NGX@Posted: Wed Dec 06, 2006 8:14 pm :
I've just finished one room, and working on the second.. but it's taken me about 4 weeks.

I wanted to create something unique. I'm still a beginner to 3D design, so my work is rather simplistic in design, for now.

Tell me what you think, and be as brutal as you wish to be.

Image
Image



elusive@Posted: Wed Dec 06, 2006 8:41 pm :
You're well on your way!
Good brushwork and a good choose of textures!
Just add a little bit more detail to that scene and improve the lighting.
For example the area around the light at the door should be brighter than the rest. Think of a light cone that is starting from each light source.
I don't know how far you have figured out how the light editor works but
try to work with the light centre in the light editor.

So far from my side :)



BNA!@Posted: Wed Dec 06, 2006 9:17 pm :
I think it's a good start.

You seem to have a good feeling for texturing.

Don't mind the typical beginner mistakes like too much colored lighting and the box map layout.

It's natural to start this exact way, but you're already one step ahead by using textures in a consistent and appropriately scaled manner.

I'd say - keep this as is and head right into your next map!

Don't try to build a full map, don't feel pressed to release something!
Build rooms, try out various concepts and then a full map will form in your head and bang - 6 weeks later you're there with a decent product!



NGX@Posted: Wed Dec 06, 2006 9:32 pm :
Thanks for the tips.

I've started on several unfinished maps so far, 10 maps or something... I personally am quite satisfied with this theme, so I wish to finish it, eventually. Along the way, when it's built up some more, I'll try to learn scripting and such.. AI control, elevators, teleporting, and so on.

I have no idea what type of extra detail I could put in, though, elusive. It does look rather empty, compared to standard Doom3 maps... I just haven't found anything appropiate in the Model menu, just yet...



Jack Rammsdell@Posted: Wed Dec 06, 2006 9:59 pm :
The texturing is excellent, the floor grate texture seems to be streched a little and the wall oh the left of the first picture could be rounded off.



NGX@Posted: Fri Dec 15, 2006 2:52 pm :
I know it's generally frowned upon with too much coloured lighting... but I proceeded with a slightly different theme, and winded up with this after quickly adjusting the lighting properties:

Image

Image

Image

I think I'm gonna stick to this concept, but obviously adjust the lighting and optimize it for better visuals. The third shot shows best what I have in mind. The other 2 are pretty dark, that's to highlight the green lighting on the sides, for a nice contrast.. but I'll have to work around that and find the optimal balance.

Please share your thoughts again, and just keep in mind this is an early concept. Thanks again.

Also.. I'm almost certain everyone will hate it, so just lay it out here. Maybe I'm in a delusioned newbie state of mind with the lighting, still :P



bladeghost@Posted: Fri Dec 15, 2006 5:20 pm :
Consider the additon of particle emitters as well, something to think about..



Kathaarsis@Posted: Fri Dec 15, 2006 5:32 pm :
Indeed, smoke or fog in halls always adds a nice touch. The last screenshot you posted is a little awkward, it seems. I don't know if you meant to make the map that big or not, but it looks really good in my opinion.



NGX@Posted: Fri Dec 15, 2006 5:36 pm :
I did a quick search for "particle emitter" but didn't find anything. I'll look in the Tutorial sections a bit more thouroughly later, in the meantime, if you have a link at hand, please help me out.



Bo$bevok@Posted: Fri Dec 15, 2006 5:41 pm :
try searching for "func_emitter" instead ;)

You should also look at the part about particles on here :

http://www.doom3world.org/phpbb2/viewtopic.php?t=5620&highlight=funcemitter



NGX@Posted: Fri Dec 15, 2006 8:05 pm :
Thanks, bro'. Maybe some coffee will remedy the alcohol, and let me try it out already tonight :wink:

I must've missed this tutorial, it looks really great. Thanks again.



vinnie_jones@Posted: Fri Dec 15, 2006 8:12 pm :
looks really nice, im looking forward already to fight some Imps in those maps :)



NGX@Posted: Wed Dec 06, 2006 9:14 pm :
I've just finished one room, and working on the second.. but it's taken me about 4 weeks.

I wanted to create something unique. I'm still a beginner to 3D design, so my work is rather simplistic in design, for now.

Tell me what you think, and be as brutal as you wish to be.

Image
Image



elusive@Posted: Wed Dec 06, 2006 9:41 pm :
You're well on your way!
Good brushwork and a good choose of textures!
Just add a little bit more detail to that scene and improve the lighting.
For example the area around the light at the door should be brighter than the rest. Think of a light cone that is starting from each light source.
I don't know how far you have figured out how the light editor works but
try to work with the light centre in the light editor.

So far from my side :)



BNA!@Posted: Wed Dec 06, 2006 10:17 pm :
I think it's a good start.

You seem to have a good feeling for texturing.

Don't mind the typical beginner mistakes like too much colored lighting and the box map layout.

It's natural to start this exact way, but you're already one step ahead by using textures in a consistent and appropriately scaled manner.

I'd say - keep this as is and head right into your next map!

Don't try to build a full map, don't feel pressed to release something!
Build rooms, try out various concepts and then a full map will form in your head and bang - 6 weeks later you're there with a decent product!



NGX@Posted: Wed Dec 06, 2006 10:32 pm :
Thanks for the tips.

I've started on several unfinished maps so far, 10 maps or something... I personally am quite satisfied with this theme, so I wish to finish it, eventually. Along the way, when it's built up some more, I'll try to learn scripting and such.. AI control, elevators, teleporting, and so on.

I have no idea what type of extra detail I could put in, though, elusive. It does look rather empty, compared to standard Doom3 maps... I just haven't found anything appropiate in the Model menu, just yet...



Jack Rammsdell@Posted: Wed Dec 06, 2006 10:59 pm :
The texturing is excellent, the floor grate texture seems to be streched a little and the wall oh the left of the first picture could be rounded off.



