
Second Thoughts
Both skacky and nitin are correct. You should go for all colored, and grognards like me can then simply delete the .lit.

Blerg...
#207 posted by
distrans on 2014/07/17 15:01:20
...three hours of work this arvo and now my mapping computer won't boot. Let's hope the guys in ICT can help tomorrow,

LUNSP1
#208 posted by
ijed on 2014/07/17 15:39:30
Had an awesome under lift secret - it was a teleporter you could hear when the lift brought you down.

That Secret Was Stupid
#209 posted by
Lunaran on 2014/07/17 16:41:37
it combined an under-the-lift secret with a quad-after-you've-killed-all-the-monsters secret
I was waiting for someone to bring that up.

But
#210 posted by
ijed on 2014/07/17 17:12:43
You taught me to look under lifts!

Goddammit
#211 posted by
spy on 2014/07/17 18:46:14
wheres the czg map and shots
#212 posted by
Joel B on 2014/07/17 19:01:34
You, all right?! I learned it by watching you!

Blue And Red Lights
#213 posted by
Rick on 2014/07/17 19:05:00
I thought it looked fine. The red maybe had a little too much "reach" and the blue might have been slightly over saturated, but that's just opinion on my part. I wouldn't change it much.
Anyone that doesn't like colored lighting probably has seen too many games or game levels where it was done poorly. It adds a lot to Quake if done well, and anyone that doesn't incorporate it into their maps is probably some kind of Luddite.

IMHO
#214 posted by
metlslime on 2014/07/17 22:01:44
the "no color" shot looks the best (except for the light being a little too bright), but i would try starting from that and adding a tiny bit of red light that is localized around each light fixture. What you have no in the "no blue" shot has the problem that the entire room is purple because the red light is the primary fill light.
#216 posted by
skacky on 2014/07/18 02:03:41
That is excellent looking, and I really like that fog now.

I Like
#218 posted by
ijed on 2014/07/18 03:34:02
All the subtle angles you've got there.

Looks Great!
#221 posted by
than on 2014/07/18 08:42:06
Kinda looks like a new texture set almost ;) Are any of those stock ikblue? There are like, 8 textures in the entire ikblue set :/

Idgamma + Ikwhite
#222 posted by
than on 2014/07/18 08:49:19
For anyone that still has idgamma, ikwhite is completely unuseable and looks like unbelievable shit in game.
I just found this out as I was playing with ikwhite. A simple trip into id1 to rename the offending pak (in my case it was pak3.pak) fixed things. Now I can kind of see some details again.
Unfortunately, everything else looks dark and bland now :( I think idgamma adjusted the contrast of the palette as well as the brightness, since increasing the brightness in fq doesn't really help :(
#223 posted by
metlslime on 2014/07/18 09:27:47
idgamma has a more complicated formula that messes with contrast and brightness and some other stuff probably. I assume you have to mess with multiple sliders? I've never used it.
Fitzquake gamma just recreates the software engine gamma basically.
Maybe someone will re-create the idgamma controls inside a quake engine, then people can delete their idgamma pak files.
On the other hand, that would result in anything TGA-based being brightened in the same way. I guess people who use idgamma are used to TGAs being dark and dim compared to 8-bit paletted textures. So they probably wouldn't like that.

Hmm
#224 posted by Tronyn on 2014/07/18 09:33:34
well the week is just about over and I haven't done any lighting yet, so I'm unsure if I'll make the deadline (it's definitely possible), but here's another editor shot anyway:
http://www.quaketastic.com/files/screen_shots/ikblight3.jpg

That's Incredibly Impressive Tronyn
#226 posted by
skacky on 2014/07/18 12:06:33

Those Looks
#227 posted by anonymous user on 2014/07/18 13:01:35
Remind me of some platformer games

Definitely Feeling The Blue/white Now
#228 posted by
Drew on 2014/07/18 14:08:22
Looks very cool than!

Feedback
#229 posted by
sock on 2014/07/18 15:24:48
@ijed, glad you spotted some of the angles, most of them are subtle, except the doorway silhouettes, I wanted them to stand out.
@Drew, well the door, wall and arch supports are just prefabs and texture tests, which is why it looks like a corridor.
@than, as you have no doubt discovered the ikblue set is really small and lacks a lot of trims. I have converted some of the ikwhite to blue and swapped some of the pixel noise for stock id textures. I am trying to fill in the gaps so it easier to work with for my map.
@Tronyn, it looks epic, but remember giant maps take a long time to create/light/test, also look at func_detail to speed up compile times.

Sock
Your floor texture needs a bit of work, the black pixels stand out a bit too much.