Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Mar 31, 2009 13:01:17 GMT -5
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Mar 31, 2009 13:25:19 GMT -5
looks good Whirlingdervish X7
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Post by Wixen1 [Q2C] on Mar 31, 2009 14:23:27 GMT -5
Looks great WD, iam a fan of gothics.. -W1
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Mar 31, 2009 14:53:48 GMT -5
Looks good so far. It will be interesting to see what you come up with.
I know that you said you'll be tweaking the lighting, but will you be using that yellow tint, or going more for a white/purple colour?
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Post by Le Ray [Q2C] on Mar 31, 2009 15:34:33 GMT -5
Looks really nice!
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Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Mar 31, 2009 17:51:41 GMT -5
at the moment the sky lighting is handled by the actual skybox having a texture painted on it and a light value of around 500 applied to it.
I used one of the greyish/yellow textures in the Basic folder of the stock textures for now, but I'm hoping to make it match that sky a bit better.
I'm not entirely sure how good it will look with a whiter sky lighting tho, since between the lamps the sky and the _ambient command I've done all of the lighting so far in shades of grey and white and I dont want it to look too washed out and monochrome.
A little bit of ambient lighting to wash it out helps give it an aged feel that a gothic map needs, but I dont want it to come out too boring and I'm thinking that I may do a batch conversion/change to the sky itself to match the slightly more yellow/brown tint that the current lighting gives, just to see how it looks with a little more color.
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Apr 1, 2009 5:28:55 GMT -5
OMG LeRay Its good to see you again X7
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Post by Wixen1 [Q2C] on Apr 1, 2009 10:15:05 GMT -5
OMG LeRay Its good to see you again X7 Who is LeRay?? W1
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Post by Sabotuer [Q2C] on Apr 1, 2009 10:19:59 GMT -5
I see grenade launcher action, shotgun action, railgun action and what not. Seems like you can always be a target (love that), looking forward for the result!
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Post by [EoM] Pr0c3550r® [Q2C] on Apr 3, 2009 19:06:00 GMT -5
OMG LeRay Its good to see you again X7 Who is LeRay?? W1 yeah, who is LeRay ?
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Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Apr 3, 2009 19:31:41 GMT -5
^ He's the clan founder and the author behind the 20-30 leray maps. On topic tho, I believe that I've finished this little DM map, and I put it up on my site for download. You can find it here: dervish.tastyspleen.net/files/wddm05.zipGive it a whirl, and let me know what you think.
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Apr 3, 2009 22:10:56 GMT -5
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Post by Sabotuer [Q2C] on Apr 4, 2009 3:21:36 GMT -5
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Post by Wixen1 [Q2C] on Apr 4, 2009 4:21:49 GMT -5
Great map WD.. . Fantastic gameplay and maybe one of your best effort to date, I really like these map styles. -W1
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Apr 4, 2009 9:22:13 GMT -5
Good to see your getting better at q2 mapping visually.
I'm missing a texture though: Couldn't load textures/zone66/teleport.wal
in the zip its linking to a metal folder.
In regards to the map: I felt the weapon & items needed more tweaking, especially the redarmor/mega - they were a little too campable with the teleport. Where the chaingun was, looked like a nice place to put one of the armors.
Also the water is nicely done but felt like it slowed the map down a little too much, and would be a place I would avoid altogether in 1v1.
In saying all that I think this is a nice map for friendly duels and dm in small numbers.
Good effort for 2 weeks worth.
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