NGX@Posted: Fri Dec 15, 2006 3:52 pm :
I know it's generally frowned upon with too much coloured lighting... but I proceeded with a slightly different theme, and winded up with this after quickly adjusting the lighting properties:

Image

Image

Image

I think I'm gonna stick to this concept, but obviously adjust the lighting and optimize it for better visuals. The third shot shows best what I have in mind. The other 2 are pretty dark, that's to highlight the green lighting on the sides, for a nice contrast.. but I'll have to work around that and find the optimal balance.

Please share your thoughts again, and just keep in mind this is an early concept. Thanks again.

Also.. I'm almost certain everyone will hate it, so just lay it out here. Maybe I'm in a delusioned newbie state of mind with the lighting, still :P



bladeghost@Posted: Fri Dec 15, 2006 6:20 pm :
Consider the additon of particle emitters as well, something to think about..



Kathaarsis@Posted: Fri Dec 15, 2006 6:32 pm :
Indeed, smoke or fog in halls always adds a nice touch. The last screenshot you posted is a little awkward, it seems. I don't know if you meant to make the map that big or not, but it looks really good in my opinion.



NGX@Posted: Fri Dec 15, 2006 6:36 pm :
I did a quick search for "particle emitter" but didn't find anything. I'll look in the Tutorial sections a bit more thouroughly later, in the meantime, if you have a link at hand, please help me out.



Bo$bevok@Posted: Fri Dec 15, 2006 6:41 pm :
try searching for "func_emitter" instead ;)

You should also look at the part about particles on here :

http://www.doom3world.org/phpbb2/viewtopic.php?t=5620&highlight=funcemitter



NGX@Posted: Fri Dec 15, 2006 9:05 pm :
Thanks, bro'. Maybe some coffee will remedy the alcohol, and let me try it out already tonight :wink:

I must've missed this tutorial, it looks really great. Thanks again.



vinnie_jones@Posted: Fri Dec 15, 2006 9:12 pm :
looks really nice, im looking forward already to fight some Imps in those maps :)



NGX@Posted: Wed Dec 06, 2006 9:14 pm :
I've just finished one room, and working on the second.. but it's taken me about 4 weeks.

I wanted to create something unique. I'm still a beginner to 3D design, so my work is rather simplistic in design, for now.

Tell me what you think, and be as brutal as you wish to be.

Image
Image



elusive@Posted: Wed Dec 06, 2006 9:41 pm :
You're well on your way!
Good brushwork and a good choose of textures!
Just add a little bit more detail to that scene and improve the lighting.
For example the area around the light at the door should be brighter than the rest. Think of a light cone that is starting from each light source.
I don't know how far you have figured out how the light editor works but
try to work with the light centre in the light editor.

So far from my side :)



BNA!@Posted: Wed Dec 06, 2006 10:17 pm :
I think it's a good start.

You seem to have a good feeling for texturing.

Don't mind the typical beginner mistakes like too much colored lighting and the box map layout.

It's natural to start this exact way, but you're already one step ahead by using textures in a consistent and appropriately scaled manner.

I'd say - keep this as is and head right into your next map!

Don't try to build a full map, don't feel pressed to release something!
Build rooms, try out various concepts and then a full map will form in your head and bang - 6 weeks later you're there with a decent product!



NGX@Posted: Wed Dec 06, 2006 10:32 pm :
Thanks for the tips.

I've started on several unfinished maps so far, 10 maps or something... I personally am quite satisfied with this theme, so I wish to finish it, eventually. Along the way, when it's built up some more, I'll try to learn scripting and such.. AI control, elevators, teleporting, and so on.

I have no idea what type of extra detail I could put in, though, elusive. It does look rather empty, compared to standard Doom3 maps... I just haven't found anything appropiate in the Model menu, just yet...



Jack Rammsdell@Posted: Wed Dec 06, 2006 10:59 pm :
The texturing is excellent, the floor grate texture seems to be streched a little and the wall oh the left of the first picture could be rounded off.



NGX@Posted: Fri Dec 15, 2006 3:52 pm :
I know it's generally frowned upon with too much coloured lighting... but I proceeded with a slightly different theme, and winded up with this after quickly adjusting the lighting properties:

Image

Image

Image

I think I'm gonna stick to this concept, but obviously adjust the lighting and optimize it for better visuals. The third shot shows best what I have in mind. The other 2 are pretty dark, that's to highlight the green lighting on the sides, for a nice contrast.. but I'll have to work around that and find the optimal balance.

Please share your thoughts again, and just keep in mind this is an early concept. Thanks again.

Also.. I'm almost certain everyone will hate it, so just lay it out here. Maybe I'm in a delusioned newbie state of mind with the lighting, still :P



bladeghost@Posted: Fri Dec 15, 2006 6:20 pm :
Consider the additon of particle emitters as well, something to think about..



Kathaarsis@Posted: Fri Dec 15, 2006 6:32 pm :
Indeed, smoke or fog in halls always adds a nice touch. The last screenshot you posted is a little awkward, it seems. I don't know if you meant to make the map that big or not, but it looks really good in my opinion.



NGX@Posted: Fri Dec 15, 2006 6:36 pm :
I did a quick search for "particle emitter" but didn't find anything. I'll look in the Tutorial sections a bit more thouroughly later, in the meantime, if you have a link at hand, please help me out.



Bo$bevok@Posted: Fri Dec 15, 2006 6:41 pm :
try searching for "func_emitter" instead ;)

You should also look at the part about particles on here :

http://www.doom3world.org/phpbb2/viewtopic.php?t=5620&highlight=funcemitter



NGX@Posted: Fri Dec 15, 2006 9:05 pm :
Thanks, bro'. Maybe some coffee will remedy the alcohol, and let me try it out already tonight :wink:

I must've missed this tutorial, it looks really great. Thanks again.



vinnie_jones@Posted: Fri Dec 15, 2006 9:12 pm :
looks really nice, im looking forward already to fight some Imps in those maps :)



NGX@Posted: Wed Dec 06, 2006 8:14 pm :
I've just finished one room, and working on the second.. but it's taken me about 4 weeks.

