
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.

Invein.zip
#2395 posted by
Spirit on 2005/07/26 08:36:16

I'm Thinking..
#2396 posted by
. on 2005/07/26 20:17:11
That this is about the level of detail I should stop at, else I tend to get carried away.
-
http://www.phait-accompli.com/q/s4/pre/m2_5.jpg
-
http://www.phait-accompli.com/q/s4/pre/m2_6.jpg

Dunno
Lighting is thoroughly bland ATM:
-
http://www.planetquake.com/kaziganthe/images/kazsp1_1.jpg
(shots are numbered up through 5)

Kaz
#2398 posted by
. on 2005/07/26 21:29:48
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
#2399 posted by
HeadThump on 2005/07/26 22:10:53
Phait?
Also, what is that weapon removal console command again? I'll put a few shots of what I'm working on.
#2401 posted by
Zwiffle on 2005/07/26 22:14:03
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.

Room I've Worked On Tonight
#2403 posted by
HeadThump on 2005/07/27 00:06:52

Head
#2404 posted by
Vondur on 2005/07/27 00:25:12
it looks okish oldskool, but i'd avoid making so many steps on the stairs, use func_plat or less steps...