
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?

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.

=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).

Ankh
#2701 posted by
JPL on 2005/11/02 23:22:26
I know that architecture is not my strenght
Are you joking ? Regardless the global uniformity of the texture choice (not so bad, but too blue), and also regardless the lightning effects that could improved a lot (eh yes...), this castle architecture looks good IMHO ! Don't be so modest ;)

Lightning
#2702 posted by
Ankh on 2005/11/03 00:15:58
You are right about the lightning. At the moment it consists of a borked sunlight and r_ambient 20 :)

Ankh.
#2703 posted by
Shambler on 2005/11/03 00:47:45
Looks nice. Original style. Dark Temple style in a way. That's good. It gets me interested to play and explore.
I like the rounded buildings, they are a good design. And the random spikes and stuff. Gives it an interesting flavour.
I think this could turn out very good. What I think you need to do to improve it is: Add a few details, e.g. trim, inset panels, bands, or something like that to break up the uniform blue brick textures (not too much tho). Tweak a few of the odd designs, like where walls are cut off abruptly (e.g. the slanting bit right of the GK door, and the bit above the arch). And just make sure each bit looks solid and purposeful, don't have things too haphazard, keep a uniform scale and stuff.
Keep going with it, I'm impressed so far.

Ankh
#2704 posted by
PuLSaR on 2005/11/03 02:10:56
looks nice. I like that temple style.
heh i noticed knave gk door there ;)