I wanted to create something unique. I'm still a beginner to 3D design, so my work is rather simplistic in design, for now.

Tell me what you think, and be as brutal as you wish to be.

Image
Image



elusive@Posted: Wed Dec 06, 2006 8:41 pm :
You're well on your way!
Good brushwork and a good choose of textures!
Just add a little bit more detail to that scene and improve the lighting.
For example the area around the light at the door should be brighter than the rest. Think of a light cone that is starting from each light source.
I don't know how far you have figured out how the light editor works but
try to work with the light centre in the light editor.

So far from my side :)



BNA!@Posted: Wed Dec 06, 2006 9:17 pm :
I think it's a good start.

You seem to have a good feeling for texturing.

Don't mind the typical beginner mistakes like too much colored lighting and the box map layout.

It's natural to start this exact way, but you're already one step ahead by using textures in a consistent and appropriately scaled manner.

I'd say - keep this as is and head right into your next map!

Don't try to build a full map, don't feel pressed to release something!
Build rooms, try out various concepts and then a full map will form in your head and bang - 6 weeks later you're there with a decent product!



NGX@Posted: Wed Dec 06, 2006 9:32 pm :
Thanks for the tips.

I've started on several unfinished maps so far, 10 maps or something... I personally am quite satisfied with this theme, so I wish to finish it, eventually. Along the way, when it's built up some more, I'll try to learn scripting and such.. AI control, elevators, teleporting, and so on.

I have no idea what type of extra detail I could put in, though, elusive. It does look rather empty, compared to standard Doom3 maps... I just haven't found anything appropiate in the Model menu, just yet...



Jack Rammsdell@Posted: Wed Dec 06, 2006 9:59 pm :
The texturing is excellent, the floor grate texture seems to be streched a little and the wall oh the left of the first picture could be rounded off.



NGX@Posted: Fri Dec 15, 2006 2:52 pm :
I know it's generally frowned upon with too much coloured lighting... but I proceeded with a slightly different theme, and winded up with this after quickly adjusting the lighting properties:

Image

Image

Image

I think I'm gonna stick to this concept, but obviously adjust the lighting and optimize it for better visuals. The third shot shows best what I have in mind. The other 2 are pretty dark, that's to highlight the green lighting on the sides, for a nice contrast.. but I'll have to work around that and find the optimal balance.

Please share your thoughts again, and just keep in mind this is an early concept. Thanks again.

Also.. I'm almost certain everyone will hate it, so just lay it out here. Maybe I'm in a delusioned newbie state of mind with the lighting, still :P



bladeghost@Posted: Fri Dec 15, 2006 5:20 pm :
Consider the additon of particle emitters as well, something to think about..



Kathaarsis@Posted: Fri Dec 15, 2006 5:32 pm :
Indeed, smoke or fog in halls always adds a nice touch. The last screenshot you posted is a little awkward, it seems. I don't know if you meant to make the map that big or not, but it looks really good in my opinion.



NGX@Posted: Fri Dec 15, 2006 5:36 pm :
I did a quick search for "particle emitter" but didn't find anything. I'll look in the Tutorial sections a bit more thouroughly later, in the meantime, if you have a link at hand, please help me out.



Bo$bevok@Posted: Fri Dec 15, 2006 5:41 pm :
try searching for "func_emitter" instead ;)

You should also look at the part about particles on here :

http://www.doom3world.org/phpbb2/viewtopic.php?t=5620&highlight=funcemitter



NGX@Posted: Fri Dec 15, 2006 8:05 pm :
Thanks, bro'. Maybe some coffee will remedy the alcohol, and let me try it out already tonight :wink:

I must've missed this tutorial, it looks really great. Thanks again.



vinnie_jones@Posted: Fri Dec 15, 2006 8:12 pm :
looks really nice, im looking forward already to fight some Imps in those maps :)



NGX@Posted: Wed Dec 06, 2006 8:14 pm :
I've just finished one room, and working on the second.. but it's taken me about 4 weeks.

I wanted to create something unique. I'm still a beginner to 3D design, so my work is rather simplistic in design, for now.

Tell me what you think, and be as brutal as you wish to be.

Image
Image



elusive@Posted: Wed Dec 06, 2006 8:41 pm :
You're well on your way!
Good brushwork and a good choose of textures!
Just add a little bit more detail to that scene and improve the lighting.
For example the area around the light at the door should be brighter than the rest. Think of a light cone that is starting from each light source.
I don't know how far you have figured out how the light editor works but
try to work with the light centre in the light editor.

So far from my side :)



BNA!@Posted: Wed Dec 06, 2006 9:17 pm :
I think it's a good start.

You seem to have a good feeling for texturing.

Don't mind the typical beginner mistakes like too much colored lighting and the box map layout.

It's natural to start this exact way, but you're already one step ahead by using textures in a consistent and appropriately scaled manner.

I'd say - keep this as is and head right into your next map!

Don't try to build a full map, don't feel pressed to release something!
Build rooms, try out various concepts and then a full map will form in your head and bang - 6 weeks later you're there with a decent product!



NGX@Posted: Wed Dec 06, 2006 9:32 pm :
Thanks for the tips.

I've started on several unfinished maps so far, 10 maps or something... I personally am quite satisfied with this theme, so I wish to finish it, eventually. Along the way, when it's built up some more, I'll try to learn scripting and such.. AI control, elevators, teleporting, and so on.

I have no idea what type of extra detail I could put in, though, elusive. It does look rather empty, compared to standard Doom3 maps... I just haven't found anything appropiate in the Model menu, just yet...



Jack Rammsdell@Posted: Wed Dec 06, 2006 9:59 pm :
The texturing is excellent, the floor grate texture seems to be streched a little and the wall oh the left of the first picture could be rounded off.



