WIP screenshots
a lighter palette would probably look better imo. kinda sick of
dark maps.
Being sick of dark maps != this map looking bad. As long as there's
balance, I'm happy. And this map looks great.
lal, where did you lost your texture randomizer?
would be perfect for ql
would be perfect for ql
well, it is warsow-fitted version of q3 map it's "remake" of
cityy's lost hope. link
MagusZero wrote:
Being sick of dark maps != this map looking bad. As long as there's balance, I'm happy. And this map looks great.
ORLY? You should consider joining the dev team as the lead designer then, after all this is what we're all after here: to make MagusZero happy.
And I wasn't saying the map looks bad.
I never liked remake, but these textures constrast look pretty
good. Adding more "fun" colors and lights, you could consider this
style for some warsow maps !
the teal light looks kinda too strong
needs more lighting, like a lamp over that poster in the first screen would look nice
skybox not fitting
my evil eye sees non fitting texture coordinates in the 2nd screen inverted bevel
looks very quakeish, not enough tech for wsw
needs more lighting, like a lamp over that poster in the first screen would look nice
skybox not fitting
my evil eye sees non fitting texture coordinates in the 2nd screen inverted bevel
looks very quakeish, not enough tech for wsw
I have no idea how to align textures in those evil patches
correctly :/
And yes it'll stay urban theme, tbh I've mapped lots of this "tech" stuff lately and I'm just not interested to do same style all over. It gets boring. It'll get lots of details anyhow, I've just yet semi-finished retexturing it to wsw textures.. and some lighting stuff.
And yes it'll stay urban theme, tbh I've mapped lots of this "tech" stuff lately and I'm just not interested to do same style all over. It gets boring. It'll get lots of details anyhow, I've just yet semi-finished retexturing it to wsw textures.. and some lighting stuff.
Anthy wrote:
lal, where did you lost your texture randomizer?
would be perfect for ql
Im I the only one with anthy that doesnt like this?
if you look at the orginal, the brushwork is almost same and It almost looks like that kiki has decompiled map and changed textures/models and vola.I think this is wrong way to go not only because that but also you miss lot of potential in this way.If you look at the mh spot, im sure every guy even on this forum could think better looking and better working route from lowest level to mh spot than these different sized boxes.
pros:
-coherrent textureset
-brushwork
-gameplay is ok I guess
cons:
-potential
-boring textures(heavy usage of darkest reflybricks)
-lacks details (corrugated metal textures on the walls,im sure you can think something better there)
-lightin(unfinished i guess)
-tree
-mh spot
-"x" on last pic
you miss nderstood me moto, i didn't say i don't like
map looks clean and the way he textured it is quite nice (if we ignore few things like chess tiles, sky box shader, old dm1 floor, boxes etc … )
lighting could be better
i wanted to say that he didn't texture it randomly like he did with 2 last maps
+
adopting/polishing quake maps and making this game more quake(live) like is something they wanted to avoid but well … talking about this game outside dev team is something they don't like , so just put it on ignore :p
map looks clean and the way he textured it is quite nice (if we ignore few things like chess tiles, sky box shader, old dm1 floor, boxes etc … )
lighting could be better
Anthy wrote:
lal, where did you lost your texture randomizer?
would be perfect for ql
i wanted to say that he didn't texture it randomly like he did with 2 last maps
+
adopting/polishing quake maps and making this game more quake(live) like is something they wanted to avoid but well … talking about this game outside dev team is something they don't like , so just put it on ignore :p
I like the colors. The q3-like brushwork/layout, not so much. But
that's just personal taste. It looks good.
crizis wrote:
I have no idea how to align textures in those evil patches correctly :/
"CAP" in the patch texture properties window is the magic word
Everytime you press it the texture gets aligned to an axis plane (and alignes the scale to generel set scale too if I'm not wrong there), like the x|y, the x|z or the y|z axis, if you press it more than three times it starts again from beginning, just press it until it looks fine.
And yes it'll stay urban theme, tbh I've mapped lots of this "tech" stuff lately and I'm just not interested to do same style all over. It gets boring. It'll get lots of details anyhow, I've just yet semi-finished retexturing it to wsw textures.. and some lighting stuff.
Ye, can understand you, your last map really was into a completely other direction in terms of style, yet you can't make urban without a little tech
I'm not talking about metals everywhere and such, but small details like a broken wall where cables hang out or at least 2 or some pipes will fresh it up and let it differ a bit from the quake live style.
oh, and if you are bored of your usual themes/styles, there is plenty to choose from, from fantasy/medival to ancient/egypt up to pure scifi
I very much know how cap works but it doesn't work watches with
this |) shape :p
edit: more exactly the problem is: metal textures are scaled .25 (half of the regular scale), setting patch texture scale to 2.0 / 2.0 resets the patch texture setup to 'natural' and scrolling through cap always resets this.
edit: more exactly the problem is: metal textures are scaled .25 (half of the regular scale), setting patch texture scale to 2.0 / 2.0 resets the patch texture setup to 'natural' and scrolling through cap always resets this.
SolidFake wrote:
"CAP" in the patch texture properties window is the magic word
I've been working on a wda1 remake, and thought i should post some
screens:





