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Quake 4 - Method's Hideout (WIP)

  • Method
  • April 21, 2007 at 11:23 PM
  • Method
    • April 21, 2007 at 11:23 PM
    • #1

    Hey,

    My first post here, although I've been on these boards before. Decided to join just recently. I know KungFuSquirrel, RD and others from here.

    This is a project I started recently with the goal of creating urban environments in Quake 4 engine. Want to know what you guys think:

    Update: Been busy lately, but found some time to make a new area and few new textures.

    [Blocked Image: http://www.methodonline.com/temp/performance2.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test10a.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test10b.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test10c.jpg]

    [Blocked Image: http://www.methodonline.com/temp/performance1.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test9a.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test9b.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test8.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test1.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test2.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test3.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test4.jpg]

    Feedback is welcome.

    -Method

  • Psyshokiller
    • April 21, 2007 at 11:42 PM
    • #2

    Welcome back to the Core then

    Nice screenshots, although there could be some more color variation and the walls specularity is pretty high.

  • merkaba
    • April 22, 2007 at 12:40 AM
    • #3

    I like it, very grungy and refreshingly very un-Quake/doom engine looking.

    As for the colour variation comment...I like the mono hues personally, but if you're looking for an idea of how to get some obscure colour feasibly into the level, perhaps there could be something outside that is glaring saturated light in through one of the windows (a red light is the most obvious but perhaps the most dull...)

    Maybe there could be street lights just outside which cast some dirty yellow light down at an angle where the windows are? Well, those are my ideas...like I said though, I quite like it how it is already.

  • JeanPaul
    • April 22, 2007 at 12:49 AM
    • #4

    Wow, that is amazing.

    The lighting needs some more colors though.

  • D3ads
    • April 22, 2007 at 1:38 AM
    • #5

    Hi Method, good to see you!

    What happened to RUST? I stopped by there the other day and the forums are gone, overrun with spambots I guess?

    The map looks amazing, your love of Kingpin really shines through here, it's especially impressive because people rarely take the time to try out something new with the Doom 3 engine and Prey has shown that it works with urban environments very well and this is no exception.

    Some crits:

    - Add some misc trash on the floor, remember that Kingpin had a lot of detail when it came to stuff like that, lots of beer bottles and newspapers littering the alleyways, you can always push the level of detail here too.

    - The lighting looks a bit too white in some areas, try to add some subtle colours in there.

    - I only see a light source in a couple of pictures, so add some light props, make some of them broken and leave sparking wires hanging down.

    - The bottom of the staircase on the fourth picture would suit something like a shopping trolley, milk crates and some boxes well..

    Hope that helps, welcome back to the Core

  • Method
    • April 22, 2007 at 4:14 AM
    • #6

    Thanks for the comments guys.

    D3ads: Yea man, RUST is sort of abondoned. I had to remove some spam users and clean up the comments. We need to get in touch with someone like Olpainless and see what we can do in terms of getting it up to date.

    -Method

  • Grinwhrl
    • April 22, 2007 at 5:02 AM
    • #7

    sweet, you should add only small sections of color variation to make areas really stick out. Awesome stuff though.

  • KungFuSquirrel
    • April 22, 2007 at 5:20 AM
    • #8

    Hey Method, nice to see you in these parts.

    Said it already, but this is coming together really well. Keeps getting better with every set of shots. I think you've really nailed the visuals in the 4th shot (with the stairs and the orange-ish stripe). Shots after that are strong, too, though I'd work more on the color balance in the area with the tilted bed in shot 5 and work more on the lighting style for the last couple shots.

    Also, I think in the last two shots you should really invest some time in the particle editor and see what you can pull off. Flares coming in through the boarded windows just won't cut it... might consider making a beam effect for that, and definitely think about a subtle light cone effect for the hanging lights in the last shot. Although you might also consider keeping a flare on the hanging lights, but instead of a flat pane make a very small brush with the flare texture on all sides to simulate a light bulb. It probably won't look perfect from all angles (it'll be brighter on the corners, so you might try a 45 degree angle to line it up with the most common approach angle), but should have more volume than what's there now... maybe even one really small white flare with a larger dimmer flare to support it if you want to get really crazy. But I still think if you've gone this far some time in the effects editor would be well spent to really take it the extra mile.

    Nice to see you doing some urban stuff with properly themed content

  • Sindwiller
    • April 22, 2007 at 10:23 AM
    • #9

    Whoah, nice atmosphere. Looks goood!

  • BioPulse
    • April 22, 2007 at 11:56 AM
    • #10

    Looking good man

    Maybe some greenish or orangeish for the lighting at some places to indeed make some places catch the eye more than otheres as a previous poster said would be nice.

  • Zacker
    • April 22, 2007 at 12:59 PM
    • #11

    Interesting that this is the Q3 engine! I can see it now that you mention it, but I doubt that I would have guessed it otherwise.

    The map looks pretty good, but needs more colorvariation which could be added as more lightsources.

    You should also work a bit with your architecture to make it more interesting. Your walls are done pretty well, but roofs, floors and in particular where those two meets the walls needs work. Raising parts of the floor and roof and having something to connect them better with the walls would help a lot.

  • Method
    • April 22, 2007 at 1:12 PM
    • #12

    Thanks for the feedback guys. I get the point with the color. Gonna fix that soon.

    KungFuSquirrel: Gonna look into the fx editor, but probably gonna icq you with questions related to that.

    Zacker: You mean Doom 3 engine and not Quake 3?

    -Method

  • Zacker
    • April 22, 2007 at 5:44 PM
    • #13

    Indeed I do.

  • Mazy
    • April 25, 2007 at 2:27 PM
    • #14

    The look you got going reminds me of a lot of Riddick (and FEAR with the location). Like people said, some colour variation wouldn't hurt, but its interesting to see something D3 based that isn't a generic space station corridor, although this is hardly original either.

  • Method
    • April 27, 2007 at 4:18 AM
    • #15

    Thanks for the feedback. I added new shots.

    -Method

  • KungFuSquirrel
    • April 27, 2007 at 4:23 AM
    • #16

    ack, I just posted feedback in the other thread. You're confusing me, man!

  • D3ads
    • April 27, 2007 at 4:47 PM
    • #17

    Oooh, I love it

  • dux
    • April 27, 2007 at 4:51 PM
    • #18

    More Kingpin flashbacks, sweet stuff.

  • SnipaMasta
    • April 30, 2007 at 12:40 AM
    • #19

    Just noticed you posted this over at Poisonville too. Great stuff!

  • Method
    • May 8, 2007 at 2:23 AM
    • #20

    Added 3 more screnshots.

    -Method

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