NGX@Posted: Fri Dec 15, 2006 2:52 pm :
I know it's generally frowned upon with too much coloured lighting... but I proceeded with a slightly different theme, and winded up with this after quickly adjusting the lighting properties:

Image

Image

Image

I think I'm gonna stick to this concept, but obviously adjust the lighting and optimize it for better visuals. The third shot shows best what I have in mind. The other 2 are pretty dark, that's to highlight the green lighting on the sides, for a nice contrast.. but I'll have to work around that and find the optimal balance.

Please share your thoughts again, and just keep in mind this is an early concept. Thanks again.

Also.. I'm almost certain everyone will hate it, so just lay it out here. Maybe I'm in a delusioned newbie state of mind with the lighting, still :P



bladeghost@Posted: Fri Dec 15, 2006 5:20 pm :
Consider the additon of particle emitters as well, something to think about..



Kathaarsis@Posted: Fri Dec 15, 2006 5:32 pm :
Indeed, smoke or fog in halls always adds a nice touch. The last screenshot you posted is a little awkward, it seems. I don't know if you meant to make the map that big or not, but it looks really good in my opinion.



NGX@Posted: Fri Dec 15, 2006 5:36 pm :
I did a quick search for "particle emitter" but didn't find anything. I'll look in the Tutorial sections a bit more thouroughly later, in the meantime, if you have a link at hand, please help me out.



Bo$bevok@Posted: Fri Dec 15, 2006 5:41 pm :
try searching for "func_emitter" instead ;)

You should also look at the part about particles on here :

http://www.doom3world.org/phpbb2/viewtopic.php?t=5620&highlight=funcemitter



NGX@Posted: Fri Dec 15, 2006 8:05 pm :
Thanks, bro'. Maybe some coffee will remedy the alcohol, and let me try it out already tonight :wink:

I must've missed this tutorial, it looks really great. Thanks again.



vinnie_jones@Posted: Fri Dec 15, 2006 8:12 pm :
looks really nice, im looking forward already to fight some Imps in those maps :)



NGX@Posted: Wed Dec 06, 2006 8:14 pm :
I've just finished one room, and working on the second.. but it's taken me about 4 weeks.

I wanted to create something unique. I'm still a beginner to 3D design, so my work is rather simplistic in design, for now.

Tell me what you think, and be as brutal as you wish to be.

Image
Image



elusive@Posted: Wed Dec 06, 2006 8:41 pm :
You're well on your way!
Good brushwork and a good choose of textures!
Just add a little bit more detail to that scene and improve the lighting.
For example the area around the light at the door should be brighter than the rest. Think of a light cone that is starting from each light source.
I don't know how far you have figured out how the light editor works but
try to work with the light centre in the light editor.

So far from my side :)



BNA!@Posted: Wed Dec 06, 2006 9:17 pm :
I think it's a good start.

You seem to have a good feeling for texturing.

Don't mind the typical beginner mistakes like too much colored lighting and the box map layout.

It's natural to start this exact way, but you're already one step ahead by using textures in a consistent and appropriately scaled manner.

I'd say - keep this as is and head right into your next map!

Don't try to build a full map, don't feel pressed to release something!
Build rooms, try out various concepts and then a full map will form in your head and bang - 6 weeks later you're there with a decent product!



NGX@Posted: Wed Dec 06, 2006 9:32 pm :
Thanks for the tips.

I've started on several unfinished maps so far, 10 maps or something... I personally am quite satisfied with this theme, so I wish to finish it, eventually. Along the way, when it's built up some more, I'll try to learn scripting and such.. AI control, elevators, teleporting, and so on.

I have no idea what type of extra detail I could put in, though, elusive. It does look rather empty, compared to standard Doom3 maps... I just haven't found anything appropiate in the Model menu, just yet...



Jack Rammsdell@Posted: Wed Dec 06, 2006 9:59 pm :
The texturing is excellent, the floor grate texture seems to be streched a little and the wall oh the left of the first picture could be rounded off.



NGX@Posted: Fri Dec 15, 2006 2:52 pm :
I know it's generally frowned upon with too much coloured lighting... but I proceeded with a slightly different theme, and winded up with this after quickly adjusting the lighting properties:

Image

Image

Image

I think I'm gonna stick to this concept, but obviously adjust the lighting and optimize it for better visuals. The third shot shows best what I have in mind. The other 2 are pretty dark, that's to highlight the green lighting on the sides, for a nice contrast.. but I'll have to work around that and find the optimal balance.

Please share your thoughts again, and just keep in mind this is an early concept. Thanks again.

Also.. I'm almost certain everyone will hate it, so just lay it out here. Maybe I'm in a delusioned newbie state of mind with the lighting, still :P



bladeghost@Posted: Fri Dec 15, 2006 5:20 pm :
Consider the additon of particle emitters as well, something to think about..



Kathaarsis@Posted: Fri Dec 15, 2006 5:32 pm :
Indeed, smoke or fog in halls always adds a nice touch. The last screenshot you posted is a little awkward, it seems. I don't know if you meant to make the map that big or not, but it looks really good in my opinion.



NGX@Posted: Fri Dec 15, 2006 5:36 pm :
I did a quick search for "particle emitter" but didn't find anything. I'll look in the Tutorial sections a bit more thouroughly later, in the meantime, if you have a link at hand, please help me out.



Bo$bevok@Posted: Fri Dec 15, 2006 5:41 pm :
try searching for "func_emitter" instead ;)

You should also look at the part about particles on here :

http://www.doom3world.org/phpbb2/viewtopic.php?t=5620&highlight=funcemitter



NGX@Posted: Fri Dec 15, 2006 8:05 pm :
Thanks, bro'. Maybe some coffee will remedy the alcohol, and let me try it out already tonight :wink:

I must've missed this tutorial, it looks really great. Thanks again.



vinnie_jones@Posted: Fri Dec 15, 2006 8:12 pm :
looks really nice, im looking forward already to fight some Imps in those maps :)



NGX@Posted: Wed Dec 06, 2006 8:14 pm :
I've just finished one room, and working on the second.. but it's taken me about 4 weeks.

