Skjalg Posted November 18, 2010 Report Posted November 18, 2010 PogoP: wait, is that rock in the front -- a smoking meteor? Because, um, when a meteor impacts Earth's surface, even if it's a small one, it doesn't land neatly in a grassy field. It does this: Obviously some campers are sitting behind that rock smoking weed and thinking that the flaming rocks in the sky is god coming to purge the world of all evil. Thats where all the smoke comes from... Quote
D3ads Posted November 18, 2010 Report Posted November 18, 2010 PogoP: wait, is that rock in the front -- a smoking meteor? Because, um, when a meteor impacts Earth's surface, even if it's a small one, it doesn't land neatly in a grassy field. It does this: Hey look, it's Black Mesa.. Quote
PogoP Posted November 18, 2010 Report Posted November 18, 2010 Haha I know about the crater thing, I just didn't write anything about it. A crater model is on my asset list. Thanks KFS, I'll look at the meteor placement and orientation when I next open up UDK! Quote
ElectroSheep Posted November 20, 2010 Report Posted November 20, 2010 Still working on my egypt koth The tf2maps.net test map system is really good. Quote
-HP- Posted November 21, 2010 Report Posted November 21, 2010 Yes! 3Dnj, I fucking love your style! Quote
Skacky Posted November 21, 2010 Report Posted November 21, 2010 Yeah, way better than the previous iterations! Quote
_gb Posted November 25, 2010 Report Posted November 25, 2010 Hi, these are some WIP shots of a Quake 1 map / mod; textures by Quake Retexturing Project. The goal of the mod is to be a somewhat faithful, but modernized remake of the entire Quake 1, for example the maps have a lot of new areas and there is heaps of new gamecode and monsters etc. We've been at it with a team of crazies since 2007. The engine is a pimped-out version of the Quake engine with a much faster renderer etc. More and bigger shots: http://spawnhost.files.wordpress.com/20 ... mq0001.jpg http://spawnhost.files.wordpress.com/20 ... mq0002.jpg http://spawnhost.files.wordpress.com/20 ... mq0003.jpg http://spawnhost.files.wordpress.com/20 ... mq0005.jpg http://spawnhost.files.wordpress.com/20 ... mq0006.jpg http://spawnhost.files.wordpress.com/20 ... mq0007.jpg http://spawnhost.files.wordpress.com/20 ... mq0008.jpg Due to the nature of the thing, it's mainly indoor stuff, but I'm trying to break out of that recently (really WIP): http://spawnhost.wordpress.com/ Slightly older shots of the rest of the project: http://kneedeepinthedoomed.wordpress.com/screenshots/ I know this isn't Crysis, but it's still mapping :-) Quote
Skacky Posted November 25, 2010 Report Posted November 25, 2010 Glad to see someone is still making levels for Quake 1, which is actually my favorite game. I didn't know about this mod, guess I'll need to pay more attention next time. Quote
cardo Posted November 25, 2010 Report Posted November 25, 2010 Looking good gb! Nice to see those remake textures looking a bit more faithful to their original counterparts as alot of the redone textures looked too clean and 'perfect' before. Are the chains hanging down all brushwork? They look pretty intricate. Also, the large outside area you're working on is already reminding me of Kinn's Marcher Fortress.. in a good way of course! Quote
_gb Posted November 25, 2010 Report Posted November 25, 2010 Hi cardo, I faintly remember liking a quake map of yours Chains are .mdl, using a misc_model entity. We have pieces of chain that are 64, 96 etc. units and can be stacked seamlessly... in general, we're trying to use more mapmodels. Textures are these: http://facelift.quakedev.com/retexture/ I think most of them are done by this guy: http://www.moondrunk.se/gfx_textures.php I also find his work really faithful, but still, the hires (or rather "hires", in this day and age) stuff will be an optional addon pack since even these textures are too plasticy for some, compared to the original 8 bit ones. Replacement content is a touchy subject in Quake 1 :-P Marcher Fortress - we'll see It's brown because it's still in the blocking out stage, of course. The size of that area already breaks the old Q1 map size limit, too. The small dots on the bridge are knights. Going to surroud the fortress with terrain, either made from triangles or simply done in blender and imported via misc_model or something. Although our engine is *really* fast, at some point it'll break down, too. Skacky: A Q1 mapping community is here http://www.celephais.net/board/forum.php Quote
mjens Posted November 25, 2010 Report Posted November 25, 2010 GB, great job, don't forget to visit func_msgboard with that news As I remember there was some limits in some BSP compilers and also Vis problems with such a big, open spaced envs. I also have some Q1 levels to finish, maybe it's time to polish them and release EDIT: Oh, as I can see you already posted info about this board Quote
D3ads Posted November 26, 2010 Report Posted November 26, 2010 Glad to see I'm not the only one using old tech here Quake never looked so beautiful, the large castle bridge looks promising! Welcome to the forums! Quote
AlexM Posted November 26, 2010 Report Posted November 26, 2010 Hi, these are some WIP shots of a Quake 1 map / mod; textures by Quake Retexturing Project. The goal of the mod is to be a somewhat faithful, but modernized remake of the entire Quake 1, for example the maps have a lot of new areas and there is heaps of new gamecode and monsters etc. We've been at it with a team of crazies since 2007. The engine is a pimped-out version of the Quake engine with a much faster renderer etc. Due to the nature of the thing, it's mainly indoor stuff, but I'm trying to break out of that recently (really WIP): http://spawnhost.wordpress.com/ Slightly older shots of the rest of the project: http://kneedeepinthedoomed.wordpress.com/screenshots/ I know this isn't Crysis, but it's still mapping :-) Awesome! So glad to see there are those still working on quake (and doom). Quote
_gb Posted November 26, 2010 Report Posted November 26, 2010 Welcome to the forums! Thanks! I do have a little fetish of mapping for idtech4 engines on the side, but then the remake quake project doesn't leave much room for that. Yet. Awesome forum you guys have going. Quote
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