insta Posted November 22, 2005 Report Posted November 22, 2005 Looking better. But please resize your screenshots before posting, they are huge :S Quote
rockdude86 Posted November 23, 2005 Author Report Posted November 23, 2005 hehe ill rezise them when i post some new stuff... forgot that im working on a big ass monitor now Quote
Kedhrin Posted November 23, 2005 Report Posted November 23, 2005 graal 3d? eh? i smell the textures i was letting unixmad use that philipk made for me back in the day i like it though, however i feel it seems a bit too blocky, imo, i'd like to see more curves, etc. other than that its look tasty! Quote
rockdude86 Posted November 23, 2005 Author Report Posted November 23, 2005 graal 3d? eh? i smell the textures i was letting unixmad use that philipk made for me back in the day i like it though, however i feel it seems a bit too blocky, imo, i'd like to see more curves, etc. other than that its look tasty! hehe tnx but you will get your curves... have a nice indoor scene in mind to fill up the void.... Quote
DaanO Posted November 23, 2005 Report Posted November 23, 2005 Humpf, i don't really like the plants or the way you've used them. I think they don't really fit in the color scheme you used for the rest of the map (green and orange?). They also seem scattered randomly over the map, they don't make a lot of sense to me. Group them a bit more i'd say, group them near cracks in the wall or places where plants could grow. If you play Unreal i'd check out Hourences' Rrajigar map, it's quite nice Quote
rockdude86 Posted November 23, 2005 Author Report Posted November 23, 2005 yes thats a great map the positioning and amount of plants stil has to be changed indeed, just wanted to see how it would look like... im also curently looking for textures (or models) of plants etc.. some kind of vines... to make them go over the bricks... also heres another ( a litle bit smaller ) screenshot that shows a new torch... its a bit weird thing... dont know if i will keep it though: (its the only thing that has changed...) Quote
JynxDaddy Posted November 24, 2005 Report Posted November 24, 2005 The tree looks really out of place to me Quote
Minos Posted November 24, 2005 Report Posted November 24, 2005 I think it's too clean. It's supposed to look worn out but it looks a bit cartoony since the textures are too clean. Quote
DaanO Posted November 24, 2005 Report Posted November 24, 2005 I think the clean look is a choice, not a flaw. Not all levels have to look worn out i guess. Quote
Meotwister Posted November 25, 2005 Report Posted November 25, 2005 I think the textures on the tree look a bit cartoony. A better skin would make the tree a bit less conspicuous. Looking good, much different than that aztec look everyone is tired of. Can't wait to see finished product. Quote
Lurker Posted November 25, 2005 Report Posted November 25, 2005 I think the idea he was getting at, DaanO, was that buildings of this architecture and style and very rarely built these days and are usually progressing towards a ruined state. The game also takes place in the "future", so this would only have sped the process. It would be nice to see a misplaced brick here and there, etc. Quote
rockdude86 Posted January 30, 2006 Author Report Posted January 30, 2006 so.. a few months have passed and i realised this map wasnt taking me anywhere anymore. it became more and more a "geometry" project instead of a fun map. gameplay sucked ass big time so i decided to dump it but i just couldnt let go of the theme... so i decided to create myself a nice layout and build further on that (instead of my sloppy old way of stitching pieces together wich ends in total chaos) so.... heres what i got: (DARK SHIT ALLERT! ) layout is far from original really... lets say take the previous grale... add in antalus ut2k4, albatros ut2k and some quake stuff and you get this;) Quote
⌐■_■ Posted January 30, 2006 Report Posted January 30, 2006 Looks good. Great sky, man! Were did you get it? Quote
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