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SKULLHOZER

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Posts posted by SKULLHOZER

  1. Yeah, it looks way too shiny. That's just how I rendered them in XSI though (still playing around with the settings), none of them were rendered with spec maps. I should really render them in a game engine like Doom 3 (Q4 or Prey, perhaps?) PS: Method, I love your texture tutorial, immeasurably helpful! That wood texture is ace, too. :o

  2. It looks great man :D

    Can I move this to finished work gallery or are you going to start a new thread ?

    That would rock, thanks man!

    I'd like to apologize for not being very active on Mapcore. I feel like a jerk for asking you guys to comment on my work when I seldom (if ever) comment on your stuff. I'll try to be more active here in the future. It's just that I frequent many forums lately and I don't always find time to post comments everywhere. I do, however, lurk and admire all of your awesome stuff! :)

    I like the bent shelf :-D

    Hahaha, thanks. It's unrealistic, but half-way through the map I realized that some of the geometry that would make the map fun to play just wouldn't ever be very realistic. So I continued with a more fun, game-like and unrealistic style. I will try to (during the design/planning stages) make subsequent maps more realistic.

    Thanks for the mirror VoodooBenshee! :D

  3. Hey all! I've made some changes to DM_Moil and I hope it now compliments a wider range of playing styles – there's a lot more things to throw around and the rooftop area flows a lot better now, in my opinion. I've also added two little makeshift windowsill things so that players can drop down from the roof and quickly enter the windows below. Furthermore, I rotated the plank used to access the “platform jump” area so that it's easy to get up, you don't have to crouch-jump anymore, though it certainly helps. :)

    D M _ M O I L _ F I N A L

    >> DOWNLOAD << (Right-click and Save As)

    Shots:

    dm_moil_final_01.jpg

    dm_moil_final_02.jpg

    dm_moil_final_03.jpg

    dm_moil_final_04.jpg

    dm_moil_final_05.jpg

    I'll add some mirrors ASAP.

  4. In fact, by "too blocky" I mean that every angle of the map is 90°.

    Everything seems a bit too surreal, too symetric, too clean in fact.

    Yeah, you're right. I'll try to make my future maps less blocky

    and unrealistically neat (in terms of the architecture).

    I'll also change what I can on this map to improve it.

    Thanks for the input!

  5. Performance issues -and- too blocky? Eek! Less blocky = even more lag.

    Still, I'll try to optimize the map without losing too much detail.

    Also, I'll try to make my maps less blocky in the future.

    Thanks for the comments!

  6. Hey.

    Well, I got all three editors running, finally!

    I had to disable SMP (WTF is that BTW?)

    Here's how my shortcuts look:

    "C:\...\Quake4.exe" +set r_fullscreen 0 +editor +com_allowconsole 1 +set r_brightness 1 +set r_multisamples 0 +set r_useSMP 0

    Okay, now, I create a room, pop in a light and player start.

    Next, I hit F3 to render the cam/view...

    B L A M ! !

    Nothing.

    Just a black viewport.

    I'm guessing that the lights don't "render."

    What do I do?

    Any help would truly be apriciated.

    :(

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