[Q3]Nucleus

[Q3]Nucleus

Re: [Q3]Nucleus Posted by KIIIA on Sat Oct 23rd 2004 at 4:14pm
KIIIA
32 posts
Posted 2004-10-23 4:14pm
KIIIA
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32 posts 83 snarkmarks Registered: Jun 21st 2004
So , here is my new WIP project.

criticism or comments?
Re: [Q3]Nucleus Posted by Cassius on Sat Oct 23rd 2004 at 4:32pm
Cassius
1989 posts
Posted 2004-10-23 4:32pm
Cassius
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1989 posts 238 snarkmarks Registered: Aug 24th 2001
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
Spartan
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Posted 2004-10-23 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
fraggard
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Posted 2004-10-23 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
Campaignjunkie
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Posted 2004-10-23 7:26pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
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
Hugh
900 posts
Posted 2004-10-23 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
Orpheus
13860 posts
Posted 2004-10-23 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
Tracer Bullet
2271 posts
Posted 2004-10-24 7:43am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
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
Gwil
2864 posts
Posted 2004-10-24 1:03pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
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 KIIIA on Thu Oct 28th 2004 at 6:34pm
KIIIA
32 posts
Posted 2004-10-28 6:34pm
KIIIA
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Some new WIP stuff:

User posted image
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User posted image
Re: [Q3]Nucleus Posted by Orpheus on Thu Oct 28th 2004 at 6:38pm
Orpheus
13860 posts
Posted 2004-10-28 6:38pm
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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
ReNo
5457 posts
Posted 2004-10-28 8:00pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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
MisterBister
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Posted 2004-10-28 8:20pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
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
G.Ballblue
1511 posts
Posted 2004-10-28 8:49pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Hmmmm... the window in your second new screen looks like Q2 glass :wink:
Re: [Q3]Nucleus Posted by KIIIA on Sat Nov 13th 2004 at 6:19pm
KIIIA
32 posts
Posted 2004-11-13 6:19pm
KIIIA
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32 posts 83 snarkmarks Registered: Jun 21st 2004
Neue WIP Pics:

User posted image
-
User posted image
Re: [Q3]Nucleus Posted by KungFuSquirrel on Sat Nov 13th 2004 at 6:36pm
KungFuSquirrel
751 posts
Posted 2004-11-13 6:36pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
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 Cassius on Sun Nov 14th 2004 at 6:22am
Cassius
1989 posts
Posted 2004-11-14 6:22am
Cassius
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LOOKIN SHARP BUDDY BOY
Re: [Q3]Nucleus Posted by ReNo on Sun Nov 14th 2004 at 12:57pm
ReNo
5457 posts
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 KIIIA on Sun Nov 28th 2004 at 7:35pm
KIIIA
32 posts
Posted 2004-11-28 7:35pm
KIIIA
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Done a new unplaned room over the WE:

User posted image
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User posted image
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User posted image
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User posted image

C&C
Re: [Q3]Nucleus Posted by Cassius on Sun Nov 28th 2004 at 7:38pm
Cassius
1989 posts
Posted 2004-11-28 7:38pm
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1989 posts 238 snarkmarks Registered: Aug 24th 2001
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
BlisTer
801 posts
Posted 2004-11-28 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
Re: [Q3]Nucleus Posted by ReNo on Sun Nov 28th 2004 at 7:55pm
ReNo
5457 posts
Posted 2004-11-28 7:55pm
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I don't think you're taking our thoughts about the realistic metal beam thing to heart...
Seconded. I also feel that, in the last shot, having a flat concrete
surface sat on top of that cool central "core" thing is a bit of an
anticlimax. Would be better to have a glass floor letting you look
through or something perhaps. First shot has too much use of that floor
texture in my opinion too.
Re: [Q3]Nucleus Posted by KIIIA on Sun Nov 28th 2004 at 8:38pm
KIIIA
32 posts
Posted 2004-11-28 8:38pm
KIIIA
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32 posts 83 snarkmarks Registered: Jun 21st 2004
Seconded. I also feel that, in the last shot, having a flat concrete surface sat on top of that cool central "core" thing is a bit of an anticlimax. Would be better to have a glass floor letting you look through or something perhaps. First shot has too much use of that floor texture in my opinion too.
I thought of that the same way and believe me , i first tried exactly the things u mention above but they comepletely didn`t work out! The simple plane looked best!

About the grate, i worked on a texture to replace it but didnt succed. That doesn`t mean i stopped my efforts in that case but i simply have no idea how a replacement texture could look. But be sure , the final will not have that grate tex in it!
Re: [Q3]Nucleus Posted by Hornpipe2 on Tue Nov 30th 2004 at 7:17pm
Hornpipe2
636 posts
Posted 2004-11-30 7:17pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
I also feel that, in the last shot, having a flat concrete
surface sat on top of that cool central "core" thing is a bit of an
anticlimax. Would be better to have a glass floor letting you look
through or something perhaps.
That'd be sweet, it could cast blue volumetric light upwards or
something. Or maybe it could just electrocute you when you stand
on it, haha.

I quite like the bendy metal support thingies.
Re: [Q3]Nucleus Posted by KIIIA on Wed Dec 8th 2004 at 6:51pm
KIIIA
32 posts
Posted 2004-12-08 6:51pm
KIIIA
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32 posts 83 snarkmarks Registered: Jun 21st 2004
Map is released:

DL here: http://home.arcor.de/rozzo/q3_trueblue.pk3

Sry for that grate tex guys, but it stayed in ! I feel so rotten inside......... plz forgive me :smile: