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Post by knightmare on Aug 26, 2021 13:36:01 GMT -5
Looks promising. I would add a step down in the center of the large, open floor areas with a different texture. Also some trapezoidal protrusions would be good on the walkways in the third screenshot.
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Post by Guggenheim on Aug 27, 2021 15:10:36 GMT -5
Looks good so far. You need some eyecandy. Mayby a big Quake II sign or a tall moving robot in the background. Yeah! That's a good idea. What do you think? Don't even dare to say he's not handsome! He's tall (even taller than Black Widow)! He have got stylish suspenders and blue tie! A big moustache, a clear glance! What a charisma!
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Post by Guggenheim on Aug 27, 2021 15:12:09 GMT -5
BTW, what "eye candy" exactly means?
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Post by Guggenheim on Aug 27, 2021 15:18:47 GMT -5
Looks promising. I would add a step down in the center of the large, open floor areas with a different texture. Also some trapezoidal protrusions would be good on the walkways in the third screenshot. I've tried to make such thing, compiled, ran, but finally disliked it, cause there was already "step-down" with that trim (ledge, how is it exactly called?) around the perimeter at that area on screenshot. But then an interesting idea came to my mind: to make a sort of "bridge", so the remaining area will be "step-down":
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mikem
Quake 2 Mapping Club
Posts: 327
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Post by mikem on Aug 27, 2021 15:30:21 GMT -5
You could put jail cells with marines in the floor. And through bloody windows the player can look down into the cells from top to bottom.
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Post by Guggenheim on Aug 27, 2021 15:34:36 GMT -5
You could put jail cells with marines in the floor. And through bloody windows the player can look down into the cells from top to bottom.
Oh, I've thought of that too. Like that underground prison cell at JAIL2.
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Post by Guggenheim on Aug 27, 2021 15:41:49 GMT -5
What I'm thinking about at now, is how to design two identical rooms between blue base and that outdoors area:
I have a dilemma: 1) To stick that "metal" style and fill that rooms with machinery and computers. But that would be too monotonous and boring.
2) To use brick textures just like at jail episode (especially JAIL4). But that will contrast too much against the whole level theme.
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mikem
Quake 2 Mapping Club
Posts: 327
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Post by mikem on Aug 28, 2021 0:43:59 GMT -5
Does everything have to be in good condition in the entire map? You can leave traces of a war or a prison break, like holes in the walls, broken bridges or overturned pillars.
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Post by grieve[Q2C] on Aug 28, 2021 3:11:08 GMT -5
looks nice so far. mikem has a point, it looks TOO clean, some floor/wall damages would make it more varied.
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Post by Guggenheim on Aug 30, 2021 16:52:22 GMT -5
It's not ready yet, but just wanna show off. It turned out, that map will be much more larger, than I expected. I'm just designing blue base, added a doorway in a brick style (maybe even some gothic flavour a-la Quake 1). Also I tried to make underground prison cells, but disliked how they looked. There should be some smooth transition between tech style and bricks. I'll think of it.
Attachments:
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Post by Guggenheim on Sept 2, 2021 12:55:38 GMT -5
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mikem
Quake 2 Mapping Club
Posts: 327
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Post by mikem on Sept 3, 2021 7:13:55 GMT -5
Looks great
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Post by Guggenheim on Sept 3, 2021 13:01:06 GMT -5
BTW, have anybody some beautiful textures? I've seen textures from q2cafefiles.com, but maybe there are more?
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Post by grieve[Q2C] on Sept 3, 2021 13:08:01 GMT -5
sure, there are some more to upload. will look for it.
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Post by Guggenheim on Sept 3, 2021 13:12:12 GMT -5
And if someone have collected prefabs and do not mind sharing, I would be glad to use.
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