Thanks! ![]()
Hmm Thrik, I'm probably a bit too used to high FOV's...
Will keep it in mind when I prepare screens for the site later!
Sentura, got an aversion for partially broken test chambers? ![]()
Thanks! ![]()
Hmm Thrik, I'm probably a bit too used to high FOV's...
Will keep it in mind when I prepare screens for the site later!
Sentura, got an aversion for partially broken test chambers? ![]()
you mean a penchant? yes, yes i do. i dunno i guess it makes it more real?
Quote from PuddyFine, I'll post some in-game shots!!![Blocked Image: http://i.imgur.com/QNx57.png]
coming soon
Third shot does it for me. Love the trusses, pipes & fog, it looks like it just drops off to nowhere. The masked/gobo'ed light looks a bit out of place (maybe it's just the angle of the camera in this shot but I can't see the emitter)
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Doing heightmap based terrain in Quake 1.
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to that, I say: http://youtu.be/sB7S6VrfuIU#t=19s
(also holy crap)
I'm usually shy of posting shots here, since the tech I'm using can't visually hold a candle to the Cryengine and UDK stuff. I know I should use more mapmodels, which is something I'm already beginning to do. I'm still working to get my levels layout complete, polish will follow. I switched from Q1bsp to Warsow's FBSP, because it offers higher resolution lightmaps and stuff like ambient occlusion etc.
Q3map2 is a much better tool than the Quake 1 compilers.
I'm actually desperate to talk to other designers / artists and get some helpful feedback. It sometimes seems like amateur level design is dying, I pretty much have no one to talk to about these things.
why don't you just switch tech then?
Because I don't feel like rewriting all my QuakeC gamecode, which has developed over the last 5 years to do pretty much all I need to do. I'm not a good coder. I'll switch tech for my next project, this one is too far along to do that.
well, at the current pace how much time do you need to complete your current project?
2 years.
Sometimes taking that leap can really make a big difference. Sometimes it can even cut down on time. You might be reinvigorated by a new engine with new possibilities, and rewriting the code might not be as hard as you think. But I really don't know about Quake or how you feel. Your BSP is very nice, you would like Source. Though that there too is a dying engine, so I know how you feel.
Art wise you could add some pieces to break up the line of the surround wall, like little pillars. Can you afford a couple more textures too? Something to break the repetitiveness of the ground?
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Bloviation has undergone a ton of versions and changes since I last posted it here. The map was originally meant as an experiment to try and structure my workflow better and force me to work within time constraints. But now I'm working on getting it to play as fun as it can. I just did the first texturing pass, so I'll post more in the thread once I've lit it and whatnot, soon.
Agreed. It's enjoyable. ![]()
Quote from Mr. HappyArt wise you could add some pieces to break up the line of the surround wall, like little pillars. Can you afford a couple more textures too? Something to break the repetitiveness of the ground?
Thanks for the tips, I'll do that. Yup, I can have more textures, and the terrain can have up to 4.
Hi mapcore. I want to share with you WIP of my latest project.
Critics and suggestions are welcome =D
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Something I've been working on since sometime in May, and very much a WIP. Painting the vegetation at the moment and then planning on doing a 2nd pass on brushes before detailing. It's vanilla Crysis. I hope it's up to calibre ![]()
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onji, I love the terraces in the second shot. The palm tree on the edge of the cliff looks a bit lonely.
Agreed, very cool rice paddies. I like everything there.
Something i'm working on for killing floor. the theme is a Missile silo inside a mountain. its still very WIP so any feedback is appreciated.
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cave entrance
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outside area
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Made a modular set of tubes for the inside.
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