touch it until Christmas time.
IMHO, there's a weird thing in the screenies: Why did you use these light textures (yellow neons) that sounds to come from the ID base texture set ?? I'm very surprised to see some electrical stuff in a medieval like castle... it's not really, let's say consistent...
I really think you should replace these light textures by something else... thought... it's just my taste, so..
However, it looks cool regarding the screenies... keep it up !
Looks nice, but the two shots almost look like they come from different maps cause of the textures. The classic ID textures just don't blend it so nicely with the Heretic2 textures in my opinion.
nah it blends well in the game, i've seen
Though, I think the first shot could do with having a bit more love and attention lavished upon it to make it stand up to the second, as it looks a little bare in comparison.
PS. I like the lights, myself. They suit the putrid, almost gaseous atmosphere you have going.
Just my personal opinion of course, but if you're using those textures, I feel you've missed the point of the whole RMX thing.
Vondurzg had it exactly right - you want to use the standard textures and variations of those, to make it look faithful to the original (or at least in vaguely the same style).
Of course, I haven't seen the map in game, so maybe its superawesome and I just don't know it...
But honestly, if you wanna make a version of that map with different textures, go right ahead (obviously!) but if you wanna do an RMX thing and follow in the footsteps of Vondurzg, then I'd reckon you'd want to stick closer to the original theme.
Do you play 4on4 Jago?
E1M2 is one of the big three maps in it. Pay homage. Not too much annoying tripping details or confusing clip brushes!
I share the concern with JPL about the lights a bit although they might work better in-game.
Looks mighty good.
yeah, i told him that it's better to use e1m2 texes for that rmx idea, but he wouldn't listen ;)
When I started the map, I intended to reinvent it instead of just redoing brushwork. So really the texture choice is largely mine and not Jago's so don't be so hard on him. Honestly I think it looks good overall and gives the map a really unique feeling, so maybe we should switch it from RMX to RMX++ or something?
The first shot isn't the best I admit, it was cool until the rest of the map started looking better.
Bam: This'll be sp primarily, so DM will have to be largely forgotten on this map. :(
E1M2RMX And Textures
It seems that I disagree with some people on the subject of what "RMX" really means. I agree with Zwiffle that it's way more interesting to work on reinventing the map by making it use a fresh and unique theme. Does this mean we should now call the map E1M2RELOADED? :)
Originally the map was way more "swampy", but Vondur and Shambler convinced me to change the main wall texture used throughout the map from a swampy green one to the brown brick texture originally used in ID�s E1M2 (can�t recall the texture name).
Bambuz: no DM love for this map, sorry.
Rmx Clearly Means...
... whatever the mapper(s) wants it to mean.
Obviously you should probably listen to what other people say, but also feel free to ignore it. It's your map :)
call it "e1m2ish"
No, That Already Exists
i know, that's the snark.
... whatever the mapper(s) wants it to mean.
Obviously you should probably listen to what other people say, but also feel free to ignore it. It's your map :)
Totally agree, but, and this is the only reason I mentioned the texturing at all... you have to remember that there was talk of people doing these RMX maps and bundling them together as a full episode.
If this were to be done, the map shown in the screenshots would not fit in well with the other maps, as it strays too far from the original theme.
Again, its just my opinion, and I don't care much either way... meh.
Call it e1m2RMXish.
better imo :D
I Agree With Frib.
But I've been saying that all along. Not just because I think it should live up to the name and the standard set by Vonduzg, but also because I think it's a genuinely cool idea to do remakes that are strongly related to the original map theme but use modern mapping quality / designs. I personally think it will be a better map if you focus on the original atmosphere combined with stunning designs (and quality gameplay), rather than a new atmosphere combined with an odd selection of designs (some really good, some not so good).
nice petanque there, but it's upside down?
wonders what's the adjacent brush breakup's like...
y bambuz kant vrite
I will rip the textures used in the original e1m2.bsp and see if I can come up with some custom texture choices that would fit the original theme of E1M2.
However, I am not promising anyone anything, because I have the feeling that retexturing and redetailing the entire map in a way that would retain the original theme and feel of E1M2 would basically mean that I would have to throw 80% of the brushwork out of the window and pretty much start the map anew. If this turns out to be the case, I am not doing it because that would be throwing out 80% of the map I actually like. Why should I be throwing away work I am perfectly satisfied with just to please others?
I will give it a go though.
And make sure to send me updates of how the thing looks, I'm still a part of this thing too ~_~
its all in how you use the textures:
textures fit a certain style of brushwork, so if you do the same stuff as in e1m2, the textures will look fine.
my recommendation? use the same textures for each area that were used in the original, and just expand on the former brushwork. in this way you will retain both geometrical and textural cohesiveness with the original map, but also be able to add your own "flair"
also: your gamma correction sucks more than a vaccum cleaner.
You all have convinced me. I have added some more textures from e1m2, fixed some details and now it looks better then the original version using swampy textures.
The 1st shots looked awesome, shame you changed it back to id textures if you ask me. And yeah that woodwork had me gasping too :)
Trust me, it does actually look better now that it's using id textures :)
slave to public opinion, i say!
So... if you try to convince him to change it back to swamp textures, and if he did as you requested, he'd still be a slave of public opinion, wouldn't he?
got me there :P
Stick with e1m2 textures, just work in more detail than you have so far. more wizmet trim and etc.
also, what's with the contrast in those screenshots? It looks like you scanned them out of a magazine.
Jago's and my hard work paid off, we're the cover story on the October edition of American PC Gamer. Those were taken directly from the preview copy we each got.
2nd Lun There,
wizmet trim really sweetens the deal.
Good one, Zwiff, I 'bout shit me britches until my sarcasm meter kicked in.
...wizmet back in fashion now??
How time flies!
Wizmet1_2 Is ALWAYS In Fashion
Anyone who says otherwise is just a poser.
And Just To Prove It
Don't see any knave textures in that one :P
The Future Was Yesterday
whatever happened to that base style map you were pimping ages ago (the one with lots of funky angles and rock).
with who ?
That looks nice. Go map.
Thing is, quake is no longer interesting for me
I hardly check any new maps and dont enjoy making gameplay for it.. any1 wants to help? geometry is done (could use some more details and polish, but its ok as is)
how about you shamb? you know how to place monster?
If That Base Map
is in any semi-finished state, you should pass that to somebody. That looked really good.
If you can pass it on to someone (not Aguire ^_~), that would be cool.
Depending on the schedule in which you want the map to be finished, I would be interested in doing the final detailing and polishing. My email address is in my profile.
If you can pass it on to someone (not Aguire ^_~), that would be cool.
Put a link up for it and let a bunch of people work on it - it would be cool to see what could come out of that.
I don't know why you're so opposed to the idea
if you don't plan to finish the maps anyway
something great might come out it
ie; Mike Woodham made two maps based on my unfinished stuff; aguirRe finished the Night Journey; none of that would have happened if I hadn't released my unfinished stuff
Crappy Map Release...
I can easily understand mappers that don't want to "deliver" their most crappy maps: it's a question of prestige..
... though... ;)
Mike Woodham mailed me some 3 yrs ago and I gave him map file(s?).. dont remember already
Any one could do it, as I already told
releasing unfinished scraps to the public is not much use and I dont want to do it
for me its like giving out half-baked cookies :)
if you want to mess with sources - go see czg maps. they are great and truly deserve to be made playable (have any one made something of those in 3 years?)
there are (were?) damauls maps too
I love half-baked cookies. Sometimes I eat cookie dough raw.
A Little Bit Of Stuff
Anyone in #tf recently will have heard me asking for feedback on these.
is there more of that outdoor stuff like in the first shot? or is that pretty much it?
beyond that, it looks nice, with of course the prerequisite dark d3 lighting (considered that lightmap baking method?)
is that for normal d3 or the RoE expansion? cause i don't have the expansion :(
Right Now That's It
Right now that's it for outdoors, however that was my first try at modelling terrain and importing it into d3 so I expect to be making more.
No lightmap baking, looking at the time it would take to do, the payoff doesn't seem worth it. Also then you run into bugs with dynamic lights.
Straight vanilla d3 all the way, don't have the RoE expansion either.
Almost everything seems to be "axial" wich makes it look a bit boring otherwise it looks like good build quality. It would also be nice if you could push it a bit from the typical doom 3 look but that's of course more of a personal wish...
...ya, I'm using a couple of CZG scraps in one of the Travail levels.
has anyone picked up where terra left? I think there are about 20%-ready terra7 and 8 maps on czg's site. I really loved the series, decent size and inspired maps!
Nice screenies, but the architecture is a little bit too flat IMHO... Add crates !!
It Could Be Good,
but it's so dark, i can't see a thing...
that's not doom3 is it? o.0
I Didn't Wanna Say Anything
Looks bland to me. Nothing spectacular. Not saying it can't look good, but needs some lovin.
I'm a sucker for grey/brown industrial textures, so you've got me there. The wall details in shots 1 and 3 are pretty cool, but I also have to agree with what other people are saying--there needs to be some additional stuff, and the stuff that's there needs to be a little more coherent. Try changing some of the right-angled wall corners into 45 degree walls. I think the stairs could be good in the right circumstances, but I don't think they fit well with the other architecture you have--the stairs and thin and frail, whereas the other architecture is wide and bulky. Try making some of the architecture more consistant--i.e. adding more small- and medium-sized details and making some of the larger shapes and details smaller (such as rounding off corners, splitting one large wall into two walls different walls that stick out at different heights).
Good job though, man. Show us version 2 after you make some changes.
What levels of cliff complexity are acceptable these days?
are the cliffs in image 1 acceptably complex?
or should I make the whole cliff surface like image 3?
Shots #1 and #2 look way too bland. #3 looks OK, but could still use slightly more complexity.
Do the most complex you can afford to do while keeping the r_speeds reasonable. I know that's not a proper answer as you'll just ask what reasonable r_speeds are, but the point is that it depends on the rest of the map around those cliffs. If you look at the cliffs in Masque of the Red Death in the big open outside section, they're more in the style of #1, because it's a big open area with a huge castle through the middle of it. On the other hand, if those cliffs are the focal point of this area and you've got enough vis blocking so they don't slow down the other set pieces, then go ahead and do #3.
What Jago Said
I'd also point out that the rock texture you've used is a bit pants. It is very flat, repeats rather obviously and is a nasty shade of mint green. I dunno, maybe you chose it just to make the brushwork clearer in those shots, but it doesn't help make the cliffs complex/interesting.
most of the map is different shades of greenish
doom textures from czg05 <- lunaran
is there a better greenish cliff texture available?
or should I try and make one?
1 and 2 are in a largeish outside area and are not
the focal point, I will try and make them more "natural" looking.
3 is in a very busy area (as in lotsa other stuff) and is just one side of the area, other stuff is visually more important in that area
imo. (3 also looks alot better in game then in that shot ;)
Thanks for the comments I will be considering
other cliff textures.
Is nice, I like it, make them more like that.
I also like the rock texture, got a different vibe to it, looks a bit like a quarried pit or something, not too busy and harsh like some rock textures.
bad tex, green-grey in q1 pal is pretty bad
shot #3 is fine
Real good. I've realised I rather like Spdbase style.
Good luck with it, looking forward to it.
What happened to that other speedbz map of yours? The one that was nearly finished and the one you were asking for help with?
n1, looks great
3 is good but the compiler will catch fire. I think with a busier/larger rock texture you could get away with vertical rocks - just turn them in and out at steeper angles, and qbsp will like you more.
those look tight. Hope to see stuff from you soonish.
typical d3 base-ery. :S
is it decent looking at least? :P
It Has A Decent Ammount Of Color
and the floor tiling is quite solid. What do you have in mind as far as developing it, giving it an edge over the yet-another-techbase syndrome? I have a recommendation if you will endulge me. Remember the gardens in System Shock, some nice high rez flora textures can be found on Shaderlab, that could add some color to a base in a similar respect.
Yeah decent looking but no better really. Basically the same old syndrome of looking pretty boxy and just about obscuring that with dark lighting and detailed textures.
I'd like to see some DESIGNS please.
I am supposd to mail it to u when u get ur stuff sorted out!
(that was me above)
and necros uhh what about trims?
man, it looks rather bleh
that's what i thought. :P
thanks guys. :)
A Speedish Map
there's some trend to make speed/trickery/jumpable maps for qw, either for just trickery or for a strange kind of dm (I guess).
I made this a couple of nights back.
Mountain circuit beta:
Zip with bsp and source:
I know the clip brushes on the mountain are fucked up. I made it out of tetrahedrons. Maybe I should have used wedges. Or something, dunno.
thanks rpg, for the in-depth analysis ;)
I took most of what you said into consideration (aside from the stair bit, which i'll look into later) when building more / reworking the map, here are some shots of the new area.
p.s. zwiffle: ok.
I'm liking the soft lighting. Very fluffy, though not very industry.
Looks better. Better use of angles, and the floor details are looking good. I like the lighting in industry_4. Keep up the work.
has some (nostalgic?) style - but the rest - i dunno, i dont like it
What Do You Think?
This is from my new map. I know that architecture is not my strenght :(
But I had many good fights on it already :)
Looks unique. I think the lighting would be nicer with a bit more subtlety and variation, though; especially on the floor in the second shot (hdn4.jpg).
I know that architecture is not my strenght
Are you joking ? Regardless the global uniformity of the texture choice (not so bad, but too blue), and also regardless the lightning effects that could improved a lot (eh yes...), this castle architecture looks good IMHO ! Don't be so modest ;)
You are right about the lightning. At the moment it consists of a borked sunlight and r_ambient 20 :)
Looks nice. Original style. Dark Temple style in a way. That's good. It gets me interested to play and explore.
I like the rounded buildings, they are a good design. And the random spikes and stuff. Gives it an interesting flavour.
I think this could turn out very good. What I think you need to do to improve it is: Add a few details, e.g. trim, inset panels, bands, or something like that to break up the uniform blue brick textures (not too much tho). Tweak a few of the odd designs, like where walls are cut off abruptly (e.g. the slanting bit right of the GK door, and the bit above the arch). And just make sure each bit looks solid and purposeful, don't have things too haphazard, keep a uniform scale and stuff.
Keep going with it, I'm impressed so far.
looks nice. I like that temple style.
heh i noticed knave gk door there ;)
The blue textures are from blood, there are also some textures from knave.wad. I have to check the stained glas texes from JPLs map. I think some of them will fit the blue theme.
I think that's SW quake and I dont like the way it renders dark areas and grey textures
and it will look totally different in gl ;/
more texture variations, more trims, some more small local light sources plz
i know it's not the most interesting scene to look at, but i was looking for opinions on the textures.
i ended up ditching the greens of the lunmetal textures as they weren't working with the mesh map models in d3 (and i wasn't going to reskin tons of map models), so i'm using the original textures as mostly template for how the designs should look, because that's mostly what i liked about them (not the colour).
so yeah, i ended up with a very cold looking set (well, partial set-- i'm not done yet).
i'm still learning the ways of the jed-- mm, texturer so don't expect miracles. :P
anyway, any comments/suggestions?
overall too bland, would do for the dm or one area, but having entire sp map in such would be unexciting
you`d need to do some ornate trims
rough look suitable for outdoors or storage areas rather than HQ (or whatever you are triyng to do)
The curves are nice - actual designs.
Can you take a shot in colour, please?
Colour, Neighbour, Favourite, hahaha!
americans don't use the 'ou' way of spelling. :P
That's why I said those, with "haha" at the end :)
D'oh @ Me
btw, it's just colour then that's the problem atm?
I forgot to mention that all that was about the tex, not the geometry
Gw`s Q4 Dm Map
Gw`s Q4 Dm Map Screenshots...
... looks good... even if they look Q3-ish... Now I really have to buy Q4... doh !
even if they look Q3-ish
i don't get it, isn't q4 gameplay supposed to be similar to q3? if that's so, wouldn't it follow that maps designed for it would reflect q3?
also, what exactly was it about q3 that isn't good, and shouldn't be repeated in q4?
what exactly was it about q3 that isn't good, and shouldn't be repeated in q4?
Absolutely everything about it except aerowalk remakes. Apparently :P
Necros / Kell
Please note that I think Q3 is a good game, and I really like it, that's also why I said Now I really have to buy Q4... Looking so much like Q3 (regarding the screenshots) was just rising up the fact I was just expecting something a little bit different... nothing more..... :P
Gw`s Q4 Dm Map
Nice looking screenshots. I'm happy to see any quality releases for Q4DM, which is in need of a wider variety of maps.
Trim texture on the parallel ramps in the second screenshot look misaligned. Something wierd is going on with the lighting around the ceiling details in the third screenshot.
Q3 is awesome and Q4DM is very similar.
what exactly was it about q3 that isn't good, and shouldn't be repeated in q4?
You're asking for a pretty long list there, but in the interests of keeping it short and relevant... I'd have to say that the map visuals and level design were pretty bad in Q3.
That covers both stock maps and user maps (with the rare exception). Most fell somewhere between bad and depressingly average in Q3. I don't want to see typical Q3A style maps in Q3, let alone in Q4. :D
I thought there were really plenty of great looking custom maps for Q3, that were able to totally get away from the design and visuals of the original (shite) maps (except for the necessary ugly bouncy items etc).
The previously posted screenshots of this map compelled me to find the beta. It turns out to be quite good. Awaiting final release...
My Main Issue With Q3 + 4 DM
is starting off with a machine gun. You get a lot of spamming and not much aiming.
