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06-23-2013, 02:11 PM
(This post was last modified: 08-07-2013, 06:54 AM by Justin.)
This thread is about new map I am currently working on based on the Spatium. I decided to make a full remake of the map and therefore call it differently. therefore this thread is a split from the Spatium thread (thanks to Mr. Bougo)
- Item placement changes
- Visuals Im trying to improove: More simple textures, better color contrasts, more structural and architectural work.
- Style Look at the screenshots and tell me how it looks.
- Details - now not in the plain textures but actually real details.
- Structures - Reactors, pipes, funny light boxes, new jumppad models...I allready have 5 models I made in futuristic style.
- Lighting In previous version lighting was chaotic, sometimes too strong, too colorfull and fake looking. I will try to improove it in new version.
- Middle room shape - circular
The feedback I will gather has tremandous impact on how the map will look like, play like and feel like.
![[Image: distortion.jpg]](https://dl.dropboxusercontent.com/u/90490112/distortion.jpg) |x|
- Tell me what's your ideas for models?
- Whats do you think of style? How it should be how it can be?
- Optional features?
- any other ideas: Item placement, layout
Download Distortion-v3-r3.pk3
POST UPDATED
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I liked the previous layout, but this is looking pretty good too. Any test versions available?
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06-24-2013, 03:41 AM
(This post was last modified: 08-06-2013, 03:00 PM by Justin.)
Now yes, indeed. Look at the first post
Some progress shots:
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Really liking the new style. Nice curves in the last shot.
somewhere
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07-01-2013, 03:20 PM
(This post was last modified: 07-14-2013, 03:00 PM by Justin.)
Thanks Monad.
Progress isn't very fast. Although I don't want to get into performance issues.
Lots of patch and model work need to be done. Tell my people what do you think of the style.
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Love the lighting!
Downloading now
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07-02-2013, 10:24 PM
(This post was last modified: 07-02-2013, 10:25 PM by Smilecythe.)
If it's so much different than the previous version you should go ahead and have another title for it. Because I and arguably quite many of others liked the previous one. It should not be scrapped or left in the dark/world of confusion imo.
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I got a item placemente suggestion.
To make the map feel less symetrical, maybe do like this: One team have nex and MH on their side of the map, the other team have rl and MA on their side.
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Quakers hate non-mirrored maps, never forget about that
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07-15-2013, 08:52 AM
(This post was last modified: 07-15-2013, 08:52 AM by Justin.)
Both sides will have thier rocketlaunchers and nex guns and meg will be in the middle I think.
Shot of electro and 50 armor room (perimeter - link between base and middle)
BTW: This column will be cut from the bottom and there will be less pipes on the floor cause they were standing in the way to much.
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07-17-2013, 07:07 PM
(This post was last modified: 07-17-2013, 07:08 PM by Justin.)
Thank you.
I am finishing the 50 armor electro room. Adding some pipes,
light effects,
moving columns out of the way,
clipping and
generally all the stuff that must be dealt with.
I think I know what the style differences and options I will apply to my project. I am still opened to suggestions.
![[Image: modeling.jpg]](https://dl.dropboxusercontent.com/u/90490112/modeling.jpg)
This pipes are on the red side (red lights indicate that).
It's very late (2 am) and I am having bursts of creativity (god damn it, I can feel like 70 % of the map is done). Couldn't not take it without pepsi.
Edit: You will see that some of the vaults are based on the Hagia Sophia, but modified into alien-like futuristic style.
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Quote:It's very late (2 am) and I am having bursts of creativity (god damn it, I can feel like 70 % of the map is done). Couldn't not take it without pepsi.
Best. Line. Ever.
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(07-17-2013, 07:07 PM)Justin Wrote: Edit: You will see that some of the vaults are based on the Hagia Sophia, but modified into alien-like futuristic style.
That is really cool, and you should probably further explore this idea!
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07-21-2013, 04:31 PM
(This post was last modified: 08-03-2013, 10:26 AM by Justin.)
Glad you like the idea. Ok, I finally got the genral layout. It will probably be changed though:
Thank you all for your patience and support.
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looking damn good really.
I just hope you will avoid the problem that occured with early releases of imprisoned, where everything was soo grey and grey only
<Halogene> ok "n1" means "nice one"
<Halogene> "gl" means "good luck"
<Halogene> "fu" means "wow that was wickedly nice that frag"
Frogg on Instagram
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Hope you can provide something to jump around soon!
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07-22-2013, 01:53 PM
(This post was last modified: 08-03-2013, 10:26 AM by Justin.)
I am having middle working, ballistic provides tips and help and finally most of the connections wer done.
It's white only now, Kuniu not grey, so no problem
![[Image: distortion_middle.png]](https://dl.dropboxusercontent.com/u/90490112/distortion_middle.png)
Sorry for this screenshot, Just couldn't resist to change it in photoshop. It shows the middle and lots of domes and Hagia Sophia's
When it comes to texturing: I use high contrasts: Black vs yellow, black and grey vs white and some greens in small areas.
Generally middle has 3 ways leading to the 50 armor room and one way leading directely to the base.
What you see here is still grey for most of these textures serve as placeholders.
I am also not sure about that thin middle bridge... Mabye making one, big platform instead? What to put in the middle? Mega armor, Health or quad?
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07-22-2013, 04:43 PM
Jesus man! Give us a chance, all right? This is just crazy...
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Justin, at the moment I have nothing else to say than this reaches awesomeness-level 10 of 10!! Remember when you began mapping? And now you come up with something like this? AWESOME!!
Though of course, I will give you some constructive feedback when you release a playble version for sure!
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Looks awesome!
#deathmatchers @ irc.quakenet.org
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08-03-2013, 10:25 AM
(This post was last modified: 08-03-2013, 01:49 PM by Justin.)
Sorry for delay, guys. I had unexpected vacations but Im back now and I have beta version!
Soundtrack by ARCHER! great thanks to him. Just listen his epic tune: 'Erebus' (turn music on in audio if you have it off)
Thanks, Kojn for kind words
PS: The bug: Skybox is not displayed. That will be fixed when I figure out how.
I had to resign from distorting glass in the domes, it was making fps around 30-40 lower. First post updated as well!
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Can't wait to hop around in this map, nice one Justin, and thanks for using my tune
I'll leave you some feedback once I played around a bit!
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The reason why the sky is black is simply because of your shader. You should specify a name for the sky textures and also include the images if they aren´t part of the original game. ![Wink Wink](https://forums.xonotic.org/images/smilies/wink.png) Contact me on IRC if you need help.
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08-03-2013, 01:51 PM
(This post was last modified: 08-06-2013, 12:26 PM by Justin.)
Every feedback will be appreciated and highly recomended
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