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_gb

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Everything posted by _gb

  1. Thanks for the last couple links. Very helpful stuff.
  2. 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.
  3. This shot had me thinking "Quake 2" for a moment before I really saw what it was. The colours.
  4. 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.
  5. 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.
  6. 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.
  7. Yeah, that's better I think.
  8. 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.
  9. 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.
  10. TBH nuclear waste probably wouldn't just stand around in some back yard like this.
  11. 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.
  12. onji, I love the terraces in the second shot. The palm tree on the edge of the cliff looks a bit lonely.
  13. Thanks for the tips, I'll do that. Yup, I can have more textures, and the terrain can have up to 4.
  14. 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.
  15. I'm usually shy of posting shots here, since the tech I'm using can't visually hold a candle to the Cryengine and UDK stuff. I know I should use more mapmodels, which is something I'm already beginning to do. I'm still working to get my levels layout complete, polish will follow. I switched from Q1bsp to Warsow's FBSP, because it offers higher resolution lightmaps and stuff like ambient occlusion etc. Q3map2 is a much better tool than the Quake 1 compilers. I'm actually desperate to talk to other designers / artists and get some helpful feedback. It sometimes seems like amateur level design is dying, I pretty much have no one to talk to about these things.
  16. Doing heightmap based terrain in Quake 1.
  17. 3rd one is most extreme aggressive looking, 2nd one shows more of the level but the orange goo and the line going through the text are problems. I tend to like #2 if the problems are removed. Because I don't like ads visually rammed down my throat.
  18. If I ever do that, I do it similarly. I usually just keep it in mind though. http://spawnhost.wordpress.com/2011/10/ ... -progress/ http://spawnhost.wordpress.com/2011/09/29/insides/
  19. Very cool, the scale of the brandenburg gate is OK but the Reichstag really is ridiculously tiny compared to the real thing.
  20. Vulture: I wanted to say much the same things as the other guys, but couldn't put them into words so well (scene composition, heh). I didn't even see the dome when I looked at the screenshot. The trench looked more like a construction site to me than a defensive perimeter. A watchtower near the sandbags maybe? Makes me want to continue my Crysis map now, though.
  21. I see, thanks. Interesting.
  22. When you make something like this, what is your general process? Do you start with concept art?
  23. Sock, that is awesome stuff. Respect man. Like others said, the shaft is too bland and there could be a stronger light-from-above effect. The handrails look a little bulky, too. But dude, each time I think I'm getting somewhere with my level design, I see one of those screenshots of yours and I know I could be so much better.
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