A single barrel shotgun or the blaster would be better imo.
What Bal Said
plenty of good looking, different enough maps with decent layouts.
DRSDM2 Dev Screenshots
Here's some screenies of my current WIP, DRSDM2, which if all goes well will be part of a weaponsmod I'm going to be working on.
This is the basic lab layout, where I'll be putting some of the more powerful weapons.
Pardon if these are a bit dark...
Thoughts, opinions, and questions appreciated =D
well, there's weird texture usage.
floor has medieval texture while the walls are base. and support beams texture must be rotated 90 degrees.
If you can't survive a fight against a freshly spawned player using the weaksauce machinegun you're probably going to die no matter what weapon they're holding. :)
quite the point I was trying to make. Lol. It's the spam that's annoying. Spam with any weapon is annoying, and giving players a machine gun to start with just encourages it.
the MG has zero splash: if you don't aim with it, it's useless. If you do aim, it can be effective at any range, whereas a SG cannot. I don't see why spamming is a problem.
I updated the screenshots, so the room is pretty much in it's final configuration. :)
I was trying to go with some ceramic floor tile feel with the checkerboard texture, but some other people agreed that it sucked, so I changed it. =D
Also, the shots have been gamma corrected so no overdarkness. :)
Dr-Shadowborg I Presume
Updated screenshots show a marked improvement. Looks pretty good now :)
I'll be back in about a week with some more screenshots ;)
cool, except too dark (and why is it so dark when there are light textures visible?)
the blue lights are at odds with the orange sunlight... they are clashing rather badly.
1. reduce the saturation of the sunlight to a more white to allow the blue lights more freedom, or
2. change the colour of the blue lights to something closer to the sunlight, maybe yellow (even a very pale, near-white yellow)
also, like speedy said, those lights on the ceiling in the background aren't even properly lit. it's pitch black there.
Nice job. It looks well composed to my meager eyes; although perhaps the detail level is still a little low for Q3. No worries, though. I also tend to agree with speeds' and nitin's comments regarding the lighting.
Less Contrast It Is, Then :]
Thanks for the comments, and, for clarification, they're white lights, the contrast just makes them look blue.
Cool Mod Screenshots
I saw these in someone's profile at D3W, but don't remember them being publicized at all.
Some of those screens look very nice, and I for one would welcome an 18 map (!) mod for D3 with open arms.
.png shots - for when you really need to break that elusive "1 meg per screenshot" barrier!
What a moron. Couple of the shots look alright tho. Funny to think you could probably download 3 Doom3 maps in the time taken to view them all.
shots took forever to load even with 2mbs... o.0
still, maps look alright, i guess. it's just d3 theme again though.
"landing pad" shot looks nice.
Probably should have mentioned they were .png
good use of curves ...
but who cares, they have png screenshots, so lets boycot it!
I bet they will continue the trend and release the thing in a form of uncompressed ISO
The "moron" was directed at the person who posted them on the site, NOT at you.
the blue lights are at odds with the orange sunlight... they are clashing rather badly.
I dunno, the first thing I thought when I looked at the shot was "oh, I like the blue against the orange sunlight."
I Also Like The Blue And Orange.
Wouldn't it be a bit boring if it were all the same colour? :\
Blue And Orange Complement Eachother Very Well I Think
oh yeah sure, go tell that to the whole printing industry
primaries are relative.
and thats not about complementing colors
btw, the page linked by czg is a bad example of the colorwheel
Blue And Orange
Thief 3. It was almost entirely blue and orange (or blue and white) from what I remember.
I Didn't Color The Wheel
Hi I'm here for the kitsch mod.
Some Preview Screenies....
.. of my latest project... I've chosen to use, as far as possible, DKT1/DKT4 texture sets only, on a "base/spaceship"-based design.. BTW, I still didn't titled the map... but, it's not yet the priority...
It also remains some texture modification in order to remove fullbright pixels (as in shot n�1..) and a lot of monsters to add...
Here are the links to screenshots:
So, what do you think ?
Not so sure about that hangar area, it looks, brushwork is a bit strange, you probably need much more dramatic lighting in it maybe.
Other shots look interesting, keep it up. =)
the textures and lighting really play together subtly. Really good work. I really like shot 2.
The hangar has too much floor tex repetition.
What Textures Are Those?
cause i hate them. ;)
shots look very nice. the ships in particular.
a quick note about taking screenshots though: don't just increase brightness but also contrast (5/15 or 10/20). then commenting on the light would be easier (looks pretty minlighty now).
About the starship: this is a Q2 prefab I downloaded here: http://dynamic.gamespy.com/~quark/userprefabs.php3
(look for Alien Ship) and that I have to re-texture... I'm glad you found it quite nice ;)
Agree about the floor texture though.
textures sucks (blurry, bad colors), brushwork is nice
did you forget it's QUAKE 1
(and bad screenshots too)
there are good colored textures for quake1 (id1/cr8/dapak/etc) but these sucks polar bear bollox, they require edition and color polishing
I Don't Mind The Textures...
...infact, I think the main reason they look so washed out is because of brightness adjusting on the shots themselves.
However, I agree about the hangar. The floor could do with some large diagonal lines/pipes/struts or something to break up the overly huge areas of nothingness.
I finish my map lostchildren. I think it's a final version. But I prefer your opinion before posting in the news archive.
Screenies and downloads:
I hope you will have fun.
And I need some help because I want to turn this map on enemy territory, and ET always freeze when I go to the limbo menu, I set correcly mapscoord and my spawns are good I f people can help me contact me. Thanks
there are lots of yellow windows in there :)
Nice brushwork, but shot #2 really needs more colors.
Could Look Alright With Nice Lighting
wich brings me to DEATH TO ALL DULL BORING EDITORSHOTS FFS
it looks rather spiffy :]
Nice brushwork, but shot #2 really needs more colors.
True, but from the looks of things, the player won't actually be looking from that angle anyway, and once some snazzy lighting is in place it should look more interesting.
Good work Fjoggs. Let's have some ingame shots! :D
Nice, looking good, like the style in the first shot. Not much to say at this stage except keep it up!
Nevermind The Items
With Sky And Some Lights
Looking very nice. You should perhaps introduce some more color variation and some more detail though.
clip brushes; caulk behind the rocks.
ankh: nice, but what are those models?!
consider using a 24 bit skybox though... you can see nasty dithering on that one.
Looks quite nice, I'd like to see more varied/contrasted lighting though :)
Looks good but I think the whole thing would be more visually appealing if the windows had glass in them. Red stained glass might go well with the theme.
Thanks For Comments
I will definitely try to tweak the lightning to get more contrast. I also want to add some detail on the empty walls, but not too much - I have high r_speeds (about 1000) already.
I have tried the red windows texture from knave.wad but I didn't like it. I somehow like that dark windows and I think I will not change them.
neg!ke: the models are for mr smabler, I know he likes it ;) he he
I love the colours. They're very menacing, like an impending storm. And the little dashes of red compliment that nicely.
The windows are nice and menacing like that too. Never know what could pop out of them, or what lies beyond.
As for lighting, I think lightning would be good. Especially if it were angled so as to occasionally light up the inside of the windows.
lightning would totally roxor. remember middle evil? >:D
Hm. I didn't think about it, but this is a good idea. Is there a guide somwhere about how to do it?
Many of the windows don't have the inside, because it's only textures. But some have ;)
Ankh : looks very good! I love the style you're working with...keep it up! I want to play this map.
Kazi : I ran through your map the other night (when I said I was going to on #tf, heh) and I was really quite impressed. The layout is very unique and seems like it would facilitate excellent gameplay. I loved the outdoor section that you modeled and I wish there were more areas like that! Very nice cubemapped type shaders throughout, and not a misalignment to be seen. A very professional job throughout. Nice work.
Which One Looks Better?
Or Even This
Rampstairs for sure !
Although the stairs seem a bit narrow.
Not The Ramps!
Unless you redo the textures properly, and probably not even then.
Whichever one has more spotlights is the best.
Rampstairs has potention, but the ramps are too wide and the stairs are too narrow. Otherwise I go for the stairs.
Stairs > ramps most of the time, because ramps are harder to maneuver on. Even harder when there's a 90� turn.
Steps with the added ramp-trim is best, because it finishes the feature off with convincing structure and doesn't leave a texture alignment problem on the vertical side faces.
128 units width for the whole feature is fine, but make the trims 16 either side and the steps 96 in between. Use the alternate colored grip metal tiles for the steps if you like, but use a different texture for the trims. Even a seamless texture there would be preferable to the floor tiles. Is there a version of that grill trim in the wad that doesn't have the black slots? Just the bluish green metal trim would be ideal.
Continue the trim around the flat landing, leaving a square of 3x3 floor tiles neatly aligned in the middle.
Personally though, the lower room is so small that the stairs protruding into it looks cramped and a bit ugly. It seems you had to add the 90� turn in the steps simply because you ran out of room :P
In the interests of both aesthetics and gameplay, I'd knock out the steps/ramps altogether and use a func_plat, recessed partly into the wall/ledge. Maybe put a button on the wall opposite that brings it down, with a monster onboard harassing the player the whole time.
If you don't want to leave the center of the lower room empty, consider a less obstructive feature, maybe 64x64 units and as tall as you like. A crate or pipe are default candidates, but you could get creative with some sort of console feature.
That would be my implementation, and my 2/-
This is a DM map :) I ended up going with "rampstairs" that have similar structure but slightly different looks than those seen in the screenshots.
Ramps are useful in dm: you can both jump up them or get speed if you jump down them.
Of course it's much harder to make them look
good, and they usually must be less steep than stairs. :/
The reason I suggested the ramps was, as bamb says, and as you wanted originally with the curvey ramp, was to have a smooth surface for bunny hopping...
just make them look better. It can't be that hard to add a few details or so on the edges to make it look better. I have an idea that I think would work, but I can't be bothered to knock up a screen for you (sorry.)
The idea is simply to put raised trims on the side, but instead of having them sticking out, make a short 45 degree slope into them. This way players can jump of the sides too. JUMPING FUN AHOY. Make them 16 units wide+16 units for the slope into them, or 8 if you make them 8 units high instead of 16, which might look better. Now make the base of the stairs 16 units thinner, so the raised trim sticks out above the ground, and not only do you have slightly more space below, but you have a feature that will have all the neighbours talking.
If you understood that, have the cheese that I attached to this message. It is well deserved.
There Is No Chees
a smooth surface for bunny hopping...
More like "a smooth surface to hop around like a lunatic making and thrusting your cock down the opponent's throat because they can never keep a bead on you because you're bouncing off all the god damn walls in 5 nanoseconds".
Yes I'm still DM bitter.
I can tell ;)
"Enraged" is being designed with seasoned QW team deathmatch players in mind. Essentially this means that I am trying to design the map in such a way that it has trickjumping potential, the player can move around at high speed and balancing items to ensure interesting team deathmatch gameplay.
Quite obviously this also means that when playing on this map, a seasoned player would have a huge advantage over a casual player, which isn't any different from any other good map really. A casual player attempting to win an Aerowalk match against Reppie or Insane or a DM2 match against Locktar or Goljat needs his sanity checked.
"Enraged" Q1DM BETA
This is a 3rd public beta of the Q1DM map I am working on: http://www.saunalahti.fi/dnaumov/enrapb03.zip
The map is built for 4on4 TDM, 2on2 TDM and FFA gameplay. Report any and all problems you possibly encounter with the map, no matter how minor. I want to have this build throughly tested.
Is a trick in a trick-custom-built map still a trick?
One thinks it might be lacking in weapons, ammo, and health for FFA?
Good to notice Jago and Shamb, but actually I think, not many people play ffa. Some occasionally when bored or to warm up. One can't compromise a 4on4 map for that.
And only dm2 of the 4on4 maps can be used nicely for 2on2.
I think there are two ffa servers in Europe, one runs random episode maps (xs4all) and the other just death32c (id dm maps connected together with a little extra architechture).
And to Snaga: maps can be trick-friendly or they can be non-trick-friendly. Often friendly if there are some open spaces to gather speed and some ramps. People will invent something. You can make boxroom with stairs between every room and be sure that there aren't many tricks possible.
And the last word on tricks, there actually are special "freestyle" maps for freestyle tricks where you can show off your movement skills. (these are different than trick maps where you perform one very specific trick after another like jump on some plats over void to reach the next trick). Of course many mappers here don't know how make something so purely for qw movement, and they actually are made primarily by non-mapping-guru players and are thus ugly.
For All It's Worth..
Sorry if I stept on that toe of yours, I was only philosophizing.
But thanks for the info. : maps can be trick-friendly or non-trick friendly, I'll keep that in mind ;)
Wish My Money Was...
Q4 MP Beta
that looks very plain in the pics, almost q1 plain.
Kind of agree with nitin, looks a little plain in the shots. Don't have Q4 yet, so I can't check it out properly.
I do like the tower structures in the first shot, but imho the lighting really spoils it. Is it intended for serious competition? Is that why you have gone for such a simple look?
The pipe walkways are a neat idea but I think they could use bulking up with more smaller pipes to give it a more solid and navigable look - perhaps even put grilles over the top to make a proper walkway. The point about the lighting still stands in this shot too - it's too bright and plain.
The other shot could use some more angles on the main platform edges, and I think some of the walls in the background could be made to slope in or out slightly - assuming that wouldn't destroy the gameplay. Again, the lighting is very bright and it doesn't look like a next gen game at all.
Is it not possible to light it so it looks nice and then configure settings in Q4 to improve visibility for serious DM?
Anyway, sorry to be so blunt about the visuals. I'm sure it has a good layout and plays well, but I think that making it look good should be the next thing you should do. I suppose it depends what you want from the map really.
Cool that you are mapping in your spare time whilst having a full-time games job. I almost stopped completely I was so burnt out and fed up after work :( S'ok now though :)
Is it not possible to light it so it looks nice and then configure settings in Q4 to improve visibility for serious DM?
I asked myself the same question when wandering around the Q4 MP levels. They're all washed out compared to the SP levels Than.
pjw I'll eventually post some full (and mostly positive) comments re: Q4SP in the Q4 thread. I just need to finish my second (and much slower run) through this awesome game. However, the stock MP levels look... err... crap :( , and I think the reason is the lighting. Suddenly what looks three dimensional under the SP lighting looks two dimensional. What has depth suddenly looks flat. What is interesting suddenly becomes boring. I can understand that Raven probably wanted to pre-empt the sorts of light levels that hard core DM players were going to use anyway, from the start... if this is the case I think it was a mistake.
I can't actually see any evidence of lighting in those shots, so I assumed that lighting had yet to be done/compiled?
hey, it must be PRO map - minimum lights, not much geomety
Thanks For The Feedback!
Yeah, the main reason for the relative plainness (esp. with lighting), is performance. The layout of the level is quite open, and in fact (even with this level of plainness) I had to close up a few entrances/exits and jam a big wall down the middle of one area to get performance at a decent level for MP (which is pretty conservative at this point).
Tris have less impact than lighting, so I'll see if I can throw some more detailing into a few of the plainer areas for the final.
(Oh, and Text_Fish--if there wasn't any lighting, there wouldn't be shadows and light and stuff. It would be dark.)
One thing I might do for the final is to tone down the ambient a bit--that should help with some of the flatness, since ambient tends to kill the normals.
Yes, I see some of the shadows upon closer inspection. I was thrown by the lack of any shadow cast by those big pipes.
so the doom3 engine cant even render that sort of openness ?
Of course it can...depending on how the map is designed.
It was misleading for me to talk about the openness of the level, since that's not really the issue, and I should have chosen my words a bit more carefully. "Interconnectivity" or "complexity" might have been better words to use, but still not quite right. I'll see if I can explain and be more precise this time. :)
The problem is one of [b]denseness[/b] of maps. There's also an important difference between MP and SP maps...
This particular map is an MP map, and in an MP map it's a bad idea to have any pitch black shadow areas (at least for an MP game of this kind).
This necessitates me finding a magic balance between:
(a) having normal lights sufficient in quantity/placement to light every small dark nook and cranny, which would result in crappy performance on this particular map since lights don't really illuminate to the bounds of their actual volume (more or less depends on the shader used), and would thus overlap quite a bit, and each overlap adds to a performance hit. Or
(b) using a single large ambient light volume (which has a special shader that lights all surfaces within that volume evenly with non-directional light). The problem with this is simply that it *is* non-directional light and thus tends to flatten stuff out and kill your normals and make stuff look like ass.
This particular map is denser than many other maps, with various layers both horizontally and vertically, which means the overlapping of light volumes is harder to avoid.
You could make a gigantic open space map with only a few huge lights and it would run quite well and also look quite good (because you could avoid ambient altogether in a map like that and not have to worry about light density).
You could also make a gigantic map comprised of both indoor and outdoor areas all connected together in a soup of complexity...as long as all the areas were spread out a bit and not smooshed into each other like sardines.
And SP is easier; it doesn't matter if you have dark corners.
Is that helpful at all?
that explains it reasonably well.
But I dont like the sound of it :)
That sounds as much of a step backwards (engine wise) as it is forwards (most the d3 engine features do look nice).
...now I understand. Thanks pjw!
On Another Note
I just noticed that at least half the bajillion lights in this map don't have an assigned shader, and the default is really quite dark. I'm guessing that I saved over the wrong version at some point a few months ago, didn't notice, and haven't bothered checking since.
