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  3. _gb

Posts by _gb

  • WIP in WIP, post your level screenshots!

    • _gb
    • September 4, 2013 at 11:55 PM

    Thanks for the last couple links. Very helpful stuff.

  • WIP in WIP, post your level screenshots!

    • _gb
    • July 27, 2013 at 1:59 PM

    Fuzyhead: What I'm asking myself is how there can be such a pool of water inside a hangar, unless the roof is broken... in which case there would be a light beam coming in too, or something.

  • WIP in WIP, post your level screenshots!

    • _gb
    • January 20, 2013 at 12:34 PM
    Quote from 3Dnj

    Nor really impressive but juste a start from the """"remake"""" of my first source map on cs go. i will use some black mesa content :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2012-12-19_00001.jpg]

    This shot had me thinking "Quake 2" for a moment before I really saw what it was. The colours.

  • WIP in WIP, post your level screenshots!

    • _gb
    • November 29, 2012 at 4:47 AM

    Interesting. So none of that building is BSP? It's all modular meshes? Ha. It seemed so BSP like to me. It's hard to tell sometimes.

  • WIP in WIP, post your level screenshots!

    • _gb
    • November 28, 2012 at 6:19 PM

    Which game / tech is that, Minos, and where do the textures come from? At first I thought the entire structure was a model, but in the full size screenshot it does look like BSP with nice textures/normalmaps on.

  • WIP in WIP, post your level screenshots!

    • _gb
    • November 19, 2012 at 11:21 PM

    [Blocked Image: http://spawnhost.files.wordpress.com/2012/11/deadflowers.jpg]

    Making a Doom 3 SP just for the heck of it. Originally just wanted to do a speedmap, but I guess nobody does speedmaps in D3.

    The layout of this forum seems broken at 1280x1024 monitor resolution in Firefox, images apparently break the right border of the main column.

  • WIP in WIP, post your level screenshots!

    • _gb
    • November 18, 2012 at 11:36 PM

    Yeah, that's better I think.

  • WIP in WIP, post your level screenshots!

    • _gb
    • November 18, 2012 at 8:46 AM

    Squad: I really like that first shot with the cart on the ramp, looks like a real street scene. The windows on the building to the right of the cart look a little glued on, mostly because all other houses have a different type of window.

  • WIP in WIP, post your level screenshots!

    • _gb
    • November 14, 2012 at 8:16 AM

    Latteh: the bridge looks bigger than the buildings next to it, as if it was transplanted from a bigger city. It also looks surprisingly clean considering all the ruins around it.

    There also seem to be a lot of individual, separate buildings; it looks more like outskirts instead of a city center where I'd expect continuous rows of city blocks.

    http://www.muhs.de/d...9/12371MUHS.JPG

    Edit: the tree next to the bridge looks really tiny, most trees would be much bigger than that. A large tree can be more than 20 meters tall.

  • WIP in WIP, post your level screenshots!

    • _gb
    • October 30, 2012 at 6:00 PM

    TBH nuclear waste probably wouldn't just stand around in some back yard like this.

  • WIP in WIP, post your level screenshots!

    • _gb
    • October 11, 2012 at 1:37 AM

    [Blocked Image: http://spawnhost.files.wordpress.com/2012/10/fte00123.png]

    This is a singleplayer level for a little game I'm working on, somewhere between hobbyist and indie, using Quake 3 map format / Radiant and a much-improved Quake 1 engine. Basic BSP and some patchwork is done, and a basic theme is being established. Please excuse the stairstep shadows, I'm working to find better light settings.

    Here are some more shots if you'd like:

    http://spawnhost.wordpress.com/2012/10/10/a-light-touch/

    Any criticism (and Q3 lighting tips) is/are very welcome. Any idtech-based work/games I should be looking at for ideas? I have improved, but I feel I could be better.

  • WIP in WIP, post your level screenshots!

    • _gb
    • August 18, 2012 at 3:55 PM

    onji, I love the terraces in the second shot. The palm tree on the edge of the cliff looks a bit lonely.

  • WIP in WIP, post your level screenshots!

    • _gb
    • August 17, 2012 at 2:17 PM
    Quote from Mr. Happy

    Art wise you could add some pieces to break up the line of the surround wall, like little pillars. Can you afford a couple more textures too? Something to break the repetitiveness of the ground?

    Thanks for the tips, I'll do that. Yup, I can have more textures, and the terrain can have up to 4.

  • WIP in WIP, post your level screenshots!

    • _gb
    • August 16, 2012 at 6:49 PM

    2 years.

  • WIP in WIP, post your level screenshots!

    • _gb
    • August 16, 2012 at 5:49 PM

    Because I don't feel like rewriting all my QuakeC gamecode, which has developed over the last 5 years to do pretty much all I need to do. I'm not a good coder. I'll switch tech for my next project, this one is too far along to do that.

  • WIP in WIP, post your level screenshots!

    • _gb
    • August 16, 2012 at 4:17 PM

    I'm usually shy of posting shots here, since the tech I'm using can't visually hold a candle to the Cryengine and UDK stuff. I know I should use more mapmodels, which is something I'm already beginning to do. I'm still working to get my levels layout complete, polish will follow. I switched from Q1bsp to Warsow's FBSP, because it offers higher resolution lightmaps and stuff like ambient occlusion etc.

    Q3map2 is a much better tool than the Quake 1 compilers.

    I'm actually desperate to talk to other designers / artists and get some helpful feedback. It sometimes seems like amateur level design is dying, I pretty much have no one to talk to about these things.

  • WIP in WIP, post your level screenshots!

    • _gb
    • August 15, 2012 at 4:16 PM

    [Blocked Image: http://spawnhost.files.wordpress.com/2012/08/fte00215.jpg]

    Doing heightmap based terrain in Quake 1.

    [Blocked Image: http://spawnhost.files.wordpress.com/2012/08/fte00207.jpg]

  • WIP in WIP, post your level screenshots!

    • _gb
    • July 20, 2012 at 5:26 PM

    3rd one is most extreme aggressive looking, 2nd one shows more of the level but the orange goo and the line going through the text are problems.

    I tend to like #2 if the problems are removed. Because I don't like ads visually rammed down my throat.

  • WIP in WIP, post your level screenshots!

    • _gb
    • July 7, 2012 at 12:55 AM

    If I ever do that, I do it similarly. I usually just keep it in mind though.

    http://spawnhost.wordpress.com/2011/10/ ... -progress/

    http://spawnhost.wordpress.com/2011/09/29/insides/

  • WIP in WIP, post your level screenshots!

    • _gb
    • June 20, 2012 at 7:55 PM

    Very cool, the scale of the brandenburg gate is OK but the Reichstag really is ridiculously tiny compared to the real thing.

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