#7703 posted by jt_ on 2011/06/24 01:32:41
This is a map I'm making for my new mod, it's metal themed, with several different areas
that contrast with each other.
Worshiping hall
http://ompldr.org/vOTdjNg/alpha1.png
Transition
http://ompldr.org/vOTdjNw/alpha2.png
Other side of the transition
http://ompldr.org/vOTdjOA/alpha3.png
Transition room from another angle
http://ompldr.org/vOTdjOQ/alpha4.png
Tunnel before transition room, looking into the Worshiping hall ;)
http://ompldr.org/vOTdjYQ/alpha5.png
 D'oh!
#7704 posted by jt_ on 2011/06/24 01:35:30
Forgot to mention that's just one of the areas.
#7705 posted by negke on 2011/06/29 10:14:30
jt: Nice editor. :P
Madfox: Interesting shots in your booth. Seems to need proper trim on several transitions and ledges. Why do you always mirror that metal skull texture?
 Duke3d Shots
#7706 posted by quakis on 2011/06/30 05:45:36
Talking about the diverse texture set in Duke tempted me to post these two shots from another project of mine slowly being worked on.
http://img.photobucket.com/albums/v220/deathquakis/qmapthing01.jpg
http://img.photobucket.com/albums/v220/deathquakis/qmapthing02.jpg
 Add Some Colour ;)
#7707 posted by DaZ on 2011/06/30 06:17:11
#7708 posted by necros on 2011/06/30 07:50:38
looks sweet dude! make sure you post that when you're done. i really liked your other d3d map.
also, is that a space ship? would explain the monochrome textures. i love space ship maps... probably cause one of the first q1sps was that hell in a can map.
i loved the concept of that map. dunno if it's too late to nudge you in that direction a bit. ;)
i just like the slice of life concept of being on a space ship in the middle of nowhere and having to fix problems (like aliens breaking out of containment!)
 Cheers
#7709 posted by quakis on 2011/06/30 14:35:18
@DaZ - Plan to in other sections like the cafeteria/recreation sections of the map. Keeping the white scheme here mostly for the medical section and areas close to it.
@necros - Actually, it is a space map, nice to see you picked up on that. I don't really have much direction at the moment so anything that can nudge ideas is good, I'll probably check out that map asap. Thinking about it, anything like System Shock 2 / RTC 3057 (ZDoom) would be an interesting direction.
#7710 posted by necros on 2011/06/30 18:58:59
 Darkstar
#7711 posted by DaZ on 2011/06/30 19:33:57
oh wow, I remember playing that back when it was new, it blew me away! :)
 Booth's
#7712 posted by madfox on 2011/07/01 04:55:18
@neg!ke - thanks for comment. I have the retexture pack in my iD directory but for some reason all textures are upside down.
I turned some in the directory but it didn't help. So it isn't something I do on purpose.
btw, the level took 15 houres extra vising and had teo giant hom's.
Why do they only show at the end?
#7713 posted by necros on 2011/07/01 06:01:14
i've noticed this happening sometimes with texmex when importing/exporting textures to targa. not sure why it does that. annoying though.
 Neil Manke
#7714 posted by [Kona] on 2011/07/01 06:04:45
It's a shame Neil Manke's full game version of They Hunger was never finished. Supposed to be released years ago on the source engine but apparently Neil fell ill and wasn't able to finish it. He was a friggin mapping machine that guy.
They should just get a new mapper to take over. Shit I would have finished it if this was 10 years ago.
#7715 posted by metlslime on 2011/07/01 07:03:35
some targas are stored in "upside down" format (bottom rows of pixels first, top rows last) and there is a flag in the header that indicates this, so perhaps texmex doesn't pay attention to that flag.
(Fitzquake had a similar problem with upside-down TGAs, long ago, before i fixed it.)
 Donkey
#7716 posted by madfox on 2011/07/01 21:36:58
I'm using Fitzquake080, but if I turn all tga files in the directory, in game they are still upside down.
 Madfox:
#7717 posted by metlslime on 2011/07/01 21:53:07
try 0.85
 Great-looking Church With Terrible Lighting By Scott Perry
#7718 posted by negke on 2011/07/02 11:19:14
#7719 posted by necros on 2011/07/02 19:12:48
lighting looks good to me. also, what is this from? it indeed looks amazing!
#7720 posted by Spirit on 2011/07/02 19:43:33
#7721 posted by negke on 2011/07/02 20:15:55
Lighting is so dark I had to increase the contrast three times as much as with regular screenshots.
 Ah Ok
#7722 posted by necros on 2011/07/02 21:18:58
didn't know you tweaked that image and yeah, playing it, it's quite dark.
also, it's a lot less cool as an actual map. :(
way too small for a quake map. it looks like it was meant to be built to scale.
so in that regard, it succeeds, but too cramped for an actual map.
you could totally blow that up 2x and you'd have enough room to move around.
i could really see a map being built with the same basic layout only with locked doors for each successive floor connected to the spiral stairs.
and maybe lighter textures like q3gothic block10 or something.
 Left 4 Dead 2 Survival Map
#7723 posted by DaZ on 2011/07/15 22:46:12
Been working on this slowly over the last month or so, would appreciate some feedback!
http://www.dropbox.com/gallery/33279452/1/l4d2map?h=6767ef
It's a night time map with a rainstorm that occasionally storms like in the valve hard rain campaign. trying to find a nice balance between darkness and the rain fog effect, how doe's it look so far?
#7724 posted by Zwiffle on 2011/07/15 22:58:51
Looks good to me, though I'm not sure where it actually takes place. Looks like near a pier/docks under a giant bridge. Other than that it feels like generic trashy urban sprawl.
I would love to help playtest it if you need some testers.
 Lights Are Too Bright/cast Too Much Light
#7725 posted by jt_ on 2011/07/16 00:49:42
Other than that it looks good. Is it in a favela or hooverville? :p
#7726 posted by DaZ on 2011/07/16 01:12:14
The idea is for it to be in a construction site / industrial park just outside a city, maybe it doe's look a tad generic currently, something to work on!
It probably needs some set piece monument to define the look which it's lacking at the moment, the "bridge" you can see in some of the shots is actually a large in-construction "industrial thing" but it's not really finished yet, I'm actually sure what it meant to be I just wanted something looming overhead :)
Thanks for the feedback, got some things to work harder on now :)
#7727 posted by necros on 2011/07/16 02:54:42
looks cool! but maybe a bit.. drab? could you add some more colour to it, maybe some orange via rusted metal and such?
ironically, i find the vibrant blue light in the last shot a bit too cyan. :P
wish i had l4d to run around in this. :)
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