After I throw myself down a flight of stairs, and weep for a while like a little girl, I'll spend a few dozen hours fixing/adjusting/repositioning/deleting lights and the map should be better lit and run faster to boot.
eting, that is. Fuck.
New version up. Same link. The lights that were h0rked are fixed and ambient has been lowered by about 50% and it's looking less washed out. I also added a second SG and RL and some detailing here and there and various and sundry other crap.
Same links, updated pics:
looks much better
im interested to see how the void plays... :)
I still think it looks a little flat. I understand that is bare so that it runs well and is easy to play competetively, but I think you can still add a few more interesting designs and shadows in places which won't interfere with the areas players are going to be moving through.
The towers have some nice angles, but the walls just look a bit bare. This is only exacerbated by the fact you have several different textures all sharing the same plane. Perhaps angle some sections of the wall, extrude others slightly and add some interesting lighting or designs to the walls.
Also, I personally think that the curved doorways look a little out of place in a map with such chunk angular designs. Perhaps you could design a more angular doorway and use that instead?
God... commenting on your map has made me really want to have a go myself. I used to love mapping for Q2, and the game itself had some really great designs in places. I'm going to see if I can find a copy for a reasonable price here and buy it if I can.
Unfortunately PC games in Japan are not so popular, so I might have trouble tracking it down, despite how big a title it is. They also still sell pc games in ridiculous fat cardboard boxes rather than slim DVD cases :(　(http://www.amazon.co.jp/exec/obidos/ASIN/B000BNY9LW/qid=1136010855/sr=1-1/ref=sr_1_10_1/250-3209704-5480269 - see!)
Shame I can't download it via Steam or something :(
METL! Can we have a Q4 icon please?
im interested to see how the void plays... :)
Eh? I'm not sure what you mean. You mean all the drops off the edge?
@Than, I may do a bit of extrusion/angling on some of the wall sections--it's not expensive and will add a bit of variety. Thanks for your feedback. :)
If you want, can't you just order it from the U.S. or Europe, or wherever?
yes pjw, the drops off the edges :)
I have finished all the main brushwork. The map has also an exit now. The gameplay is ready in 95%. There will be about 85 monsters on hard skill. The other skills have to be done yet. There is still much work with details and decorations; some bug fixing is needed also.
Here are some pictures again.
I have also created a simple web page :)
Nice screenshots !
Great looking stuff Ankh -- can't wait to play the level. I love the blend of textures in those shots.
I really like the way you have used the blue theme here - the first shot on your site is especially nice.
However, I can't say I am crazy about the red rivit trim - perhaps there is another more suitable texture you can use instead? I think perhaps the light grey brick would look nicer.
Keep up the good work though.
pjw, I'll run through tonight - screens look better.
Ankh, bring it on! Can't remember the last blue map I played (possibly anonca base) but I like blue themes. Have you tried replacing Kell's red rivet with the silvery one from the same set? Without red elsewhere, that particular trim sticks out like dog's balls. I'm going to dream blue until this is released :)
the blue brick texture on the ceiling in the first shot on the right looks ungood.
Thanks For Comments
I hope that the map will fulfill all expectations :)
I have tried some different trims some time ago and I liked the red one the most. This rivet texture is also used on some lifts, bars and lights, so changing it to brick doesn't work easy. I would have to replace it manually with at least two different textures.
I will try the blue rivet texture and post a screenshot here.
Necros - what's wrong with the texture you are speaking about? I can't imagine how I could change it.
just that that same texture is used on the walls too. maybe it's just me, but wall textures on ceilings look bad to me.
Damn It ANKH
NOT enough bloody trims!
and lights too
NOT enough bloody trims!
Who says that!!? ;)
Now, seriously I plan to add some trims and decorations in the area posted on the last screenshots.
I will check if I can do something with the ceiling texture, but I'm not sure about it.
Might Have Already Seen These...
Yes, it has been already sent... Nevertheless, the screenies look good !
looks like an SP map
It reminds me of some of the village maps in Unreal 1 SP
well it's supposed to be a dm map but still it's not finnished yet many things can change
Elvis (was A Hero To Most)...
Looks good, but I would lose those "upside-down ice cream cone" trees.
hehe that tree was just a test to see if it would fit
and why does this look as a sp map when i was trying to make a dm map, please say what would make it more dmish :)
please say what would make it more dmish
an atrium :|
It Should Have
less open areas
kell eh an atrium hrm i doubt that would fit on this map and i doubt ill make it any larger, the castle is largh enough
bambuz well i actually make maps with some open areas thats just how i like dm maps easy to spot and shoot no thinking just good old run and shoot lol
i told u elvis... :) make a sp of it...eheheheh
ugh thats to late now Trinca when i'm allready placeing in dm like stuff on it, like a litle patch on the mountin sides just for hiding and shooting heh
Quake 1 Deathmatch
has no place for sniping from hillsides. A Q1 DM map should be all about connectivity and manouverability, so separate buildings joined simply by open spaces generally doesn't suit the gameplay mechanics. A talented DM player maps a route round the map in their mind, so without a little guidance the gameplay will be reduced to a very skilless and therefore unrewarding experience.
Or so I think.
Maybe something different can work, if the mapper has the skills and inspiration to pull it off. Q1 DM gameplay doesn't HAVE to be about a rigid specific style, I think there are other possibilities for enjoyable gameplay if people are prepared to see them.
Dapak clones 4 life.
of course different things can work, but there will always be limits, especially in older games such as Quake 1. There are no long range accuracy weapons in Quake 1, so large areas are essentially wasted space, if you ask me.
the shotgun ;)
Take the following as not very serious:
I think, generally, but not necessarily, people need to have some playing experience to make good maps. One can of course make good-looking but that's not the same :).
Or make 6 different ones and hope that some of them turn out right. :)
hhmhmm looks interesting ... I will look forward for next screenschot(s) ;)
I Thought You Gave Up Working On That Fric
Abandoning 22000 brushes total would be just silly.
Don't you just hate it when this sort of thing happens?
testlevel = 4
************ ERROR ************
CheckStack: leaf recursion near (457 -2368 2048)
Elapsed time : 0:00
Session time : 61h 19m
State time : 7:06
Oh and some pics!
i like the use of knave textures on round towers -- try to do more stuff like that, maybe.
So Much Knave Goodness--
i love it! <3
13 different flavours of pwnage, great looking stuff, get mapping!
Wow ! Really nice screenshots ! The map looks promising... I really hope to see this map released ! Go solve the fullvis error ;)
looks magnificient... just make sure there's enough of visblock to keep fps decent, nowadays people often tend to disregard that... :)
Definitely. I like the strong vertical stuff you got going on there.
You have a lot of talent. I like how you apply that talent to creating outdoor setpieces - the best kind of map, in my opinion.
very nice - http://www.hrimfaxi.dk/pics/fitz09.jpg
despite, apparently taken from a point you would never reach in game
and overused textures too
knave = teh new wizmet
Door Sounds (or Not)
I have a long door (512 units) which, when triggered, fails to play noise2 but does play noise1 - the final sound. The doors.qc is 'clean' and all sounds are in the pak.
Is there a problem because of the size of the door? i.e. am I too far away from the sound's origin to hear it?
Half asleep, I admit it.
I ain't got a clue what I'm doing here!
I won't post it again in the mapping section but if you nice, kind, considerate (etc, etc) mapping experts know the answer, perhaps you could quickly switch to the mapping forum to point me in the right direction?
ok made an update of my map + i even made the bsp file if you want to look at it, oh and it's not a full vissed map so you know if you find it "hard" to move :)
for screens and download.
It's in late beta now I think, I just want to make sure everything is up to par before release, I want all your crits and comments! It's for CPMA, so if you want to discuss gameplay, please don't bring up VQ3-specific problems.
Thanks, looking forward to feedback :D
There's gonna be a 1v1 cup on it on sunday, stop by #astronomycup on quakenet for info :D
Lighting is flat and boring, but I guess this is what you have to do to cater to the pro-player (LOL!!!!) crowd.
Other feedback: CANNOT BE ARSED TO PROVIDE.
well, it looks a bit plain in the looks department... could do with some nicer brushwork details and such...
that being said, i love the rtgnosis textures, so bonus pizza points for that.
edit: updated the map, now includes one less shotgun, one less green armor, and also I moved the one remaining shotgun up next to the 50hp ball. Also works with bots now.
Thanks for your feedback, I'll see if I can be bothered to add in some more detail, don't want it to get in the way of the player though. I'll see what I can do about making lighting more fun.
Pretty Cool Texture Set
with the exception that those yellow light textures that have a round fixture in them ARE TOTAL POO and do not look like they should be emitting light at all. Probably could be solved by adding an additive shader stage with a circular shape.
Bleh, I like Knave textures. I don't think they are that overused either. Most of the maps using them are part of Chapters or Quoth, and are made by Kell.
Certainly not as overused as wizmet.
we get the screenshots. :/ :)
Metl is right about the orange balls. They're shaded as if light is falling upon them, not as if they're emitting!
Where's the astronomy in this? Is it an old observatory?
Looks sleek and all, I dunno what q3 maps should be like. At least it's not three flat platforms around an atrium, which is nice. The first and fifth screens show some combatable architechture. :) Is there anything specially memorable in this map?
is an advertisement robot. Stop the rogue marketing, knellcros!
Three early screenshots of the Q4 DM map I'm currently working on over at my site: http://www.gomjabbar.de
That's Looking Good
I look forward to seeing a beta.
Voodoo` Chopchop Map
btw lighting is quality there
For Some Reason...
...I have an urge to make everything burn in these maps.
That One's Not Quite Up To Scratch, Fric
The lighting seems a bit weak, and there are alignment errors on the top section of wall. Burning thingy is cool though.
I've Been Working On A DOOM Map!
That's pure sex. PURE SEX.
You Can Tell It's A Biff Map...
just from the curves!
trying with a map, and colours.
gave me 11 HOM's, is untextured.
still not play balanced, but has fun!
I'm Not A Mapper
but maybe they look better when textured.
why the hom:s? do you use WC carve or vertex edit?
You build huge.
But, if theres anything I like, it's archways in base tex. No one really does that, but done well I think it can look great.
My Map Is Beta
Ok. My map is ready for beta testing. Hurray!
Here are the updated and new screenshots:
You can also check out these pictures on my web page:
(I have problems with viewing the updated pictures with my Opera - the program somehow rememberes the old version of the pics, so you better use a different browser).
I need 3 or 4 beta testers. If you are willing to help me with testing please send me an email (firstname.lastname@example.org). I would apreciate it very much. Thanks. Ankh.
Very Nice screenshots indeed !
Nice Screens Ankh
my map is close to alloc_block full
and the brushes are off grid.
but I'm only trying
slow down and be careful.
ankh: nice, but this red texture looks odd compared to the rest
madfox: trims and proper alignment plz
/me Is Waiting
I'm still waiting for some mail from happy people who want to help with playtesting my map. Get your chance! :)
OK... Please send the stuff at lambert_jph-at-yahoo-dot-fr ... ;P
MadFox is back! great
needs more colors and less alignment
Your Linguistic Is Neg!eckting
I wonder if this mapstyle could be good for doom3 engine. And I don't know how to optimize my map.
nice stuff, I especially liked the spikes, too bad the engine sucks for wood and bricks and all that, they are way too reflective / care about light direction.
Aalto would be proud of those curvy brickthings, have to take photos of an industrial building in Salmisaari some day...
I think it looks like a Q3 map dressed in Doom 3 tech, and because of this looks a bit inconsistent. Maybe some brush polishing will help.
actually, i think that looks really good, here... nice mix of curvy metal and bricks/wood
i'd love to see that finished!
ok I continu this map.
Is there hint on d3 ?
And where can I found another skybox ?
Bambuz : you mean that I must replace wood and brick texture by metal or something like that ?
Doom Has No Hints
And because it's a portal engine, there's no vis either.
How can I obtain a skybox in Q1
You have to place the skybox tga textures in gfx/env directory, with proper extensions (e.g <skybox_name>up.tga, <skybox_name>dn.tga, etc...), and declare it in worldspawn using your editor... In the map it is writen like this:
"message" "'MadFox's Map Title'"
"_sun_mangle" "45 -10 0"
I hope it helps you ;P
can be found e.g. here: http://kell.leveldesign.org
If your engine supports skyboxes but doesn't load them off worldspawn like JPL suggests, you can always try loading them manually with commands sky
I've been wondering so long about it.
And although the question is in the wrong toppic, my gratitude isn't!
Because I Can
work in progress:
about 20% done. might be stretched into an episode if I don't get fed up first.
ignore the filename, i just needed something interesting to call it.
...good to have you back. I'm working with Oblivion at the moment as well. Will that be a speedrunners map?
"speedrunners" maps are pretty much all I'm doing atm, not quite in the RDE or contest map sense but definitely with many intentional possibilities.
WOLFENSTEIN 4 EVER.....!!!!!!!!
Fun For Func
Madfox is wholly and completely incomprehensible.
I'm A Member Of The MadFox Fanclub
Is That Thing...
.. giving head to another, invisible thing of the same kind? then it's definately sexy.
that thing is wholly and czg did his best to not let it attack you...
but you might understand voodochopsticks.
Looks Like A Dork To Me.
The jellyfish does. Yeah.
No Dorktionary For Me, But
would look pretty oldschool if you took out the ugly colored lights.
I agree with Fern... You should use less colored lights: they are overused.. and it looks definitively horrible... sorry but that's my taste...
Send It In!!!
I'm a bad mapper, but please, align textures, that stuff will like ten times better then. :)
you could start complaining after playng the beta testing. I could lend you a HOM.
Just th*s and you play it in normal light.
On its way Silent.
Just to let you lot know what I'm up to at the moment. I recently got the urge to work on high-res versions of the IdBase textures. The idea was to make something that looks almost identical to the originals at a distance, but shows the added detail up close.
I know there are existing attempts to retexture quake, but they are generally of a much greater scope. Here's an in-progress comparison:
Nice work Starbuck! I like this much better than the other hi-res textures I've seen as they seem to stray too much from the originals. Yours just makes things look a bit sharper.
that looks excellent
i was staring the first pic for a minute thinking hmm, that really does look like the originals, a bit too much? :D
But yeah, looks good! One thing, should the divots in the metal plates be a bit bigger, like in the originals? Top left.
are that it does indeed look better (to me anyway) than most, if not all other attempts that I have seen, which have all looked a bit tacky to my eyes. Yours however don't seem to have that negative quality.
Good you are staying close to the originals, which is prolly why yours look/feel better.
Look forward to when I can actually see them in action.
I recently got the urge to work on high-res versions of the IdBase textures.
hahaha, join the club!
and now seven people complain about specularity:
omg, waaaa waaaa, specularity!! waaaa...
seriously, nice job, both of you!
starbuck: i like the direction you are going in-- keeping close to the originals like that. i think that's really the best way to go about remaking textures for popular q1 textures, since we're all a little anal retentive that way. :P
lunaran: specularity isn't bad at all, but if you could make it a little less uniform, i think that would help. the bump mapping looks good. i'd love to see a full set of this for q4.
Lunaran: it looks good except for the specularity.
Starbuck: it looks good except for the textures you didn't do.
A worthwhile project indeed.
Lun: looks good, except for the specularity :P
starbuck: <3 <3 <3
YOU FUCKING ROCK YOU ARE AMAZING I WANT TO HAVE YOUR BABIES, BUT BECAUSE I AM A MAN I'LL TRY TO FIND YOU A OVERLY SUITABLE WOMAN TO HAVE YOUR BABIES AND THEN I WILL RAISE THEM FOR YOU AND NAME THEM "STARBUCK", "IS" AND "THESHIT". HOT DAMN THAT LOOKS NICE. MORE! GIVE US MORE!
Lunaran, yours look nice but I whine about specularity and that making it look overly blurry. Starbuck wins this round.
old shitty screenshot of a shitty map. expect these textures to be released soonish (need to polish them a bit first tho)!
Not really a big map, it's supposed to be played in an engine with support for fog(fitz among others)
omg, that's so hard, but I didn't noclip and finally managed the starting puzzle. It's easy if you're smart, clever trick there. When did you have time to build such a big level? It's quite atmospheric.
Btw, stretch the lava at start a bit, you can see the edge despite the fog. (fitz)
Shouldn't that be a news post? screenshots?
Here's a WIP shot of a q4dm I'm working on with gibbie's and Lun's textures:
Looks familiar, I know. I've only got like four map layouts in me =(
at the bottom center-to-right area. do the 45degree thingy. ;)
otherwise, i like it (although it could do with some more interesting lighting, but since it's a DM map, i guess that's out of the question :S )
Starbuck and Lunaran: both sets look bloody great so far. Can't wait to see the finished packs
Starbuck, Zwiffle And Necros
Starbuck: Hell yes -- meant to put it in the above post, but more power to you on the revamped q1 idbase -- looks sexay =D
Zwiffle: Pipe down, you -- Myrmidon is not dead.
Necros: Doh, saw that b0rked trim myself -- and don't start on the lighting, I've heard enough from gibbie about it ;D
We love you anyway.
Madfox: send beta to my gmail account
Starbuck: oh my, yes!!! Don't forget to do the unique base textures from MP1 and MP2 as well :)
Lunaren: yaaaaaaaaay, I hope we get some SP levels out of them (pokes tongue at Beef).
on its way.
