
Looking Nice There Speeds... 
 
		#4 posted by 
Snaga on 2002/12/26 21:56:44
 
		nice'n tight looking second shot.. 
	 
		
		
Bummer 
 
		#5 posted by 
daftpunk on 2003/01/05 15:07:58
 
		is there a way to avoid the ... (dots) so you can copy and paste the link if you cant be arsed to make the link? 
	 
		
		
Nice Tex 
 
		#6 posted by 
GibFest on 2003/01/08 16:26:00
 
		I like the texture set youve gone with is it deathmatch or single player? 
	 
		
		
Daftpunk: 
 
		#7 posted by 
metlslime on 2003/01/11 14:06:40
 
		well, in some browsers you can right click a link and "copy shortcut" 
	 
		
		
Bling 
 
		#10 posted by 
cyBeAr on 2003/01/16 05:20:50
 
		screenshot 2 and 4 looks nice snaga, lighting looks really washed out in the first shot. 
	 
		
		
Thanks 
 
		#11 posted by 
Snaga on 2003/01/16 05:34:53
 
		The washed out look is I guess a combination of my struggle with screen shot making and Q1rad. 
	 
		
		
2 And 4 Do Look Really Nice! 
 
		#12 posted by 
metlslime on 2003/01/16 09:27:15
 
		as for the washout, try using a hardware-accelerated quake? 
	 
		
		
Necros Is Still Working On A Title 
 
		#13 posted by 
necros on 2003/01/16 18:10:26
 
		nice brushwork :)  lighting is uniformly pale, though, as others mentioned.  try darkening the ambience, and adding more attenuation to the wall lights. 
	 
		
		
A-ha 
 
		#14 posted by 
daftpunk on 2003/01/17 07:14:58
 
		snaga. i actually play your alpha every now and again. at first i thought it was a bit simple but it's actually ok. keep posting screenies of the wip. put a big post when you finish it. oh, another thing. are you keeping it a closed space or are you adding some outdoors? 
	 
		
		
Thanks For Feedback! 
 
		#15 posted by 
Snaga on 2003/01/17 12:12:14
 
		I�ll continue to work with the lighting problem I have using Q1rad. Keeping contrast seems to get harder the more complex the maps lightig gets.
 
 daftpunk :) glad to hear that! No outdoors though, this map is actually ready for betaing as soon as the lighting get acceptable.
 
 And just for the rec. Shot 1 and 2 is opposite of each other so the light should really be about the same.
 
 I also have a fiew tec. questions but I�ll post them in the right thread (we got to keep this mint Qmap kleen yall ;) ) 
	 
		
		
Send 
 
		#16 posted by 
daftpunk on 2003/01/20 07:58:02
 
		it to chris-catto@libero.it
 
 when you finish it! you got exams like me in this period? bloody university... 
	 
		
		
Map Is Betaredy (shots Above) DEATHM 
 
		#17 posted by Spee on 2003/01/22 00:48:22
		mail speeds@bk.ru 
	 
		
		
Q3 Map Updated Beta 
 
		#20 posted by 
nitin on 2003/02/12 03:57:56
 
		*extremely* impressive, visually anyway.
 
 http://www.quake3world.com/ubb/Forum6/HTML/024871.html?
 
 And it plays quite reasonably in FFA too. 
 
	 
		
		
Blah 
 
		#21 posted by 
cyBeAr on 2003/02/13 05:36:43
 
		http://www.planetquake.com/cardigan/images/screens/estatica/estaticab2shot4.jpg
 
 that shot was rather nice but otherwise I don't see what's so impressive (from the screens anyway). 
 
	 
		
		
Cybear 
 
		#23 posted by 
nitin on 2003/02/13 05:59:44
 
		um yeah sorry my fault, I didnt mention that it actually needs to be downloaded rather than just the screenshots.  The map features a rather neat but well pulled off idea of being set in frozen time during a rainy night and a lightning strike.  So basically its like running around in a freeze frame at the point the lightning hits the top of the light tower.  And the shadow work and general lighting is impressively done. 
	 
		
		
HAHA TOO SLOW!!!! 
 
		#24 posted by 
R.P.G. on 2003/02/13 13:18:21
 
		I was going to do the same thing in a Q3 map, except I was considering making a city where everything was stopped, with random bits of paper flying through the air, a gas explosion destroying a building, etc etc.
 
 HAHA I AM TEH TOO SLOOOWW!!!!11
 
 0wned. 
	 
		
		
On The Contrary 
 
		#25 posted by 
daftpunk on 2003/02/13 15:03:12
 
		if you work on it 2nite for 12 hours you'd do quite fine. i think you should work on it mate