madgernader Posted April 16, 2011 Report Posted April 16, 2011 also: have you really been far as decided to use even go want to do look more like? Well of course! its all so clear now! Quote
killmachine8 Posted April 17, 2011 Report Posted April 17, 2011 good evening. this is my first post here. pretty glad i finally made it here. tried to register a couple of months ago but had some troube with the captchas. i just couldnt register for some reason. went back here to try it again a couple of days ago and, yay, it worked. so. i do "leveldesign" for quite some time now. i started in "build" (duke3d) acutally and messed around with the different idtech's ever since. breaks here and there but leveldesign is still one of my favorite hobbies. doing creative stuff in general. heres something ive been doing the last couple of days. its approx. 8 hours of work. i wanted to keep it very clean and simple texture wise. wanted to conentrate on brush+patch work. keep in mind i didnt touch the radiant for a while now. need to get back into it. inspiration came from the tube in the center from this map (thx @Pomperi): viewtopic.php?f=57&t=16011 done in idtech4 (quakewars) radiant. the grey textures are costum made. comments appreciated. Quote
2d-chris Posted April 17, 2011 Report Posted April 17, 2011 Hey welcome! The ceiling is a bit flat, it's the single part of a corridor you can usually do the most with artistically ... but the actual geometry looks very cool indeed keep it up Quote
⌐■_■ Posted April 18, 2011 Report Posted April 18, 2011 it was a big thing for me to come out of the closet as someone who likes to do leveldesign as a hobby. all my friends expecting the utmost pimp attitude... now they're cool with it, but still... @killmachine: your map looks very wip but I like your architecture. not sure about that custom grey texture though... you plan to keep it that way? makes me want to explore the radiant editor! also, my supposed-to-be 1024 contest contribution (which got deprioritized because of my addiction to beautiful women) is nearing completion. since i made the roofs accesable it is technically not a 1024 map anymore, but it makes the gameplay far more interesting imo. i haven't done much about optimizing my map (apart from minor visblocking and massive func_detailing) but i guess it runs decent on most modern medium rigs (whatever the hell that's supposed to be...). this map, which i will call ''dm_huckleberry'' will be playable with up to 10 players and focusses mainly on firefights rather then ''physicsfights'', although both is possible. no hdr because i hate it and no custom content because i fail when it comes to modelling dm_huckleberry: wip shots: now shots: Quote
dux Posted April 18, 2011 Report Posted April 18, 2011 I didn't know kt was any good at mapping. :derp: Quote
Sentura Posted April 18, 2011 Report Posted April 18, 2011 yo kt, change the square windows to larger versions of those church windows Quote
JeanPaul Posted April 18, 2011 Report Posted April 18, 2011 Some better/brighter lighting, a unified color pallet and some more trim in certain geometry and you have yourself a winner. Quote
⌐■_■ Posted April 18, 2011 Report Posted April 18, 2011 hah, thanks guys yeah, im really not done with the lighting and i hope to get the colors right with colorcorrection. apart from that there's some detailing left on the roof department thanks for the crits though, i'll look in to each of them! Quote
e-freak Posted April 18, 2011 Report Posted April 18, 2011 Brotip: color grade not until you perceived the same result via lighting! Quote
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