 Hmmm Texture
#2676 posted by [Jimbo] on 2005/10/19 05:40:46
most of the map is different shades of greenish
doom textures from czg05 <- lunaran
is there a better greenish cliff texture available?
or should I try and make one?
1 and 2 are in a largeish outside area and are not
the focal point, I will try and make them more "natural" looking.
3 is in a very busy area (as in lotsa other stuff) and is just one side of the area, other stuff is visually more important in that area
imo. (3 also looks alot better in game then in that shot ;)
Thanks for the comments I will be considering
other cliff textures.
 3
#2677 posted by Shambler on 2005/10/19 05:58:39
Is nice, I like it, make them more like that.
I also like the rock texture, got a different vibe to it, looks a bit like a quarried pit or something, not too busy and harsh like some rock textures.
#2678 posted by gone on 2005/10/19 06:48:37
bad tex, green-grey in q1 pal is pretty bad
shot #3 is fine
#2679 posted by gone on 2005/10/20 02:08:18
 Looking Good.
#2680 posted by Shambler on 2005/10/20 03:17:21
Real good. I've realised I rather like Spdbase style.
Good luck with it, looking forward to it.
 Speeds
#2681 posted by Jago on 2005/10/20 04:19:53
What happened to that other speedbz map of yours? The one that was nearly finished and the one you were asking for help with?
 Speeds+Fjoggs
#2682 posted by Kell on 2005/10/20 07:05:36
n1, looks great
 Jim
#2683 posted by Lunaran on 2005/10/21 11:18:20
3 is good but the compiler will catch fire. I think with a busier/larger rock texture you could get away with vertical rocks - just turn them in and out at steeper angles, and qbsp will like you more.
 Speeds
#2684 posted by Drew on 2005/10/22 19:58:36
those look tight. Hope to see stuff from you soonish.
 Ehh...
#2685 posted by necros on 2005/10/22 23:07:31
typical d3 base-ery. :S
http://www.planetquake.com/necros/temp/d3shot.jpg
is it decent looking at least? :P
 It Has A Decent Ammount Of Color
#2686 posted by HeadThump on 2005/10/23 00:15:52
and the floor tiling is quite solid. What do you have in mind as far as developing it, giving it an edge over the yet-another-techbase syndrome? I have a recommendation if you will endulge me. Remember the gardens in System Shock, some nice high rez flora textures can be found on Shaderlab, that could add some color to a base in a similar respect.
 Umm.
#2687 posted by Shambler on 2005/10/23 01:48:49
Yeah decent looking but no better really. Basically the same old syndrome of looking pretty boxy and just about obscuring that with dark lighting and detailed textures.
I'd like to see some DESIGNS please.
 Jagpo
#2688 posted by anonymous user on 2005/10/23 04:37:33
 Jago
#2689 posted by anonymous user on 2005/10/23 04:38:09
I am supposd to mail it to u when u get ur stuff sorted out!
#2690 posted by Speeds on 2005/10/23 06:47:24
(that was me above)
and necros uhh what about trims?
man, it looks rather bleh
 Yeah,
#2691 posted by necros on 2005/10/23 08:16:00
that's what i thought. :P
thanks guys. :)
 A Speedish Map
#2692 posted by bambuz on 2005/10/24 07:19:05
there's some trend to make speed/trickery/jumpable maps for qw, either for just trickery or for a strange kind of dm (I guess).
I made this a couple of nights back.
Mountain circuit beta:
Shots:
http://skynet.campus.luth.se/~chosen/bam/fuhquake007.jpg
http://skynet.campus.luth.se/~chosen/bam/fuhquake001.jpg
Zip with bsp and source:
http://skynet.campus.luth.se/~chosen/bam/circuitb1.zip
I know the clip brushes on the mountain are fucked up. I made it out of tetrahedrons. Maybe I should have used wedges. Or something, dunno.
#2693 posted by gone on 2005/10/26 06:08:10
helo kenya!
 Speedy
#2694 posted by inertia on 2005/10/26 15:57:52
rofl!
 =o
thanks rpg, for the in-depth analysis ;)
I took most of what you said into consideration (aside from the stair bit, which i'll look into later) when building more / reworking the map, here are some shots of the new area.
http://www.planetquake.com/kaziganthe/industry_4.jpg
http://www.planetquake.com/kaziganthe/industry_5.jpg
http://www.planetquake.com/kaziganthe/industry_6.jpg
p.s. zwiffle: ok.
 Oooh.
#2696 posted by Text_Fish on 2005/10/30 04:09:55
I'm liking the soft lighting. Very fluffy, though not very industry.
 Kaziganthe
#2697 posted by R.P.G. on 2005/10/30 09:54:57
Looks better. Better use of angles, and the floor details are looking good. I like the lighting in industry_4. Keep up the work.
 6
#2698 posted by megawoman on 2005/11/02 12:07:13
has some (nostalgic?) style - but the rest - i dunno, i dont like it
 What Do You Think?
#2699 posted by Ankh on 2005/11/02 16:07:08
This is from my new map. I know that architecture is not my strenght :(
http://republika.pl/quake_1/hdn3.jpg
http://republika.pl/quake_1/hdn4.jpg
But I had many good fights on it already :)
 Ankh
#2700 posted by R.P.G. on 2005/11/02 19:23:17
Looks unique. I think the lighting would be nicer with a bit more subtlety and variation, though; especially on the floor in the second shot (hdn4.jpg).
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