spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Feb 24, 2015 12:36:37 GMT -5
My time is limited, so I'll keep it short and just update the following image from time to time:
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Feb 28, 2015 16:39:04 GMT -5
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Post by cocerello on Feb 28, 2015 18:32:22 GMT -5
Looks good and promising: varied rooms in size, theme, and combat options, with personality and cohesive. Corridors are more than just the typical square corridor. To improve, maybe you should add another color to the texture set, and add contrast in lighting, specially in third, fourth and sixth screenshots, is hard to distinguish some brushes from each other.
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Null
Gladiator
Posts: 555
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Post by Null on Feb 28, 2015 19:03:50 GMT -5
Really nice brush work, and level layout. But like cocerello mentioned, it could use some custom textures to really make it stand out
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Feb 28, 2015 20:47:56 GMT -5
my opinion ( e1u1_met51a ) does not fit... Screenshot, this depth ( red & stone ) is my taste!..., white lights underneath nice!. keep these two textures as a base.. fit together well...
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Post by giftmacher on Mar 1, 2015 4:48:57 GMT -5
Looks great as always spirit, your ceiling architecture is really nice, something I would need to improve on myself.. I'll take some inspiration from this
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 1, 2015 7:58:24 GMT -5
Thanks a lot for your comments & suggestions. I absolutely agree that the textures are boring, especially in the areas where the lava makes all of them look red-brownish. I hate texturing though and I'm not gonna change the whole map to custom textures now, too late I fear. I will improve some stuff though. If I manage to finish a second map, it will definitely have custom textures though, I'm sooo sick of baseq2.
@margaal: Thanks, overlooked it there, it should have been gone already. Just replaced it.
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Post by WizardExt on Mar 1, 2015 12:58:30 GMT -5
Awesome work so far spirit! I love the trims on the top, first screenshot. Really nice with lava, water, rock.
My feedback: - Flat lighting. The overall brightness. No difference indoor vs outdoor. - Contrast some objects to make them pop; like the pipes. - Small dark tile floor/wall texture that you use as trim. Replace with an actual trim-texture. - Make sense of the level and the different rooms. Purpose. Create locations in the level. - Outdoor area with the water/armor/shotgun is interesting, but it feels gameplay-wise a bit awkward.
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Post by cocerello on Mar 1, 2015 14:56:35 GMT -5
Really nice brush work, and level layout. But like cocerello mentioned, it could use some custom textures to really make it stand out That part of my comment was more about adding or substituting in the map with just one or two textures with a different color or one texture that would stand out by itself and wasn't a light, changing to another set is more like a personal preference and up to the mapper than other areas of mapping, so i tend to don't say a thing about that. But i think that with iD Quake2 textures the map can look good enough In my case i tend to go with more common textures, to focus on the rest of the map, but custom textures (which in Quake 2 tend to be in higher resolution (from Quake 3 usually)) can be good to hide mistakes, specially in squarish faces if the textures are quite sharp, even though i don't usually like them, like for example hh3_clockwork texture set by Rorschach, that is too sharp in my opinion for Quake and Quake 2 (in Quake 3 it could fit better). I think that the higher in detail the textures are, the higher in detail the brushwork should be so they fit better together.
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Null
Gladiator
Posts: 555
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Post by Null on Mar 1, 2015 15:45:51 GMT -5
I guess I have to agree with spirit then "that the textures are boring", although I wish something more could be done to spice things up. I think it's never too late. Not sure if there's anything like this on other map editors, but with map mixer replacing texture instances on a mass scale is as simple as drag and drop, even if you only have a bsp file. Also if you hate making or converting textures, I can share with you a link to Map Tools which makes converting over entire folders to wal files very easy, just ask Margaal. It supports tga,bmp,png,gif,jpg,tif, so basically anything you can find on google can now be converted and scaled appropriately in seconds, thus bypassing the whole tedious Wally process leray.proboards.com/thread/3568/map-tools?page=1&scrollTo=26917BTW cocerello, when will we see your WIP thread? I'm really curious what you got going
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jaydolan
Quake 2 Mapping Club
Posts: 161
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Post by jaydolan on Mar 2, 2015 12:59:21 GMT -5
A leader has emerged
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Null
Gladiator
Posts: 555
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Post by Null on Mar 2, 2015 15:43:26 GMT -5
A leader has emerged How so? I didn't know you were one of the judges
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 2, 2015 16:13:40 GMT -5
No judging discussions and no trash talk before contest ends, please! WizardExt: Thanks for your comments, I gotta agree with most of them (except for the trims, I prefer them the way they are). I moved the SG in the outdoor area away from that crate, right next to the armor, so players dont have to go into the water anymore.
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Null
Gladiator
Posts: 555
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Post by Null on Mar 2, 2015 16:23:30 GMT -5
No judging discussions and no trash talk before contest ends, please! Ya jay! Quit trying to rig the contest your way
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jaydolan
Quake 2 Mapping Club
Posts: 161
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Post by jaydolan on Mar 2, 2015 21:15:35 GMT -5
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