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W01f

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Everything posted by W01f

  1. W01f

    n64

    the multiplayer maps in that game used to wow me when I was a kid. Now that I know a thing or two about mapping, I can't even play the game without laughing out loud Design was ok, but visually they're a mess.
  2. http://www.diduct.com/dass.jpg http://www.diduct.com/dass2.jpg Who saw that one coming? The guy making that claims to be using the entire grid in the editor. (there is more to the map than what you can see in those screens, obviously. And it's all physically there, able to traverse. None of that 3d skybox stuff.) For those of you unfamiliar, the DoomEDIT grid is about 20x larger than the one in Hammer.
  3. Specifically shot 3, I don't know why but it looks very appealing to me.
  4. Yeah I do like this community a lot more than any other HL2 community I've come across. It's like map-center.com but for HL2 instead of Q3:A. (technically map-center is for any fps, but Q3 is pretty much the only active game there.)
  5. W01f

    dm_TheEdge

    I'm curious how you're going to place the weapons. What will be in the railgun spot? or the machinegunspot (since you start with a machinegun already..) Obviously the chaingun = pulse rifle.. What about the mega health..just gonna leave that nothing, or will you make a way to get up there and put something there?
  6. From the editors I've tried (Radiant, Hammer, Quark, Qoole, UnreaED), I'd say that radiant is definately my favorite. It just seems so easy to use, while not being a simple program in itself and still having lots of options. The new version of Hammer is pretty good too, I've only been using it for the past month and have already created a pretty nice looking map with it, so that's gotta say something. But I find that some of the simpler tasks can be a pain in hammer, especially compared to radiant. For example, brush creation. Radiant: click and drag. Hammer: shift + b, click and drag, press enter. See what I mean? It's the little things that make all the difference in the world..another example is the clipping tool. Probably the tool I use more than any other, so it helps to be just a little bit more intuitive. And I know this is an engine thing, not editor, but patches are infinately easier to use than brushes for any sort of curve. Why valve didn't support patches in Source is anyones guess. But overall I don't hate either editor, which is a good thing. can't say the same about Quark, Qoole, and UnrealED (the one that comes with UT) though.
  7. I like it. It has a nice atmosphere to it.
  8. ..I'm releasing it a few days before the contest ends, just to be safe. Same goes for screenies.
  9. I just got banned from their forums (actually, the whole site). Why? Well I'm guessing it's ultimately because I told someone higher up to suck my balls...but why did I do this? Because I was being flamed for telling them to stop making fun of the tsunami. I opposed a thread full of "pwned" posts regarding videos in which people were killed by the huge waves. I could care less about the people, most of who were complete morons. But the fact that I can't release my map there is what pisses me off the most. Oh well.. Sorry, just had to vent. I'm sure my map will get plenty of attention here and other smaller communities. One less map is their loss I guess..
  10. W01f

    Who's in?

    My map is basically finished...I just keep finding little shit that annoys me every time i do a "final" compile. It sucks being a perfectionist :/ ...But I should have it sent out by monday.
  11. W01f

    dm_TheEdge

    Awesome. The Edge is my favorite Dm map of all time..This better turn out good, or else...
  12. It's not that it's too dark, but that it's too bright in some spots and too dark in others. It's just not realistic at all. Try filling the entire corridor with a big ambient light.
  13. Might be an OK idea. I mean, people can just open up any Doom3 map and do whatever they want with it wheather you like it or not, and so far there hasn't been any problems.. I'm just worried about people seeing some crappy work that you wouldn't notice in-game
  14. It looks pretty good..but the lighting is extremely dull. And I hate walls that surround the playing area in a box.
  15. But then I won't be able to have lights for the flames :/ Well I could, but at a pretty big hit to the frame rate.
  16. Yeah, in the second shot you're talking about that middle texture with writing on it? It's just that I had to scale the textures differently on that one wall, but I'll definately look into fixing it. I have lots of overlapping lights, too...tho maybe not too noticable right now (might have to up the brightness). All of the flames have their own seperate light, and each room uses two large lights, both with shadows on. I do stop certain objects from casting shadows tho because sometimes it just doesn't look right (like the big pillars casting big dark shadows on opposite ends..)
  17. What? I mean that since everything casts such dark pitch black shadows, they don't look good. I can simulate radiosity, but at a pretty big performance cost. You're better off keeping the shadows simple and good looking without having to simulate radiosity too often.
  18. Oh yeah, I forgot to mention that it's a singleplayer map..meaning it will be filled with monsters and treasure chests and stuff. But I do agree, it needs more texture variation and more detail. But like I said, I will be detailing it later by giving it a nice ruined temple feel. As for Doom3 and its geometry, it's no different from Quake3 as far as building it goes. It's not like there is some new feature in the engine that allows you to build abstract shapes that you couldn't before do. The thing is that when you start creating weird crazy shapes, they cast big ugly shadows that don't look right. You're supposed to use textures for most of your detail rather than crazy geometry. All the different map types (bump, specular, normal ect..), along with the lighting are what make the Doom3 engine so amazing, not geometry that was done 5 years ago. I'm not saying you need simple geometry, but not as detailed as games like Quake3 or UT. But thanks for the comments
  19. I'm confused. Are you saying they look bad? Are you trying to insult me, or just making an innocent comment? I find that kinda funny though, since quake3:arena didn't support bumpmaped textures, which this map is full of.
  20. This is for a zelda-ish mod that seems to be going very slowly at the moment. Still not detailed very much. I plan to turn it into a ruins, with pillars falling down and chunks of walls missing ect.. http://www.infosprite.com/members/W01f/z6.jpg http://www.infosprite.com/members/W01f/stuff.jpg http://www.infosprite.com/members/W01f/barefloor.jpg (yeah I know the floor is really bare in this one...needs like a big carpet or something) Tell me what you think.
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