Rick
#6520 posted by negke on 2010/02/12 10:24:47
Way to go. Regard it as inspiration or something. Be sure to use Doombuilder 2, it's final word in Doom mapping.
#6521 posted by JneeraZ on 2010/02/12 14:02:43
Wow, DoomBuilder looks amazing! That's a far cry from what I used back in the day ... I think it was DCK? Whichever one Ben Morris had written. I thought it was hot shit because it showed sprites in the 2D editor window but man, I would have killed for a 3D view like that. :)
Zwiffle
#6522 posted by quakis on 2010/02/12 14:15:35
Both really. I use Eduke32 port, which does increase some limits. But stuff like that was possible before any port release, it's just the limits got in the way more often if you went overboard.
Some shots from other projects (on hold at the moment) The former two I'll probably get back to after my current. Unsure about the latter two.
http://img.photobucket.com/albums/v220/deathquakis/exampleproject01.jpg
http://img.photobucket.com/albums/v220/deathquakis/exampleproject02.jpg
http://img.photobucket.com/albums/v220/deathquakis/exampleproject03.jpg
http://img.photobucket.com/albums/v220/deathquakis/exampleproject04.jpg
DoomBuilder Is What I Downloaded
#6523 posted by Rick on 2010/02/12 19:27:13
And it's awesome. I used DoomCad for the first Doom level I ever did (took like 45 mins to build the nodes), I moved on to DCK for the later levels I did.
I did several levels for a Doom 2 Megawad/TC that, other than my maps, I didn't think turned out all that great. One of my maps was a modified version of Polygon Base, but the other two were never released separately. I've always wanted to that. Now maybe I will.
Wow, That Duke Stuff Is Impressive
#6524 posted by megaman on 2010/02/12 21:58:08
More High Res Quake Textures
#6525 posted by starbuck on 2010/02/15 23:19:45
Some of you may remember I released a pack of high-res idbase textures a while back (thread here).
I've been messing around with textures again... my plan right now is to get E1M2 done. Early early days, but in the recent spirit of the thread, I thought I'd show my progress.
http://www.quaketastic.com/upload/files/screen_shots/e1m2_tex1.jpg
http://www.quaketastic.com/upload/files/screen_shots/e1m2_tex2.jpg
The plan, as always, is to stay as close to the style of the original textures as possible!
Hey Starbuck
#6526 posted by DaZ on 2010/02/15 23:30:02
sex meh!
And Err, Shambler
#6527 posted by DaZ on 2010/02/15 23:30:36
You scare me sometimes!
..scrote
#6528 posted by necros on 2010/02/16 00:29:02
very cool, good job on preserving the original look! :)
Looks Pretty Damn Impressive
#6529 posted by nitin on 2010/02/16 00:44:43
Its Like
#6530 posted by meTch on 2010/02/16 00:59:24
the original.....but clearer .... :O!
#6531 posted by JneeraZ on 2010/02/16 01:00:15
OMG YES! Now THERE'S a man after my own heart. Those are awesome replacements, man, nice work! Totally true to the original feel but rezzed up nicely. Beautiful!
Well Done Starbuck.
#6532 posted by Text_Fish on 2010/02/16 01:41:44
In remaining so faithful and respectful to the original game you've done for Quake texturing what Metl did for enhanced engines and Kell & Necros did for enhanced features.
Your Base set was the only retex project I allowed to stay on my HDD and these new ones look set to do the same!
Nice Work
#6533 posted by ijed on 2010/02/16 02:38:37
Nearing Public Beta....
#6534 posted by kaz on 2010/02/16 03:09:24
I have alot of crap I still want to do to this map but soon I'll have finished replacing the textures I need to to be able to release a public beta...
http://student.cs.appstate.edu/freemancw/junk/shot0133.jpg
http://student.cs.appstate.edu/freemancw/junk/shot0134.jpg
:)
Starbuck
#6535 posted by Hrimfaxi on 2010/02/16 17:08:47
Looking forward to those textures!
They look really fantastic!
Enhanced Textures
#6536 posted by madfox on 2010/02/16 18:20:02
Starbuck..,
You make me feel like having a carwash!
...
#6537 posted by starbuck on 2010/02/17 01:02:19
aww shucks, many thanks for the kind words for those textures. Text_Fish especially - I agree that metl/kell/necros have done a ridiculously good job keeping true to the quake spirit in their work, and it's warm and fuzzy to be mentioned in the same breath.
Will keep some screenies coming!
Omg, Rubicon2 Leaked
#6538 posted by negke on 2010/02/17 11:32:52
Heh
#6539 posted by RickyT33 on 2010/02/17 11:37:45
DM only??!?!
Actually looks pretty neat!
Starbuck
#6540 posted by gb on 2010/02/17 23:59:51
Those make me want to ... grab them and apply them to e1m2rq, and ... put a Starbuck's logo next to the ferrari one. Awesome, awesome. Motivation++ (much needed)
Keep doing that...
#6541 posted by gb on 2010/02/18 00:00:16
DM1RQ, too.
#6542 posted by Blitz on 2010/02/19 20:25:41
#6543 posted by Zwiffle on 2010/02/19 20:41:03
lol Blitz I still don't get the point of the cars, but at least the lighting around the highway-tunnel bit is fuckin sweet. Everything else looks top notch, maybe a bit sparse in the first shot (lots of open space it seems.)
Is this just a DM level you're working on?
#6544 posted by necros on 2010/02/19 20:57:24
is there a way you can reduce the light hitting the hedges at the bottom in shot1 (the hedges are also visible to the left in shot2). they seem to be positively glowing, brighter than every other leaf.
i guess that's the just the texture that's bright, except that it draws your eyes away.
i like all the vegetation in shot3 as well as the uneven interlocking bricks. could you maybe take 1 or 2 bricks out of the floor in the center and just leave a hole? or maybe break a couple? you've got the sides covered in dirt which is good, but it seems to me the center is where everyone's walking which is where it would be broken and worn down.
still don't know why the windows on the rear building in shot1 are a different shade of orange from the other two.
overall, very sweet looking map. :)
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