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[Upcoming] DM Chambers of Hell (1st may: New ScreenShots)

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    #16
    Originally posted by Wowbagger
    (not too cramped)
    I make it an important aspect not to make too cramped levels :up:
    I always want to give the player room to move and in doing so players don't always bump into stuff or get stuck etc as in a bunch of the stock game levels.

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      #17
      Originally posted by Gui
      Looks

      I've some reservations concerning lighting but the archi and overall atmopshere are both pretty nice. The shadow effects in third pic are a nice touch, maybe more of this in the other areas aswell?

      Keep us informed :up:
      Reservations? Such as?

      The room in the first pic also has such shadows, although they aren't really visible in that pic :/

      Comment


        #18
        Originally posted by Reversion
        Looks awesome. How many players can you play? is it big?
        It's a bit too early to tell actually. I usually just make a map and near the end I think about how many players would be ideal for it
        But it's not that big.

        Originally posted by zenmaster86
        looks realy great could you add little tunnals that are hiden i think that is a little lacking in most maps but looks great.
        Hidden tunnels eh, not a bad idea. Maybe I'll put one in or so. We'll see

        Comment


          #19
          Originally posted by the G.o.a.T.
          I make it an important aspect not to make too cramped levels :up:
          I always want to give the player room to move and in doing so players don't always bump into stuff or get stuck etc as in a bunch of the stock game levels.
          Agreed. Looks real nice G.o.a.T, im biased as I admit I am somewhat of a fan of your work and I love Quake stlye maps.
          Looking forward to this as I have feeling that this is going to be quality.
          Keep it up. Wish I had some more stuff to release but its tough dojng a solo project working on a mod too.

          Well done:up:

          Comment


            #20
            Originally posted by Wolv34ine
            Agreed. Looks real nice G.o.a.T, im biased as I admit I am somewhat of a fan of your work and I love Quake stlye maps.
            Looking forward to this as I have feeling that this is going to be quality.
            Keep it up. Wish I had some more stuff to release but its tough dojng a solo project working on a mod too.

            Well done:up:
            Glad you like it so far.

            I'm working on a mod as well. You just need to work a couple days on one map, then work a couple days on another. It seems to work for me :up: And seeing as you switch between maps, you shouldn't get bored at all

            Comment


              #21
              Looks nice, I espically like the floor right by the rocket launcher in the last pic. I am not a huge for of these types of maps (the theme) but when they are done right (as this appears to be) they can be very fun.

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                #22
                Looks freakin' yummy.

                Gimme final.

                Comment


                  #23
                  Originally posted by the G.o.a.T.
                  Reservations? Such as?

                  The room in the first pic also has such shadows, although they aren't really visible in that pic :/
                  Such as some lack of contrasts Overally there's some really blue or really orange areas but there's not a lot of mix between these 2 colors: second pic is the most interesting because it nicely mixes these 2 tones, and therefore enhances the depth, 3D effect and the understanding of volumes. With only one color, you can play on light and shadows only but with several ones you can give distinct feeling to several areas in a same location

                  For example in your first pic, behind the ramp there's a pale green which helps to detach the ramp from the rest of the pic, enhancing the depth in the same time but a stronger contrast may be better. In the second pic, the orange detail into the wall and which surrounds the corridor until the background, after the stair, allows a strong understanding of the space in the area. More things like that would be a strong plus

                  As for the shadows in pic1, you'll get a sharper contrast if you remove the ceiling and put a large operture instead, with wide beams over or whatever else which will come to your mind. Also, I think you should try to lower the radii of the torches lights and increase their brightness; to avoid the room becomes too much dark just put in the middle of the room one or more additional lights of same color but with higher radius (between 64 and 80, even 96 if required) and lower brightness (about half or even quarter of the source light), also lower the saturation setting to get a nice gradient between the color of the source lights and the one of the global lights. In pre-rendered 3D, this tip is called "simili-radiosity" and can litterrally transform an atmosphere

                  Comment


                    #24
                    Originally posted by the G.o.a.T.
                    Glad you like it so far.

                    I'm working on a mod as well. You just need to work a couple days on one map, then work a couple days on another. It seems to work for me :up: And seeing as you switch between maps, you shouldn't get bored at all
                    I got other stuff on the go but its quite ambitious, so much so that I have enroled in a course in 3DMAX to do it. Lol.
                    I agree though, I used to work on a map, and one map only till it was done and good grief is it s chore. DM-Torment (little **** there ) for example made me so that I cannt even look at the Nightmare static mesh pack now without feeling ill

                    Comment


                      #25
                      Originally posted by Wolv34ine
                      I got other stuff on the go but its quite ambitious, so much so that I have enroled in a course in 3DMAX to do it. Lol.
                      I agree though, I used to work on a map, and one map only till it was done and good grief is it s chore. DM-Torment (little **** there ) for example made me so that I cannt even look at the Nightmare static mesh pack now without feeling ill
                      Yeah I've been *learning* Maya PLE. But you need to really put in some time which I haven't been able to do so far :sour:

                      Comment


                        #26
                        Originally posted by Gui
                        Such as some lack of contrasts Overally there's some really blue or really orange areas but there's not a lot of mix between these 2 colors: second pic is the most interesting because it nicely mixes these 2 tones, and therefore enhances the depth, 3D effect and the understanding of volumes. With only one color, you can play on light and shadows only but with several ones you can give distinct feeling to several areas in a same location

                        For example in your first pic, behind the ramp there's a pale green which helps to detach the ramp from the rest of the pic, enhancing the depth in the same time but a stronger contrast may be better. In the second pic, the orange detail into the wall and which surrounds the corridor until the background, after the stair, allows a strong understanding of the space in the area. More things like that would be a strong plus

                        As for the shadows in pic1, you'll get a sharper contrast if you remove the ceiling and put a large operture instead, with wide beams over or whatever else which will come to your mind. Also, I think you should try to lower the radii of the torches lights and increase their brightness; to avoid the room becomes too much dark just put in the middle of the room one or more additional lights of same color but with higher radius (between 64 and 80, even 96 if required) and lower brightness (about half or even quarter of the source light), also lower the saturation setting to get a nice gradient between the color of the source lights and the one of the global lights. In pre-rendered 3D, this tip is called "simili-radiosity" and can litterrally transform an atmosphere
                        Good tips.
                        I'll keep them in mind when I'm finalizing lighting, cos this thing is far from done :up:

                        Comment


                          #27
                          That looks great.

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                            #28
                            I'll be working some more on it today and might post a few new shots as well.

                            Comment


                              #29
                              looks fun but no map doesnt get more then 5/10 if it hasnt custom models and textures...

                              Comment


                                #30
                                Originally posted by Painkillah
                                looks fun but no map doesnt get more then 5/10 if it hasnt custom models and textures...
                                That's not true. Just check any review site. They'll have maps using mostly standard meshes receiving higher scores. And besides there is always the power of reskinning existing meshes.

                                You might recognize this static mesh, used as a lift in Egyptian Maps.


                                This is the same mesh, but reskinned. It now fits the hell theme perfectly.


                                Also I didn't say I wasn't going to make custom meshes. It's just, why make custom meshes when everything I need is right there?

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