Re: [Q3]Nucleus
Posted by KIIIA on
Sat Oct 23rd 2004 at 4:14pm
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So , here is my new WIP project.
criticism or comments?
Re: [Q3]Nucleus
Posted by Cassius on
Sat Oct 23rd 2004 at 4:32pm
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Dear KIIIA,
How is it possible to map as fast as you do?
Sincerely,
Cassius.
P.S. I like this new one, but the weird-ass metal beam thing in the last shot has got to go.
Re: [Q3]Nucleus
Posted by Spartan on
Sat Oct 23rd 2004 at 4:34pm
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Looks really nice. You used the term WIP though and I only hear people say that when they show off a model. I also thought this was a map for Unreal 2K4 when I first looked at the pics. So what game/mod is it for.
Edit: never mind its for Q3.
Re: [Q3]Nucleus
Posted by fraggard on
Sat Oct 23rd 2004 at 5:05pm
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I don't play Q3A much but a few things I can see visually
-Your lights don't match the rest of the architecture. They look too detailed TBH.
-What cassius said about that support thing
-Yellow jump pads don't match the Blue-and-Gray theme you have going on.
Considering that my Q3A knowledge is very limited, feel free to ignore :/
Re: [Q3]Nucleus
Posted by Campaignjunkie on
Sat Oct 23rd 2004 at 7:26pm
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I think you should make the lighting match the cartoony style - high
contrast or flat. And that realistic metal support thing has to go,
yes. Might want to make the black outlines a bit thicker to emphasize
it more - as it is, I have to kind of squint to see them.
Re: [Q3]Nucleus
Posted by Hugh on
Sat Oct 23rd 2004 at 8:12pm
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Yeah, definitely get rid of that metal thingy. The door in the 2nd pic I like, very nice.
Re: [Q3]Nucleus
Posted by Orpheus on
Sat Oct 23rd 2004 at 8:17pm
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from the angle of the shot, you cannot truly say the metal thingy must go, all you can truthfully say is it looks odd and might not belong..
personally, i don't like the blue lights.. it clashes with the attempted theme IMO..
course, i am gonna shut up now, before this map comes up missing too :heee:
Re: [Q3]Nucleus
Posted by Tracer Bullet on
Sun Oct 24th 2004 at 7:43am
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I agree that the metal strut has to go, but I rather like the yellow jump pads. I think the jarring clash between them and the rest of the map adds to the cartoony theme and additionaly makes them obveous so that players will not overlook them. Otherwise I agree with everyone else.
Re: [Q3]Nucleus
Posted by Gwil on
Sun Oct 24th 2004 at 1:03pm
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e-cel textures? they certainly look like it :smile:
definately, do something about the metal support - without pulling punches, it looks absolutely horrid and out of place.
the jump pads do look nice, but if i recally correctly wont they bounce
people up, and away from the pad rather than straight up - im not sure
if its a setting on the bounce pads, but it looks a little odd when
considering how the rest of the q3a jump pads are set up :smile:
Re: [Q3]Nucleus
Posted by Orpheus on
Thu Oct 28th 2004 at 6:38pm
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i just love, clean sharp edged textures.. they are a bitch to get right sometimes, but they look nice when you do..
nice screens
Re: [Q3]Nucleus
Posted by ReNo on
Thu Oct 28th 2004 at 8:00pm
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Loving that hanging blue enery thingy, looks uber cool :smile: Got a bit of
a texture misalignment on it though, but perhaps thats impossible to
avoid (I imagine it could be if animated). Very nice architecture all
round and the cel-shading is coming off much better than I had expected.
Re: [Q3]Nucleus
Posted by MisterBister on
Thu Oct 28th 2004 at 8:20pm
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Very unique. I have never seen anything like it. Really nice indeed.
Re: [Q3]Nucleus
Posted by G.Ballblue on
Thu Oct 28th 2004 at 8:49pm
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Hmmmm... the window in your second new screen looks like Q2 glass :wink:
Re: [Q3]Nucleus
Posted by KungFuSquirrel on
Sat Nov 13th 2004 at 6:36pm
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Looks sweet. :smile: Nice to see more Q3 stuff around here. Now if only Lep hadn't deleted that section :razz: hehe
Very nice architectural work all around. I'd love to see more curves, personally, but nothing wrong with what you've got so far :smile:
Re: [Q3]Nucleus
Posted by ReNo on
Sun Nov 14th 2004 at 12:57pm
Posted
2004-11-14 12:57pm
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Lovely - only complaint would be that the texture on that central pillar hasn't wrapped particularly well leaving an ugly seam. While you might not be able to do anything about that with the current pillar design, you could consider putting one or two thing metal supports up it at points, allowing you to hide the seam behind them.
Anyway, love the room design, love the lighting, and love the textures (though that floor texture is in danger of being overused in this area, perhaps put a different one on the lowest level floor?) :smile:
Re: [Q3]Nucleus
Posted by Cassius on
Sun Nov 28th 2004 at 7:38pm
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I don't think you're taking our thoughts about the realistic metal beam thing to heart...
Re: [Q3]Nucleus
Posted by BlisTer on
Sun Nov 28th 2004 at 7:47pm
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simply luv the last pic
though - and this has been said before - the connecting supports are too realistic compared to the overall cartoonstyle. still, great overall