Beta Up For Test
ok it's updated again and this time it's surly beta it could even be final ;)
ok now i've changed the map so it's a sp/dm map from now on not only dm anymore
do post back after testing it as i'm very glad how it looks and feels :)
i must be getting beter as Trinca got killed on the map and that i didn't expect neather did he lol
the 2 shots are taken from sp and dm mode and from the same spot so you see the difference
I Ran Through
it on Normal and it's a pretty nice map! It looks good and gameplay is solid. It was too hard though; more health and shells are needed.
There are two critical doors to the final area with the ogres that won't open due to their spawnflags; 2052 should be 2048.
You should also go through the map and delete all invalid origin keys from your brush entities.
the final doors you are talking about shoulden't open at all they are just there and for sp only the one that opens are on the top not the bottum one
i shut that door completely just becuase it didn't work right in sp mode, it's like one other door it's just there to block
and i haven't set any origin keys at all on this map so i woulden't know what you are talking about
some thoughts in no particular order:
-i played it on skill 2 and didn't think it was too hard. but a little more ammo before the encounter with the vores would be good.
-some additional bits look nice, like the broken grate and the barricade in the caverns/ra room.
-add some secrets, for example the quad on the mountain ledge and the ya house
-more monster teleports (when certain items, weapons and the keys are picked up)! particularly the outside area needs to be more crowed.
-the button for the final door is hard to spot, maybe a (weak) light there.
-some doors/walls that open later or not at all could use a message.
-the exit building has a big red window on the outside, but it's missing on the inside.
-the exit looks bland with only a black texture. what about using some nice liquid (lava maybe) or make it a corridor into darkness with a negative light?
-some torches a somewhat far away from the walls (and the chandelier). make the gaps less obvious (if it doesn't screw up their light, of course).
-don't box the map with the sky brushes! use sky only for the top brush and fix possible leaks manually.
-add an intermission showing the entire village?
i better don't start with r_speeds, so that's about it. dunno about deathmatch, but as i already said, i don't think it'll work out. some teleporters might be helpful, though.
-the exit building has a big red window on the outside, but it's missing on the inside.
this i have never seen please explain where it is i use both fitzquake and fuhquake to look at this map and nowhere i've seen anything like this
the chandelier started to look a litle like this when i made it a func_wall don't know why put the polycount dropped very much when doing it
-don't box the map with the sky brushes! use sky only for the top brush and fix possible leaks manually
please tell me abit more about this your the master and im the n00b even if i've mapped a litle ;)
If those doors don't open, I couldn't find a way in and the button Neg!ke mentions, I didn't see either and I searched for quite a while before giving up and noclipped through the lower gates.
As for the origin keys, I don't know which editor you're using, but that might be the cause of the invalid origin keys on brush entities.
In any case, I'd suggest going through the map and delete the multiple origin keys for each brush entity (e.g. func_door). If an entity has a brush, it should not have an origin key.
If an entity has a brush, it should not have an origin key.
orly? hm.. i never knew that; if there's not origin key, how does the game know where to put it?
i have not put any origin keys and i use tread3d
what do they do anyway these origin keys, i've seen them but they are 0 0 0 and thats normal for my editor
i haven't seen anything saying that they do anything on my map nothing at all
a real live person using thred3d in the year 2006 oh my
i mean the red, round window above the final door (the same applies to the window above the castle entrance).
you put sky brushes on all sides of the map, right? although it doesn't really matter for this map, apart from lightmaps, you should do it the clean way. a sky brushe at the top (where the sky it, naturally); the outsides of the rest are the backsides of the mountain brushes and the floor then, so they are removed by vis.
necros: there are still the coordinates of the brush volume ;)
Thred, Or Tread?
tread is quite different, afaik. It's more of a worldcraft rip-off.
probably shit though.
ah now i know what you mean, it's not a window more like an emblem showing like there is royalty here or stuff like that ;)
and yeah the skybrush is everywhere around the whole thing seling the map
oh and that litle light you thought i should add to the button, well that's gonna be a problem as in dm mode the button is hidden but the light goes thew the wall and the wall bit being a func_wall is not blocking it :(
forgot to meantion that i've moved the door blocking the ogre/ra room to the stairs in stead so you have access to that room but not to the upper one from there, this should make AguirRe abit more happy ;) but i won't upload the this newer version yet as they are to similair :)
I finally found the small button that opened the upper gate. Yes, that one could really use a light. If the light is switched on by the death of one of the monsters, it should look fine in DM too.
But even with the now open upper gate, you'll never have a reason to enter the lower room with the ogres, which is a bit illogical progress-wise. So changing that like you mention sounds like a good idea.
i can't get the negative light to work right at all if i put it in the exit it won't do anything
so if you have any advice on that please tell me on the mather of that lava texture in the exit, i have never seen a exit with a lava texture or so only darkness mostly
it's simply a light entity with a negative value, e.g. "light" "-300". you have to make the corridor longer and place the light next to (not within, of course) the back wall to make it look alright. light tools like aguirRe's support negative lights.
that much i figured but i doubt i can make that corridor any long, just behind that black wall is the void or rather the sky
are there any other allternatives?
maybe i just should make like in some id maps a teleport like ending
oh i tested the map with another mapper in dm mode and he likes it alot so i suppose it isen't all to bad in there eather :)
... and verify also your light tool command line. It can happened that minlight value doesn't allow you to have less that it is defined, so you will have to add -nominlight option to your light command... To check...
BTW, lava/water/slime and all texture name starting with '*' will be turned into fullbright in most of Quake engines... Then a negative light will not allow you to make it completely dark... To check as well...
i'm starting to hit limits it seem stuff start to blink like func_wall entetys ammo and monster :(
...long arsed demo with commentary should be in your box.
..for taking the time!
...sorry for the delay in feedbacking you!!! Real life(tm) has taken its toll! Hopefully on Saturday I'll have a little time to write my thoughts on your map.
Take Your Time
If it is hell themed what I had in mind, q2/q4ish wouldn't likely help. I did test the idea after giving the sugestion, built some normal maps (used low sampling as not to go overboard) using Sock's tech, applied them to a room, smacked it up in Dark Places, and this is how it looks:
Quake 10 Year
anyone seen this? thoughts?
looks like that engine is using Steep Parallax Mapping. That's pretty impressive.
Apparently the engine is by LordHavoc! The content leaves a bit to be desired, but then the guy says that it's work in progress, and he's using other people's art as placeholders right now.
From the MySpace site:
Quake 10 Year is a celebration of Quake. 10 Years ago iD software released a revolutionary game called Quake. This game changed the face of the fps game market. Not only for the actual game Quake, but for the engine that came with it. Music by Trent Reznor of Nine Inch Nails and a cast of talented people, Quake is a hard classic.
The screenshots below show WIP (Work In Progress). Nothing you are seeing is final. You will see in some screenshots some textures that have not been remade. The only model that has been remade is the Grenade Launcher. More to come soon.
The Shambler you are seeing in the screenshots is made by Randy. The Fiend model you are seeing in the screenshots is made by MauveBib. Neither one of these models are Quake 10 Year Assets. However, I still like them and they are fun to play with. The engine I am using is a modified version of the Quake engine called Quake 10 year (made by LordHavoc).
I Like The Steep Parallax Stuff.
But everything else is just too shiny and colourful. Gaudy is the word.
Final Be Here :)
ok i've finnaly released my map just hope all is ok so don't be suprised if it feels abit hard as it's my first sp map tho it can be used as dm
have fun with it anyway
oh i moved the pics to another server for the once that need to have a look without downloading
all taken from sp
Quake On MYSPACE Of All Places?
You Should Submit A Newspost , Elvis
I like those shots. Very kenetic looking.
i don't really know how so maybe someone can do it for me?
On the forum page, you will see down the bottom the "Last 10 News Threads" and down the bottom of the you will find the "Submit News" link, just click that, write your post, and submit, the mods will take care of the rest.
done for you, but what the above poster said.
that bug has always confused the hell out of me, because voreballs are supposed to remove themselves if their targets are dead.
That Animation's Making Me Dizzy.
that animation made me feel. because I Matmos sometimes like to feel, but I am free from everything. Colors do not frighten me, nevertheless I feel sexual enough to use mine computor. Computors corrected is similar to clothes which do not belong to me so every day I never feel one. Because I have them, black lungs too. Cough I say, But beware! I speak as well as my mouth. Below me I tightly wrap the likes of crayons
^ I Think It's CZG.
I'm definitely getting a hint of teabagger from that post.
it's not a bug, in fact it is a mod with a partical beam, which in this case was affected by the voreball and me too far out of sight to catch.
hm... i must have hallucinated the bug then... o.0
lol... i was pretty certain i had seen that before. oh well, heh :P
Indeed A Rare Subroutine...
It is from the ExtraQuakeC modr4.
It has a func_emitter, func_switches and func_water. Also a well designed particle system.
Good ideas for a changing water-type
Just A Little Something I've Been Working On...
lighting in this second shot is temporary. just to show off the brushwork
heh, they make the monsters bigger, so i make the rooms bigger... o.o
btw, don't be fooled by those fps numbers... my machine is pretty good. i expect performance would be crap atm, but i've yet to do any portals or optimizations beyond caulking behind patches... i suspect this will be a bitch to optimize. :P
Nice screenies indeed ! I love this gothic-like castle architecture... I love particularly the curved ramp stairs: very weel done !
However, you should consider to add more "colored" textures: these gray stones everywhere could have been replaced by something better at some point... and it gives a flatness impression at some point...
For example, the background wall behing the arches could have been replace by something more "bloody"....
Anyway, it's only my taste, and it sounds that it will be a cool map ;P
Keep it up... and go map :D
But some of the textures look a bit flat for D3, like the outside of the curved stair case.
The styles look kind of weird in areas, like what the hell is going on at the top of the outside pic?
Good work though, nice to see something other than tech.
jpl: do you have any suggestions on different colours? i kind of like the tan look atm, but maybe i could redo those trim textures or something?
or did you mean i should just put more blood everywhere?
bal: what do you mean by what the hell is going on at the top of the outside pic??
do you mean because it just ends abruptly? i haven't finished the top part yet. hehehe
As the walls are pretty grey, adding either bloody splashes, or smooth red bricks, or whatever you wnat but grey stones, would, IMHO, give a better look to the castle, and for sure will improve the stuff.
I think there are some good stones textures from Hell level... myabe you nshould consider to use it, or maybe you should add some colored lightning effects...
It's up to you..
heh, the brick texture there *is* the brick texture from the hell pack, i just replaced the diffuse map. XD
i'll definatly look into adding blood splats. i tried a bit to make some red bricks, similar to the ones found in doom/doom2 and that i converted for use in ne_marb, but i can't seem to get it to look good... looks mostly like a brick sprayed red, and not something truly evil. :P i'll have to experiment more...
thanks for the input :)
In doom 3 it is easier to just drag some of the readymade blood splotches across the face on a patch than it is to put the blood into the actual texture.
that's what i was talking about. :)
blood splats with decals, but i want to make like a deep red brick too. ehh, maybe i'll just use some coloured lights instead.
Looks cool, but I reckon casting some blue light down from the open ceiling (as the sky is semi-blue) could add some needed colour and spice it up a bit.
Oh And The 2nd Shot In Your Post...
has someone been walking around the imperial city too much in Oblivion? =)
4 BETA Deathmatch Maps
's rgb series, along with one bonus map.
designed for fast 1on1 matches; 3 player ffa works, as well. as the name implies, each map follows a certain color theme.
green plays pretty well already, the others may still have some things worth improving.
any comment appreciated.
My Free 3 Day Test Server
runs the red map at the moment
you should be able to connect with both nq and qw clients, fteqw serves ;)
3e RGB+grey Maps
Nice stuff. I ran around in fuh. The grey one especially seems fun. And the green one too. The one-way door at mega was interesting as are all the holes in the maps. :) The ramps provide for some cool movements in the grey map. I like the pillar with rails area too.
Have to check fps and polycounts later.
That guy should try his hand at a 4on4 map.
I wish some slight memorability in some of the maps. Like some different floor texture on some level or something. I understand he wanted a strong theme to each but now some of them are a bit too single-tex throughout. Dunno, maybe they would start feeling better and better you if you played more.
Oh and the wind pipes were fun too, dunno how they work in game. :)
Hot Off The Mill
I'm working on a small total conversion (working title: Symbiote)I hope to have finished by the time the Quake Expo rolls around. Here is a pic of a monster model and skin in development (still alot of bending and seams to fix, but it is a rough sketch).
Tools used, MDL, Gimp and Blender.
A small total conversion? Never heard of that before.
That's a good way to put it!
I look at it this way. A good base map has only a handful of different monster and weapon types, yet still provides some decent entertainment. This will be on the order in size of a Mexx10; in that sense, it's a modest sized TC.
screen shots of some weapons I'm working on
The material texture for this weapon will be plastic, hence the smoothing groups used on the barrel and other surfaces.
the view model version
and the view weapon version
In the last shot, the left hand is about half the size it needs to be on the gun's undercarriage. My bad.
i like the second gun especially
That last problem I mentioned was bugging me so I corrected it.
So Headthump, Than...
Who else is working on anything significant right now?
What do you mena by significant ??
Off The Top Of My Head
Not sure these folk will have stuff by qexpo but:
czg, tyrann, metlslime, bal, the folk doing the travail pack (scragbait?), tronyn... I'm sure there must be a few more folk with stuff cooking.
Note that some or all of those listed above might have given up, started again, or fallen in love with a sailor named tom and moved to a small tropical island to start a new life.
I started a map for Quake anniversary, but unfortunately Doom3 textures conversion to Quake is eating all my time: i.e it is more complex that I foreseen it at the beginning...
So I guess I will not be able to deliver something "big" this time, and maybe I will not be able to deliver something at all...
Shame on me...
I will try to do my best to map.. but I can't promise to be ready in time...
I don't know if it is a coincidence but the skin on your ghoul-thing reminds me of those fetuses you see on pro-lifer billboards -- yeech!
Its A Coincidence
but those would make for some great skins.
I think I'll wait for the 100-year celebrations.
Some New Weapon Models
looks like you've really picked up modelling fast, some of these look really good. The railgun looks crazy, that's probably my favourite. They look pretty economical with the polygons too, but not overly blocky (it isn't 1996 after all). I'm looking forward to seeing these ingame with skins!
Kinda hard to judge these without any textures on them though. =)
Could You Post Some Wires?
difficult to see with just flat shaded
I'll likely use Wings3d for the UV unwrapping; it gives you better control over grouping the poly layouts better than Blender does, IMHO. Modern unwrappers (like the LSMC unwrap that Blender uses) give very disturbing looking results. I don't know how pro modelers cope with UV layouts that look nothing like the basic model shapes.
Idealy, I would like a 3dpainter that has the same dodge and burn capabilaties of Photoshop and Gimp, and I would like it to be free :) Photoshop 6 was the last ap I bought with my own cash that wasn't bundled with the PC.
It's not free, but I use Deep Paint 3D (by Right Hemisphere) for painting uv textures. What I do most of the time is just paint a quick sketch on the 3D model to get general idea going, then I finish it up in photoshop. Nice software anyways, and the tools try to be as similar as possible to photoshop (no burn/dodge though), and it has pressure sensitivity if you're using a wacom or other tablet.
Last Screenies For The Weekend
I'll work on skinning the critters.
For the player model, I was emulating Sam Fischer of Splinter Cell, but I think the head profile looks more like Kevin Spacey.
looks like a lot of work. I think it has some proportion issues though. To me it looks like the forearms are too long, the upper arms slightly too long. The chest area looks nice presuming its in some sort of armour. The head looks pretty good, is the neck a bit long though? Also maybe the upper back needs beefing up a bit. There's also something off about the legs, but i'm not much of an expert in this sort of thing.
Maybe you should get one of the awesome artist folk from here to help you out, Bal or someone. I bet they could tell you exactly what to do to make it look more natural.
Forget the face, it looks better in Post #3039, screenshot #1.
Also, is he making fists or are his thumbs really longer than his fingers?
Some proportion work wouldn't hurt (ever pick up "How to Draw Comics the Marvel Way?") :)
Each Area Just Needs
to be worked up, like the back of the head; I haven't really touched it yet.
I haven't looked at The Marvel Way, but I do have book's on artistic anatomy, including Albinus's work. I've always thought that Marvel is the most consistent in terms of design of the comicbook houses.
My own work got too manneristic from my tat work, but consistant practice ought to take care of that. It was all of those dang Celtic Crosses :)
The hand looks horrible on the right side screen of the first pic, but the left side screen does show its proportion is okay.
The leg problem is the result of having a straight V for the inner thighs. I need to bevel that for the pubis, and then add extrusions on the calf to indicate the adductor group.
Thanks for the comments. I do appreciate them. If there is anything I miss, I do want to know about it.
Necros, I just saw your post. I'll add some wireframes later in the week.
Nice start Headthump, I'm sure you already know what you're doing, but just in case, a couple things that might make your life easier when you get to animating: More edge loops around each hip, or you won't have enough density to fold that area properly (and give him a crotch =D). It's best to not have the thumb on the same edge loops as the fingers, if you check on a real hand, the thumb is really under the others. 3 or 5 edge loops are best around knees and elbows, depending on your target polycount, same as the hip, even if you don't have much detail to put there, you need the density for proper animation.
Oh and yeah, proportions are a bit strange, his legs look a bit short, have you drawn some sort of model sheet for this?
I know what you mean about the legs. In certain positions, it looks like he is wearing parachute pants!
The base pic for the model is a Splinter Cell screen shot, and I see how the top down view from it has had a distorting effect on how I see the torso/leg ratio here. In my defense, my favorite painter is El Greco :)
I think he is almost ready to be skinned.