I wanted to create something unique. I'm still a beginner to 3D design, so my work is rather simplistic in design, for now.

Tell me what you think, and be as brutal as you wish to be.

Image
Image



elusive@Posted: Wed Dec 06, 2006 8:41 pm :
You're well on your way!
Good brushwork and a good choose of textures!
Just add a little bit more detail to that scene and improve the lighting.
For example the area around the light at the door should be brighter than the rest. Think of a light cone that is starting from each light source.
I don't know how far you have figured out how the light editor works but
try to work with the light centre in the light editor.

So far from my side :)



BNA!@Posted: Wed Dec 06, 2006 9:17 pm :
I think it's a good start.

You seem to have a good feeling for texturing.

Don't mind the typical beginner mistakes like too much colored lighting and the box map layout.

It's natural to start this exact way, but you're already one step ahead by using textures in a consistent and appropriately scaled manner.

I'd say - keep this as is and head right into your next map!

Don't try to build a full map, don't feel pressed to release something!
Build rooms, try out various concepts and then a full map will form in your head and bang - 6 weeks later you're there with a decent product!



NGX@Posted: Wed Dec 06, 2006 9:32 pm :
Thanks for the tips.

I've started on several unfinished maps so far, 10 maps or something... I personally am quite satisfied with this theme, so I wish to finish it, eventually. Along the way, when it's built up some more, I'll try to learn scripting and such.. AI control, elevators, teleporting, and so on.

I have no idea what type of extra detail I could put in, though, elusive. It does look rather empty, compared to standard Doom3 maps... I just haven't found anything appropiate in the Model menu, just yet...



Jack Rammsdell@Posted: Wed Dec 06, 2006 9:59 pm :
The texturing is excellent, the floor grate texture seems to be streched a little and the wall oh the left of the first picture could be rounded off.



NGX@Posted: Fri Dec 15, 2006 2:52 pm :
I know it's generally frowned upon with too much coloured lighting... but I proceeded with a slightly different theme, and winded up with this after quickly adjusting the lighting properties:

Image

Image

Image

I think I'm gonna stick to this concept, but obviously adjust the lighting and optimize it for better visuals. The third shot shows best what I have in mind. The other 2 are pretty dark, that's to highlight the green lighting on the sides, for a nice contrast.. but I'll have to work around that and find the optimal balance.

Please share your thoughts again, and just keep in mind this is an early concept. Thanks again.

Also.. I'm almost certain everyone will hate it, so just lay it out here. Maybe I'm in a delusioned newbie state of mind with the lighting, still :P



bladeghost@Posted: Fri Dec 15, 2006 5:20 pm :
Consider the additon of particle emitters as well, something to think about..



Kathaarsis@Posted: Fri Dec 15, 2006 5:32 pm :
Indeed, smoke or fog in halls always adds a nice touch. The last screenshot you posted is a little awkward, it seems. I don't know if you meant to make the map that big or not, but it looks really good in my opinion.



NGX@Posted: Fri Dec 15, 2006 5:36 pm :
I did a quick search for "particle emitter" but didn't find anything. I'll look in the Tutorial sections a bit more thouroughly later, in the meantime, if you have a link at hand, please help me out.



Bo$bevok@Posted: Fri Dec 15, 2006 5:41 pm :
try searching for "func_emitter" instead ;)

You should also look at the part about particles on here :

http://www.doom3world.org/phpbb2/viewtopic.php?t=5620&highlight=funcemitter



NGX@Posted: Fri Dec 15, 2006 8:05 pm :
Thanks, bro'. Maybe some coffee will remedy the alcohol, and let me try it out already tonight :wink:

I must've missed this tutorial, it looks really great. Thanks again.



vinnie_jones@Posted: Fri Dec 15, 2006 8:12 pm :
looks really nice, im looking forward already to fight some Imps in those maps :)



NGX@Posted: Wed Dec 06, 2006 8:14 pm :
I've just finished one room, and working on the second.. but it's taken me about 4 weeks.

I wanted to create something unique. I'm still a beginner to 3D design, so my work is rather simplistic in design, for now.

Tell me what you think, and be as brutal as you wish to be.

Image
Image



elusive@Posted: Wed Dec 06, 2006 8:41 pm :
You're well on your way!
Good brushwork and a good choose of textures!
Just add a little bit more detail to that scene and improve the lighting.
For example the area around the light at the door should be brighter than the rest. Think of a light cone that is starting from each light source.
I don't know how far you have figured out how the light editor works but
try to work with the light centre in the light editor.

So far from my side :)



BNA!@Posted: Wed Dec 06, 2006 9:17 pm :
I think it's a good start.

You seem to have a good feeling for texturing.

Don't mind the typical beginner mistakes like too much colored lighting and the box map layout.

It's natural to start this exact way, but you're already one step ahead by using textures in a consistent and appropriately scaled manner.

I'd say - keep this as is and head right into your next map!

Don't try to build a full map, don't feel pressed to release something!
Build rooms, try out various concepts and then a full map will form in your head and bang - 6 weeks later you're there with a decent product!



NGX@Posted: Wed Dec 06, 2006 9:32 pm :
Thanks for the tips.

I've started on several unfinished maps so far, 10 maps or something... I personally am quite satisfied with this theme, so I wish to finish it, eventually. Along the way, when it's built up some more, I'll try to learn scripting and such.. AI control, elevators, teleporting, and so on.

I have no idea what type of extra detail I could put in, though, elusive. It does look rather empty, compared to standard Doom3 maps... I just haven't found anything appropiate in the Model menu, just yet...



Jack Rammsdell@Posted: Wed Dec 06, 2006 9:59 pm :
The texturing is excellent, the floor grate texture seems to be streched a little and the wall oh the left of the first picture could be rounded off.



