#9580 posted by sock on 2013/08/06 14:22:50
@mfx, I thought you would get tired of tech by now, but it seems you have been drawn to the dark side! :P
Shot 1, has nice clean lines but needs some tech detail (like tech09_3, tech09_4) and the tiny square lights on the large panels looks odd. Pull them out of the brushwork or use a large light texture (tele_top is often a favourite of techo fans)
Shot 2, is my favourite, I love the fog, the place feels industrial!
Shot 3, looks messy and incomplete
Shot 4,5 seem to be corridors?
I would recommend you add objects (pickups, monsters) to give people looking at your screenshots a reference for size, also try to use less light textures. Think about where you want shadows and try to alternate light fixtures around a room to create contrast.
#9581 posted by ijed on 2013/08/06 17:12:27
Looks very tight in style - everything aligning up with the textures. When this isn't followed though it looks a bit odd. Like in shot3 where you've got the ceiling light panel bending even though the texture doesn't.
Yeah the rocks look bad. Go for something that is smaller and more tiled so it doesn't fight with the angles of the brushwork so much.
A decent grass / natural floor texture following the same idea would work well. I'm trying to track down some black stone textures offset with green moss that might work, will post again if I find them.
 Ijed
#9582 posted by mfx on 2013/08/06 17:16:42
Sounds great!
 Sorry
#9583 posted by ijed on 2013/08/06 17:56:38
No luck. I think the set was originally made for Q2 and consists of around 3-4 textures, which were unnamed - 'tex40-3' or something like that.
Got bored searching so just dumped a load of rock into a wadfile: https://www.dropbox.com/s/6z0nibg718wikv8/rocktex.wad
Maybe something in there will help.
 Kingpin Rocks
#9584 posted by Drew on 2013/08/06 20:35:14
always look good, IMO
 Thanks Ijed, That Will Keep Me Busy For A While.
#9585 posted by mfx on 2013/08/06 21:35:26
 Nice Looking Map Mfx
#9586 posted by RickyT33 on 2013/08/06 22:30:42
 Mfx
you seem to be making terrain in the way I have tried for a number of maps, honestly I created so many leaks and errors by doing it the way you have done it that it's not worth the amount of time you will spend fixing them.
I hear tri-soup is the best way to do it for creating less errors, and TB is probably the best editor to do it in.
As for the shots, I like the first shot the most, though I agree with sock in regards to the odd light textures. The rock texture would be better if it had a little more light contrast in it and a lot less dark contrast.
 TriSoup
#9588 posted by ijed on 2013/08/07 00:48:48
And Trenchbroom don't play nice unless you use the snap vertices command a lot.
 Mfx
#9589 posted by gb on 2013/08/07 15:36:23
Your floors are quite flat. They could be broken up some more.
 Shot 2
#9590 posted by nitin on 2013/08/08 16:57:19
Is my favourite, the fog colour fits very nicely.
 Q1SP By Luke Nockles
 That
#9592 posted by ijed on 2013/08/11 14:48:54
Looks good, though its hard to make out much in the first shot.
 Interesting
#9593 posted by Drew on 2013/08/11 15:02:34
got a bit of a ShadoW vibe going on will all those textures. Will be interesting to see what comes out of this!
 Not Bad..
Though I'd definitely change some of the texture choices. Shot 2 I'd take out the tech lights and the metal textures. Probably would replace the big white brick textures and wood textures with something else too.
 Re #9591
#9595 posted by JPL on 2013/08/11 15:28:42
First hot should have more lights: there are too much shadow areas IMHO.
Second shot is really amazing: the work onto arches is really great.
Apart from that I concur with FifthElephant's comment on shot 2 about light texture selection: should be more medieval oriented.
Keep it up !!
 Too Much Texture Clashing
#9596 posted by nitin on 2013/08/11 16:41:45
for sure.
Also, I assume shot1 is a spectator shot (ie from noclipping, not something the player would see)?
 Shots From Map2 Of Titan
#9597 posted by mechtech on 2013/08/11 19:10:19
Quite interesting looking map you have there. Looks like a void map but underground
 Looks Like
#9599 posted by Drew on 2013/08/11 20:20:09
my kinda map. rock walls could use a little pizzaz, but there is a great Dark Souls vibe going on here!
 Pretty Cool Idea.
#9600 posted by Shambler on 2013/08/11 20:43:45
I like the style and the structures, I find the contrast a bit much though.
#9601 posted by RaverX on 2013/08/11 21:15:41
onetruepurple: shot 2 looks cool, but I also think that it needs other textures for lights, maybe even torches.
mechtech: the shots are awesome, seems like a very nice map, can't wait to play :)
#9602 posted by [Kona] on 2013/08/12 03:26:01
OTP's shots... first is a bit dark. Second shot is great, I love the lighting, and the contrast. Not so wrapped in the textures though.
I still don't understand why soooo many mappers just stick with the same old id textures that have been used 1000 times before, while there's so much underused custom stuff out there, that's better than id's textures.
 Thanks For The Positive Comments
#9603 posted by mechtech on 2013/08/12 04:01:58
The underground void idea was from TLOR Balrog sequence. Towers of stone in an immense cavern. The progression of the map, starts in a stone cave, as the player ascends I add more Castle/stone type stuff. The end will be the player reaching daylight in a Quake medieval setting using the Quoth Death Brigade enemies.
Screen shot 1 is admittedly boring. Needs some texture variance.
I hope to have my maps out before the end of 2014. At the rate I'm going working 70 hour weeks... we'll see
I'll get a beta release going soon.
 @Luke Nockles
#9604 posted by mfx logged in on 2013/08/12 21:00:54
Shot 1looks like a bloody basement, nice coloured lighting in there..
Shot 2 has some texture problems, they just dont blend.
Quake has a very limited palette, mind you...
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