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 kazdm5 by Kaz 
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Joined: Sun May 16, 2010 2:33 am
Posts: 52
Post Re: kazdm5 by Kaz
:)

deqer: after a few more hours of editing i have it in a compilable state

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Sat May 29, 2010 6:23 am
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Joined: Fri Apr 23, 2010 2:11 pm
Posts: 60
Post Re: kazdm5 by Kaz
omg, I wish I could walk down that curved staircase and see more!


Sat May 29, 2010 2:12 pm
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Joined: Sun May 16, 2010 2:33 am
Posts: 52
Post Re: kazdm5 by Kaz
Check it out ;)

Download (1.37mb):
http://student.cs.appstate.edu/freemancw/junk/kazdm5_alpha1.zip


Sat May 29, 2010 5:18 pm
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Joined: Mon May 10, 2010 4:42 pm
Posts: 76
Post Re: kazdm5 by Kaz
aww no map file?

well, ran around a bit, you sure do have the feel for motion flows. id make it a bit more tough by dropping pieces of floor down a 4-6 unit with bevels or vice versa :D

the staircase behin the plasma gun id open up to the sky at mid heigh of the wall.. and use that for something pretty in detail outside/inside.. those stairwells are VERy vanilla feel, smooth flow, begging for a super pretty scene to compliment.

theres a HUGe wall in there, needs a third upper level put into it.. main room ?

the jump pad spots by the rocket launchers, have a wall that messes with flow when running from the top side and descending.. smak into the wall, timing jumping will make it, but having a single spot along the right and left edges for ether the extra motion progression or as a extended weapon range... :D

you're so good at this.. im relying on painting a picture everywhere in order to par up with you guys


Sat May 29, 2010 5:40 pm
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Joined: Mon Apr 26, 2010 4:49 pm
Posts: 221
Location: Somewhere near Berlin
Post Re: kazdm5 by Kaz
I gave it a run and got to say I like the layout. I kept moving around and learned it pretty fast.

Some things:

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This wall is annoying.. I kept running into it from the higher path.

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This edge should be closed if you dont want to add another path there. It's a bit of a trap because of the JP "support".

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This area is too small. I think you were inspired by dm6 creating that JP area - you should also make it a simular to the one on dm6.

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This hallway screams "GIEF SPAWNPOINT!". There could also be some height variation here.

Then I felt like the RG is too easy to get - I also dont like the curved path.. maybe something like the MH platform on q3dm13 would work here if you dont want to do many height changes. Just a thought I had tho..

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You should switch the LG with the GL so it is more centered and move place another YA at the RL near the TP exit. Atm it's a bit like take upper RL, take RG, take armor, take LG, go back to upper RL and maybe take the YA and the shards there.

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Sat May 29, 2010 10:06 pm
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Joined: Sun May 16, 2010 2:33 am
Posts: 52
Post Re: kazdm5 by Kaz
Thanks guys. I thought I had responded to your feedback at some point in time but I hadn't; either way I'll look into each of the issues you've raised in the next iteration and post a more full response soon. I already knocked down the annoying wall...

:)

A new coat of paint:

Image
Image


Fri Jun 04, 2010 4:25 am
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Joined: Fri Apr 23, 2010 2:11 pm
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Post Re: kazdm5 by Kaz
i haven't played the map yet, but those 2 new shots look ******* AWESOME!!!


Fri Jun 04, 2010 4:43 pm
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Location: Somewhere near Berlin
Post Re: kazdm5 by Kaz
You should keep the skybox shader but get a new one with better textures, this one looks a bit odd to me. I like the use of the e8 textures. :)

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Fri Jun 04, 2010 7:20 pm
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Post Re: kazdm5 by Kaz
that black/red/gray theme you've got going on there is quite sexy.

I love the liberal use of curves you have here too. Very slick and fluid looking. Reminds me of Trinity (qzca2) from Quake Live.


Fri Jun 04, 2010 8:17 pm
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Joined: Sun May 16, 2010 2:33 am
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Post Re: kazdm5 by Kaz
Thanks for the encouragement :D

I agree re: the skybox - it's pretty low res. I've changed from red to blue :)

Some progress! If you want to see intermediary shots, see 9 and 10

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Sat Jun 05, 2010 4:05 am
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Joined: Mon Apr 26, 2010 4:49 pm
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Location: Somewhere near Berlin
Post Re: kazdm5 by Kaz
I like the lighting!

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Sat Jun 05, 2010 7:41 am
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Joined: Sat May 08, 2010 5:53 am
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Post Re: kazdm5 by Kaz
wow!) cool lighting! nice job!


Sat Jun 05, 2010 1:35 pm
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Joined: Fri Apr 23, 2010 2:11 pm
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Post Re: kazdm5 by Kaz
wow. great shot.




btw, i think progress shots should be private to the sponsors' eyes only, now.

these are just too good to be showing out in the open.


Sat Jun 05, 2010 3:16 pm
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Joined: Mon May 10, 2010 4:42 pm
Posts: 76
Post Re: kazdm5 by Kaz
silly seriously private?

all my shots are housed in a gallery open to anyone.

nice progression kax, but blue afaik.. not the color im feeling for there.. go green scheme or hold onto the red you had above.. the blue.. hmmmm its not bad.. but it doesent feel like you're really going anywhere new along that line. maybe rorshachs ivory set or something completely new..

will make you a couple if you like.. going to post a pic of some of the new ones im working with now im my tread. swung by.


Sat Jun 05, 2010 4:30 pm
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Joined: Mon Apr 26, 2010 4:49 pm
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Location: Somewhere near Berlin
Post Re: kazdm5 by Kaz
The problem with rorshach's set is that you have to ask him if you want to use it for a competition. Since he somehow disappeard from the internet getting his permission will be difficult. I wanted to use his textures but.. ^

The blue and dark textures remind me of q4's placebo effect. Maybe you would like to look into it Kaz.

http://www.goodstuffmaynard.com/portfolio/multi/placebo-effect.html

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Sat Jun 05, 2010 4:40 pm
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