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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Skjalg
    • November 18, 2010 at 9:37 AM
    • #8,101
    Quote from Campaignjunkie

    PogoP: wait, is that rock in the front -- a smoking meteor? Because, um, when a meteor impacts Earth's surface, even if it's a small one, it doesn't land neatly in a grassy field. It does this:[Blocked Image: http://forces.si.edu/atmosphere/images/media/library_017_lg.jpg]

    Obviously some campers are sitting behind that rock smoking weed and thinking that the flaming rocks in the sky is god coming to purge the world of all evil.

    Thats where all the smoke comes from...

  • D3ads
    • November 18, 2010 at 1:43 PM
    • #8,102
    Quote from Campaignjunkie

    PogoP: wait, is that rock in the front -- a smoking meteor? Because, um, when a meteor impacts Earth's surface, even if it's a small one, it doesn't land neatly in a grassy field. It does this:[Blocked Image: http://forces.si.edu/atmosphere/images/media/library_017_lg.jpg]

    Hey look, it's Black Mesa..

  • PogoP
    • November 18, 2010 at 4:25 PM
    • #8,103

    Haha I know about the crater thing, I just didn't write anything about it. A crater model is on my asset list.

    Thanks KFS, I'll look at the meteor placement and orientation when I next open up UDK!

  • ElectroSheep
    • November 20, 2010 at 10:53 PM
    • #8,104

    Still working on my egypt koth

    [Blocked Image: http://www.minerality.fr/images/maps/tf2/koth_lakeside_a20003.jpg]

    The tf2maps.net test map system is really good.

  • -HP-
    • November 21, 2010 at 11:08 AM
    • #8,105

    Yes! 3Dnj, I fucking love your style!

  • Skacky
    • November 21, 2010 at 12:18 PM
    • #8,106

    Yeah, way better than the previous iterations!

  • _gb
    • November 25, 2010 at 3:58 PM
    • #8,107

    Hi, these are some WIP shots of a Quake 1 map / mod; textures by Quake Retexturing Project. The goal of the mod is to be a somewhat faithful, but modernized remake of the entire Quake 1, for example the maps have a lot of new areas and there is heaps of new gamecode and monsters etc. We've been at it with a team of crazies since 2007. The engine is a pimped-out version of the Quake engine with a much faster renderer etc.

    [Blocked Image: http://spawnhost.files.wordpress.com/2010/11/rmq0001.jpg?w=640&h=480]

    [Blocked Image: http://spawnhost.files.wordpress.com/2010/11/rmq0005.jpg?w=640&h=480]

    [Blocked Image: http://spawnhost.files.wordpress.com/2010/11/rmq0008.jpg?w=640&h=480]

    More and bigger shots:

    http://spawnhost.files.wordpress.com/20 ... mq0001.jpg

    http://spawnhost.files.wordpress.com/20 ... mq0002.jpg

    http://spawnhost.files.wordpress.com/20 ... mq0003.jpg

    http://spawnhost.files.wordpress.com/20 ... mq0005.jpg

    http://spawnhost.files.wordpress.com/20 ... mq0006.jpg

    http://spawnhost.files.wordpress.com/20 ... mq0007.jpg

    http://spawnhost.files.wordpress.com/20 ... mq0008.jpg

    Due to the nature of the thing, it's mainly indoor stuff, but I'm trying to break out of that recently (really WIP):

    [Blocked Image: http://spawnhost.files.wordpress.com/2010/11/gkeep_sun.jpg?w=640&h=480]

    http://spawnhost.wordpress.com/

    Slightly older shots of the rest of the project:

    http://kneedeepinthedoomed.wordpress.com/screenshots/

    I know this isn't Crysis, but it's still mapping :)

  • Skacky
    • November 25, 2010 at 4:14 PM
    • #8,108

    Glad to see someone is still making levels for Quake 1, which is actually my favorite game.

    I didn't know about this mod, guess I'll need to pay more attention next time.

  • Sentura
    • November 25, 2010 at 6:26 PM
    • #8,109

    ahh, it's a brown castle!

  • cardo
    • November 25, 2010 at 7:31 PM
    • #8,110

    Looking good gb!

