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Thanks a bunch insta, much apriciated!
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Thanks a bunch insta, much apriciated!
Great stuff Rayzone, love 'em!
Just one tiny crit though, the bottom window looks like it's floating on the wall because of the "drop shadow" kinda effect at the bottom...
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...the original border kinda made more sense in that way.
Hey.
Well, I got all three editors running, finally!
I had to disable SMP (WTF is that BTW?)
Here's how my shortcuts look:
Quote"C:\...\Quake4.exe" +set r_fullscreen 0 +editor +com_allowconsole 1 +set r_brightness 1 +set r_multisamples 0 +set r_useSMP 0
Okay, now, I create a room, pop in a light and player start.
Next, I hit F3 to render the cam/view...
B L A M ! !
Nothing.
Just a black viewport.
I'm guessing that the lights don't "render."
What do I do?
Any help would truly be apriciated.
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Oldschool -- Love it! ![]()
Oooh, extreme off topic – damn, I feel so stupid! ![]()
Wow, paint-overs can really help tune a map! ![]()
I agree with RD, it needs more light.
Forgive my ignorance, but what exactly is this “EOT” and “The Education of Oliver Twist” that’s all over mapcore?
I’m obviously missing something... ![]()
It’s a little bland, maybe better textures and some revised brushwork?
Quote from NecrosiSScreens from alpha ver. of necro10 (ctf map for quake3):
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+ Thumbnails!
+ Originality, at least form a “floating ice platforms in quake” POV…
+ Nice skybox.
I can’t really make out the level's layout – maybe an overview shot… ?
(like RD mentioned)
Bellville, Western Cape, South Africa (to be precise) – though I think I might have posted that in this thread already…
Quote from PhilE[Blocked Image: http://img503.imageshack.us/img503/5228/residencecol2hr.jpg]
Lovely brushwork, especially the entrances/arches...
The house reminds me of cs_bikini by the brilliant 3D-Mike.
Wow, stunning! Reminds me of Command & Conquer…
This map reminds me of de_vine; I love the grungy suburban look! Downloading…
Great work! I love the lighting and detailing.
Quote from SkybexTo be honest, this still looks to me like it should be WIP.
Agreed. This area looks very bland:
Superb use of the Unreal engine! ![]()
I just slapped those textures on* so that people could see what the geometry looks like – all that brushwork was covered in the SKY texture. Oh, and the only reason they’re covered in those particular textures is because those were the textures already loaded in Hammer.
*Excluding the third and forth screenshots.
Quote from st0lveOk so its killbox, killbox2, killboxoutdoors etc. etc.?
Um, actually, no. The last two screenshots are from an “aim_” map, correct. However, the rest of the screenshots just show WIP geometry that may or may not (more likely
) turn into full-sized “de_” or “cs_” maps.
Random stuff...
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^ Hammer Shots! ![]()
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It’s got great brushwork, interesting lighting and it sure does have a nice “feel.”
However, as some have already pointed out, it needs more vertical gameplay and variation in room size and shape.
Also, I know this might be a bit of overly critic nitpicking, but a brick wall (indicated by the decals) wouldn’t be built with such a curve in real life (screenshot below). It just looks, unnatural…
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