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Posted by metlslime on 2002/12/23 18:27:46 |
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.
Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
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 Sunrise.
#7503 posted by gb on 2011/03/09 23:11:45
#7504 posted by necros on 2011/03/10 00:17:05
that looks nice, the sun even pops up a little above the water instead of just appearing over the horizon line.
 Re: 7411
Can you remake the E3M4 platform area, except with the platforms sliding across lava rather than floating mid-air (aka how it was in the beta version of Quake) and stuff it into the map, somehow?
 Whiskey India Papa
#7506 posted by kaffikopp on 2011/03/14 14:18:53
Don't know how many of you remember me posting shots from my map before, but anyway, it's time for an update. Progress is pretty slow but steadily going forwards, and I'd like to hear what you might think of the following areas... I consider them pretty much finished when it comes to architecture, just missing entities, therefore (still) fullbright.
http://i.imgur.com/cJgH1.jpg
http://i.imgur.com/icbs0.jpg
http://i.imgur.com/HcFtK.jpg
Cheers
WE FORGOT NOTHING
also, sweeet :)
 Berntsen
#7508 posted by RickyT33 on 2011/03/14 15:06:20
Looks great. Excellent brushwork and texturing. :) :) :) Wish I could give more constructive feedback, but I can't!
Now hurry up and light it!
 Cool Stuff.
#7509 posted by Shambler on 2011/03/14 18:28:34
Yes yes good. Only thing I can criticise is the curved ramp needs trim on the corner as the panels are too abruptly cut off at the mo.
 Random Crap
Got bored of working on Base maps so I've been laying out some Medieval themed levels. Started five or so, these three actually have a fair bit of gameplay now.
Ruined castle, entities missing in the shot, sorry
Dungeon thing
Big lava thing. Too open to really run properly so needs some chopping
Seriously if anyone who likes doing architecture wants to help me finish some of these sometime I'm totally up for that. :E
#7511 posted by Spirit on 2011/03/14 20:03:37
The problem with that kind of maps is that good lighting is way too much work. Might work with some radiosity, not sure.
#7512 posted by Zwiffle on 2011/03/14 20:21:01
Careful with big open areas, those can easily get out of control. Otherwise, try compiling without doing a lightbake or get brighter lighting - map looks huge but hard to get a sense of it.
#7513 posted by necros on 2011/03/14 20:34:14
Careful with big open areas, those can easily get out of control.
http://necros.quaddicted.com/temp/outofhand.jpg
'i'll just make a little canyon...'
i get a little nauseous when i open it up in the editor now. i'm determined to finish it though.
 :D
#7514 posted by RickyT33 on 2011/03/14 20:44:33
Necros looks like you have a real piece of art there! Hurry up and finish it!!!
#7515 posted by necros on 2011/03/14 20:54:25
yeah, i'm going to try to finish it for real. i was saving it for qexpo, but i don't think there's enough interest this year.
Yeah atm just lighting big stuff with a sunlight + ambient. When basic geometry is finished will then switch off the ambient, dim the sun and put in torches and such.
The ruins one I was actually thinking about VIS when setting it out so for the most part it works okay. The only problem is the lake of slime just suddenly stopping at the edge, but nothing I can really do about that.
Also Necros what grid size were you generally laying out your brushes for terrain there?
I still can't get the hang of terrain at all :(
#7518 posted by necros on 2011/03/14 21:26:29
16. for the super far away stuff along the edges, you can maybe get away with 64, but if you do too much 64, you can tell even when it's far away-- things just look very coarse and mechanical.
so you should remember to occasionally put in minute details even on far away terrain to make sure that it doesn't look like 'far away' terrain.
for making tri-souped terrain in general;
if you don't have the patience to do it by hand, you can always give a terrain generator a try. of course, that has it's own problems as you now have to make a height map image for the generator to use, and that's an art in it's own right. or you can use a fancy generator like the one in bryce to get access to crazy cool fractal generators and erosion and such and then export the height map and plug it into the generator.
my beef with terrain generators is that they will output the trisouping in a uniform manner irregardless of terrain features.
this makes things a little less efficient (smooth areas can be made with larger brushes, but a generator will just make a lot of brushes with small height differences) and if you're trying to make specific things like cliffs and such, you'll have to tear out the generated brushes and rebuild it which sort of defeats the purpose of generating in the first place.
if you want to do it by hand, first, make sure you actually have the patience. it's very long and can get boring.
next, depending on the type of terrain you're going to make, you should lay out the 'key points' in the terrain first and work out the height differences.
so make all your peaks first, even if they are a single brush.
then you'll want to lay down the player path next.
finally, you just connect everything together while trying to make it look interesting. this is the long and potentially boring part.
it helps playing games that use outdoor terrain a lot. it can keep you stoked about your own terrain and stop you from burning out whilst working on it. lucky i got borderlands. ^_^;
Make your brushes triangles (two triangles per one square on the grid) and play with their vertices accordingly?
not-a-mapper talking, so feel free to disregard.
 Aka What Necros Said
#7521 posted by necros on 2011/03/14 22:04:27
one tip i have to speed things up:
when you copy and paste the current triangle, instead of rearranging each vertex to fit onto the last, mirror the brush in both x and y axis. you can now match up any line on the triangle to the opposite line of the previous triangle (that you copied from). this means you only have to modify a single vertex instead of 3. speeds things up a lot.
 I Just
#7522 posted by RickyT33 on 2011/03/14 22:09:23
make a bunch of triangles (maybe if I'm feelin' frisky, say 12) then I arrange them in the top-down view, then I start moving the edges up and down by using the handle between the two vertically aligned vertexes on one vertical edge of each prism. Yeah it takes a while, but put some good tunes on while you are doing it and it becomes easier. Or the TV on in the background. Or both ;)
 Alcohol Helps Too
#7523 posted by rj on 2011/03/14 22:11:40
 And Porn
#7524 posted by [Kona] on 2011/03/14 22:22:26
#7525 posted by necros on 2011/03/14 22:48:03
slide that brush in there... oh yeah, align those vertices, align them good!
#7526 posted by metlslime on 2011/03/14 22:49:54
time to apply some caulk
 Never Forget
#7527 posted by kaffikopp on 2011/03/14 23:42:16
Thanks for the feedback.
@Ricky: I'm eager to light it as well, but I'm gonna finish up all the brushwork before moving on to entities. I'd say I'm about halfway finished with architecure and layout, so lighting won't commence for a while unfortunately!
@Shambler: Thanks, I'll see what I can do about the ramp.
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