NGX@Posted: Fri Dec 15, 2006 2:52 pm :
I know it's generally frowned upon with too much coloured lighting... but I proceeded with a slightly different theme, and winded up with this after quickly adjusting the lighting properties:

Image

Image

Image

I think I'm gonna stick to this concept, but obviously adjust the lighting and optimize it for better visuals. The third shot shows best what I have in mind. The other 2 are pretty dark, that's to highlight the green lighting on the sides, for a nice contrast.. but I'll have to work around that and find the optimal balance.

Please share your thoughts again, and just keep in mind this is an early concept. Thanks again.

Also.. I'm almost certain everyone will hate it, so just lay it out here. Maybe I'm in a delusioned newbie state of mind with the lighting, still :P



bladeghost@Posted: Fri Dec 15, 2006 5:20 pm :
Consider the additon of particle emitters as well, something to think about..



Kathaarsis@Posted: Fri Dec 15, 2006 5:32 pm :
Indeed, smoke or fog in halls always adds a nice touch. The last screenshot you posted is a little awkward, it seems. I don't know if you meant to make the map that big or not, but it looks really good in my opinion.



NGX@Posted: Fri Dec 15, 2006 5:36 pm :
I did a quick search for "particle emitter" but didn't find anything. I'll look in the Tutorial sections a bit more thouroughly later, in the meantime, if you have a link at hand, please help me out.



Bo$bevok@Posted: Fri Dec 15, 2006 5:41 pm :
try searching for "func_emitter" instead ;)

You should also look at the part about particles on here :

http://www.doom3world.org/phpbb2/viewtopic.php?t=5620&highlight=funcemitter



NGX@Posted: Fri Dec 15, 2006 8:05 pm :
Thanks, bro'. Maybe some coffee will remedy the alcohol, and let me try it out already tonight :wink:

I must've missed this tutorial, it looks really great. Thanks again.



vinnie_jones@Posted: Fri Dec 15, 2006 8:12 pm :
looks really nice, im looking forward already to fight some Imps in those maps :)



NGX@Posted: Wed Dec 06, 2006 8:14 pm :
I've just finished one room, and working on the second.. but it's taken me about 4 weeks.

I wanted to create something unique. I'm still a beginner to 3D design, so my work is rather simplistic in design, for now.

Tell me what you think, and be as brutal as you wish to be.

Image
Image



elusive@Posted: Wed Dec 06, 2006 8:41 pm :
You're well on your way!
Good brushwork and a good choose of textures!
Just add a little bit more detail to that scene and improve the lighting.
For example the area around the light at the door should be brighter than the rest. Think of a light cone that is starting from each light source.
I don't know how far you have figured out how the light editor works but
try to work with the light centre in the light editor.

So far from my side :)



BNA!@Posted: Wed Dec 06, 2006 9:17 pm :
I think it's a good start.

You seem to have a good feeling for texturing.

Don't mind the typical beginner mistakes like too much colored lighting and the box map layout.

It's natural to start this exact way, but you're already one step ahead by using textures in a consistent and appropriately scaled manner.

I'd say - keep this as is and head right into your next map!

Don't try to build a full map, don't feel pressed to release something!
Build rooms, try out various concepts and then a full map will form in your head and bang - 6 weeks later you're there with a decent product!



NGX@Posted: Wed Dec 06, 2006 9:32 pm :
Thanks for the tips.

I've started on several unfinished maps so far, 10 maps or something... I personally am quite satisfied with this theme, so I wish to finish it, eventually. Along the way, when it's built up some more, I'll try to learn scripting and such.. AI control, elevators, teleporting, and so on.

I have no idea what type of extra detail I could put in, though, elusive. It does look rather empty, compared to standard Doom3 maps... I just haven't found anything appropiate in the Model menu, just yet...



Jack Rammsdell@Posted: Wed Dec 06, 2006 9:59 pm :
The texturing is excellent, the floor grate texture seems to be streched a little and the wall oh the left of the first picture could be rounded off.



NGX@Posted: Fri Dec 15, 2006 2:52 pm :
I know it's generally frowned upon with too much coloured lighting... but I proceeded with a slightly different theme, and winded up with this after quickly adjusting the lighting properties:

Image

Image

Image

I think I'm gonna stick to this concept, but obviously adjust the lighting and optimize it for better visuals. The third shot shows best what I have in mind. The other 2 are pretty dark, that's to highlight the green lighting on the sides, for a nice contrast.. but I'll have to work around that and find the optimal balance.

Please share your thoughts again, and just keep in mind this is an early concept. Thanks again.

Also.. I'm almost certain everyone will hate it, so just lay it out here. Maybe I'm in a delusioned newbie state of mind with the lighting, still :P



bladeghost@Posted: Fri Dec 15, 2006 5:20 pm :
Consider the additon of particle emitters as well, something to think about..



Kathaarsis@Posted: Fri Dec 15, 2006 5:32 pm :
Indeed, smoke or fog in halls always adds a nice touch. The last screenshot you posted is a little awkward, it seems. I don't know if you meant to make the map that big or not, but it looks really good in my opinion.



NGX@Posted: Fri Dec 15, 2006 5:36 pm :
I did a quick search for "particle emitter" but didn't find anything. I'll look in the Tutorial sections a bit more thouroughly later, in the meantime, if you have a link at hand, please help me out.



Bo$bevok@Posted: Fri Dec 15, 2006 5:41 pm :
try searching for "func_emitter" instead ;)

You should also look at the part about particles on here :

http://www.doom3world.org/phpbb2/viewtopic.php?t=5620&highlight=funcemitter



NGX@Posted: Fri Dec 15, 2006 8:05 pm :
Thanks, bro'. Maybe some coffee will remedy the alcohol, and let me try it out already tonight :wink:

I must've missed this tutorial, it looks really great. Thanks again.



vinnie_jones@Posted: Fri Dec 15, 2006 8:12 pm :
looks really nice, im looking forward already to fight some Imps in those maps :)



NGX@Posted: Wed Dec 06, 2006 8:14 pm :
I've just finished one room, and working on the second.. but it's taken me about 4 weeks.

