Some more textures and models for Q4.
[Blocked Image: http://www.bja-design.de/different/room2_small.jpg]
[Blocked Image: http://www.bja-design.de/different/floor1_small.jpg]
Highres screens:
Some more textures and models for Q4.
[Blocked Image: http://www.bja-design.de/different/room2_small.jpg]
[Blocked Image: http://www.bja-design.de/different/floor1_small.jpg]
Highres screens:
Thanks guys ![]()
Quakis: I did put some lichen on it, just so slightly that you almost can't see it. But good point with the green moss to spice things a little bit more up.
@Zete: I currently don't have the game/editor here. Is there anything specific you want to see or to know?
JeanPaul: When using an ambient fog you automatically loose a lot of contrast, but will see what I can do.
dissonance: Sorry to disappoint you, but no Alice, Silent Hill, Resident Evil or whatsoever mod ![]()
Still messing around with the Q4 editor and my little texture/model set. In case anybody wonders, those tentacles are supposed to be old roots. First wanted to make them out of meat and blood but thought that would be too much of Doom3/Quake4 style.
[Blocked Image: http://www.bja-design.de/different/q4scene_indoor1_s.jpg]
Highres Screen:
Quotejust thought id check in and mention that im officially converting to BJA'ism
lol, what? o.O.
Bluestrike: Underwater temple themed maps are something you don't see every day, really like it!
A little outdoor environment...
[Blocked Image: http://www.bja-design.de/different/outside_done1_s.jpg]
[Blocked Image: http://www.bja-design.de/different/outside_done2_s.jpg]
The light above the stairs was more of a placeholder that I've forgot to replace, have to agree that it looks a bit out of place. Should have used a different flare for it. Thanks guys for comments ![]()
Little bit of an update, some new textures and a new layout. Could have added more foliage and grass but I guess I'll do that next time ![]()
[Blocked Image: http://www.bja-design.de/different/q4_test01.jpg]
[Blocked Image: http://www.bja-design.de/different/q4_test02.jpg]
Psyshokiller (isn't it supposed to be "Psychokiller ? o.O.): Most normalmaps were created in crazybump or with the nvidia normalmap filter (sometimes both). Guess you're right, the concrete and walls look really a bit too noisy, but I guess that's what comes out when you spend only a few clicks on creating them. Not sure if this little scene will evolve in something playable...probably not ![]()
Zacker: Thanks, and yeah I hear a lot people saying that the models feel a bit too random.
Something: That's always the first thing people seem to notice
but thanks for pointing it out anyway.
The grass on the two mountains in the last screenshot looks kind of strange. Although the map has the generic jungle look, I like it. Nice to see someone making something for crysis.
kurt_loeffler: I first thought that would be an outdoor lantern or something like that. The concrete really seems a little bit out of place for a trashcan, but nevertheless I like that model. Great texture work!
A little bit of something for Quake4. I used some dirt decals from the game but the rest is all custom content.
[Blocked Image: http://www.bja-design.de/different/q4map_screen1.jpg]
[Blocked Image: http://www.bja-design.de/different/q4map_screen2.jpg]
[Blocked Image: http://www.bja-design.de/different/q4map_screen3.jpg]
Any suggestions for improvement? ![]()
Quote from D3adsI found the gameplay boring because it was the same old monsters, I wouldn't care if it was just 'another generic D3 level ' but it wasn't because you've obviously proceeded with something original- so it was annoying. If you maybe reskin the enemies and give them new sounds (easily done without any new code), it would be excellent, something to think about next time.You know if you decide to do another D3 project I'd be more than happy to help you out a bit, like with texturing, skins and audio...
[edit]I retried that 'drop' part and there still wasn't a death trigger, I don't get it
Strange...there`s definitely a death trigger. Are you sure you didn`t play in god mode ? ![]()
QuoteHowever gameplay wise I found it really boring, same old Doom 3 monsters, audio files etc just ruined the atmosphere of it being something non-D3 imho,
Did you find it boring, because of always fighting against the same enemytpyes ? or what exactly do you mean with boring ?
This is just a map and no tc mod
making new audio files or adding new monster would have taken another 6 months I guess.
Thanks for your little bugreport !
Recycling is spelt right, but because of the space between the "l" and the "i" it looks a bit weird.
If you jump down in picture 3 you should die because there is a death trigger...strange.
And yes, I've forgotten to lock the door at the beginning of the second part ![]()
QuoteBut, I agree with d3ads on the sarge battle. If i'm not mistaken, it was the exact same level just pulled from Doom, which actually suprised me, because up until that point the maps were original and well designed. Crying or Very sad
It's basically the same room...that's why I didn't show any screenshots of that area, because that area wasn't made from scratch. The 4 pillars and the ceiling model were taken from the original d3 level. I changed the lighting, texturing and fightbalance a bit.
Thanks again for feedback ![]()
Quoteamazing. Concrete does wonders
yeah, especially when you're not a great texture artist (like me
) but anyhow want to create a different look. Making some concrete textures is really way easier than making something like tech stuff.
-BJA-
I added some more screenshots for those who don't have doom3 installed...that should be about 90% of you guys here ![]()
QuoteThe interiors look good but the buildings in the outdoor shot have bland texturing.
yes that's right...but I didn't want to create extra textures for that outdoor area because you wouldn't see them at all with all that fog. Besides this area was only built for the intro cinematic...
QuoteReminds me of AvP2..
why do I hear that all the time ?
I had lot of games/movies in mind when making this map...but I never thought of Alien versus Predator.
ok, thanks for all the comments and nice words...I really appreciate that.
If someone has doom3 installed or the chance to play this map, I would be really interested in what you think about the gameplay (item placement, combat situations, sound...). Just tell me what you thought was good or what you didn't like, so I can improve those things in the next map.
-BJA-
hi,
here's a new doom3 sp map I've done. Hope you like it...critics, comments or any suggestions for improvement are as always welcome.
The map is splitted into 3 parts. More about and how to start it in the readme.txt.
Here are some screenshots:
[Blocked Image: http://www.bja-design.de/images/d3maps/…y/1_640x480.jpg]
[Blocked Image: http://www.bja-design.de/images/d3maps/…y/2_640x480.jpg]
[Blocked Image: http://www.bja-design.de/images/d3maps/…y/4_640x480.jpg]
edit: some more screenshots
[Blocked Image: http://www.bja-design.de/images/d3maps/…y/5_640x480.jpg]
[Blocked Image: http://www.bja-design.de/images/d3maps/…y/7_640x480.jpg]
[Blocked Image: http://www.bja-design.de/images/d3maps/…y/8_640x480.jpg]
[Blocked Image: http://www.bja-design.de/images/d3maps/…y/9_640x480.jpg]
[Blocked Image: http://www.bja-design.de/images/d3maps/…/10_640x480.jpg]
[Blocked Image: http://www.bja-design.de/images/d3maps/…/12_640x480.jpg]
download: http://%7boption%7d
-BJA-