I want to keep him at a low enough polygon level that I can still convert him to a standard mdl format. He is still pretty low on the poly numbers - the vital stats:
File Name: Player
Number of Vertices: 693
Number of Skin Vertices: 1
Number of Faces: 1392
Number of Frames: 1
Average Size of Triangles: 0
Hard To Tell Without Wires,
but it looks like you'll need a few more polys around the armpits/shoulders for them to deform well. it looks like the shoulder is directly connected to the upper arm without any polys inbetween... it will deform badly that way. :S same with the waist area and legs. (and one edge for the knees?!) i'd cut down on polys on the face and use them in more important areas at the joints.
just my opinion anyway... (haha, i love this disclaimer! ;) )
well, i realise there's the one wireframe on the side there, but it's hard to tell from that.
Mdl Conversion - The Limits Of The Format
If anything, the chances are that the model is too detailed in places for quake to handle it well. My suggestion would be to compile it as it stands into mdl format, and see how well the detail is handled. The reason I'd be concerned is the way quake stores the location of vertices.
Basically, the x y and z coordinates of each vertex are given by a single byte, so there's a 256x256x256 grid for the points to snap to. This grid is scaled to the maximum extents of your model in all it's frames. This is why you get model wobble in quake, the rounding errors caused by this practice, and I worry that the detailed face and hands will suffer in quake format like this. So do a conversion and see how it looks. The advice people are giving about having enough triangles at the joints of the models is also important.
While we're on the subject, a few other thoughts about the accuracy of quake model format. The first is that the accuracy is a global thing, it depends on the extent of your model in all of it's frames. So if you want your model to look it's best, keep everything as central as possible. If the model is moving in a run/death animation, make sure it's kept centered on the origin. If you need to have a skin frame(although hopefully most people don't do this any more), make it smaller than the original model. If there's any way you can avoid an abnormally frame in a model, then the rest of the frames will be that much sharper.
You can also, if you have the time and patience, make multi-segment models, for instance a seperate head and body. Since the head will have it's own, much smaller extent, you can cram that much more detail on. Then again, probably not viable for a monster in-game, since there's no tags or weapon_follow to attach things with. It would be a good way to do some machinima stuff though.
A final tip: If you make a dummy frame in your model with vertices at 256 256 256 and -256 -256 -256 in quake units, your model will snap to the grid used for mapping. This would be handy if you wanted to make map models that fit seamlessly with geometry.
you can avoid an abnormally frame in a model,
you can avoid an abnormally large frame in a model,
I was planning to ask for some tips in the Help section on the MDL format. Thanks, Preach.
You are right about the shoulder/upper arm connection and also the knees, Necros. There is still room to slip in polys for deformation purposes, so I'll work on that asap (and also those ugly-ass ears).
I'm Not An Artist Or Modeler
but the proportions seem a tad weird, the arms are almost as big as the legs? I can't pinpoint what could be made to correct it, sorry. :/
Thanks For The Input
That was helpful. I kept seeing a problem there too, it is in the size of the arms. They should come down to mid thigh, but these were slightly longer than they should be, and slightly thicker as well.
Here is a corrected version.
If you take a look at the familiar sketch, Vetruvian Man http://en.wikipedia.org/wiki/Vitruvian_Man
which served as a rule of thumb for proportions for centuries and is still useful, I think you'll see my corrections are now matching up.
In a squared area devided into four equal parts, the nipple line comes to the first 1/4 ratio, the symphysis pubis (just above his weiner) is the mid point, and the midline in his knees hits the 3/4 mark. Also, the arms spread out to the ends of the squared area. This is where I made my correction; the fingertips could spread out far past the squared area before I evened them up.
Thanks again, Bambuz
Good progress, I'm still pretty convinced your proportions are off though, his legs look too short, but I think the problem is actually that his crotch is much to low, making his legs short, and his torso much too big.
Also, your chest topology is friggin weird, what's up with those long triangles on the side, it's gonna look pretty strange when you start animating if he bends over and stuff, most of the time, simpler topology is always better (this is for hipoly stuff, but isn't so far off, but pelvis-lower torso are ok...
it's not done though, plenty of silly errors in other places).
I Thought The Crotch
was too low aswell. Then I realised he probably isn't naked, so hopefully that'll look better skinned?
Looks Awesome Bal
where'd you learn to model like that?
School (yeah, I guess that's cheating =).
Still much to learn though! (Unfortunatly, not much time to put most of the stuff I learn to personal use...)
It's obvious that you will use a few percents of the stuff you learnt at school (and also what you will learn if you still ahve to go to school..) in the "real" life (I mean life after school...)
In anyway, I really would like to see the model with its skin: I guess it looks awesome :)
Too Low Polycount On The Tits
Unless those are underage tits...
You so mean. The polycount quadruples when I put my meshsmooth though!
JPL, I know this stuff will come in handy, just meant I wish I had more time to use now on personal projects.
BTW, are you still at school, and if yes, which school ?
Well yeah I'm still in school, it's some 3D Animation/Film school in Paris, part time (en contrat d'alternance), have like 1 week of classes a month, rest of the time I'm at work.
It explains many things so ;)
Thanks for the infos ...
Good organic model too.
The chest area protrusions, and shoulders and back as well, on my player model are armored seams.
On the sides, those long polies are just a holding place until I get to working it over with some extensions,
Is there any chance you could combine all your MDL posts into a few tutorials and post them at QExpo? I'd love to have all the information you've posted all in one spot and organized by topic. :)
I Have To Add
Damn fine, effecient, modeling on the alien chick. Not a wasted poly on the whole body.
I Had A Feeling
Did someone say underage boobies???
Sure, I'll put 'em all together, and edit them nicely. Maybe even put together a proper full tutorial with pictures and stuff. It'll give purpose to the booth at least.
Raise crotch, lengthen legs, shorten torso.
Lose at least half the polies in the feet.
His profile is off, with the forehead being very far back and the mouth sticking very far forward.
Lose the thin lip edge on the shoulder pads - if you're going to have shoulder pads that thin you can just communicate that edge in the texture. Otherwise, make it big and thick. Same goes for the bottom of the torso armor.
The neck should come more out of the front of the chest than poking out of the top like a chimney.
He needs an edge turning pass to fix the contours, especially the edges shared between the two big pairs of tris where the nipples would be, and the two at the top of the large pair of tris at the bottom of the armor.
All the detail in the head is going to turn into a huge mess in-game. Quake's probably not the engine to model nostrils and ears onto your characters - there were more reasons besides performance that the quake characters all have cubes for heads, like the integerization Preach described.
that's a quite a check list, and it should keep me busy. I'm wondering if in the neck as shown in #3047 the contours are the reverse of what they should be. I built the neck by extending from the clavicle area, but if it looks chimney pipe like in the shots, I likely goofed it.
I'll decimate the models down to lower polies if in game test show them to be unworkable. At about 1200 faces each, the ghoul and v-weapon flachette came out okay (no substantial animation on the ghoul, the flachette though worked well as a complete replacement for the double barrel SG).
Always go by existing models in a game when modelling for it. Quake guys have blocks for hands and feet too. I mean, look at shamblers - they walk around on tree stumps.
When someone is standing up perfectly straight their spine will still have an S curve to it. Your neck will tilt forward a good twenty degrees at the shoulder line and curve up into the back of the skull. From a side perspective, the nape of the neck is roughly centered on the peaks of the shoulders.
Thanks For The Clarification
I see that now. The nape, instead of being an indented curve as it should be is just a straight slanted slope on my model. It also makes the shoulders look hunched, rounded and weak. No player would want to be that guy no matter how unsavory I make his character!
I remember my sixth grade art instructor yelling at me about making smoke pipe necks, and I thought she had scared them out of me. Glad she isn't around to see that neck.
Attack Of The Bluemen
To test out concerns that the relatively highpoly player model may be problematic in the Quake engine, I did a rudimentory walk cycle, flailed the arms around a bit, and had him revolve in a circle for the standing frames. I then replaced the soldier model to get him in game. Here is a screenie -
Tested with DarkPlaces, there were no problems; AquiRe's revision of the NehQuake engine is the target engine for the mod and the model should work fine there as well.
I've also taken a number of suggestions -- I've pulled the face back into the head and reworked the neck and armor and made the shoulder/arm connection deformable. I still need to add edge loops and structure to the knees.
This is a picture of the wasp
-- an insectoid with a mounted nail gun and lizard head. Though, the lizard skull makes him look more like a dragon, at least without a skin on him. I've fully animated him and have him working nicely in game. I just need to skin him, and change a few things in the QuakeC.
The Wasp Looks Interesting
but I hope it's not too small and buzzy, otherwise it might suffer from Daikatana syndrome!
We should be thankful to Romano for discovering so very many things not to do in a video game title. A true pioneer. I'll never forget the first time I got my ass kicked by a mosquito in DKT, yelling out, 'THAT just did NOT happen!'
Wasp is a little smaller than the drone in Operation Urth Magic. I want him to spawn from niches and crannies. I thought that was a really effective attack when implemented in Doom3 with the ticks.
After I finish the sound (working on it tonight), gibs, and skin, I'll upload him to the Inside3d repository for anyone to use in their mods.
Romero , Not Brad Garret;s Brother!
Why are his legs so short? It looks like they've been amputated at the knees.
Little Secret . . .
model needs to be adjusted up about 16 units to fall square with the floor. Blender to Quake ratios and orientation is a bit skewered.
Actually there might be less to it than that. The quakec for the grunt assumes a certain origin point within the bounding box. I think it's 24 units above the floor. So if you export a model where the feet are more than 24 units below the origin, they will be in the floor.
Adjusting the QC bounds instead of manually lifting each frame of the model does sound like a less tasking solution.
can do translations, rotations and resizing over all frames in a model
actually that's not a good idea becuase quake can only do collision for three predefined entity sizes.
It Also Occurred To Me
that the model would no longer be useful as a replacement model if I relied on QC changes (I'll change that head though, only the player model gets the cool goatee). I'll just suck it up and move them around manually in Quark. QmE cries like a little girl when I try to import these models, but with Quark I simply take an md3 version of the model built with Nepherno's tool and convert to .mdl.
My basic design concept, and AquiRe has been helping to hash out things, is to do frame by frame replacement models, and then tag in frames and materials that are specific to the mod. I wont try to replace the entire monster content, but only those that are useful to the mod, and frankly some of the add ons have more interesting creatures. So you are more likely to see a new wraith or scourge
in Symbiote, but no tarbabies (unless I think of a way to nasty them up a notch).
Tarbabies are already the nastiest monsters in quake!
so many players hate the tarbabies that I would only want to replace them if I can think of something that they would hate even worse.
Qme Is The Way
Are you sure you can't load those models in QMe after you've used quark to convert them? It's pretty much what I do for quake models, and I've not found ones that'll load into quake but not qme...with one possible exception. If your models appear to load into qme, but aren't visible in the model screen, and cause 'fatal exceptions' when you try tilting the view, it can be a problem with skin vertices out of bounds. It can even happen if you model has a correct skin, but with some vertices right at the edge of the skin.
I Managed To Skin
the flachette with Qme, but so far no luck with the other models. I like the vertex painting feature. The ghoul, player and wasp models I have had no success getting them into Qme. However, my attempts have been from MDL to Qme, and MDL does seem to shift the origin point on the models (which is why I use Quark now.) I'll see how they do with the Quark conversions.
Well, Why Not
Scary Monsters & Supa Creeps
These are some monsters I have been working on this week end. They are more low polygon oriented than previous models. It's just easier to build skeleton animations around the low poly structures and then add in detail as needed. I'll likely have seperate packs for low and high polygon models.
This is the Spectre, a replacement for the Wraith from the Disolution of Eternity (DOE)episode.
This is a scourge model to take the place of its namesake from the God awesome Sourge of Armagon episode.
This is a replacement for the tarbaby. Yeah, I remember what I said last week ;)
This is a wild, undead boar who'll stand in for the fiend.
and a substitute for the Rouge pack (DOE) eel.
Replacing The Fiend?
I Suppose I Could Keep
that spine ripper, but he is getting dreadlocks!
don't have much of a neck.
Nice boar cock.
I thought it would be wrong not to include it.
This is the pic I based it on.
My boar's cock is smaller, but I figure it is pretty difficult to get a full on chubby when you are undead. Hmm, how do vampire's do it, not having a blood flow and everything?
Bambuz, you are spot on right. I eliminated the line between the front blade and the shoulder and lifted it up to create a proper dorsal to correct that problem.
That's just unrealistic Kell. Where are the barrels?
HeadThump: why have crappy replacements?
Hmmm . . .
HeadThump: why have crappy replacements?
1) The models primary function is not to be replacements but are to be the building blocks of an entirely new game with a Quake like sensibilaty. QuakeC coders over on Inside3d have been developing physics, mathematic, UI and AI libraries. I would like to use these as a modder, but frankly, a lot of players get pissed if you mess around with the game basics so it is best to start from scratch. That is one reason for the models.
I have pretty detailed plans for several episodes in a story arch concerning undead immortal rivals vying for world domination, and the human mercenaries who do their bidding. Locales include Venice, Marrakesh, Port au Prince and Baja California.
A few summers ago, I collected hundreds of photos and documents on these locations,for what was intended to be a Deus Ex mod. However, since then the idea has evolved into its present form. I prefer to develop this on a non proprietory engine like the Quake engine where anyone who is interested will be able to play it, instead of the game being limited to those who own copies of either Quake or Deus Ex.
2) To have any change of these ideas coming into fruition, I'm taking a holistic approach. I put together all the material as quickly as I can, and then I can fine tune the models, sounds, fx, code and etc. as I go along.
I'll be the first to admit, the quality varies. The boar looks like shit, and the eel looks like total shit, but the scourge I think is pretty good. The spectre needs tweaking, but I like my overall design for it.
Why would I show these in there present Alpha stage forms? I'm trying to encourage as much criticism as possible. It really helps to have
Bal or Lunaran, real seasoned pros pick these apart.
I think it will be extremely difficult to replicate the 'Quake like sensibility' in real-world locations.
the third shot has too much bloom effect!
Does Peerguardian block leveldesign.org? scampie, what did you do? :)
kell's #0: lol, how long did they search for a spot with that even lighting.
lmao, that made my day :}
Vormit Will Haunt Me For This
I recompiled the Q2 textures of Richard Neff into a Q1 wad. And by doing so I wanted to know how they would look in Quake1.
So I took the first Q2map and converted it to Quake1. I didn't use the coloured light, but I intend to do so.
sorry, had to much hosting on my site.
am I refreshing an empty grey page?
Because My Site Is Lame...
But Thanks For Telling Me
Which Icon Do I Use?
that's pretty interesting to look at. any chance of you uploading the bsp so I can run about it?
Quake12 Of Course...
The level is in a test state to watch the Q2wad file. Therfore it is not made to make it a real challenge. I made it as an exit for the abandon pak I made. But it has been a rather tacky aprehension I set myself.
Exploding walls are not there, no coloured lights, the overflying planes have to be added as funk_trains etc.
But if you are curious, give me some hints!
Those pictures look really interesting. In quake the level looks much better than in quake2 :)
Wow, really interesting indeed ! Keep it up !
that was indeed interesting to look about, thanks!
wtf. stop stealing/butchering another game maps. make your own (even if you copy q2 maps layout or style)
ripping smth from another author and making it worse is lame
As I mentioned before I was not planning to distribute this level.
I was comparing the wad file I converted from someones hard work to make Q2textures available for Quake1.
Why always that picking on someones authorizing capabilities?
sorry for finding it interesting, speeds. I was wrong. Forgive me.
right, I renewed the Q12 level, with func_explode and func_train and wondered if coloured lights would make it look better.
I also have a beta, and because the response was rather low, I publish it as a beta.
hit me with your joystick!
Madfox crates textures are all fuckedup man! look crates top! in start the first ones...
There are plenty of visual problems, but gameplay is solid and it's a big map. As usual, there are progression issues, but nothing detrimental. Challenge was OK on Normal, but I'd like more health and especially armor in the later parts. There is enough overall, but some stuff should be moved to later areas.
Maybe also replacing the RL with the secret GL (I only found it afterwards), marking secrets and deleting the rogue fish at (2304 -1024 -1248). Otherwise a fun oldskool romp.
i will need serius beta tester�s also got neg|ke and JPL at least more two will be great!!! but to give many feedback not just say "IT SUCK" this i already now :)
Mail me the map. EMail address is in my func profile.
for your responds.
True in the middle part there is rather little ammu when one starts fighting the monsters in the castle. I just left them and played on.
I put in the grenadelauncher for killing the hellspawns, but I thought I marked the texture well out. And indeed, there's one monsterfish stuck, good you attend me.
Trinca, I think you can jump real high for blam
ing me fuckedup textures on cratetops.
But it was just a betatester so I just won't say fuckup.
MadFox u are the english man for me fuckup and fuckedup is same shit :)
Overall a big improvement from your last maps!
As said above, there was some progression issues - I had some trouble finding the exit since I didn't know where it was.
To help progression you should make some of the doors keydoors, so that players more easyly can remember where to go.
As Trinca said all cratetops needs fixing, and on one face on one of the watherfalls the water runs the wrong way.
I think you should give some of the doors a 'real' doortexture as well.
I played on hard and didn't have any ammo problems, I run short at times but not anymore than to expect on that skill. Allthough I somehow missed 5 monsters somewhere acording to the score.