I wanted to create something unique. I'm still a beginner to 3D design, so my work is rather simplistic in design, for now.

Tell me what you think, and be as brutal as you wish to be.

Image
Image



elusive@Posted: Wed Dec 06, 2006 8:41 pm :
You're well on your way!
Good brushwork and a good choose of textures!
Just add a little bit more detail to that scene and improve the lighting.
For example the area around the light at the door should be brighter than the rest. Think of a light cone that is starting from each light source.
I don't know how far you have figured out how the light editor works but
try to work with the light centre in the light editor.

So far from my side :)



BNA!@Posted: Wed Dec 06, 2006 9:17 pm :
I think it's a good start.

You seem to have a good feeling for texturing.

Don't mind the typical beginner mistakes like too much colored lighting and the box map layout.

It's natural to start this exact way, but you're already one step ahead by using textures in a consistent and appropriately scaled manner.

I'd say - keep this as is and head right into your next map!

Don't try to build a full map, don't feel pressed to release something!
Build rooms, try out various concepts and then a full map will form in your head and bang - 6 weeks later you're there with a decent product!



NGX@Posted: Wed Dec 06, 2006 9:32 pm :
Thanks for the tips.

I've started on several unfinished maps so far, 10 maps or something... I personally am quite satisfied with this theme, so I wish to finish it, eventually. Along the way, when it's built up some more, I'll try to learn scripting and such.. AI control, elevators, teleporting, and so on.

I have no idea what type of extra detail I could put in, though, elusive. It does look rather empty, compared to standard Doom3 maps... I just haven't found anything appropiate in the Model menu, just yet...



Jack Rammsdell@Posted: Wed Dec 06, 2006 9:59 pm :
The texturing is excellent, the floor grate texture seems to be streched a little and the wall oh the left of the first picture could be rounded off.



NGX@Posted: Fri Dec 15, 2006 2:52 pm :
I know it's generally frowned upon with too much coloured lighting... but I proceeded with a slightly different theme, and winded up with this after quickly adjusting the lighting properties:

Image

Image

Image

I think I'm gonna stick to this concept, but obviously adjust the lighting and optimize it for better visuals. The third shot shows best what I have in mind. The other 2 are pretty dark, that's to highlight the green lighting on the sides, for a nice contrast.. but I'll have to work around that and find the optimal balance.

Please share your thoughts again, and just keep in mind this is an early concept. Thanks again.

Also.. I'm almost certain everyone will hate it, so just lay it out here. Maybe I'm in a delusioned newbie state of mind with the lighting, still :P



bladeghost@Posted: Fri Dec 15, 2006 5:20 pm :
Consider the additon of particle emitters as well, something to think about..



Kathaarsis@Posted: Fri Dec 15, 2006 5:32 pm :
Indeed, smoke or fog in halls always adds a nice touch. The last screenshot you posted is a little awkward, it seems. I don't know if you meant to make the map that big or not, but it looks really good in my opinion.



NGX@Posted: Fri Dec 15, 2006 5:36 pm :
I did a quick search for "particle emitter" but didn't find anything. I'll look in the Tutorial sections a bit more thouroughly later, in the meantime, if you have a link at hand, please help me out.



Bo$bevok@Posted: Fri Dec 15, 2006 5:41 pm :
try searching for "func_emitter" instead ;)

You should also look at the part about particles on here :

http://www.doom3world.org/phpbb2/viewtopic.php?t=5620&highlight=funcemitter



NGX@Posted: Fri Dec 15, 2006 8:05 pm :
Thanks, bro'. Maybe some coffee will remedy the alcohol, and let me try it out already tonight :wink:

I must've missed this tutorial, it looks really great. Thanks again.



vinnie_jones@Posted: Fri Dec 15, 2006 8:12 pm :
looks really nice, im looking forward already to fight some Imps in those maps :)



NGX@Posted: Wed Dec 06, 2006 8:14 pm :
I've just finished one room, and working on the second.. but it's taken me about 4 weeks.

I wanted to create something unique. I'm still a beginner to 3D design, so my work is rather simplistic in design, for now.

Tell me what you think, and be as brutal as you wish to be.

Image
Image



elusive@Posted: Wed Dec 06, 2006 8:41 pm :
You're well on your way!
Good brushwork and a good choose of textures!
Just add a little bit more detail to that scene and improve the lighting.
For example the area around the light at the door should be brighter than the rest. Think of a light cone that is starting from each light source.
I don't know how far you have figured out how the light editor works but
try to work with the light centre in the light editor.

So far from my side :)



BNA!@Posted: Wed Dec 06, 2006 9:17 pm :
I think it's a good start.

You seem to have a good feeling for texturing.

Don't mind the typical beginner mistakes like too much colored lighting and the box map layout.

It's natural to start this exact way, but you're already one step ahead by using textures in a consistent and appropriately scaled manner.

I'd say - keep this as is and head right into your next map!

Don't try to build a full map, don't feel pressed to release something!
Build rooms, try out various concepts and then a full map will form in your head and bang - 6 weeks later you're there with a decent product!



NGX@Posted: Wed Dec 06, 2006 9:32 pm :
Thanks for the tips.

I've started on several unfinished maps so far, 10 maps or something... I personally am quite satisfied with this theme, so I wish to finish it, eventually. Along the way, when it's built up some more, I'll try to learn scripting and such.. AI control, elevators, teleporting, and so on.

I have no idea what type of extra detail I could put in, though, elusive. It does look rather empty, compared to standard Doom3 maps... I just haven't found anything appropiate in the Model menu, just yet...



