darkest_day
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Re: darkest_day
Posted by ding on Thu Sep 30th at 2:28pm 2004


Here are the first impressions of my latest map project. My aim to create a power plant inside a vulcano, using the heat of lava to produce steam which runs the big turbines. Future style (year 2300 or whatever...)

Here are the first 4 screenshots:

http://www.bs-army.com/members/ding/maps/darkestday/darkest_day1.jpg
http://www.bs-army.com/members/ding/maps/darkestday/darkest_day2.jpg
http://www.bs-army.com/members/ding/maps/darkestday/darkest_day3.jpg
http://www.bs-army.com/members/ding/maps/darkestday/darkest_day4.jpg

On screenshot #4 I am using panel-walls to boost up the detail. There will be many walls / rooms in this map which are using this feature. (Not only those steel panels...)

[addsig]




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Re: darkest_day
Posted by fishy on Thu Sep 30th at 2:41pm 2004


nice, even if the pics look a bit dark for me atm. but i'm guessing that's got more to do with me being in a bright room, and the small linked pics having a big white background.

this map looks like an ideal candidate for some of that pixel shading light effect malarky.





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Re: darkest_day
Posted by OtZman on Thu Sep 30th at 3:03pm 2004


Looks very nice

and I like the map name

edit:

Is it a HL map or a NS map? Looks like a NS map, and the topic description says "ns_darkestday maybe..." but the map has the HL icon.. very cryptic [addsig]




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Re: darkest_day
Posted by BlisTer on Thu Sep 30th at 3:41pm 2004


i'm a fan, real nice work

im actually working on a similar style map..not with a vulcano though... and seems we're both a fan of similar textures like that floor





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Re: darkest_day
Posted by ReNo on Thu Sep 30th at 3:55pm 2004


Its volcano by the way, for future use

Very nice looking but almost painfully dark, it really doesn't seem particularly playable to me. NS maps might work when dark though, I dunno.
[addsig]




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Re: darkest_day
Posted by ding on Thu Sep 30th at 4:09pm 2004


Okay, thanks Reno

Well I almost finished "Lava-Pit A" now using this panel stuff.

Take a look:

[addsig]




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Re: darkest_day
Posted by G.Ballblue on Thu Sep 30th at 5:04pm 2004


Personally, I think all the light and architecture is great. Looks like a very colorful version of Doom3. [addsig]



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Re: darkest_day
Posted by Hugh on Thu Sep 30th at 6:13pm 2004


Lighting's great and the architecture's got some class, though I still detect some boxiness.



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Re: darkest_day
Posted by ReNo on Thu Sep 30th at 6:21pm 2004


The first of the new screenshots looks a lot less impressive than the earlier ones, particularly due to the poor rockwork.
[addsig]




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Re: darkest_day
Posted by ding on Thu Sep 30th at 10:31pm 2004


Yeah, I have to work on that rocks.

But there are 2 new screenshots of some holo displays I'd created:

[addsig]



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Re: darkest_day
Posted by Kage_Prototype on Thu Sep 30th at 10:43pm 2004


Someone's been playing Doom 3 too much.

It looks great, but it's just too dark for a HLDM map. if it was SP, it would be fine.
[addsig]




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Re: darkest_day
Posted by ding on Thu Sep 30th at 10:56pm 2004


I never played Doom3 yet.

But I had seens some screenshos of it.

[addsig]




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Re: darkest_day
Posted by G.Ballblue on Thu Sep 30th at 11:38pm 2004


I like the dark effect. It's unique. I still think it might be the best hldm map I've seen so far -- work on those rocks and you're all set. [addsig]



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Re: darkest_day
Posted by ding on Fri Oct 1st at 8:46am 2004


Lava-Pit "A" -> Updated rockwork and textures. (Rocks are looking now more like cold magma down there)

[addsig]




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Re: darkest_day
Posted by BlisTer on Fri Oct 1st at 11:59am 2004


? posted by G.Ballblue
I like the dark effect. It's unique. I still think it might be the best hldm map I've seen so far -- work on those rocks and you're all set.

it's not unique, but its true that there are just not many futuristic-atmospheric-sp-hl-mod maps out there.





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Re: darkest_day
Posted by Spartan on Sun Oct 3rd at 5:48am 2004


Very nice. It looks like you are pushing the engine way far though. I would put that much detail in my NS maps but I am afraid I might make it toooooo detailed to the point that it will begin to lag.



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Re: darkest_day
Posted by Cassius on Sun Oct 3rd at 6:19am 2004


Ding, baby, you know I love you, but you can't just go around making every individual block in a wall into a brush.



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Re: darkest_day
Posted by Crono on Sun Oct 3rd at 6:36am 2004


I was going to say ... maybe you should consider making this for a different game engine, so that there are less limits put on you by the engine, because as beautiful as this map looks, I doubt most people can run it unless you've done some amazing texture work and my eyes are being fooled. [addsig]



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Re: darkest_day
Posted by Crono on Mon Sep 27th at 9:45pm 2004


Looks cool overall. <br> <br>The architecture is pretty nice. The textures/texturing is alright. <br>But that lighting needs tremendous amounts of work. <br> <br>Its really dull looking because of the lighting. I'd suggest harsher shadows and such (look through some rad options). <br>Some other small, low lit, light sources would be good as well. <br> <br>Other then that. .. keep going. You seem to be making something cool (theme wise. I hope it'll be more then just cooridors)



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Re: darkest_day
Posted by Jezpuh on Tue Sep 28th at 12:31pm 2004


Are those ns textures? If I recall correctly you're not allowed to use them in other mods.




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