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W01f

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Posts posted by W01f

  1. I haven't done any of it myself, but I'm sure its still heavily brush based in order to flesh out the shape of the level. Like Unreal, it uses a lot of meshes for detail purposes, but you still build the basic level out of brushes in Radiant or whatever.

    Yeah that's pretty much correct. You build the main hull of the level out of brushes, and then use statics when you want to add some detail.

  2. MJ: For the Recall to Hell mod ( http://recalltohell.d3files.com/ )

    You're showing some excellent progress with the tech. :) Nice work! This is in a completely different league than your previous shots (you did do that tomb-ish thing, right?)

    I think there's a few things you can do here to make this some really impressive stuff.

    1) Bring up the brightness. Biggest thing people complain about in D3 is darkness, so don't let them complain about it ;) You can have cheap lighting that lights things up well. Multiple lights (done properly) also help to sell the normal maps, something D3 didn't really do much.

    Thanks :) Yeah I'm the guy who did the tomb style map. That was an experiement gone wrong..mostly because I was trying to copy the style of Ocarina of Time, which does not convert too well to the D3 engine (or at least not by my efforts)

    Yeah I did have a brighter map in mind, but then the guys on the team kept telling me to tone it down..so I did :|. I'm sitll trying to keep the pitch black parts to a minimum tho. Also, the pics, as always, are much darker than the actual map in-game.

    3) Flares. Re-examine your use of those :) It looks like you're just slapping them over a brush. Take a little time to line them up to the edges of the light glow pass on the texture. the effort will be well worth it.

    I used the wrong flare texture is all..it's too big for the tiny light texture. Does look kinda odd now that you mention it.

    4) Start taking some of your pipes, and instead of going down, 90 degree curve, horizontally, 90 degree curve, down again, try making some 45 degree curves and then an angled piece in the middle. It's really easy to line these up to the grid and the patch subdivision will give you some really precise results. A few off-angle shapes can make a huge difference within a scene, especially taking into account the lighting and shadows

    It's still taking some people a long time to learn the tech, but like I mentioned above, your progress is great. Despite my above comments, there's some really great ideas here, some that are even clicking off some ideas for my own work. You're very much on the right track.

    Catch me online sometime if you want; I'd be more than happy to give you some more detailed tips.

    Yeah I actually did discover the whole 45 degree pipe thing not too long ago (not that it's some sort of amazing secret..). I love how they look, and I've actually placed a few around the map but I don't think you can see any in those screenshots.

    Thanks for the comments :) It's definately been a challenge to get to whatever point I'm at with D3 mapping..but I definately have a long way to go before this map is done and before I can make a complete professional quality map...The only way that will happen is with feedback like yours. I really appreciate it.

    Kleinluka: Me too :P. If I had any sort of modeling experience, that's what I would be doing.

    Daan0: Overdone? nah, not yet anyways. I've only seen two or three professional quality doom 3 maps so far that have actually been released. My objective with this map isn't so much to be original (though that doesn't mean I'm ripping other people off), but to create a fun experience. I drained all of my creativity into dm_void..time for something more run of the mill :)

    here's another screenie they just put up on the mod site: http://recalltohell.d3files.com/rth_ger ... shot18.htm

    And now I have to deal with some goofball trying to coax me into joining his mod...

    elementsk8er***@yahoo.com says:

    As I explained before, I'm a proffesoin. I have worked with ID software on the new ROE expansion pack. I'm doing this in my spare time, Until we start working on the next pack(yea, there will be one). If you don't want to join, no pressure. If you want to, be my guest

    When I'm all alone in the great unknown, I'll remember you. says:

    You've worked on the ROE expansion pack? what have you done on it? did you actually work at their studio?

    elementsk8er***@yahoo.com says:

    Unfortuantly, I didn't work in the studio. Hopefully next time I will have the honor. look kid, I made 1 of the levels for them. Are you on, Yes or no. I can't give details because I signed a contract with them.

    :lol:

    :lol:

    heh..sorry..what kind of a person derails his own topic :P Just too funny not to share.

  3. http://www.infosprite.com/members/W01f/pinky.jpg

    http://www.infosprite.com/members/W01f/update2.jpg

    http://www.infosprite.com/members/W01f/conveyor.jpg

    http://www.infosprite.com/members/W01f/update3.jpg

    http://www.infosprite.com/members/W01f/sh1.jpg

    http://www.infosprite.com/members/W01f/maggot.jpg

    ...This is supposed to be for a mod, but every day I come closer to quitting the team and continuing on with my own ideas. It just doesn't feel like a mod to me..more of just an expansion with varying levels of talent in all fields. 40+ members on the team yet progress is so slow. bah..i dunno.

  4. Thats cause you have to rely on props for source now. Its a fact. And with only hl2 props available you get to see them over, and over, and over again.

    *see dm_void ;)

    Though I do agree, for most normal maps it's all about the props rather than brushwork..which sadens me. Damn hippies, I'll never give in!! :twisted:

  5. he did send it in, but its most likely not going to win because its so abstract.

    ^Yep, what he said. Ah well, I don't care about winning that much. I'd much rather create what I want rather than dumb it down (see HL2 universe map) to have a better chance. Not that there's anything wrong with those types of maps...It's just not what I wanted to do.

  6. Yeah I did. I've also been worrying a bit that it might be a bit too "out there" to actually win the contest..but whatever. I'm sure my creativity will be appreciated whether I win or not, and at least the contest motivated me to polish it as much as possible :D

  7. Download: (3 MB): http://www.snarkpit.com/maps.php?download=1540

    Mirror: http://www.kain-9.com/maps/HL2-maps/dm_void.zip

    I'd love to hear your thoughts about the map, specifically the gameplay. I did put a lot of thought into the (small) layout, and tried to place all the weapons/items as strategically as possible. So let me know how I did in that aspect, and let me know what I could have improved.

    Right now it's only up on one server, with an 8 player max (which might actually be too many...but we'll see) Feel free to put it up on your own server.

    IP: 66.148.239.44:27015 (Edit: I forgot to mention that for some reason some of the map sounds don't work on this server..and that kinda takes away from the atmosphere...all the more reason to start putting it up on other servers :D)

    Screens: (I was too lazy to take new screens so these ones are old)

    dm_void0009small.jpg

    hi-res: http://www.infosprite.com/members/W01f/dm_void0009.jpg

    dm_void0230small.jpg

    h-res: http://www.infosprite.com/members/W01f/dm_void0230.jpg

    http://www.infosprite.com/members/W01f/dm_void_2.jpg

    http://www.infosprite.com/members/W01f/dm_void_1.jpg

  8. too bad they didnt use that huge size in tribes 3, its rediculous how small those maps are

    Agreed. It seems like they took quite a few steps back with that game..decreased gameplay depth, smaller environments...*sticks with Tribes 2*

    It takes me 6 minutes to diagonally cross the map. In a Raptor

    I remember hearing about a D3 map where someone slapped together a bunnch of copy/pasted terrain meshes (probably the ones in the monorail levels), and it ended up taking nearly 10 minutes to cross on foot...Though you do walk pretty slow in D3, it's still pretty impressive.

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