QuoteWorst thing is those default textures though, go forth and find something a bit nicer and it'll lift the whole thing.
Mappack`s rules do restrict me to the original HL1 content, no custom stuff allowed.Keepin` it straight oldschool!
QuoteWorst thing is those default textures though, go forth and find something a bit nicer and it'll lift the whole thing.
Mappack`s rules do restrict me to the original HL1 content, no custom stuff allowed.Keepin` it straight oldschool!
Right now im working on my entry for a HL1DM Mappack.Aiming for a fast 4-8 players DM Map in tourneystyle.Not shure if im going to add some funky entity stuff like an airstrike etc.The pics show the first nearly completed location.
What are we talking about?
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QuoteI knew it was pepe's work, i remember ns_enceladus that one ass-kicker for a loong time. Nice map!
Sry, but then you`re wrong.It`s not Pepes work, but he was so kind, to borrow me some of his webspace, so i could offer a DL!
I made a few textures myself, but most of the textures are from EvilLair and Chaos.
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Finally my new and last project for q3 engine is finished.Its setting is a mixture of castle and high tech.Compared with WIP screens, you can see that i brightened the overall lighting in order to improve gameplay, and i had to delete bumpmapping due to engine limitations too:(
With the name i follow the suggestion of many users that told me the map would look and feel like unreal.....and when somebody suggested that name i thought "yes".
facts:
size: middle
bots: aas included (yes)
weapons: Lightingun, Rocketlauncher, Schrot, Plasma, Rail
size pk3: ca.11Mb
Download: http://www.planet-pepe.net/stuff/upload ... eality.pk3
Pics:
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C&C?
I like the style and look of it.It seems to be inspired by Q3 a lot.And although in my oppinion the lack of experience is viewable in some places, the "feeling" of the map and the first attempts are realy promising for the future.
And never worry to mix styles and try new stuff.... :wink:
(commenting the very first pics on page 1)
Hello, due to a closed account from my webspace provider, the pics dissapeared.Now i created a new account and the pics are up again:
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C&C?
Hello, nice that mapCore is up again.So i want to show u some progress in the q3_Technicastle.I am planing for a release during the easter holidays (within the next 2 weeks).Level geometry is 90% done.Pimping up some scenes and doing the entity stuff is still left on the To-do list.
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C&C?
QuoteDunno if you've seen any other maps by KIIIA Marcos, but typically his themes are completely crazy mixes of settings.
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Yes, some of them really are.
QuoteI agree with Mazy. Also if you are going for a castle theme, why so much vents? I think a more orange/yellow or even green lighting would look cool as I think it would match the textures better
The theme i`m aiming for is a modernized castle.A stonecold building from the middle ages stuffed with modern technic, vents and computers.
The lighting is planned to support a stonecold, technicold & icey feeling.
That`s why i don`t want to add any warm colors in lighting that would destroy the feeling.
Hello again.While learning modeling and texturing , i became a bit bored and wanted to do something i can again (to motivate myself again and stuff).So i started up Radiant an began with a new q3 DM map.It shall become a 1on1 map with a modernized castle theme.
Its working title is q3_Technicastle, but I`m open for any name suggestions.
Enough talking, pics:
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C&C?
nice.
The BW looks "quakeish".Have u mapped for Q3 before?
Could this become a sticky thread for all kinds of Level Design concept art?
Other forums have such threads too, and i think it`s a nice source of inspiration.
My favourite for the contest, from what ive seen till now.
It`s worlds above the whole city17 themed stuff!
Id say, its the first prototype of that kind of layout & style.
The map himself has a very great potential , use it!
For example u could build a central eyecatchin eyecandyin structure, and teleporters, and better textures with moving trims (Q3Ashader style).
I could also imagine a CTF version, where the round outsides of the ways are blue and red......
Wow, its the first HL2DM map i really like.
Thats because it isnt city17 oriented, and its not just ugly (which is the case in most of the HL2DM maps ive seen yet)
The only thing is the strange rock thing in the first pic.Should be easily fixed....
Just fixed the pk3 and everything works fine now.
Fixed pk3:
http://home.arcor.de/kirrri/q3_TrueBlue.zip
DL and have fun ![]()
My first poor beginnings from aproxemitely 3 years ago:
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Actual state of my modeling skills:
(not much , but i want to show it)
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Quotefind that kinda funny though, since quake3:arena didn't support bumpmaped textures, which this map is full of.
BumpMapping in Q3 is realizeable. You just need the newest Q3Map2!
To your map. Sry , but i don`t really like it.The architecture is okay, although its pretty basic, but there needs to be a much greater variation of textures and colour in used textures and lighting.
And on pic2 , u really should make that upper area not that linear, that hurts my eyes. Always try to get an unlinear architecture in DM Maps and avoid 90degrees "Winkel" on the horizontal layer!
Pic3: Sry but that area is ugly ( in my oppinion ), rebuild it and / or delete the second area above the first and make the lower area smaller....
QuoteBut I think that some of the textures are missing
Will fix that and update the DL! SORRY, that was my fault!
QuoteLooks good, not cell shaded as you claim but looks nice anyways.
SRY , it`s cellshaded , but i forgot to add the needed texture for that!
I`m feeling sooo guilty! SRY. Will be fixed till tonight!