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Everything posted by _gb
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Thanks for the last couple links. Very helpful stuff.
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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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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.
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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.
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Doing heightmap based terrain in Quake 1.
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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.
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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/
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Very cool, the scale of the brandenburg gate is OK but the Reichstag really is ridiculously tiny compared to the real thing.
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Oh wow.
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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.
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I see, thanks. Interesting.
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When you make something like this, what is your general process? Do you start with concept art?
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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.
