Posts by _gb
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Vulture: I wanted to say much the same things as the other guys, but couldn't put them into words so well (scene composition, heh). I didn't even see the dome when I looked at the screenshot. The trench looked more like a construction site to me than a defensive perimeter. A watchtower near the sandbags maybe?
Makes me want to continue my Crysis map now, though.

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I see, thanks. Interesting.
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When you make something like this, what is your general process? Do you start with concept art?
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Sock, that is awesome stuff. Respect man.
Like others said, the shaft is too bland and there could be a stronger light-from-above effect.
The handrails look a little bulky, too.
But dude, each time I think I'm getting somewhere with my level design, I see one of those screenshots of yours and I know I could be so much better.
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Yeah, I also like that.
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Yes, looks nice Shadow.
Unfortunately Quake 1 can't really "visually compete". Most Doom and Quake mappers don't even post their stuff here.
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Quake 1. The last two are *very* WIP... I'm trying to come up with something interesting. #3 is sort of a dimensional rift. #4 is going to become a sort of interdimensional scanning device. Will have to model some new props for that

Edit: There are screenies of the entire episode 1, as it stands, at my blog.
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Quote from seir
Nice!
How did you made a chain and transparent flag?The chain's a model, most modern Quake mods can load mapmodels.
Flags are func_illusionaries with an alpha value set. For now.
Textures by the Quake Retexturing Project.
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Some WIP shots of a map for RemakeQuake.
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Hi cardo, I faintly remember liking a quake map of yours

Chains are .mdl, using a misc_model entity. We have pieces of chain that are 64, 96 etc. units and can be stacked seamlessly... in general, we're trying to use more mapmodels.
Textures are these:
http://facelift.quakedev.com/retexture/
I think most of them are done by this guy:
http://www.moondrunk.se/gfx_textures.php
I also find his work really faithful, but still, the hires (or rather "hires", in this day and age) stuff will be an optional addon pack since even these textures are too plasticy for some, compared to the original 8 bit ones. Replacement content is a touchy subject in Quake 1

Marcher Fortress - we'll see
It's brown because it's still in the blocking out stage, of course. The size of that area already breaks the old Q1 map size limit, too. The small dots on the bridge are knights. Going to surroud the fortress with terrain, either made from triangles or simply done in blender and imported via misc_model or something. Although our engine is *really* fast, at some point it'll break down, too.Skacky: A Q1 mapping community is here
http://www.celephais.net/board/forum.php

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Hi, these are some WIP shots of a Quake 1 map / mod; textures by Quake Retexturing Project. The goal of the mod is to be a somewhat faithful, but modernized remake of the entire Quake 1, for example the maps have a lot of new areas and there is heaps of new gamecode and monsters etc. We've been at it with a team of crazies since 2007. The engine is a pimped-out version of the Quake engine with a much faster renderer etc.
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More and bigger shots:
http://spawnhost.files.wordpress.com/20 ... mq0001.jpg
http://spawnhost.files.wordpress.com/20 ... mq0002.jpg
http://spawnhost.files.wordpress.com/20 ... mq0003.jpg
http://spawnhost.files.wordpress.com/20 ... mq0005.jpg
http://spawnhost.files.wordpress.com/20 ... mq0006.jpg
http://spawnhost.files.wordpress.com/20 ... mq0007.jpg
http://spawnhost.files.wordpress.com/20 ... mq0008.jpg
Due to the nature of the thing, it's mainly indoor stuff, but I'm trying to break out of that recently (really WIP):
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http://spawnhost.wordpress.com/
Slightly older shots of the rest of the project:
http://kneedeepinthedoomed.wordpress.com/screenshots/
I know this isn't Crysis, but it's still mapping
