 I Know Rickt23..but
#7345 posted by delor on 2011/02/02 05:00:34
the essence I want to achieve in all my mods is sort of cartoonish style so when I reach a certain level of detail previously planned I stop.
this is my method of mapping or else you could never get any map finished!
..hmm actually I never published anything til now :)
 Deep Scars Beta2
#7346 posted by ShadoW on 2011/02/02 09:18:41
Hi. Second beta of my Deep Scars map. It's suppose to be RC now, meaning there are clips, item layout should be final, ligting and textures were fixed in few places and so on. Will appreciate any feedback :).
http://dl.dropbox.com/u/16372046/q1shw2_b2.zip
#7347 posted by negke on 2011/02/02 13:22:50
Check the skull textures. Some of them are cut off in the middle. The stretched textures on all all 45 degree walls look bad. I don't like the base floor textures here; the grey/blue one was better (contrast). There's also another 4*4 tile floor texture in brown.
One thing you got to keep in mind when using 32 unit tiles on the floor is to make sure the dimensions are right on every floor, otherwise they'll be cut off which looks wrong. An example for this is the floor under the GL. However, this can be easily fixed by making the edge trim 32 units wide and replacing the upper texture with metal4_4.
Also note that metal4_4 has distinct seams on each side - this means it has to rotated according to the adjacent brushes.
There's a rogue space behind a brick recess near the lower RL.
The stairs look a bit out of place. They were okay in the first map, but not so much here. Maybe change the texture, or put 16-wide ramps on each side of them.
I think there is too much health. Or at least too unevenly distributed. Quite a few spots that have 2*25 medkits but are also in relatively close proximity to more medkits. Maybe one of the large health boxes from the lower floor up to the LG, and the other ones a bit more spread out, or something.
#7348 posted by ShadoW on 2011/02/02 21:07:19
Hehe all were complaining about that floor texture before :). I liked it better too, maybe will get it back then. Will look into stuff you mentioned.
#7349 posted by negke on 2011/02/02 23:09:46
Or try a completely different texture. I only meant there should be some contrast between floor and walls, which the present base floor doesn't offer.
 City4_8
 Quake Live Maps :)
#7351 posted by ShadoW on 2011/02/03 10:15:25
#7352 posted by jt_ on 2011/02/03 14:53:23
Post missing on your blagh.
 Just Have To Remove The']' From The Address
#7353 posted by meTch on 2011/02/03 17:10:30
#7354 posted by negke on 2011/02/04 10:44:24
Nice work/congrats as usual, ShadoW. Dies Irae seems to be one of the few QL maps with a unique theme, however also somewhat samey colorwise. The design of the maps feels good, though I would have wished for some more refined ceilings and also more sophisticated (less flat) transitions between upper geometry and sky.
You really seem to like that staircase design.
 A Few Quick Shots...
Under some train tracks
The weird blue metal things are the trains. I haven't textured them properly yet :p
Train yard area in WC :E
Doesn't look like much in game atm, but it's a fun amount of entities I suppose...
Decided to play with the Ikbase set for a change
I really liked the quiet bits of OUM, so going for that kind of feel I think :E
 :O
#7356 posted by meTch on 2011/02/06 03:10:00
:O
#7357 posted by [Kona] on 2011/02/06 08:24:15
anyone ever mixed ikbase with ikblue? i reckon it'd work, esp if it's 70% ikbase and 30% ikblue.
#7358 posted by necros on 2011/02/06 19:25:25
sounds interesting. i'm all for doing unique combinations.
been trying koohoo/heretic2 + ikbase which isn't bad.
 Heretic2 + Ikblue
#7359 posted by generic on 2011/02/06 22:09:26
Could equal elder world awesomeness!
 ..about Textures Legal Issues
#7360 posted by Del0r on 2011/02/07 14:42:15
Since you're talkin about textures.. I need to know about possible legal issues
..i mean all Quaddicted wads are free to use ? Should I credit the authors or not ? And what if I make a commercial project ?
tHaNk
 OK, Im Speaking Broadly Here
#7361 posted by RickyT33 on 2011/02/07 15:39:35
But I think you can use all of those wads. Some contain some permissions stuff in the info/readme, and it is good manners to put a credit with any public releases for everyone who 's work you used, but you never hear about anyone getting onto any trouble over using quake wads.
If you were using them for commercial purposes then I guess that's a whole different ball game. You would have to check any permissions info you can find for all of your resources, and take if from there I guess... Never been in that situation.
#7362 posted by Spirit on 2011/02/07 17:32:38
Unless commercial use is explicitly allowed and you are certain about the legal background of the content, you can use it.
Many of the WADs at Quaddicted are actually content copied from other games. Violating copyright. No right holder ever cared so that has been done since the dawn of Quake levels. You definitely cannot use those for a commercial project.
id Software also does not allow use of their art for commercial projects.
 ..mmh I Understand
#7363 posted by Del0r on 2011/02/07 18:16:21
ok.. but what about old projects like SHRAK, MALICE,.. did they buy license from Id ?
I've heard that nowadays licensing Q1 engine for commercial project is $10.000 right ?
Can you create a permanent thread about legal stuff ?
#7364 posted by jt_ on 2011/02/07 22:51:40
You can't license the quake engine anymore. Iirc, there was a page on idsoftware.com that stated that.
Also, yes, the devs for malice and other (official) missions packs and total conversions did have to get a license.
#7365 posted by [Kona] on 2011/02/07 22:57:48
i wouldn't be so concerned dude. Quake's a 15 yr old game, it's pretty unlikely you'll get sued for releasing a free map (with stolen textures) that probably only a 100 ppl are gonna play. Hell if I were still mapping I'd be stealing textures out of some of all the latest games and converting them to wads.
Can't remember what I stole back in the day... pretty sure I ripped all the FAKK2 ones and used those in Carved in Flesh. Most of the good games back then using ID tech 2/3 had their textures ripped.
 I Thought You Were Making A Map
#7366 posted by jt_ on 2011/02/07 23:07:18
I am disappoint.
#7367 posted by Spirit on 2011/02/08 00:29:15
Kona is the reason where there was no FAKK3! He stole all their textures!
 ..poor Me
#7368 posted by Del0r on 2011/02/08 02:16:34
..only 100 people? I thought q1 community 'd have been at least some thousand scattered around the world :(
[Kona] ..as crazy as it sounds I have the funny idea of making something more than a amateur free q1 addon
If all fails I'll have somethin to feed my portfolio, I'd really like to work in the industry
IdSoftware homepage still has a business/tech link but doesn't work!
#7369 posted by jt_ on 2011/02/08 02:34:18
Who ever said that free quake mods are/were amateur?
|