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Lun3DM5 - You'll Shoot Your Eye Out
A blockout map is also pretty, in its way. When gussied up with gentle fog, soft omnidirectional lighting, and enough fractious post-brutalist geometry to lend the depth and texture that unfinished maps are lacking, without sacrificing the stark austerity that a map textured entirely in bare concrete must by nature embrace, it becomes prettier still. This is at least the working theory behind "You'll Shoot Your Eye Out."


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More shots and info at kungfusquirrel's page for the map: 
Amazing work as always, there is shader errors with ioq3, but nothing serious. I was wondering when you were going to release this and it also reminds me of minecraft on crack! 
Looks Great! 
that is one of the best looking maps i have ever seen. hi res screenshots (sans entities) could actually pass for art 
Spirit / Lunaran 
The shots are awesome. A shame I do not have Q3 installed on my computer :( 
Looks Brilliant 
Great work on the sounds too. 
known hater of crates in maps -> designs map made entirely of cubes 
oh, but it is stupor purty 
You and Simon are apparently both getting that. Your pastebin reveals no stand-out errors, but I can't argue with the screenshot.

What I don't get is that I emptied baseq3 except for my pk3 to test that it was complete, and tested it with ioquake3 and everything was fine. I use a lot of non-standard blend modes - maybe ioq3+your specific hardware doesn't like that?

Does it do that with vanilla q3? What version of ioq3 do you have? 
deleting an old beta of this map fixed it. 
I had an idea to make a version of the concrete shader with an extra-high lightmap res and apply it to only the big broad faces that have sharp diagonal shadows falling over them to crispen them up without destroying q3map2 any more than I already have, but it's too late and I was kind of hoping there WAS something critically broken so I could have an excuse to recompile it that way and re-release it. 
Ready For Release? 
@Lunaran: Can this be added to the map queue at ..::LvL yet? 
I especially like the positioning of the railgun: a little exposure for a decent reward. 
Sock has put me onto a crazy ninja method for getting an appropriate working aas. I'm going to give that a shot, so maybe hold off? thx bro

I'm pretty sure now that I think about it that I have never released a Lun3DM I didn't have to release again two weeks later. 
No problem, send it when you are ready. 
The screenshots look very cool. Indeed combine-esque, and also remind me of some abstract art poster I once had. More of an experiment obviously, I doubt the map makes for proper gameplay, but who knows. How's the performance anyway? There's also something about the lighting that I like - as with other modern Q3A maps. Seems very refined to me.

Didn't think about the AAS, but yeah, bots should have a hard time with all the edges. How are you going to approach this? Perhaps make a simple version of the layout/structures without 'detail cubes' and use that AAS file for the actual level? 
i have to say i was kind of disappointed when i actually played this. :(

it looks fantastic, no argument there, but from the screenshots it looked a lot bigger.

the map is actually pretty small.

i know there's gameplay considerations and whatnot, but i would have loved to see it at 1.5x or even 2x size.

also, i was sad the top part was all clipped off. :P

but yeah, it's still awesome. ;)
what a map!!

Is there any chance of getting the bots working? I have been spooging just walking around but would be great to try and play.

Also, what are the r_speeds in this one, framerate dips ocassionally. 
Damn, my fav Q3 map! Pure talent! Works well for me in ioquake3. 
Did You.. 
Did you place every brush down individually or use some kind of procedural algorithm to speed things up a bit? Talk about patience of a saint! 
Take A Look 
ah, thought so, thanks for the link 
Attn: Bot Lovers 
Sock has put me onto a crazy ninja method for getting an appropriate working aas. I'm going to give that a shot, so maybe hold off? thx bro

I got this working, and have the bots playing their usual sort of dumb way on Lun3DM5. I had to recompile anyway, so I took advantage and doubled/halved the lightmap res in places it needed/didn't need it, so hard-edged shadows got a lot crisper but the download didn't get any bigger. \o/ Big thanks to sock.

Tigger, you may review at your leisure. 
Great News 
will check it out when I get back. 
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