Title: grosse! Post by: anonymous on 2005-05-30, 08:00 this is a WIP. I wanted to know what all the generations people thought of it so far
you may recognize this from wolf3d... I added an under level to the map to make it a little more interesting Title: Re: grosse! Post by: Lopson on 2005-05-30, 10:10 Finally a Wolf3d map. this mod needs at least 1. Looks very nice BTW.
Title: Re: grosse! Post by: Kingu on 2005-05-30, 11:11 It looks realy good, :thumb:
Now we only need Grosse model or skin, mayby for sarge. Title: Re: grosse! Post by: Nahand on 2005-05-30, 11:31 ... what he said ^^^ :) ...
Title: Re: grosse! Post by: Lordbane2110 on 2005-05-30, 13:50 yeah a wolf map
Title: Re: grosse! Post by: NovAReapeR on 2005-05-30, 14:36 i remember that map... nice work
Title: Re: grosse! Post by: Footman on 2005-05-30, 16:57 :thumb: :slippy_thumb: I give it two thumbs up! :D
Title: Re: grosse! Post by: games keeper on 2005-05-30, 17:18 only 2 ?
/me puts up his 3th thumb . I dont know how it plays but it looks a wee bit more cramped then the original ( wich was pretty open ) ooh well to open wouldnt have been fun anyway ( specially not if sombody like tab had a railgun ) Title: Re: grosse! Post by: Hollowpoint on 2005-05-30, 21:32 Needs more Tabun textures. See the Laced Neptune section of the forum... or here is the direct link..
Tabun's texture post thingee (http://forums.wireheadstudios.org/index.php?act=ST&f=11&t=136) :thumb: Title: Re: grosse! Post by: anonymous on 2005-05-30, 23:43 it should be done by the end of this week if you want to play it in the next big forum game.
Tab has some really nice textures but none of them were relevant to the map. I ran through the real grosse level and it only uses red brick and grey blocks :) Title: Re: grosse! Post by: Phoenix on 2005-05-31, 01:58 Flusyndrom's Wolf beta map has a lot of Wolfish textures. If he doesn't mind you using them they could spice up the map a bit. I can say from the screenshots that I'm not too fond of the strange greenish color on some of the bricks, metalwork and crossbeams, and the floor grating looks rather Doom64-ish. The pipes definitely look out of place too. Maybe if the metal beams were more of a light grey color... I'll wait for a public beta so I can roam around and really form an opinion. I can tell you ahead of time we won't load it on the Central server in a beta form though, we tend to compile things into mappacks instead of having loose maps so that everyone can be consistent and not run into shader problems or sv_pure issues.
Title: Re: grosse! Post by: o'dium on 2005-06-01, 18:43 The problem with the map is that its too messy. It hasn't got a very nice flow to the brush work at all, its like your trying to cram to much detail into to much of a simple structure. That, and your texturing is very "rushed" in appearance. Textures vary on scale and appear to be on things they shouldn't (rivited floor panels, on a beam? etc)
Try and think of things on a more simplistic level. Its nice and all looking at newer games and seeing how much detail they can add, but those game are made with that technology in mind. Quake 3 wasn't and so very simplistic built levels are the way to go. Note i said "simplistic built levels", dont confuse that with over the top simplicity. Some of the best Quake 3 maps are "the best" because they are crammed with detail, but not crammed with brush work. It might actually be best if you take another look at that Wolf map your trying to copy and bring it up to date. Dont mess with the formula to much by adding unneeded brush work, but instead keep it simple and keep it tidy with some nice texture work. Title: Re: grosse! Post by: McDeth on 2005-06-02, 10:00 /me jumps on the Phoenix bandwagon.
Title: Re: grosse! Post by: anonymous on 2005-06-04, 01:51 thanks for the advice, I stripped out all of the stuff you the posters didn't like and came up with this.. I'm open to suggestions from here :P it looks a little dull!
the lights in the original look so out of place I really don't want to put them (http://loof.slackersoftware.com/new.jpg) (http://loof.slackersoftware.com/real.jpg) Title: Re: grosse! Post by: ConfusedUs on 2005-06-04, 04:01 my biggest problem is the sides of the pillars, where, say, the front touches the left. One side is stone. The other side is...grey.
It completely ruins the illusion that the pillar is made of rock. And the floor just looks weird. Title: Re: grosse! Post by: Lopson on 2005-06-04, 09:46 I think the floor is nice. But you really should do something about the pillars.
BTW put a pic from downstairs. |