A big nice 'oldskool' map that needs some small ajustments.
I made this map with the intention to give it coloured lights. Distrance and The Silent had it betatested and gave me some good advice of texture alignments, but they found I had made the colors somehow severe.
Then I became tired of the thing and layed it aside, the setup was alright but I couldn't compare the military base setting with the medieval castle. They didn't really fit.
Also the gameflow became somewhat back and forward. But after some time I still liked the play, although the coloured lights still are puzzling me. I was looking for a neon beam effect but couldn't find the basics for them.
great you enjoyed the map!
I will continue working on it.
For a neon beam effect, make a texture from one of the 32 fullbright textures, then make a small room away from your map. Put the brush you want the neon light to be on inside the room, turn it into a func_train.
Light the hell out of the room, about 6 500 plus light values that hit each side of the brush object should work. Go to the spot you want the brush to appear, put an info_null there and set it to wait -1, target self, targetname self, connect the func_train to the
null and compile.
If everything goes right, you'll have a groovy looking neon thingy in your map that is self lit.
I Mean Path_corner
not info_null -- and of course, those fullbright's are self lit textures in software Quake, but this trick will give them a hazy glow appearance, like a mug of Absinthe.
Tried It Out
and first my object was hidden in the skytext.
when I added a trigger_once to the func_train
it appeared inbox and it became a intens
object, but not the neon effect I expected.
I used 4 lights of 6000, but the texture of the object is already fullbright.
I was thinking of a mod I once saw that showed neon bars as trashold for doors. But it has gone so far in my collection I can't find it.
But thanks for your hint!
Yes, But Can God Actually Lift The Stone After He Made It?
I thought one of Matt Sefton's maps, and possibly Beyond Belief, had some laser-barred doorways. Truth? Fiction? Figment of my imagination that will be come real as soon as enough people believe it and someone loads the maps to find out, but remains myth until then?
They were simply sections of corridor with shooters that just fired a shit-ton of lasers.If you went into them, you were pretty much guaranteed to die. In the speed run of beyond belief, the runners armour up and just run through the barriers though.
It's easy enough to make a laser barrier with a func=illusionary (maybe you need to use func=wall if you want it to be killable) and a trigger_hurt.
I Don't Remember If It Had Been Done Before This, But
in czg05 (never finished), there were forcefields with thin brushes with water textures stretched by a large amount, making them looking like flickering/fading bars.
I'm pretty sure it was in one of Matt Sefton's maps, then. Perhaps Jawbreaker or something.
I have been working on a Symbiote map tonight; it's bedtime. Here is a shot.
...I like a mapper who gets dark and light working for them. Nice!
You Might Want To Consider More Texture Variety, Though
I wanted to get the lighting tweaked carefully before I textured it properly. I chose a white texture (church1 from Armagon) so the weaker brush work would stand out and I would have an idea what needs to be worked on, and man, in my exterior work not shown here, they stand out
Thanks distrans, I'm glad you like it. The resident master guru of lighting and compile matters sent me a suggested light setting for the map, and it just floored me how much an improvement it is over my original.
Just To Avoid Confusion
my original, as shown above.
Funky Q3 Map
scroll down page to lordsquart's map :
1st pic looks funky.
Fjogg's map also looks good but this one caught my eye.
it looks really impressive, indeed! i wonder how playable it'll be, though (r_speeds and all).
Sorry I haven't been able to update today, my hotmail account has been iffy today. Anyway, I have been working on the skin to the Necro-Mech warship, boss monster. Here is the basic proto-type.
If you like it, I'll go with this and
rebuild the model to accomadate the leaner design
in this shin.
Well, I got talking in IRC yesterday about Doom3 and I remembered I had a bunch of shots from a single-player project I haven't touched in over a year.
There's a lot more interesting/larger areas than in those shots, but nothing at screenshot-standard yet. Good thing is, since I last shelved this project, I've developed l33t Max skills at my company, so I should be able to tart it up a lot with outdoor rocky stuff and gibbley hell groves >:}, not to mention machinery gubbins that I wouldn't wish upon anyone to be forced to make with patches...(id's designers are a bunch of masochists I swear)
Well, stranger things have happened than me deciding to dust down the old scrozzler and finish it off, so it may yet see the light of day :}
I especially love the first three shots.
Still don't have doom 3 (played it at work ages ago though) but this might convince me to pick up a cheap copy if it turns out to be as cool as your Quake output.
It Looks Cool
What's the thing with lighting?
What's the thing with lighting?
I'm not sure I understand. Which bit do you mean?
very even? Is it only a draft?
guy is surprised to see d3 map that doesnt have pitchblack areas right next to bright lights.
could add more contrast anyway
Bear in mind I altered the brightness of the screenshots for clarity, which I'm sure makes it look a bit more washed out than in the game.
As a personal preferance, I don't really enjoy Doom3's default style of fighting monsters in the pitch dark, so one of the goals was to make most places lit. But yeah, tweaking lighting will be something I do in the finishing stages :)
(...with a praxinoscope, I should add).
Several Species In A Cave Groovin' With A Pict
Pink Floyd Forever!
Sorry to hear Syd Barret died the other day!
yes, brings pears to my eyes. :-(
I'm Vaguely Inclined To Guess RPGDM1
But that's just because you said "world domination." The layout itself doesn't look that familiar.
I was going for warfare by Gonzo, failing to realise my true paint skills, it turned out as it did. Maybe it'll turn out better in wc.
Need Some Help Beta Testing...
i was away before and during qexpo, so i never got the chance to release what i wanted to... anyway, i could do with some help beta testing a map. you need quoth to run it, btw
I would "volunteer" since I have quite some free time at the moment.
Cool, Thanks Guys
Sorry, I'm late, but if I can help: send me the stuff please ;)
Good Old Gothiness
Just a little something to get away from tech-based mapping:
Still very early :]
me too pls
i'm recompiling with some changes atm... i'll let you and JPL know when it's done
looks a bit generic ?
what's the layout ?
Q4 DungeonsKeep CTF
I found someone, who has rebuild the Q3 DungeonsKeep to Quake4 from scratch.
Then he designed his own textures for Q4.
But it doesn't suit him he has to use replaced textures for distributing the level.
Court Of Conscience
A little DM map I've been working on for the past week or so. I'll be testing the gameplay at a lan party later this week, then if all goes to plan I'll release it towards the end of the month. :D
I still have to work on the lighting (hence the funny filters used on the screenies) and some of the textures/architecture displease me.
Looks Interesting But
you DEFINITELY still have to work on the lighting.
Turn minlight down a bit and get some contrast and shadows in there. I wouldn't stick minlight at more than 30 to be honest. If you set the light coming from the sky to be very bright, then you have some really strong contrasting light as you starting point, and then you can add in other shades from there. Also, spotlights really suit the e3 metal textures, so try sticking some uplighters and downlights where you think they might look good (probably not in that big light area though, maybe the more dingy areas if you have any).
It's SP, right? ;)
I was being retarded. I skipped straight to the screenshots after skimming over the second paragraph, so I didn't even notice it was a dm. Maybe bright non-contrasting lighting doesn't matter so much then.
/me slips away into the shadows.
any lighting advice is always helpful. It's my Achilles heel. :) Ta.
And I have been considering working on a SP version once I've done and released the DM, though that'd be a while off yet.
Hi folks! Following the good feedback received for "Deus Ex Machina" I'm working on a new SPQ2 named "Citadel". It's roughly half-way done, you can check some screenies and read more about it here:
I Like The Look Of That
how many maps ?
Based on those shots, your level design skills are coming on like a frieght train. I'm looking forward to some fresh Q2SP.
It's looking good in the shots. The old-school style brings back quite a few memories. Hope to play that pack soon.
Thanks for checking my work, guys!
In reply to Nitin, Citadel will feature four maps. Level 1 and 2 are finished, on medium skill they deliver respectively 128 and 117 enemies.
The game uses the modified gamex86.dll made by Knightmare (along with Lazarus, Xatrix and Rogue entities), but doesn't necessarily need the famous Knightmare engine. You won't find new textures since the theme is a typical Q2 unit. This will also allow for a relatively small download (less than 20 Mb).
Citadel has been inspired by "The Powersphere Quest" by Cedar Kraus, which I consider the best SPQ2 ever made. As you can see in the preview, in some locations I've tried to replicate Cedar's stunning visuals following fond memories of his masterpiece.
Is it going to be as hard as PSQ? I hope it won't be quite as ridiculous, but the extra challenge of PSQ was certainly great for coop. Will you be supporting coop?
I Should Have Mentioned Earlier
those shots do look awesome, Andrea. I'm looking forward to playing your episode. I replayed Powersphere Quest a month ago, and it does indeed hold up well.
Those shots are really impressive -- I need to play catch-up and get Deus Ex Machina, tho...
@than: no coop nor deathmatch for the moment (although those features may be implemented in the future, should people ask for them). Concerning difficulty, Citadel won't be a walk in the park, but it won't reach the PSQ level neither.
Beta Testers Wanted
I'm looking for one or two beta testers for a small medieval SPQ map.
email me at email@example.com if you're interested. Thanks.
You'll always have a place in my heart because of your outstanding frontpage updates on. I will beta test your map :)
Why is it that the Russians / Ukranians are the best at capturing the "post apocaylpse" look and feel? These shots remind me a lot of Stalkers environments and they look damn sexy.
The game is aparently "an action oriented survival horror action fps" =)
because alot of russians are utter fans of fallout 2
Because Russia/Ukraine is post-apocalyptic. See: Chernobyl.
RPG beat me to it.
you have a point there... :)
That stuff looks tasty. But I have a rebuttal: Valve has doen a really nice job in that dept. with HL2.
but stalker and this new game just have a lot more grit and grime, hmm perhaps its just the 3d engine they are using but half-life 2 looked a bit to shiney at times and it detracted from the run-down look of everything in places.
HL2 Art Director was Viktor Antonov from ex-USSR ( http://www.mobygames.com/developer/sheet/view/developerId,10802/
Metro 230 is being made by the same people who worked on Stalker.
Make Quicktime VRs Free!
I did a little digging and came across a free Quicktime panoramic/VR tool that'll take an image and make it into a pannable .MOV to embed. Here's a tutorial and link:
And here is my attempt - I did NOT know what I was doing, I just took like 5 screenshots of a map by turning right in intervals and stitched 'em together. But it works:
I also found more utilities that I have not yet tried. But I thought I'd have to spend money on official VR tools to do this, and I don't. I think this would be great for screenshots!
Antonov Fucking Rules.
Everyone, go get the Raising the Bar HL2 book, and gawk at his concept art.
yes, it rocks!
Friction tried this a while ago and got a few of us into it:
I have others, but they're not on my site, and I'm at work.
does anyone still have the panoramas I made for concrete dreams or derelict? I seem to have lost them in a hard drive failure.
While that'd do as a source image, it's not the best representation for a map a- because of the curving. Unless viewers knew that panoramic images (depending how they were shot) naturally curve, they'd be thinking "my what a curvy map!".
Here be ye: http://www.faqtion.org/phait/lun3dm4.mov
Some pics for us without the book: http://www.vulkanbros.com/
The 2 Latest Screenshots...
... of my current project that uses Doom3 texture sets I presented during QExpo (it is the same map btw)
What do you think ? Would it be suitable for the Xmas Base Pack ?
wow you have come a long way since your 1st map!
The doom 3 textures actually look ok in Quake 1, you seem to have done a good job on the conversion.
I like the 1st screenshot, very dark and atmospheric, 2nd is ok but is too bright imo.
I want it. I think that it would work fine in the base pack - but I have no swaying power over the internet. at least not with adults...
sm theme suggestion - jailbait.
In first screenshots, there is flickering light in "cage" above the stairs... it is not so dark in fact...
Anyway, thanks for the comments ;P
In My Opinion
The ceiling texture on the second shot looks very bad. The rest is very nice!
DaZ - Sarcasm?
I cant see much at all on 1st pic
2nd is OK, dark still
d3 tex look all wrong
ceiling/floor in particular
that QT pano is pretty shibby. :)
Although, the shot wasn't 360� - it only goes through about 210�, so it technically shouldn't wrap.
and, JPL -
why are all those textures lit from underneath? are they upside down?
uh ... you didn't make them that way, did you? The green channel of a normal map goes from black for up-facing to white for down-facing ...
No, they are not upside down... I just "missed" the darkness / light position. Thanks for the comments.
i really like the doom3 textures. i hope more people use them in Q1 maps.
Underworldfan / Lunaran
UWF: I'm currently working on a map that use Doom3 texture only... It is a kind of Doom3 "remake" (title, story, etc.... you'll discover later) and I still have a lot of work before finishing the map, so you'll also have to wait some months I guess, before reviewing the map ;P
Lunaran: Well, after your comment, I checked the Doom3 texture set I converted into Quake wad format, and I have to admit that many of the textures already have "pre-implemented" shadow zones... I'm aware it limits texture placement vs light position, but I think it is manageable with some creativity.. Globally it comes from the 3D-FX files from original Doom3 texture set I used to create the relief effect: I used some grey conversion and brightness/contrast modifications in order to give more relief to the final texture, using transparent overlapping... maybe too much...
~all q1 textures have preimplemented light directions, since there's no bumpmapping in q1.
You just have to make sure it's top-down.
.. It is a kind of Doom3 "remake" (title, story, etc.... you'll discover later)
Given the size of the Doom3 levels you may be able to fit an entire remake in one map!
I didn't say it will be a signal map... ;)
Which Is Good, Cause It Wouldn't Have Made Sense...
As I was about to go to sleep I got this idea and I had to get up and do attempt it :)
Unfortunately, it's rather dissapointing! Here's a 2.6MB video, right-click and save-as, else it might just appear as gibberish in your browser:
I figured, to make a portal where you see into the other room ala Prey, but not exactly like it... just similar - you could screenshot the destination room, and make this a texture. Then, add that to a .WAD and name it something like *portal1 - this way, it'd appear wavy like the teleport texture, yet you'd clearly see it was your destination room.
Well unfortunately it seems you can't scale the teleport texture, I tried. The result is ugly tiling, and a less convincing view of your destination. So I just mirrored a vertically-reverse image of the screenshot (512x512 texture), and tried that - but that's silly, too.
Ah well. If you could scale tele textures, though - you could just "crop" or "zoom" to where you wouldn't see the tiling, yet still get a glimpse of where you're about to go to.
I tried that in an old map and could never get it to work well
you could also copy the whole architecture around teleport destination and place it behind the teleporter if there was enough room for it (and if r_speeds allow). This could look very realistic. There would still be a problem with monsters and items though.
Could you make the warping less obvious if you took the screenshot using FishEyeQuake?
Scaling Water Textures
You can scale water textures, but the main problem you'll encounter is that all water textures are resized to 64x64 before you factor in the scale factor of the texture. So a 256x256 texture is first scaled 4 times smaller before it is transformed. If you use a 64x64 texture and stretch that to fit the surface, then replace the texture with *portal without changing the scale factors.
You still can't translate a water texture like this, which is a bit of a pain. The final problem is that the warping gets much more excessive when you scale water textures, but it's worth having a look to see if it's worth doing.
NB: I tried this out using a func_wall for the water brush, I don't think it should affect rendering, but try that if it doesn't work otherwise.
You Could Use
animated (+) textures instead. Switch the opacity levels of the same image between frames. Results could be interesting. Good Going on the concept.
Lunaran: Well, after your comment, I checked the Doom3 texture set I converted into Quake wad format, and I have to admit that many of the textures already have "pre-implemented" shadow zones...
No no no. Look, uh, how did you do the conversion exactly?
Hadn't thought about using animated texes - a bit more work, but would be better, yes.
I took the screenshots for the portal texes using Panoramic Quake, actually.
Also, the issue with actually constructing brushwork behind it is - you would only be able to build portals into/against walls - and at that point, it would probably just appear like a fancy door or entryway. But if you use it with a texture, you can place the portal almost anywhere and make it funky like portals are.
Oh, you wanted to know how I converted the Doom3 hi-res textures into Quake wad format ?
OK, I'm not used with hi-res textures "naming", nevertheless I will try to give you the method I used.
First, I noticed each textures are composed by a set of tga files: there are
- the normal file that is the texture in itself: no shadow, no relief, only a flat colored image
- the 3D-fx file, that is completly blue, and I guess it is used for relief rendering in game
- some others that are completly black or white (what is the use I don't know), but I didn't use them
- some contain only 'lights' (on a full black background)
Well, let's start:
Take the 3D-fx file an convert it into grey scale. Increase contrast by 40%, and decrease brightness by 40%. Now you have the "relief" of the texture
The use this file and make a full overlap with the normal using transparency (set relief file transparency up to 65%)
Now take the resulting file and adjust brightness, contrast: this part is really not easy, because it depends of the rendering you want to obtain. This is the hi-res converted texture file.
If you have lights (fullbrights pixels actually), now you have to select the light part only and overlap this with the hi-res converted texture, with no transparency, on the exact point it has to be located.
Make some bluring around the lights part in order to avoid visible pixel break on the texture..
Well, it is almost done: now you just have to reduce the siwe by 2, and convert it to the Quake Palette, and load it in a wad file...
there are also some tricky things when you have several part of the texture in different files: more overlaping manipulations are required.
BTW, it is very difficult to find an automatic scripts to do the job on a full set like Doom3 texture set....
I hope it was clear ;P
It would be clearer if you didn't pick a silly naming convention.
