#3599 posted by
Mugwump on 2016/10/20 15:35:56
I know the feeling. As a composer, I have more unfinished bits and pieces than actual listenable tracks. Don't throw that landmark away, though: it's very possible that at a later date you'll find the inspiration that presently eludes you. I have some stuff based on very old ideas that I couldn't resign myself to throw in the bin.
@Bloughsburgh
#3600 posted by
Newhouse on 2016/10/20 18:53:24
Sometimes it is better to remove everything and visualize parts that worked together well, instead of trying keep that "own baby" alive too long, it also helps if you're already "dead inside" then sacrifices like those will not matter at all. In many cases the end result might not be the most awesome looking, though it really helps if you're about 50% of design and 50% visuals, those will lead to some compromises to be made during the mapping.
Sometimes it is good to let the visuals speaks, those are often what makes the map memorable. Then in the other hand design can keep it fun/interesting longer than just the brushwork itself. Challenge is something really hard to pull off right, especially since that difficulty level has been changed a lot from 1996 to these days, by that I mean it is not just the map's design or your own vision what to follow alone. Quake's enemy AI doesn't like complex shapes, and loves simple straight hallways.. that way something boring looking might turn into something that just "feels good", it is more important that the map feels good "mostly" than just looks good.
Feels
#3601 posted by
mjb on 2016/10/20 21:39:09
it is more important that the map feels good "mostly" than just looks good.
That's a good way to put it NewHouse. I don't think my previous iteration "felt" good so thus we begin anew.
@Bloughsburgh
#3602 posted by NewHouse on 2016/10/21 14:51:51
Of course it is good to try out new things. I personally loved your first release, it felt like a little venture. Sure it was a bit small map, but had so many memorable elements in it. All I'm waiting is something in a bigger scale really, since you already have that your own personal touch there and there.
#3610 posted by
dwere on 2016/10/26 09:16:14
Those are colors you don't see in Quake very often. Maybe someone should make a texture set like that.
#3611 posted by
Mugwump on 2016/10/26 10:07:34
Wow, that's an amazing reference pic for medieval maps! What's the name of this abandoned village if I want to look for more?
#3612 posted by
Newhouse on 2016/10/26 10:31:22
That medieval town looks nice. Are you sure there isn't textures like those?
well that's handy. I just started a medieval map.
#3614 posted by
Kinn on 2016/10/26 14:05:23
What's the name of this abandoned village if I want to look for more
I believe that would be MovieTowne, in the county of Hollywoodshire. The buildings are known for their particularly well-preserved styrofoam walls.
#3616 posted by
Rick on 2016/10/26 15:05:24
Hah! So it really is a movie set, just not in Hollywood.
#3617 posted by
Rick on 2016/10/26 15:10:37
#3619 posted by
Joel B on 2016/10/26 20:40:49
Pure shapes, nice. Sort of mini-brutalist. :-)
#3623 posted by
Kinn on 2016/10/27 00:10:26
All those intersecting sand brushes are causing that beach's BSP calculations to really do some work.