Wow, nice, must to check it later.
Posts by ShadoW_
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Mood shot - about 1h of toying around.
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Hehe it's alive and kicking
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Hey.
Small WIP picture from Hexen: Edge of Chaos.
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That first picture looks really good Hazard24!
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Hey there buddy
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Sanctum is new Team Deatchmatch map for Quake III Arena. It's some ancient and long time forgotten temple with made with greate use of bare concrete, stone and wood, and some additional elements like vegetables and rocks for detailing. My goal was to make a map with solid gameplay as well as something simple in design but yet still looking decent enough.
More about the map here.
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B&W Doodle
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AtsEst - really cool stuf! I love how aesthetically it looks. Only minor issue for me would be that brick on pillars feels a little too small-scale.
Wips from "Sanctum" - Quake 3 map I'm working on for Mavericks Mapping Competition. Map is pretty much finished, and I will release it soon.
[Blocked Image: http://shadowsdomain.files.wordpress.com/2011/08/sanctum_017.jpg]
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Thanks. Map is called Sanctum, and it's suppose to be some ancient shrine, hence a lot of concrete materials and pale lighting. Plus white fog is making huge impact on the visibility.
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Thanks guys!
voyager - I didn't decrypt the files, I was contracted by id Software to make the level and used proper tools for it. It's official Quake Live map. If you are interested in making QL maps you should try to use Gtk Radiant 1.6. I know it was updated not so long ago with QL support(at least I think so).
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Quake! Cool shots, I like especially first 2.
And since we brought up Quake topic...
A Wip from my entry map for Mapping Competition #3 for Quake 3 Arena. Basic lighting, I'm after blocking out the layout, and started ti put some details.[Blocked Image: http://shadowsdomain.files.wordpress.com/2011/08/sanctum_014.jpg]
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Nice progress from initial pictures to the last one.
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Hey guys, thanks for the reply. I've reduced the fog intensity, now it has a lot less impact on the scene I think. There are some global postprocess effects like DOF or bloom, and lighting is tweaked a little. On the screenshots you can see fog particles and ventilation meshes which also makes the corridor segments look less square and blocky. I will probably try to tweak the ventilation more (since now it has that green thing coming out from it
), and also I want to add more details there, like wires hanging from the ceiling, or some organic parts. Just want to precise the general mood of the environment first.Edit: I've just noticed that after resizing the screenshot from the original size (2880 x 1800) some parts of it looks like they are almost black, while they are pretty fine in game (they are dark, but you can still see the geometry). Hmmm...
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@seir - looking great! Good luck with the application
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I didn't think too much if it's for humanoids or aliens while making it tbh
. But yeah, it's probably looking more like spaceship from (and for) Alien then human environment.Lol at that 'face' impression
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I spent some time working on classic S-F space corridor. Inspiration comes from old movies like Alien, or other games. It's pretty much freestyle work, no real planning or goal up to now.
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About 30 minutes of work with Udk. Made just for fun.
[Blocked Image: http://shadowsdomain.files.wordpress.com/2011/06/udk_corridor_01.jpg]
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Nice to see some new map for good old Q2
. I will definitely give it a try later.