    Nice to see those remake textures looking a bit more faithful to their original counterparts as alot of the redone textures looked too clean and 'perfect' before. Are the chains hanging down all brushwork? They look pretty intricate. Also, the large outside area you're working on is already reminding me of Kinn's Marcher Fortress.. in a good way of course!

  • _gb
    • November 25, 2010 at 7:57 PM
    • #8,111

    Hi cardo, I faintly remember liking a quake map of yours

    Chains are .mdl, using a misc_model entity. We have pieces of chain that are 64, 96 etc. units and can be stacked seamlessly... in general, we're trying to use more mapmodels.

    Textures are these:

    http://facelift.quakedev.com/retexture/

    I think most of them are done by this guy:

    http://www.moondrunk.se/gfx_textures.php

    I also find his work really faithful, but still, the hires (or rather "hires", in this day and age) stuff will be an optional addon pack since even these textures are too plasticy for some, compared to the original 8 bit ones. Replacement content is a touchy subject in Quake 1 :P

    Marcher Fortress - we'll see It's brown because it's still in the blocking out stage, of course. The size of that area already breaks the old Q1 map size limit, too. The small dots on the bridge are knights. Going to surroud the fortress with terrain, either made from triangles or simply done in blender and imported via misc_model or something. Although our engine is *really* fast, at some point it'll break down, too.

    Skacky: A Q1 mapping community is here

    http://www.celephais.net/board/forum.php

  • mjens
    • November 25, 2010 at 8:36 PM
    • #8,112

    GB, great job, don't forget to visit func_msgboard with that news As I remember there was some limits in some BSP compilers and also Vis problems with such a big, open spaced envs. I also have some Q1 levels to finish, maybe it's time to polish them and release

    EDIT:

    Oh, as I can see you already posted info about this board

  • D3ads
    • November 26, 2010 at 1:01 PM
    • #8,113

    Glad to see I'm not the only one using old tech here Quake never looked so beautiful, the large castle bridge looks promising! Welcome to the forums!

  • AlexM
    • November 26, 2010 at 2:32 PM
    • #8,114
    Quote from _gb

    Hi, these are some WIP shots of a Quake 1 map / mod; textures by Quake Retexturing Project. The goal of the mod is to be a somewhat faithful, but modernized remake of the entire Quake 1, for example the maps have a lot of new areas and there is heaps of new gamecode and monsters etc. We've been at it with a team of crazies since 2007. The engine is a pimped-out version of the Quake engine with a much faster renderer etc.Due to the nature of the thing, it's mainly indoor stuff, but I'm trying to break out of that recently (really WIP):

    [Blocked Image: http://spawnhost.files.wordpress.com/2010/11/gkeep_sun.jpg?w=640&h=480]

    http://spawnhost.wordpress.com/

    Slightly older shots of the rest of the project:

    http://kneedeepinthedoomed.wordpress.com/screenshots/

    I know this isn't Crysis, but it's still mapping :)

    Display More

    Awesome! So glad to see there are those still working on quake (and doom).

  • _gb
    • November 26, 2010 at 4:54 PM
    • #8,115
    Quote from D3ads

    Welcome to the forums!

    Thanks!

    I do have a little fetish of mapping for idtech4 engines on the side, but then the remake quake project doesn't leave much room for that. Yet.

    Awesome forum you guys have going.

  • mjens
    • November 26, 2010 at 5:13 PM
    • #8,116

    Ahh, I have to jump to Q1 mapping, Hammer 3.4 oh that was great

  • The Vulture
    • November 27, 2010 at 12:15 AM
    • #8,117

    Not really a level. More of a scene I made for a project a while back. It required some fine tuning so I've been working on it tonight.

    [Blocked Image: http://img714.imageshack.us/img714/6034/00115l.jpg]

  • syver
    • November 27, 2010 at 2:31 PM
    • #8,118

    Looks cool, but too many planets (at least for one screenshot/angle). I would get rid of two of them. Edit: Actually, I would consider removing all of them, as the planets takes all the attention away from what makes the picture look good.

  • sarge mat
    • November 27, 2010 at 3:19 PM
    • #8,119

    Maybe keep the big one with the disk though, think it adds to the setting.

  • Evert
    • November 27, 2010 at 3:54 PM
    • #8,120

    The planets is what I liked

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