For example, the map you refer to as the 3d-fx texture is actually usually called the normal map, while what you called the normal map is the diffuse. :D
"3D-fx" that takes me back. "But will it run Quake 2?" I remember my na�ve younger self enthusiastically chirping in the local PC World.
Please, calm down everybody: if you read carefully the begining of my previous post, I said I'm not used with hi-res texture naming conventions... I already know that I'm a french morron, blah blah, blah... but in anyway, thanks for this helpful clarification... :P
Yes, thank you for explaining how normal-mapped textures work to me. I've never done any work with the Doom3 engine so I have no idea how any of that works.
Take the 3D-fx file an convert it into grey scale. Increase contrast by 40%, and decrease brightness by 40%. Now you have the "relief" of the texture
This is what you did wrong.
Like I already pointed out, the green channel of the normal map isn't oriented like you think it is. Full white in this channel is for normals pointing down, and black is for normals pointing up. Thus, if you grayscale the normal map, you're not going to have a relief map that follows the typical convention of light coming from above and a little to the left, you're going to have one of light coming from below.
Thus why your textures look like that.
...the sarcometer I installed last week just burned itself out :)
...the sarcometer I installed last week just burned itself out :)
you may want to turn it in for a higher grade model that can handle higher readings than 'common' if you plan on reading O'Rourke, Mencken or Waugh anytime soon.
i wonder if this is why the shadows are upside down when you use ambient lighting in d3?
But Whatever You Do...
Do NOT buy an American made sarcometer. They may be cheaper, but I heard that they cannot easily handle the highest levels needed for life in Britain.
The sarcometers made in the secret weapons plants of this country are superior to any other free country's.
the ones in non-free countries were all sold to them by the CIA anyways...
Do NOT buy an American made sarcometer. They may be cheaper, but I heard that they cannot easily handle the highest levels needed for life in Britain.
still under the impression Jaguars are still being made in Coventry . . . it's a little sad.
the only the thing we have left is the sarcometer!
got waging war to sustain your economy.
Some Myths Seem To Never Die
got waging war to sustain your economy.
But at a cost of half a trillion dollars, the idea war is an economic stimulate is a much tougher sale to this generation than previous.
correct, althoug the article does warrant reading.
In all three cases, resources are diverted from the productive economy of wealth creation to the destructive economy of war-fighting.
The key phrase there is destructive economy. Many people profit off of such things...
Redistribution Is Not Production
In this case, the people who profit benefit soley through a redistribution of resources done through taxation, debt or inflation, not through the additive value to the overall economy.
In this case, 'the many people' (who profit) can never actually be the majority of the people because of the parasitical nature of the transfer (ie. public finance).
I Don't Think The Profiteers In Question Care Much About That
I can't say I'm informed enough to give an authoritative opinion, but if you are correct, that is very interesting! We should talk more about these things (I'm an Economics major at college).
Sure, Feel Free To E-mail Me
if I keep up the discussion here, I'm afraid I'll have to start posting screenshots!
Once Again ...
inertia transmutes an unrelated conversation into a debate about US foreign policy.
i wonder if this is why the shadows are upside down when you use ambient lighting in d3?
the ambient lighting in doom3 ignores the normal map entirely. if ambient lit textures look upside down in doom3 to you, you're on crack. :)
in quake4, ambient light volumes do something similar to what JPL did, except they handle the normal map right. however, if you rotate or flip a texture, the effect rotates/flips with it. it was really, really fun to try and eliminate all the junctions of rotated/flipped textures in the MP maps (which all have ambients except ctf7).
there really are shadows on ambient lit textures... or i'm nuts. anyway, if there weren't shadows, then they would look like utter ass since most of the diffuse maps look like ass alone.
nice one lun ;)
Ambient Lights In D3 Don't Ignore The Normalmap
wtf lun, are you on crack yourself? :)
I couldn't tell you what the exact difference between d3 and q4 ambient lighting is, but they both certainly do some kind of ambient-but-directional bumpmapping thing. And both look rubbish.
What's Up With That Jed Map?
Still in testing?
Thanks for sending me the rubicon2 textures, I won't share them though like you asked.
Thanks for sending me the rubicon2 textures, I won't share them though like you asked.
Thanks for sending me photos of your little sister, I won't share them though like you asked.
(And why would I need to since they're all over the web anyway.)
Uh, no. Rick Johnson put that in for Q4 AFAIK. That limitation was the main reason nobody used them in d3.
Diffuse maps in d3 AND q4 both have some fuzzy shading baked in just to make the features pop, but they still don't work on their own without the contours shaded by the normal map.
D3 was done being patched by the time q4 came out, right? I don't think id would have folded our ambient shader back into doom3.
Doom3/base/glprogs/ambientLight.vfp Says Otherwise
# load the local space surface normal
TEX localNormal, fragment.texcoord, texture, 2D;
MOV localNormal.x, localNormal.a; # rxgb normal map compression
MAD localNormal, localNormal, scaleTwo, subOne;
# transform into ambient map space
DP3 R0.x, localNormal, fragment.texcoord;
DP3 R0.y, localNormal, fragment.texcoord;
DP3 R0.z, localNormal, fragment.texcoord;
What exactly does that do if not pick an ambient colour based on the normalmap?
Open doomedit, pop in an ambient light and it becomes blatantly obvious that the normalmap is being used for diffuse shading. In fact, I can't see any difference at all between the ambient lights in d3 and q4, which is not suprising since quake4/baseq4/glprogs/ambientLight.vfp is identical to the one in Doom.
Whatever you guys changed, that was not it.
Fucking Ellipse Bullshit God Dammit Metl
anyone who has played Necros' nightmare dreamscapes should realize he has spent a great deal of time in a time bending opium den quaffing down laudanum with Cooleridge, Blake and Jack the
Ripper. Crack does not rise to the occasion.
I tested the map about three weeks ago. I sent my comments to him, and haven't heard anything since.
I do seem to visually remember otherwise, but I guess since I uninstalled doom3 a long time ago I have no way of checking. It's not important enough to me to warrant installing it again. :)
I�ve been working on something for quite a while now and its in very early alpha stage, but still fairly huge. I�m takign a couple of weeks off from the project for a holiday, though I�ll still have access to a PC. I�d like some of the q1 community to give me feedback so I can change stuff around and get it all playing nicely.
There�s three maps, that dont yet link up and take around 40mins to play through. The final map is incomplete and doesn�t have difficulty levels. Gameplay is also going to change alot in the first two . . .
If anyone�s interested then drop me a mail at louismanning -at- gmail -dot- com
Er . . .
that should read '40 mins each' not the whole pack.
Interested, But No Comp.
its a slightly modified qouth pack of four final maps, that will only run under bengt jardrup�s engine (no other engine can support the scale). total (continous) playtime being around two hours+
i�ve got a few people taking a look now so it�s enough that it�s known to be in the pipeline.
Scragbait just delivered the five fully vised levels for e1 of Travail to my inbox (14MB zipped). Once Asaki sends along the latest progs.dat we can start beta testing. We have bods on board to test the different skill levels etc. but what I like to know is whether any peeps out there still regularly coop Quake. If you are a duo (or trio or quartet) and interested in testing the mod's coop functionality, please drop me a line via my nick a la gmail.
distrans if u can come to irc go to #qdq in quakenet they play some coop lots of times...
Does it have QuakeWorld support? If so I would know someone who could host a good server. And I could play with him. (Not before in ~10 days though...)
It might be possible for me to continue in the same (or similar) situation as before. I've since moved and I haven't tested this internet service using a Quake server, though.
Also, I'm quitting my job and will probably be between jobs for a while so I might actually have time to test it.
i think the main thing about coop is as long as it has qw support. playing multiplayer with netquake is pretty brutal unless you've got some really low latency.
Trinca And Spirit...
...thank you heaps, I thought RPG was unavailable atm. Given that he has already done some coop testing for the project, it's probably best to stick with him.
RPG, I'm guessing the inclusion of (or similar) means Kell may not be available given the work on BasePak at the moment. No problem as long as you can find someone as experienced :)
As soon as Asaki sends the latest progs.dat I upload. Ta mate.
More like the "or similar" rather means I've been so busy for the last 3 months that I haven't really communicated with anyone aside from the occasional post on Func. If Kell wants to do the same as before, that's lovely. Like I kind of said though, I'll need a playmate to help me get everything setup (assuming the speed of the connection is suitable, etc).
Detail .....Quake.... Huh?
im making a new map pack with about 5 to six maps full of detail. from cylenders to planks to boxes to bars. clever traps and interactive surroundings. im hoping to copy alot of the hl2 sorts of game play with a little of my own crazy ideas. hope you like what i got so far. im also trying to make it a good coop map pack. and add a few deathmatch levels good for teamplay and all of the above. anywho im nearly done with a third of it. heres some screen shots.
the download of the beta levels is also there.
Haven't downloaded it yet, but two things strike me as problematic:
1. cramped levels are worse for coop than spacious levels, so if your levels are cramped, coop might be pretty annoying.
2. trap design in many quake levels fails when a second player is introduced, because you can't assume you know where the other player is when the first player triggers the event. Of course, you might have taken this into account, in which case, good job.
I can't find a d/l link on that page ...
Pain Of Perplexity (beta)
i have taken alot of that stuff into acount. and alot of this is just in the makings. for traps and other things im using counters and things but i havent really gotten to alot of the heavily dedicated traps yet. and the levels are simply smaller. they arent necisarily cramped. and even then im making it a little more geared tward single player anyway.
And the d/l is at the very bottom of the page were it says hl2.zip.
looks interesting, I'll check it out.
Re: Pain Of Perplexity
shots look good... i'll d/l...
Had A Look See
visuals look very nice. consistent theme and quality. couldn't really find much to fault with the brushwork, except that the moon lights seemed to be placed a little haphazardly. in one stairwell, there were 2 lights, one on each side of the stair, but at different heights, which looked kind of odd.
still, it's a great looking map :)
Re: Pain Of Perplexity
Some really nice new textures in there. I like the look; makes me think of a cross between Cardigan's Estatica ( Q3 ) and the terracota city textures from e1m5/e4m4 ( Q1 ). Neat shader work, such as the teleporter and skybox.
I don't like that the jump pad texture is square.
Haven't played it yet, but it seems like a good layout and a reasonable item load.
I would`nt count on coop - its hard to get ppl to play it for such old game as quake, thus coop-only map would be unplayable for most.
If its normal Single Player, with just coop as an option - ok then, but dont sacrifice gameplay for coop compatibility.
Also QW is not 100% compatible with normal sp
I've spent the last few evenings cleaning up the Mortisville map. As AquiRe pointed out to me, there were an excessive number of HOMs, and some other other errors that reveal themselves in the compile. The map is now clean as a whistle, and ready for the next round of development.
Given, all my previous screenshots have been terrain and building exteriors, here are a few interior shots:
Pics have been remixed in Gimp for visual clarity and are not necessarily reflective of the lighting in level.
Previous screenshots can be found here:
Re: Mortisville Shots
Pics have been remixed in Gimp for visual murkiness and are not necessarily reflective of the lighting in level.
Fixed your typo :)
Re: Mortisville Shots 2
Regarding your actual level, it looks like you could benefit from some additional textures, including some trims added to some structures, and varying more the construction materials used.
The Mortisville architecture looks more ambitious than the texturing. I hope the next round of development includes correcting misalignments and breaking up those big blank spaces. (And please lower the floating flames in shot 3.) Impressive, though :)
cool architecture, but texture alignment is hurting, esp in the second shot (http://img322.imageshack.us/img322/6922/mv6eo7.jpg)
nad yeah, like metl and generic said, needs more texture variety to bring out the brushwork.
Thanks For The Comments And Typo Correction
So far, I've put all of my attention into the geocomp and technical matters. Even at its current size it is still only 3543 brushes, so there is still much to add.
The texturing is sloppy 'cause I've been back and forth quite a bit on texturing. At one point it was all IkBlue and then IkWhite, but those didn't work for these designs.
I like how the Q3test textures work for the exterior shots, but as all of you point out, more variety is needed for the interiors (though these compliment the traditional Quake Runic set quite well).
Kell's Knave is one possibilaty. Or, I could take his advice and make my own, as I have plenty of designs that would translate well in
Quake. That would add at least a month to the development time though.
One last thing, this shot was suppose to be included in the others, and it is probably the best one!
...with a work of this quality and magnitude, who cares if it takes another month. A set designed by you to clothe the specific architecture of this level would send it over the top. Please consider making your own textures.
Prey DM Map
Re: Prey Map
it's very busy... difficult to see brushwork. :(
Sexy looking. I like those textures. Did you make them yourself and/or where can I download them?
nice texture alight zwiffle...
go make a Quake1 map! nobody play pray :p
Oi, colors and lights everywhere. Maaaybe scale back on that a bit. Or a lot. Otherwise, your shots appear to be of little architectural elbows you've put together rather than the map's actual spaces (although knowing that engine you may very well not have any).
The lights are so I can SEE the map when I run it. I haven't implemented any final lighting at all (the orange is just to see how it looked), because I've only got half the architecture "done." You may see these empty spaces of little red lights glowing from blackness - those are parts of the map that aren't put in yet. As for the colors, that's just how the textures work.
And yeah, the map is basically one atrium with little elbows around it connecting to different parts of the map. It's a 1v1 DM map, I'm not gonna put in tons of areas.
architecture looks great, heaps better than your previous stuff. Texturing still needs a lot of work as others have said.
I presume it's not really lit yet ?
i'm trying to do this looping thing on a handful of files, and it seems to work on SOME files and not on others, even though i'm doing the same thing on all of them.
Those blocks with the flames are just temporary placements so I can see while doing stuff in level. They'll be replaced by serpent skull lamp models eventually.
And thanks distrans. I think that would be the most optimal approach.
I've done them myslef, like 99%, check the readme for that info. They are scaled down alot here compared to what I used in the beginning, I will release them with thier full resolution later.
Your Map Smells Of Poo. And Monkey Wrenches.
Looks much better than the last shot. Needs somemore details, though. And lighting needs work but I'm sure you're working on that.
All Doom3 engine maps should be shown in basic brushwork first (if such a thing is possible) without the fancy lighting, textures, bollockmaps etc etc. So we can see what the actual structure and architecture of the map is like...
ah much better, zwif. :) basically same thing rpg said. keep refining it with some more interesting tidbits of detail. it's getting there.
We think that's pretty much not true at all.
They Hunger Full Game Shots
They added some new screenshots of the new zombie models but it was the level design shots that impressed me the most, very atmospheric and aparently the game is very close to release.
Wow, Those Look Nice
Who does Neil Manke have doing the maps for him?
from Raven, that's for sure
Looks fun, and I don't care what anyone says, I always enjoyed the Neil Manke Quake maps. :-�
Quake and Quake II, esp. Coconut Monkey and Slaughter Ship were fun maps to play. Both Half Life series, They Hunger and the more conventionally Half-Life like one were kind of boring.
was probably my favoite manke map and probably in my top 10 or 12 levels of 1997. It had a good mix of solid classic q1 progression with quakec gimmicks, and the aesthetics, while simplistic, were actually about on par with other levels at that era. His first soldier of fortune map for quake2 was also pretty good, actually, and hit the curve at the right time for quake2 build standards.
nevermind, soldier of fortune was for quake1. I think i'm mixing memories of that map with the sequel he made for Q2.
For The Record, I'm Just Shitstirring
Neil Manke is perfectly suited to work at Raven.
S'more For Inert
looking much more interesting!
For The Record, I'm Just Shitstirring
Perfectly understandable, a little schadenfreude is good for the soul, but I bet you find yourself on the recieving end of people shitstirring more than your fair share of the time.
great looking shots Zwiffle.
fuck Zwiffle u realy map good... hope u get a job soon i want you in q1 maps again!!! ;)
yeah soldier of fortune episode two was his first q2 map, and I still like that one.
yeah, I usually don't blame them because I know I'm recieving what I give.
except inertia. screw that guy!
I see what you did there. :D
Zwif: looking better and better dude, looking forward to playing it when I have net access at home again.
Needs more monkeywrench.
Also, worth quitting your job over.
Welcome To The Machine - BETA 1
Prey 1v1 DM BETA map. For those of you who have Prey, any comments would be useful. Thanks!
my first attempts to make a new Quake1 sprite with Fimg...
there seem to be a frame loss, but I could not find any sprite info in the qc files.
New Map Soon...
I like this shot:
Overall reminds me bit of Aliens + HL2, heh.
Oh, really nice screenshots ! Good work !
When I look closely I realize those are the same old crappy Q3Base textures, but the lighting just kind of smooths all that over.
More ammo for my lighting > alles theory. :)
Some Input Plz
it looks much better in the editor, the screenies just were too dark somehow and got re-gimped. This is just to show the texturing scheme, because you all know that map. :-)
Yes, it's DM4Q2. (pun intended) I started doing it in the mine textures, but they didn't fit really. What I needed was a perfectly tiling 64x64 texture that looked a bit like wizmetal, and after some searching q2's texes I found that little rusty gem. I think I never saw it in the actual game, though, at least I don't remember.
how should I substitute the weapons? I was thinking Chaingun as a substitute for the shaft? Machinegun instead of SNG, and shotgun instead of nailgun?
rest would stay the same apart from the slipgates, Q2 teleporters look very different but work the same.
i didn't decide on a ceiling texture yet. the original is crappy too, so I'll probably just go with some brown stuff.
its amazing how crappy the original is, when you really study it.
oh, any tips on what tools to use for compiling q2 maps?
nailgun -> machinegun
SNG -> chaingun
lightning -> hyperblaster
But you should probably tune it based on playtesting too... sometimes the obvious replacements are not the best, becuase games are balanced differently.
you'll probably want to add a couple of shotguns around, since quake players start with a shotgun.
