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ShadoW_

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About ShadoW_

  • Birthday 06/18/1986

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    http://shadowsdomain.wordpress.com/

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  1. Wow, nice, must to check it later.
  2. Hey. Small WIP picture from Hexen: Edge of Chaos.
  3. That first picture looks really good Hazard24!
  4. Sanctum is new Team Deatchmatch map for Quake III Arena. It's some ancient and long time forgotten temple with made with greate use of bare concrete, stone and wood, and some additional elements like vegetables and rocks for detailing. My goal was to make a map with solid gameplay as well as something simple in design but yet still looking decent enough. Download Sanctum. More about the map here.
  5. @AtsEst - really cool stuf! I love how aesthetically it looks. Only minor issue for me would be that brick on pillars feels a little too small-scale. Wips from "Sanctum" - Quake 3 map I'm working on for Mavericks Mapping Competition. Map is pretty much finished, and I will release it soon.
  6. Thanks. Map is called Sanctum, and it's suppose to be some ancient shrine, hence a lot of concrete materials and pale lighting. Plus white fog is making huge impact on the visibility.
  7. Thanks guys! @voyager - I didn't decrypt the files, I was contracted by id Software to make the level and used proper tools for it. It's official Quake Live map. If you are interested in making QL maps you should try to use Gtk Radiant 1.6. I know it was updated not so long ago with QL support(at least I think so).
  8. Quake! Cool shots, I like especially first 2. And since we brought up Quake topic... A Wip from my entry map for Mapping Competition #3 for Quake 3 Arena. Basic lighting, I'm after blocking out the layout, and started ti put some details.
  9. Nice progress from initial pictures to the last one.
  10. Hey guys, thanks for the reply. I've reduced the fog intensity, now it has a lot less impact on the scene I think. There are some global postprocess effects like DOF or bloom, and lighting is tweaked a little. On the screenshots you can see fog particles and ventilation meshes which also makes the corridor segments look less square and blocky. I will probably try to tweak the ventilation more (since now it has that green thing coming out from it ), and also I want to add more details there, like wires hanging from the ceiling, or some organic parts. Just want to precise the general mood of the environment first. Edit: I've just noticed that after resizing the screenshot from the original size (2880 x 1800) some parts of it looks like they are almost black, while they are pretty fine in game (they are dark, but you can still see the geometry). Hmmm...
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