
Scrotchage
#2371 posted by
Kinn on 2005/07/24 01:54:50
Looks good, but those curved buttresses look a little odd to me.

Fuck Yeah
#2372 posted by
Shambler on 2005/07/24 02:25:05
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.

Huh
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?
#2374 posted by
. on 2005/07/24 04:15:03
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.

Ok
#2376 posted by
Kinn on 2005/07/24 04:39:21
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
#2377 posted by
. on 2005/07/24 04:55:13
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.
#2378 posted by
Zwiffle on 2005/07/24 08:45:38
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!
#2379 posted by
Shambler on 2005/07/24 14:15:13
Green schmeen.
Mmmm beef.

Huh...
#2380 posted by
distrans on 2005/07/24 21:27:24
...this is sooooooo obviously a Q4 level I don't know why skrotch is even considering wasting it on D3.

Hmm. #2360.
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].

UWF
#2382 posted by
aguirRe on 2005/07/25 03:04:43
Just make sure you use an updated engine when playing Nehahra to get rid of tech problems.

Would There
#2383 posted by
aguirRe on 2005/07/25 10:56:59
be an interest in me uploading a couple of more Nehahra shots?

Absolutely
#2384 posted by
HeadThump on 2005/07/25 13:02:17
I need to download the packs for Nehahra again anyhow.

Heh
#2386 posted by
bal on 2005/07/25 16:07:36
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).

Thanks
#2387 posted by
aguirRe on 2005/07/25 17:35:06
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.

I Guess
#2388 posted by
HeadThump on 2005/07/25 20:01:40
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
#2389 posted by
aguirRe on 2005/07/26 02:43:32

Heh
#2390 posted by
Vondur on 2005/07/26 04:29:52
looks alien
where to get this level?

Von
#2392 posted by
aguirRe on 2005/07/26 07:10:21
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.

I Forgot
#2393 posted by
aguirRe on 2005/07/26 07:15:03
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.