#7778 posted by
ShadoW on 2011/08/14 19:41:28
Heh thanks guys and sorry, but it's too late for blue :).
#7780 posted by
RaverX on 2011/08/14 22:35:31
I think that green is perfect, it looks like acid and I think it's slime that kills the player, right ?
I don't like the "vegetation", if you want to keep that you better add more broken things, the entire place looks "too ok" and the vegetation ruins everything - it suggests ruins, but everything else suggest a place that's actually NOT in ruin.
#7781 posted by
ShadoW on 2011/08/15 06:51:14
Yeah it's slime, and you are probably right about vegetation. I intended to make more broken things but didn't have enough time for that :|. It was a competition and my time is very limited now, especially for such stuff.

OMG !!!
#7784 posted by
JPL on 2011/08/15 21:27:18
Amazing architecture and very high level of details O_O Impressive... I can't wait to play this level !
#7785 posted by
Trinca on 2011/08/15 21:52:05
Start Vising now to be finish in chrismas :)

I Like It
#7786 posted by
DaZ on 2011/08/15 21:57:13
but yeah, many crates ahoy! Surely there is something a bit more interesting that could be done with the floor?
With such a vertical area, maybe it doesn't need a floor at all :)
Also for all the detail lavished in the center of the area, the side walls stand out as being very bare indeed, I'm sure some simple geometry and texturing can fix that up no problem though.

Quake Portal Mod
#7787 posted by
JPL on 2011/08/15 22:00:49
I found that on PlanetQuake...
http://www.moddb.com/mods/quake-portal-gun/news/before-release Anybody already tested it ? I can't remember having seen any post on this mod... or maybe I am wrong :P

Haha
#7788 posted by
necros on 2011/08/16 02:15:22
you poor SOB!
nice one though. ;)
#7789 posted by
RaverX on 2011/08/16 14:41:08
AWESOME ! And it works with regular quake levels. A speedrun with this mod would be so funny. I think that some levels could be finished in one second.

Only Problem Is
#7790 posted by
Drew on 2011/08/16 18:19:05
you can't really make 'unportalable' surfaces.

Darkplaces Renders
#7791 posted by
ShadoW on 2011/08/21 17:08:49
#7792 posted by gb on 2011/08/21 19:07:28
That looks great.
#7793 posted by
necros on 2011/08/21 19:20:52
looks like a preview render in 3dsmax. ^_^
nice brushwork!
#7794 posted by
raptorE on 2011/08/26 16:14:53
That's beautiful, ShadoW. Is that a high-res texture? I would not have thought you could get pure smooth white with quake's original textures.
#7795 posted by
necros on 2011/08/26 19:23:48
i thought it was fitzquake with r_lightmap 1.
#7796 posted by
raptorE on 2011/08/26 19:44:16
The doodle project appears to have its own engine based on NPRQuake, but he mentions in his OP that the "screenshots were taken with DP" which I assume means darkplaces. Does Darkplaces have r_lightmap 1?
#7797 posted by
necros on 2011/08/26 19:45:50
just checked. if it does, it's not r_lightmap. possibly just used all greyish textures?
should have realized it wasn't r_lightmap, actually, because the ammo box and monster in the shot are still textured.

That Just Doesnt Look Anything Like Sealed
#7800 posted by
RickyT33 on 2011/08/27 05:07:35
from the top.
Was a path node very obviously in void space :p
#7802 posted by
ShadoW on 2011/08/27 16:24:33
Screenshots were taken with Darkplaces. No idea about r_lightmap during making them :P. Map was compiled with BJ tools. Texture is just plane white :).