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About _gb
- Birthday 07/07/1974
Profile Information
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Job
Game designer
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Location
Kiel, Germany
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Website
http://spawnhost.wordpress.com
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Thanks for the last couple links. Very helpful stuff.
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_gb reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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_gb reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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Fuzyhead: What I'm asking myself is how there can be such a pool of water inside a hangar, unless the roof is broken... in which case there would be a light beam coming in too, or something.
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blackdog reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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This shot had me thinking "Quake 2" for a moment before I really saw what it was. The colours.
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Interesting. So none of that building is BSP? It's all modular meshes? Ha. It seemed so BSP like to me. It's hard to tell sometimes.
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Which game / tech is that, Minos, and where do the textures come from? At first I thought the entire structure was a model, but in the full size screenshot it does look like BSP with nice textures/normalmaps on.
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Making a Doom 3 SP just for the heck of it. Originally just wanted to do a speedmap, but I guess nobody does speedmaps in D3. The layout of this forum seems broken at 1280x1024 monitor resolution in Firefox, images apparently break the right border of the main column.
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Yeah, that's better I think.
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Squad: I really like that first shot with the cart on the ramp, looks like a real street scene. The windows on the building to the right of the cart look a little glued on, mostly because all other houses have a different type of window.
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Latteh: the bridge looks bigger than the buildings next to it, as if it was transplanted from a bigger city. It also looks surprisingly clean considering all the ruins around it. There also seem to be a lot of individual, separate buildings; it looks more like outskirts instead of a city center where I'd expect continuous rows of city blocks. http://www.muhs.de/d...9/12371MUHS.JPG Edit: the tree next to the bridge looks really tiny, most trees would be much bigger than that. A large tree can be more than 20 meters tall.
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TBH nuclear waste probably wouldn't just stand around in some back yard like this.
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This is a singleplayer level for a little game I'm working on, somewhere between hobbyist and indie, using Quake 3 map format / Radiant and a much-improved Quake 1 engine. Basic BSP and some patchwork is done, and a basic theme is being established. Please excuse the stairstep shadows, I'm working to find better light settings. Here are some more shots if you'd like: http://spawnhost.wor.../a-light-touch/ Any criticism (and Q3 lighting tips) is/are very welcome. Any idtech-based work/games I should be looking at for ideas? I have improved, but I feel I could be better.
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onji, I love the terraces in the second shot. The palm tree on the edge of the cliff looks a bit lonely.
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Thanks for the tips, I'll do that. Yup, I can have more textures, and the terrain can have up to 4.
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2 years.
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Because I don't feel like rewriting all my QuakeC gamecode, which has developed over the last 5 years to do pretty much all I need to do. I'm not a good coder. I'll switch tech for my next project, this one is too far along to do that.
