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 Aty3DM8 by Kaustic 
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Joined: Wed Apr 13, 2011 3:35 pm
Posts: 121
Post Aty3DM8 by Kaustic
Anthony(Kaustic)Tullo
kaustic5@yahoo.com
Small FFA/2v2/1v1

Working Name as of 06 July- Damned be thy Name

Game type/types/mods: Instagib,Instagib+,InstaUnlagged,FreezeTag
(If you want to play this map as VQ3/CPM your more than welcome
but it is not my intention for it to be played in those configureations).


Last edited by kaustic on Wed Jul 06, 2011 7:44 pm, edited 2 times in total.



Sun Apr 17, 2011 6:04 pm
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Joined: Wed Apr 13, 2011 3:35 pm
Posts: 121
Post Re: Aty3DM8 by Kaustic
Attachment:
File comment: week1mapcomp
week1.jpg
week1.jpg [ 213.14 KiB | Viewed 19893 times ]


Last edited by kaustic on Wed Jun 22, 2011 1:45 am, edited 1 time in total.



Sun Jun 05, 2011 10:20 pm
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Joined: Sun Apr 25, 2010 2:03 pm
Posts: 68
Post Re: Aty3DM8 by Kaustic
I have the feeling that this time there could be a lot of medival-themed maps :/, but the celling looks pretty nice :).


Mon Jun 06, 2011 3:25 pm
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Joined: Wed Apr 13, 2011 3:35 pm
Posts: 121
Post Re: Aty3DM8 by Kaustic
deleted


Last edited by kaustic on Wed Jun 22, 2011 1:46 am, edited 1 time in total.



Tue Jun 07, 2011 1:23 am
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Joined: Sun Apr 25, 2010 2:03 pm
Posts: 68
Post Re: Aty3DM8 by Kaustic
You are not the only one who is not experienced with texturing, I'm also going with allready available texture-sets, I don't know yet how my map will look graphical-wise but I wanted to do something into the dirrection of qztourney7 (Furious Heights). I also won't be under the Top10, but I enjoy slapping brushes together and I did not finish my map in the last NoGhost Comp so I definitely want to get it done this time.


Tue Jun 07, 2011 1:28 pm
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Joined: Sun May 08, 2011 9:13 am
Posts: 28
Post Re: Aty3DM8 by Kaustic
Hi,

I'm begginer in Quake mapping too :)
It's my first map but I'm don't worry, I do this for fun and my own pleasure :)
We can lern a lot in this few weeks of competition

Good Luck!

PS. sorry for my quite good english :wink:


Tue Jun 07, 2011 2:42 pm
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Posts: 121
Post Re: Aty3DM8 by Kaustic
deleted


Last edited by kaustic on Wed Jun 22, 2011 1:46 am, edited 1 time in total.



Sun Jun 12, 2011 6:16 am
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Post Re: Aty3DM8 by Kaustic
deleted


Last edited by kaustic on Wed Jun 22, 2011 1:45 am, edited 1 time in total.



Sun Jun 12, 2011 6:18 am
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Joined: Sun Apr 25, 2010 2:03 pm
Posts: 68
Post Re: Aty3DM8 by Kaustic
Looking good :), but I would not concentrate on texturising that much perhaps you should first make a alpha version with Items so other players can tell you where your layout has some flaws.


Sun Jun 12, 2011 9:22 am
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Joined: Fri May 06, 2011 2:59 am
Posts: 61
Post Re: Aty3DM8 by Kaustic
be careful tho, design via committee often ruins the unique fun factor. looking good so far man


Sun Jun 12, 2011 11:29 am
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Joined: Wed Apr 13, 2011 3:35 pm
Posts: 121
Post Re: Aty3DM8 by Kaustic
Anyway here is my required weekly screenshot.


Attachments:
week2.jpg
week2.jpg [ 166.68 KiB | Viewed 19750 times ]


Last edited by kaustic on Wed Jun 22, 2011 1:44 am, edited 1 time in total.

Sun Jun 12, 2011 1:57 pm
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Joined: Wed Apr 13, 2011 3:35 pm
Posts: 121
Post Re: Aty3DM8 by Kaustic
Alpha removed.


Last edited by kaustic on Wed Jun 22, 2011 1:39 am, edited 1 time in total.



Wed Jun 15, 2011 10:37 pm
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Joined: Fri Oct 08, 2010 12:59 am
Posts: 94
Post Re: Aty3DM8 by Kaustic
Gave it a gander. While I obviously can`t comment on the items yet, I do like the open, freestyle-ish layout you have going here; reminds me of several RA3 Clan Arena maps. The wood and stone Q1 style aesthetic is working nicely, probably the best looking alpha in this competition so far.

I realize clipping is not completely done yet, but there are two areas that I would strongly suggest looking into when you do get into clipping. First, clip the curved bars on those guardrails. Because they`re curved they make player movement awkward when you try to jump off them, due to the collision detection having to calculate more complicated angles. Surrounding those bars with a rectangular prism clip should help solve these issues and allow for easier movement. I`d also clip the windows - some you can jump onto and look out to the bottom of the skybox and see the HOM effect.

I`d also make the jump pads stand out a bit more. I know you`re aiming for a dreary gothic aesthetic, but it`s still important nevertheless to make sure that it`s easy to recognize the essential components of the arena. I found myself missing jump pads sometimes because they blended in so well, and this is just on r_picmip 0; imagine the players who use lower picmips for easier visibility. Perhaps to keep the color scheme and tone, go for a pulsating red glow shader on the jump pads. You`ll keep from breaking the atmosphere but you`ll in turn make it easier to denote jump pads.

Keep up the good work though, this looks like it could score big. It`s nice to see a more open arena in this competition rather than the usual claustrophobic 1-on-1 map. (no offense to those who are making them :) )


Fri Jun 17, 2011 12:47 am
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Joined: Sun Apr 25, 2010 2:03 pm
Posts: 68
Post Re: Aty3DM8 by Kaustic
Gave it a quick run in cpm-physics. You really should think about making the stairs smaller scale-wise atm it feels like Q1 and that does not fit into cpm and I strongly doubt that it will fit into vq3.


Fri Jun 17, 2011 12:34 pm
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Post Re: Aty3DM8 by Kaustic
deleted


Last edited by kaustic on Wed Jun 22, 2011 1:41 am, edited 2 times in total.



Fri Jun 17, 2011 2:14 pm
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