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"Carnage grounds" by Roman "Z(Rus)" Saraev

  • Z(Rus)
  • October 12, 2014 at 5:32 PM
  • DOOMer
    • October 20, 2014 at 8:48 PM
    • #21

    Z, your shots are very nice looks

  • Z(Rus)
    • October 21, 2014 at 8:26 AM
    • #22

    i feeling that from quake3 everyone wants to make UT or Unity game, all constructed from models it's Quake! don't upset John Carmack

  • Z(Rus)
    • October 21, 2014 at 9:22 AM
    • #23

    [Blocked Image: http://f5.s.qip.ru/~13jhip3b6.png] [Blocked Image: http://f5.s.qip.ru/~13jhip3b7.png]

  • General Vivi
    • October 21, 2014 at 2:01 PM
    • #24

    That lower half is starting to look sexy! Keep it up!

  • DOOMer
    • October 21, 2014 at 10:23 PM
    • #25

    Nice arches, comrade =)
    It's "gothic" or castle style map?

  • Z(Rus)
    • October 22, 2014 at 7:22 AM
    • #26

    i don't know yet

  • Sprony
    • November 10, 2014 at 4:02 PM
    • #27
    Quote from Z(Rus)

    [Blocked Image: http://f5.s.qip.ru/~13jhip3b6.png] [Blocked Image: http://f5.s.qip.ru/~13jhip3b7.png]


    How are things progressing?

  • Z(Rus)
    • November 11, 2014 at 8:12 AM
    • #28

    for the last 4 weeks I did not work on this map


    but i build e1m1 from DOOM on source engine 95% like as original map)

  • Z(Rus)
    • November 11, 2014 at 1:47 PM
    • #29

    [Blocked Image: http://f6.s.qip.ru/~gt7AZAgY.png] [Blocked Image: http://f5.s.qip.ru/~gt7AZAgZ.png] [Blocked Image: http://f6.s.qip.ru/~gt7AZAh0.png]

  • Hipshot
    • November 16, 2014 at 4:40 PM
    • #30

    I'm just gonna repost what I wrote in the other thread, in case you miss it:


    These levels are old, but you might find some textures in there to use.


    http://quake3world.com/forum/viewtopic.php?f=10&t=40110

    http://quake3world.com/forum/viewtopic.php?f=10&t=25646

    http://quake3world.com/forum/viewtopic.php?f=10&t=34579

  • Z(Rus)
    • November 16, 2014 at 6:06 PM
    • #31

    thank you, maybe some of the textures I will use


    or remade

  • Z(Rus)
    • November 17, 2014 at 3:07 PM
    • #32

    [Blocked Image: http://f6.s.qip.ru/gt7AZArW.png]


    almost finished architecture

  • Z(Rus)
    • November 17, 2014 at 8:18 PM
    • #33

    first alpha build was have 13 leaks and very much portals

    Code
    4213 portalclusters
     14036 numportals
     16325 numfaces
    ************ ERROR ************
    MAX_MAP_VISIBILITY exceeded
  • Z(Rus)
    • November 18, 2014 at 8:30 AM
    • #34

    a couple of screenshots

  • Hipshot
    • November 18, 2014 at 8:31 AM
    • #35

    What's the r_speeds of the most expensive scenes when you play?

  • Z(Rus)
    • November 18, 2014 at 8:58 AM
    • #36

    not yet tested
    need more optimization, i only optimize portalclusters 4213 -> ~2100+


    and need do something with 3D skybox

  • fKd
    • November 18, 2014 at 9:25 AM
    • #37

    looking really awesome man, keep those shots coming!


    as far as MAX_MAP_VISIBILITY. make some textures with the surfaceparm nonsolid and use weapon clip brushes round lots of those patches. i had this issue with my last comp map. this seems to fix it. just gotta find that sweet spot where the map will compile without errors. good luck!

  • Z(Rus)
    • November 18, 2014 at 9:34 AM
    • #38

    Hey Hipshot, I did it...why these two textures are not looped?))

    [Blocked Image: http://f6.s.qip.ru/gt7AZAsV.png]

  • Hipshot
    • November 18, 2014 at 10:21 AM
    • #39

    Uhm... because it's - uneven?

  • Z(Rus)
    • November 18, 2014 at 8:43 PM
    • #40

    i think need add more lights

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