Quakis Posted February 5, 2009 Report Posted February 5, 2009 Another update for Theed Palace, recently released screenshot of the throne room. Again, it's still very WIP. Quote
Tailgunner Posted February 5, 2009 Report Posted February 5, 2009 Another update for Theed Palace, recently released screenshot of the throne room. Again, it's still very WIP. Awesome =) The only thing that bugs me is the big window, it doesn´t look as good as the other stuff and seems to be out of proportions, also the acctual wall seems to be VERY thin. might be the angle aswell. otherwise its cool Quote
mjens Posted February 5, 2009 Report Posted February 5, 2009 Quakis, how about making that window larger, down to the floor. Nice office for boss-fights BTW. what's with your Quake 1 map? Quote
Quakis Posted February 5, 2009 Report Posted February 5, 2009 BTW. what's with your Quake 1 map? Quake 1 map? Quote
e-freak Posted February 5, 2009 Report Posted February 5, 2009 That Quake 1 Engine is called Build Duke Nukem Quakis: Please host somewhere else. Imageshack either refuses to load or will put so much JS on the picture that every Ad block will hide it... edit: got it working - it's too clean, thus the colors are too much. Try to work on the color sheme and add some structure to these walls (break up horizontally). also make that window stand out much more if possible. I'd expect it too have atleast 30 cm of depth into the wall at that scale. The reflections look fake too, don't know if you did the good ol' half-life approach of mirroring the bsp and making the floor translucent or if it's source horrible cubemaps, but i'd definitally tone down these or remove them completely. and those bulbs look kinda out of place. can't really tell what they are doing. if they are lights then make them lights by increasing dynamic range in that scene and disable them being shadowed them selves. the pillars (red part) could do with a better end on the top part. right now they are popping into the square stone too much. cool stuff none the less keep up the good work crappy paint over: Quote
mjens Posted February 5, 2009 Report Posted February 5, 2009 Yes, Q1 - you asekd some time ago about Q1 mapping, did you started? Quote
m8nkey Posted February 6, 2009 Report Posted February 6, 2009 Looking good Quakis. Did you flip all the geometry vertically for the reflective floor? Like e-freak suggested in his painover, I think the walls would look good if they were split vertically and another texture introduced. Quote
Quakis Posted February 6, 2009 Report Posted February 6, 2009 Looking good Quakis. Did you flip all the geometry vertically for the reflective floor? It's actually an orangebox shader "lightmappedreflective" which you apply to the textures. Aigik has been experimenting with it, he used a guide from here. Yes, Q1 - you asekd some time ago about Q1 mapping, did you started? No, too many projects as it is. Atleast I know how to have it ready whenever I do. I'd expect it too have atleast 30 cm of depth into the wall at that scale. According to Aigik (mapper) that's how it looks in the movies which he based them from; (the models are missing the panes D=) Quote
AlexM Posted February 7, 2009 Report Posted February 7, 2009 Spicy Tanuki FA-FTW !! hey man long time no see (I'm shinobi, cant remember if I mentioned that before or not). I've been enjoying playing the source version of sd_force Quote
JeanPaul Posted February 7, 2009 Report Posted February 7, 2009 crappy paint over: Do NOT do this to your map. Its a near perfect replication as is, please dont fuck it up! Quote
Kreigore Posted February 9, 2009 Report Posted February 9, 2009 Yes, that paintover would not help the level unless you slap some covers in there and port it to GOW, stick with the env you got now. The texture on the ceiling above the window is at a 45 degree angle, but maybe that has been said/fixed already Quote
Josch Posted February 11, 2009 Report Posted February 11, 2009 Im currently working on a cs-map on an oilrig. Layout is finished, now im doing the design. Well, im doing this, when i have some time... stupid exam periods at the university.... Quote
Skacky Posted February 11, 2009 Report Posted February 11, 2009 It looks a bit empty for the moment, and the reflections on your walls are probably too intense. Check your texture alignment on the vents too. Otherwise I really like these shadows in the last picture! Quote
Josch Posted February 12, 2009 Report Posted February 12, 2009 Hmm, you may be right about the reflections, I´ll tune them down, thanks. But I wasn`t intended to add more stuff, I don`t want it to be too messed up. OK, its an oilrig^^ It should be messed up but in my opitnion that may be confused for the players as they can`t stay focused on the gameplay... Quote
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