Tools: Arghrad was definitely the preferred lighting tool when I was making q2 maps. As for qbsp and vis, you could use the originals, but I seem to remember some slightly improved versions put out by somebody... can't remember the names though.
didn't think about the hyperblaster. of course.
I only thought chaingun because that's what q2 players like to use in close combat, in exactly the same place where q1 players use the shaft. i can't imagine someone preferring the hyper when they can have this.
of course the hyper has no spin-up time.
interesting idea about additional shotguns. although they're not really comparable to the q1 boomstick.
Similar to what metlslime said, Arghrad was the compiler of choice when I was making Quake 2 maps. gddqbsp3 and gddqvis3 by Geoffrey Obi DeWan Kenobi were also considered the best replacements for qbsp and vis. You can get those two here: http://home.insightbb.com/~gryndehl/q2compile/quake2.html
Thank You Guys!
I'll try to compile them (have no windows.) no linux makefiles though. that might become a problem.
The gdd tools were the ones I was trying to think of.
Shaft For Chaingun Is A Good Call
I'd go with that. Unless, of course, your copious playtesting proves this to be a bad idea, as metl said.
I'll probably make 2 beta versions and give them to people to playtest. First version will have CG, MG, SG and second version will have HB, CG, MG.
When I do DM6Q2 I'll probably shift the shaft for a hyper, because the GA room would become totally obsolete with only an MP for the SNG.
what to use instead of the ring in DM6, power shield?
golden, couild u make bigger screenshots that actually show some map?
no PS, cause its rechargable it can be kept forever.
unless you have 1 pack of cells with 60sec respawn time :)
hyper does have small spinup/down time
hyper is much harder to aim than chain at any long distance, cause chain is hitscan.
there is already dm6 remake in q2
I have a problem with Quest atm, the screenshots are totally unusable. They're much too dark (even if the map in Quest looks fine.) I have no idea why this is.
I would give you in-game screenshots if I could even compile the map. I am on Linux. There is apparently no working set of Q2 utilities on Linux (no wonder, considering their age.) I am installing wine at the moment, which should allow me to use the old windows binaries (grr.)
You're right about the power shield in DM6. Any better idea? I am aware of the old dm6 port from 1997 (?), I have it and studied it. ;-) However, in that map
a) the textures suck (black tech everywhere)
b) the teleporter setup is awkward
c) the item placement is strange
and I think I can do better. I think I can even implement slipgates, which are pretty much defining the architecture of the map. dm6 is hard to port though because of the strong Quake1/episode1 theme. Nothing in Q2 resembles that. The best I found is some red brick texture. I don't want to use custom texes.
atm I am doing dm1, because it's easy, there is a nice replacement texture (cell block), and if you put in some weapons it's a good map. A great one actually. There is a pretty obvious spot for a rocket launcher in there :-) no idea why id only put in some nailguns.
dm2 would also make a good Q2 map, I think I could hit the atmosphere pretty well (black metal textures etc.) Not sure how well Q2 bots could navigate it though.
Screenshots will be coming when I get some working tools.
While remaking DM1 yesterday, I thought how cool it would be if someone did a Version 2 of it (for original quake), with some real weapons. (hint, hint)
I think it's absolutely brilliant that DM1 doesn't have a rocket launcher. The RL tends to dominate the play of most maps, so DM1 forces everybody to rethink their tactics.
I suppose the Q2 RL is slightly slower so it might not dominate the map quite as much, but I still don't see a need for it personally.
it might have something going for it, but fact is most people want firepower. I toyed around a bit, and if you put the (one) RL right under the hole in the floor, there are suddenly multiple ways to get to/control/escape from that place, especially if you figure in rocketjumping. In my Q2 port, I put a chaingun in the room with bars for some balance. Don't forget there's also a GL in a strategic place. I imagine it will be a cool 2-4 people dm/ffa map.
right now, what incentive do people have to go down there? a green armor?
Speeds: I have a working toolchain now, screenies are here:
playtesting can begin as soon as I find a host to upload it...
heh, btw the original id map file had a leak!!! *grin*
For Comparison Purposes
Nobody seriously uses the RL in quake2 DM. if they do they haven't realized it's not as useful as it is in qw/q3. The two weapons you always see the pros going for is the railgun and the chaingun.
Ultimately you will come out furthest ahead if you throw the old item placement to the wind and just place the items in the empty layout the way that layout and Q2 DM gameplay dictates they be placed. You don't NEED to swap an armor for an armor. See how the map plays if players have access to railguns, and then place the railgun according to how much of a risk it should be to go for, and how hard it should be to dominate. Do the same for all the items, decide how to place them, or if you should include them at all.
With thought, your map will be much more than "just another DM6 remake," which is all the others are.
LUN: RL is still very usefull tho
golden_boy: more spotlights plz
Lunaran, I get what you're saying. You gave me food for thought and I will probably try that approach (I started doing that to an extent in my dm1 port.)
I'm hesitant to include a railgun in either dm4, dm1 or dm6 because the maps are pretty small and it's painfully obvious which routes the players take most of the time. Imagine enemy is at MH in dm4, and I have a railgun. I can just post myself at the shaft ledge. If I'm a good railer, I'll hit him every time he tries to get out. (of course, the same goes for Q1's rocket launcher, so I'm probably overestimating that.)
I took a few liberties concerning item placement already. I'm more than willing to accept suggestions.
As is probably apparent, I am striving to pay homage to the originals, both in texturing and in rawness.
Speeds: I haven't really tinkered with the lighting yet, it's 99% original. I'm still wondering why it's so much brighter in Q2. Perhaps I accidentally activated some sunlight while compiling. No idea.
I need a free hoster for the bsp files, any suggestions?
It's probably because Q2 lighting bounces the light off of walls and what not, whereas Quake does not.
can't you deactivate radiosity or whatever the bouncing light is called?
Just run light with -bounce 0 and it won't do any.
Golden, railgun in dm6 probably can't be much more powerful than qw-rl in dm6. even if it is, putting it in the most risky spot you can find (like the deadend) and simply not providing an ounce of ammo for it anywhere else would emasculate ANY weapon on that map. if the up player's strategy is to focus on the RG, he's going to be constantly leaving his bare ass out waiting for the down player to kick it if he has to keep going for that RG.
I agree that the deadend (MH room) is the natural place for the railgun. Providing abundant bullet and rocket ammo but no extra slugs. Testing shows that this variant is actually rather cool, because it introduces danger.
Q: Is it too powerful to leave the MH in the same room as the rail? An alternative would be to put it in the yellow armor spot (armor room.) There's too much armor in the map anyway (I already substituted a GA with shards.)
Lunaran, thanks for your invaluable input. RPG earns a special thanks by now, too, if only for making kickass maps :-) *mumble* *munch*
q2rad only does radiosity for surface emitted light. Point lights do not bounce no matter what.
However, point lights still look different in q2 vs. q1 becuase (i think) there's a different angle falloff or something like that.
kudos for using quest btw.
using its screenshots is kind of tricky though. ps doesn't display them properly (they're way too dark), so i used the semi-clever hack of importing them to openoffice (or any other program) and from there copy/paste them to a new ps image. sounds dumb, and really is in the end but it works at least... :P
You should check out the map match1 for quake 2, it's quite similiar to q1's dm4 and quite fun, I recommend you check it out.
It's nice for competitive play too, they used it at quakecon in 2005 I remember(or was it 2004?).
Too bad the map looks like shit.
*me smacks metlslime* Of course point lights bounce in Q2!
Match1 For Quake 2
its been dismissed as a duel map on the pro scene here. RA placement is idiotic
looks like shit and has wrong proportions too
I Need A Body
or two to run around a small (read cramped) Doom 3 deathmatch map. fire me an e-mail if interested, i'll have a pak assembled this weekend.
I Tried Match1
I'm not going to comment because I don't want to badmouth it. Speeds is basically right.
I could care less if my map is used at quakecon, I just want to do a really good port because *I* love to play those maps, but also love Q2.
Thanks neg!ke for the screenshot tip. I use quest because it does what I need. So far.
And.... really??? I was pretty sure they didn't... How could I not have noticed after all the maps I made? Hmm, I'll have to check on that, I still can't believe it.
P.S. How is the Oblivion patch going? :)
Heya! Been an occasional lurker here for ages, finally had something relevant to contribute. ;)
You're prolly thinking of styled lights (includes triggered ones). Those never bounce. You're are right about the angle falloff. Quake's point lights look more like using _angfade 0.5 in ArghRad for Q2.
Oblivion is... um... still there. :}
as in that buggy q2 mission pack ?
I thought the patch for that had been abandoned long ago ?
More spq2 is always good... considering the rarity of new releases... and a whole (bug-free) mission pack? Count me in.
at least Argh still has the source (if it's "still there"...)
i'md all for it, I was just surprised as I thought the patch was never coming out since it was being worked on well over 2 years ago.
I tried lighting with -bounce 0 and the result looks like total shit. I mean shocking. Totally blocky shadows, black patches... *shudder* I'm gonna live with the bouncing, and so shall you. If anyone wants it *much* darker (i.e. more apparent "spotlights"), this is gonna take mucho work. Speeds: Can you be more verbose about your spotlights requirements?
nitin: I see. I seem to remember a thread about it at TenFour, which has been going on like forever.
*yawn* Last Thing Before Bed.
You might try using -bounce 4 instead of bounce 0. I think 8 is the default, so you might be able to find a happy medium where the shadows have more contrast, but without ugly side-effects.
I registered, so anyone who wants to test dm42q2.bsp should be able to see my email and use it :-)
I'll also ask around...
Working Slipgates In Q2
It's Pretty Quiet Here
so I might as well post my progress.
I finally committed to ripping out walls, breaking open facades, slotting floors, raising ceilings and letting air ducts sprawl through half the map. Not to talk about redoing the lighting in a more Q2 way using textures. A slipgate alone can light a whole room.
I have to say that while Quake2 is relatively plain theme-wise, air ducts are the best thing since sliced bread for making more interesting ceilings.
I got a bit fed up with my textures, and because I bot-play a lot of waste-textured DM maps from Reckoning and Ground Zero, some really stunning like XDM4 and RDM1, I experimented with that but soon saw that it didn't fit. So it's back to what works. I cut back on trim massively though.
As a result of my surgery, vis times increased but fps are still ok. I'll have to watch r-speeds though.
I discovered that bots have slight problems with the teleporters but I was able to work around that. I'll probably provide waypoint files with the map(s).
I'll spam some screenies again because I like taking pictures :-)
Upper room, room entrance and slotted walkway
former armor room entrance and chaingun area
more ceiling decoration
higher corridors, MH entrance after surgery, RL niche (formerly YA) and YA teleport (formerly RA)
there is something that i really think you should do and that is to go over all the rooms and add in some details. right now, all the walls are the same texture (that grey, dirty horizontal metal).
really needs some texture variety. :)
why remake q1 dm4? errr worse map in Quakeworld... campers and spammers world!
remake dm6 best map ever made!!!
Whilst you're at it I think you should add a bit of support beneith the stairs that go down towards Quad/SNG. They've always looked a little like they're floating, to me. Perhaps each step could overlap the next a bit.
DM6 is a camping map if there ever was one :-)
I have recognized the floating stairs problem.
Yes, the texes are samish. This has been a "problem" since the beginning. I originally wanted to do it in the Q2 mine textures, which are beautiful 128x128 panels with some variety. Would have gone well with the lava. However, all of the Q2 "theme" texes (waste, mines, base etc) really need brushwork specifically made for them. i.e. you have to map for the textures so to speak.
DM4 and DM6 OTOH are made for well-tiling generic textures. You still remember how the originals are done? Take one of those multi-purpose wall textures (grey bricks, wizmetal) and cover the whole level with it. That works if you have corridors that are typically 96 units wide, and rooms that are f.ex. 192xwhatever. If you suddenly cover that with typical Q2 wall panels (128x128), it just doesn't work. You have texture misalignments everywhere.
In other words, I'm aware of the problem but haven't completely figured out how to get around it. I'll have to compromise, unless I rebuild the level - make corridors 128 units wide, select a beautiful floor texture, nice matching wall panels, change room sizes to account for them, introduce those cool wall supports/pillars, alcoves, computer terminals, force fields, angled walls, wide trim, i.e. like a Q2 map.
However keep in mind that it's not an SP map. Also keep in mind that most of the rooms in original DM4 are damn small (no chance to just throw in some crates.) Third, it's Quake2. No pentagrams, skulls, stained-glass windows, jesuses, demon portraits, glowing runes, symbols, blood-stained stuff etc. Not even friggin' torches (DM6 is full of them.)
The ceilings were a first step and I think that already adds a lot. I started to build upper parts of walls in a different texture. I will probably build the whole basement (MH room, lava pit, lower TP) in a different texture or at least have differently shaped corridors. I have a few things in mind to make it more interesting.
Putting "more detail" and "more texture variation" on the list :-)
I originally wanted to do it in the Q2 mine textures, which are beautiful 128x128 panels with some variety. Would have gone well with the lava. However, all of the Q2 "theme" texes (waste, mines, base etc) really need brushwork specifically made for them. i.e. you have to map for the textures so to speak.
This would actually have been a good idea. You can keep the floorplan and proportions and still make all new structures. The all new visuals would make the map feel fresher.
He's Got A Point
about q2's textures requiring you to map for them. Q1 textures don't have a lot of discrete seams and panels (idbase does, but even then there's plenty of textures that can just span infinite distance on one or both axes), but q2 textures are a lot less malleable that way.
I agree with the texture use in theory, but the one he's picked is a lot more high contrast, so those horizontal stripes start to become a real bad idea. I agree that they're ugly as-is though. I was waiting to see if someone else would bring it up. :) There's bound to be more material in the q2 textures than just that.
the Q2 Prison textures? I'm pretty sure I remember some light gray bricks that would repeat okay.
Yuck. Technically the white-ish bricks would work. But they look like shit on those high walls. It's The Bad Place, not the Sperm Bunker. =)
I can see where you say that the grey metal is too much. I am reconsidering. Liberal changes would be in order to fit the mine panels. Goodbye to keeping the layout. I would really imagine a lava pit and some natural rock faces to go with them. Oh well, those winter evenings are long and dark, so...
And thus we have RPG's next map...
The beta of map 3, Bile Plant is ready, finally. Its very buggy, with broken monster counts and easy skill, but the gameplay and architecture is very close to its final state (the next phase being to fix the bugs).
If anyone wants to take a look and mail me feedback then it can be downloaded here:
Sorry, no screenies.
You�ll need both Qouth and Aguire�s latest engine (I prefer the nehahra version) since I�ve overrun lots of the limitations.
Note: You�re supposed to start with both the Plasmagun and Hammer - they�re lumped at the start for testing purposes; I couldn�t be bothered setting up floating items with a func_wall.
All feedback appreciated.
about slicing up textures and putting them back together in different ways. note the 96 unit panel, and the homemade decos :-)
It took me a while to figure that out. great stuff and good opportunity for learning.
good yule to all.
ijed map fits prety wel in base map pack! ;) the new Quoth , monsters fit pretty wel in this map ;)
like the map a lot but just give a quit run at work... i will give u more feedback later on!
louismanning -at- gmail -dotcom-
Is my email, probably easiest.
I'll give it a run this weekend. Christmas season hasn't been nearly as restful for me as I had hoped.
ijed you shoudn�t beta test like this :p when map is finish and ready to release already everybody had played :p
but with my usual nit picking I tend to add a few more rooms and tart up the architecture a bit just before release. There's a few maps that won't be publicly playtested as well.
New Projects / New Shots
Please find 3 shots that concern my current (and new project). The title will be The 5 Rivers Land
refering to the five rivers of Hell... Some of you should notice they already saw this "layout" somewhere else... ;P
So, as it is Hell, it is dark, and the ambience wil be there for sure...
Please feel free to comment...
Note: Each shot brightness has been increased by 30% and contrast by 20%, so I guess it will be good most of you... at least for non blind people ! :P
Looks very interesting! Although that lava room is rather square. I would make it bit more irregular.
1.) I hate that lava texture. I absolutely hate it. Use Knave lava!
2.) In shot 3, are those stones individual brushes or just a really good texture?
Other than the lava, looks good.
Zwif is right about the lava though, but if you are particularly fond of that texture, send it to me and I can resample it to tile correctly.
Glad You Globally Like It !
Phait: you right, I'll try to modify the terrain in order to give a little bit more irregularity
Trinca: It is supposed to be Hell, so it is obvious that it is Evil's place ;)
Zwiffle: All the textures are issued from Doom3 textures I converted some month ago. I'm using Hell level texture, and in shot 3 it is separated brushes.
HeadThump: As I said, you can found it in the Doom3 texture set I converted to Quake wad. It is available either on my website, or on Quaddicted, and select Hell part.. There are 3 or 4 lava textures there.
looks ok to me.
The first three shots are 404 but the one above looks very good, I'm suprised the doom3 textures work so well.
Keep up the good work!
Yes, I forgot to mentionned I stupidly erase the first 3 shots yesterday evening :( Well, I'll try to post new shots ASAP ;)
.. but with new shots... :)