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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Campaignjunkie
    • June 8, 2010 at 5:19 AM
    • #7,841

    Haha, I'm using this for my Radiator mod, actually -- is it unethical to re-purpose something for another mod, or is that smart asset re-use? I mean, don't worry, I'll make the PQL4 hospital more detailed / more interesting / better in every way, I just wanted to mirror a hospital scene I did in a previous episode of Radiator, and I'm running out of time to finish this thing that I've been plugging away at for a year...

    But I'm convinced, I'll up the brightness. People with awesome monitors will just have to deal with a slightly over-bright scene I guess. I really want people to be able to make out the text on the cards, roughly.

    KFS: PQL4 seems pretty dead right now, but I'm going to pick it up at the end of June and try to rally everyone together again, hopefully I'll be done with Radiator by then

    Kaz: architecture seems kind of cookie-cutterish, try to do some more slanted surfaces / build off the grid. I'd look at some of the shapes in the old geocomp2 / sparth's Q3 maps, it's something I've been doing lately and they're still really inspiring in terms of form and how it all works together:

    http://lvlworld.com/#i=1251

    http://lvlworld.com/#i=878

    ... and I wish I could find screenshots of bengal's Minima, because that was really one of the most beautiful / sculptural video game levels I've ever seen, shame PlanetQuake demolished sparth's old page

  • KungFuSquirrel
    • June 8, 2010 at 5:37 AM
    • #7,842
    Quote from Campaignjunkie

    Haha, I'm using this for my Radiator mod, actually -- is it unethical to re-purpose something for another mod, or is that smart asset re-use?

    Haha, nothing wrong with that. I don't think you need to do too much with the brightness overall... One thing we all do have to keep in mind is we're also viewing it against a very light site background. Even on dimmer monitors it'll look better fullscreen, but just a little boost combined with a darker TV (like you already mentioned) should still be helpful.

    Prod me with the rallying, I'm working on a Q3 map with Lunaran right now but I've got a short level worth of ideas that might be a good fit. If schedules line up I'm still interested.

    Kaz: looking at your shots I somewhat disagree with CJ in that I love that it has a sort of classic/old school Q3 look to it. I'd be interested to see more shots, though, and it's a little tough to judge this one without being able to see the proper floor (though the ceilings do look pretty cool)

  • Sindwiller
    • June 8, 2010 at 2:52 PM
    • #7,843

    Kaz: I dig the overall look, but I think it's a bit bland. You could spice it up a bit I guess with a few texture changes in some spots with different color tones or with some changes to the lighting.

  • Minos
    • June 9, 2010 at 4:12 AM
    • #7,844

    Tonights update:

    - New wall set

    - Using placeholder plant meshes by Epic at the moment

    - tweaked the floors diffuse map, which was way too dirty

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_udkwip03.jpg]

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_udkwip04.jpg]

  • Grinwhrl
    • June 9, 2010 at 4:50 AM
    • #7,845

    Very nice Mino, its really starting to shine.

  • insta
    • June 9, 2010 at 7:51 AM
    • #7,846

    Oooh that is very nice mino, very cosy!

  • Skacky
    • June 9, 2010 at 9:52 AM
    • #7,847

    Love it!

  • PhilipK
    • June 9, 2010 at 10:33 AM
    • #7,848

    nice stuff mino! cant wait to see where you'll take this

  • Jenn0_Bing
    • June 9, 2010 at 10:47 AM
    • #7,849

    It's coming together really nicely Minos. The lighting in that first shot is great.

  • Skjalg
    • June 9, 2010 at 12:28 PM
    • #7,850

    Why are there no plants in the ceiling???

  • PogoP
    • June 9, 2010 at 5:25 PM
    • #7,851

    Looking really good man. Could we have a cheeky look at your assets by themselves, seperated? I'm interested in pursuing modularity for an environment I'm working on, and would love to see how you did it.

  • mjens
    • June 9, 2010 at 11:05 PM
    • #7,852

    Plants need a light to live. Maybe some artificial light from lamps? Or make that plants more plastic

    BTW. really nice, not bad proportions of the corridor

  • Serenius
    • June 10, 2010 at 1:06 AM
    • #7,853

    Looks hot, Mino!

  • Minos
    • June 10, 2010 at 1:38 AM
    • #7,854

    Thanks everyone =)

    PogoP: I think I'll start a WIP thread for this scene instead of spamming this thread. I'll include a viewport grab from max with some of the modular assets in the next update then!

  • 2d-chris
    • June 10, 2010 at 9:09 AM
    • #7,855
    Quote from Minotauro

    Tonights update:- New wall set

    - Using placeholder plant meshes by Epic at the moment

    - tweaked the floors diffuse map, which was way too dirty

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_udkwip03.jpg]

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_udkwip04.jpg]

    yummy :D get some water running down some of those walls

  • deceiver
    • June 11, 2010 at 3:08 AM
    • #7,856
    Quote from Dark

    Very nice Mino, its really starting to shine.

    Couldn't agree more!

  • D3ads
    • June 13, 2010 at 2:39 PM
    • #7,857

    That looks superb, reminds me of the Hydroponics deck in System Shock 2

  • Pampers
    • June 13, 2010 at 4:44 PM
    • #7,858

    plants need light!

  • Kaz
    • June 17, 2010 at 6:16 AM
    • #7,859

    Not sure that I can provide much in the way of good suggestions for you Mino, other than "it looks really good"? It seems as though from the way you've designed it that there's a ton of room for neat details, like maybe some misters for the plants like they have in grocery stores .

    Continuing work on my noghost competition entry... CampaignJunkie: Some areas of the map are suffering from cookie cutter syndrome, but that's probably the one area that is the worst in that regard... I'll have to rectify it somehow. Squirrel: Thanks, this shot doesn't contain much floor but I can include an overhead or something the next time I post an update. Sindwiller: Hopefully this is less bland?

    I've gone with the underwater theme, which is evidenced in this shot in the ceiling. I'm not sure what sort of blue to go with, it seems like it should be more green than it is currently, but that doesn't look too great with the sky-blue neon lighting, so I'll have to experiment. Anywho here's the shot, would love some harsh criticism! :

    [attachment=0]noghost23.jpg[/attachment]

  • 2d-chris
    • June 17, 2010 at 2:12 PM
    • #7,860

    might sound stupid, but if your going for an underwater theme why go for "sky blue" when you can choose "sea blue"

    Darker greens and darker blues ^_^'

    [Blocked Image: http://www.nanoart21.org/nanoart2006/albums/userpics/10001/normal_Nano%2520Sea-weed%252002.jpg] = your color pallet

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