I love your textures ! ![]()
WIP in WIP, post your level screenshots!
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amazing atmospehere hipshot! This textures are all new or you are using some tex from your other maps?!

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Quote from Hipshot
@ kanine01, that level looks like something from Zorro =)Started working on my old level again this weekend, some spare time at the moment - hopefully I can complete this level soon.
Awesome Quake 3 map
Might I ask, what is the map editor for Quake 3/Quake Live?
Also, my map is based on Fallout 1.
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Cool stuff hipshot, now finish it!
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Hi, This is my first post, though I visit this forum often.
These screenshots are from my map Windsong Keep for Quake 3. It was created for a mapping competition that just ended. Although the map submitted was pretty complete, I have not yet released a final because I'm still working on a few things that I didn't have quite enough time to fix before the deadline.
[Blocked Image: http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3dm4_rc2.jpg]
[Blocked Image: http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3dm4_preview_1_ss.jpg]
PS. Great looking stuff Hipshot! (as usual
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That castle looks very unreal tournament

Hipshots map looks very swedish!

Both very good.
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Hipshot: Love it, it feels so gritty with that excellent texture work.
phantazm11: Your castle looks very grand which is good, but I can't help but feel it could benefit from some contrasting colour in the lighting. Maybe try a bit of purple lower down in the map.
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Hipshoooooooooooooooooooot.
Phantazm, that looks good, but also there seems to be a lot of geometry detail sticking out suggesting it might be hard to navigate in a quake kinda way?
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Hipshot: How dark are your textures? The interiors have lots of splotches that are visibly at full lightmap saturation, but still look dim/dull. Or do you roll with overbrightbits off?
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Didnt drop by for a long time.
Wanted to give you an update on my map:
[Blocked Image: http://www.abload.de/thumb/gm_rp_eternal_hueg0092mr1o.jpg] [Blocked Image: http://www.abload.de/thumb/gm_rp_eternal_hueg0091lo7y.jpg] [Blocked Image: http://www.abload.de/thumb/gm_rp_eternal_hueg0082brpd.jpg] [Blocked Image: http://www.abload.de/thumb/gm_rp_eternal_hueg0081qo82.jpg] [Blocked Image: http://www.abload.de/thumb/gm_rp_eternal_hueg0090tp26.jpg] [Blocked Image: http://www.abload.de/thumb/gm_rp_eternal_hueg0089yp7f.jpg] [Blocked Image: http://www.abload.de/thumb/gm_rp_eternal_hueg0088ip4z.jpg] [Blocked Image: http://www.abload.de/thumb/gm_rp_eternal_hueg0087yqza.jpg] [Blocked Image: http://www.abload.de/thumb/gm_rp_eternal_hueg0086vqyu.jpg] [Blocked Image: http://www.abload.de/thumb/gm_rp_eternal_hueg0085cpb0.jpg] [Blocked Image: http://www.abload.de/thumb/gm_rp_eternal_hueg00845qdk.jpg] [Blocked Image: http://www.abload.de/thumb/gm_rp_eternal_hueg0083ipl7.jpg]
Edit: Abload is back online posted full size images

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Thanks for the crits and comments guys.

Jenn0_Bing: Believe it or not there is purple contrasting light in this map, though you can't tell it from either of these screenshots. It is cool that you mentioned that particular color. Both jumpads and teleporters around the level cast a purplish glow against the stark brick walls, and stained glass windows elsewhere help to spice up the palatte.
Evert: I think it might just be the wacky angles with which I've taken the screenshots. I wanted to do some irregular geometry for this map, and player movement and flow were foremost on my mind when designing the map. It is also clipped up nice and tight and you can move pretty quickly without getting snagged.

Here is a link to the map if anyone is interested: Phantq3dm4
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Thanks. And for those asking, I have been using some of these textures and also the theme in general in a level I made last year. This level hols a much higher graphical quality though, cause that one was rushed.
Honestly, I do reuse a lot of stuff from my old maps when I make new ones, if I think the quality holds up, there's no reason why.
There are problems with my lighting, I hope to sort that out before I release the level, it's too dark and/or too flat - depends on how you see it.
@ Lunaran, I'm rolling overbrightbits 1 and this is a sample of my textures:
[Blocked Image: http://zfight.com/misc/images/maps/m8/m8_67.jpg]
That cliff texture is really old and could probably be made a lot better, but it works great right now and I really don't wanna change it this late.
@ Phant, I think that level looks great, very consistent, the only thing I really don't care for that much is the sky texture, that's my default position though.
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My very very first radiant work! Trying to make a remake of half-life stalkyard map
Map will be for Warsow. Please look at the screenshots, maybe there are any advice to do something cool?
[Blocked Image: http://puu.sh/5qDS]
[Blocked Image: http://puu.sh/5qE1]
[Blocked Image: http://puu.sh/5qE2]
[Blocked Image: http://puu.sh/5qE6]
[Blocked Image: http://puu.sh/5qE9]
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Nice remake!
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Seldoon182
Thank you!
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Thought I would give learning the Cryengine 3 a proper go and made this. Its not super detailed or anything but I managed to pick up how a lot of things work.
[attachment=3]WasupIsland_1_small.jpg[/attachment]
[attachment=2]WasupIsland_2_small.jpg[/attachment]
[attachment=1]WasupIsland_3_small.jpg[/attachment]
[attachment=0]WasupIsland_4_small.jpg[/attachment]
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Little video of Stalkyard
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Quote from Hipshot
@ Lunaran, I'm rolling overbrightbits 1 and this is a sample of my textures
The histogram of three of those four textures peaks at 45/255, which is about 16%, and the bottom-right one peaks at around 85.
[Blocked Image: http://lunaran.com/pics/histo1.png]
I noticed while poring over Valve textures that a lot of theirs will peak just below 128, with a curve something like this:
[Blocked Image: http://lunaran.com/pics/histo2.png]
This makes a lot of sense for working with overbright lightmaps: everything can be double-exposed up to near white without losing saturation or turning yellow, and dark shadowy areas still retain a lot of information. You can separate textures a surprising amount just playing around within 96-136 or so, and it lets you exploit the full range of lightmap values when doing your lighting without ever coming close to big blobby hotspots.
this post got a little
but I do try to stick to the above when texturing and deviate only with a particular purpose. It's hard to fix a too-dark texture without it either looking too grey or too contrasty unless you just redo it, and then you've got to re-light the whole map to restore the original look (or just compile with -scale 0.5 I guess), so it's probably not something you want to tackle at this point I suppose. -
if you've got versions of photoshop that support it, use adjustment layers. you will avoid having to remake textures.
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It's not really that. If you pull down the white point then you wind up with a lot of intense contrast in the texture that looks inappropriate in-game, and if you pull up the black point you get that awful grey haze. You're better off going back to the photosources you started with and repeating your work with a different target in mind.
I'll shut up and post a screenshot now.
[Blocked Image: http://lunaran.com/pics/lun3dm5/cubing6.jpg]
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