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  4. Quake 3 15th Anniversary Contest

Endurance By Greg "Flipout" Ward

  • Flipout
  • October 14, 2014 at 10:11 PM
  • pat h
    • November 20, 2014 at 2:30 AM
    • #41

    fucking swag.


    only thing i don't like is that ramp/bridge looks way too thin. i'd widen it by 3x.

  • Flipout
    • November 26, 2014 at 8:23 PM
    • #42

    Finally got enough done that I can start testing now. Still needs work, but it's good enough for now. Here's the download link. Removed link.

  • pat h
    • November 26, 2014 at 10:35 PM
    • #43

    only had time to play one game, but man, that is one wicked map. the atmosphere is thick and the layout is so curvy and interesting. i really think your maps are taking q3 to another level. this looks more like a q4 map than a q3 map.


    like i said, i don't think i played enough to give any thorough feedback. though one thing i did notice was the combination of all the small steps, gradual elevation changes, and thin paths made it difficult to hold speed for a long time. usually q3 maps are flat for the most part. i wouldn't actually say this is actually a bad thing, though it is most certainly different from what i am used to and increases the learning curve quite a bit.


    you clearly have some massive modelling and texturing skills under your belt. it shows me where i could definitely use some improvement. good luck in the comp, i can tell you this is going to be one tough map to beat!

  • Daniel Nilsson
    • November 26, 2014 at 11:14 PM
    • #44

    The Q3 logo.... Too cool!

  • FMPONE
    • November 27, 2014 at 12:30 AM
    • #45

    WOW I love this!


    COuld use some cool dramatic spotlights on that Q3 logo thing, and maybe move the platforms so they don't obscure it so much. Badassssssss

  • Hipshot
    • November 27, 2014 at 8:18 AM
    • #46

    The only thing that I've been thinking about here, is that there aren't any strong light sources, the light feels very flat and grey (because of the grey textures). I always assumed this was before you got to do any lightpass though?


    I usually do this with sunlight, if I have a sky, but you might not have that?

  • Flipout
    • November 27, 2014 at 12:17 PM
    • #47

    I have a lot of lights with high values. That's probably what's washing everything out. I'll start reducing them and see if that helps.

  • Thurnip
    • November 28, 2014 at 5:20 AM
    • #48

    All the tex looks very sharp are you using only custom? or some stock textures as being used?

  • Minos
    • November 28, 2014 at 7:26 AM
    • #49

    Looks rad!

  • Conrad Justin
    • November 30, 2014 at 4:23 PM
    • #50

    The map currently looks epic but is very grey and confusing (complexity). Z(Rus) in his map defined environment by using colored lights. You used decal textures and other techniques to navigate player but some corridors look the same, they are narrow and create a maze. It's awesome when you get to the main logo room or to the "outside" area, but connections are extremly narrow and bewildering.


    Amazing detail work and style!


    I know its a detail but I saw some plants floating just above the ground

  • Flipout
    • November 30, 2014 at 7:40 PM
    • #51

    Here's my latest build https://www.dropbox.com/s/m2yur426lujw5ji/q3gwdm2.pk3?dl=0 reworked the lighting. There's still a few spots that needs work. I guess it's bright enough? I swapped out the bridge by the q3 logo with a jumppad and added some more details to the outside areas and some of the hallways.

  • FMPONE
    • December 2, 2014 at 10:23 AM
    • #52

    I think you've got a great base here, but one problem I have is the lighting again. It's very white and desaturated, with a lot of little pinlights everywhere. This creates tons of opportunities to use second and third colors in areas to create some much more interesting contrasts and scenes. Ideally, scenes will have two primary colors, and then the little white lights can tie different areas together as being one of your consistent motifs, but right now I just feel the map has no identity on the lighting side of things because it tends to be white with a few other random colors, but none of them carrying a lot of emotional weight for me.


    With that said, I still love what you've put together here. I just hope you continue to put some finishing touches on it ^^

  • Flipout
    • December 3, 2014 at 2:09 AM
    • #53

    Thanks a lot for the feedback. I really appreciate it . I'm going to try my best to do more work on the lights don't have a whole lot of time left. I really can't work on it tomorrow so I'll have to finish it tonight.

  • Flipout
    • December 3, 2014 at 6:24 AM
    • #54

    Here's the final version https://www.dropbox.com/s/vkkrb4ipoid008r/q3gwdm2.zip?dl=0 had a lot of fun working on this map. Except for the leg cramps from sitting to long. :)

  • phantazm11
    • December 4, 2014 at 1:44 AM
    • #55

    Very impressive map Flipout


    I've been wanting to check it out for so long--glad I finally had a chance. I actually didn't play a match on this because I was too busy looking around at all of the cool architecture. You really have a great sense of space and you use all of it well.


    Now I just need to get off my butt and learn how to UV map

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