Jack Rammsdell@Posted: Wed Dec 06, 2006 9:59 pm :
The texturing is excellent, the floor grate texture seems to be streched a little and the wall oh the left of the first picture could be rounded off.



NGX@Posted: Fri Dec 15, 2006 2:52 pm :
I know it's generally frowned upon with too much coloured lighting... but I proceeded with a slightly different theme, and winded up with this after quickly adjusting the lighting properties:

Image

Image

Image

I think I'm gonna stick to this concept, but obviously adjust the lighting and optimize it for better visuals. The third shot shows best what I have in mind. The other 2 are pretty dark, that's to highlight the green lighting on the sides, for a nice contrast.. but I'll have to work around that and find the optimal balance.

Please share your thoughts again, and just keep in mind this is an early concept. Thanks again.

Also.. I'm almost certain everyone will hate it, so just lay it out here. Maybe I'm in a delusioned newbie state of mind with the lighting, still :P



bladeghost@Posted: Fri Dec 15, 2006 5:20 pm :
Consider the additon of particle emitters as well, something to think about..



Kathaarsis@Posted: Fri Dec 15, 2006 5:32 pm :
Indeed, smoke or fog in halls always adds a nice touch. The last screenshot you posted is a little awkward, it seems. I don't know if you meant to make the map that big or not, but it looks really good in my opinion.



NGX@Posted: Fri Dec 15, 2006 5:36 pm :
I did a quick search for "particle emitter" but didn't find anything. I'll look in the Tutorial sections a bit more thouroughly later, in the meantime, if you have a link at hand, please help me out.



Bo$bevok@Posted: Fri Dec 15, 2006 5:41 pm :
try searching for "func_emitter" instead ;)

You should also look at the part about particles on here :

http://www.doom3world.org/phpbb2/viewtopic.php?t=5620&highlight=funcemitter



NGX@Posted: Fri Dec 15, 2006 8:05 pm :
Thanks, bro'. Maybe some coffee will remedy the alcohol, and let me try it out already tonight :wink:

I must've missed this tutorial, it looks really great. Thanks again.



vinnie_jones@Posted: Fri Dec 15, 2006 8:12 pm :
looks really nice, im looking forward already to fight some Imps in those maps :)



NGX@Posted: Wed Dec 06, 2006 8:14 pm :
I've just finished one room, and working on the second.. but it's taken me about 4 weeks.

I wanted to create something unique. I'm still a beginner to 3D design, so my work is rather simplistic in design, for now.

Tell me what you think, and be as brutal as you wish to be.

Image
Image



elusive@Posted: Wed Dec 06, 2006 8:41 pm :
You're well on your way!
Good brushwork and a good choose of textures!
Just add a little bit more detail to that scene and improve the lighting.
For example the area around the light at the door should be brighter than the rest. Think of a light cone that is starting from each light source.
I don't know how far you have figured out how the light editor works but
try to work with the light centre in the light editor.

So far from my side :)



BNA!@Posted: Wed Dec 06, 2006 9:17 pm :
I think it's a good start.

You seem to have a good feeling for texturing.

Don't mind the typical beginner mistakes like too much colored lighting and the box map layout.

It's natural to start this exact way, but you're already one step ahead by using textures in a consistent and appropriately scaled manner.

I'd say - keep this as is and head right into your next map!

Don't try to build a full map, don't feel pressed to release something!
Build rooms, try out various concepts and then a full map will form in your head and bang - 6 weeks later you're there with a decent product!



NGX@Posted: Wed Dec 06, 2006 9:32 pm :
Thanks for the tips.

I've started on several unfinished maps so far, 10 maps or something... I personally am quite satisfied with this theme, so I wish to finish it, eventually. Along the way, when it's built up some more, I'll try to learn scripting and such.. AI control, elevators, teleporting, and so on.

I have no idea what type of extra detail I could put in, though, elusive. It does look rather empty, compared to standard Doom3 maps... I just haven't found anything appropiate in the Model menu, just yet...



Jack Rammsdell@Posted: Wed Dec 06, 2006 9:59 pm :
The texturing is excellent, the floor grate texture seems to be streched a little and the wall oh the left of the first picture could be rounded off.



NGX@Posted: Fri Dec 15, 2006 2:52 pm :
I know it's generally frowned upon with too much coloured lighting... but I proceeded with a slightly different theme, and winded up with this after quickly adjusting the lighting properties:

Image

Image

Image

I think I'm gonna stick to this concept, but obviously adjust the lighting and optimize it for better visuals. The third shot shows best what I have in mind. The other 2 are pretty dark, that's to highlight the green lighting on the sides, for a nice contrast.. but I'll have to work around that and find the optimal balance.

Please share your thoughts again, and just keep in mind this is an early concept. Thanks again.

Also.. I'm almost certain everyone will hate it, so just lay it out here. Maybe I'm in a delusioned newbie state of mind with the lighting, still :P



bladeghost@Posted: Fri Dec 15, 2006 5:20 pm :
Consider the additon of particle emitters as well, something to think about..



Kathaarsis@Posted: Fri Dec 15, 2006 5:32 pm :
Indeed, smoke or fog in halls always adds a nice touch. The last screenshot you posted is a little awkward, it seems. I don't know if you meant to make the map that big or not, but it looks really good in my opinion.



NGX@Posted: Fri Dec 15, 2006 5:36 pm :
I did a quick search for "particle emitter" but didn't find anything. I'll look in the Tutorial sections a bit more thouroughly later, in the meantime, if you have a link at hand, please help me out.



Bo$bevok@Posted: Fri Dec 15, 2006 5:41 pm :
try searching for "func_emitter" instead ;)

You should also look at the part about particles on here :

http://www.doom3world.org/phpbb2/viewtopic.php?t=5620&highlight=funcemitter



NGX@Posted: Fri Dec 15, 2006 8:05 pm :
Thanks, bro'. Maybe some coffee will remedy the alcohol, and let me try it out already tonight :wink:

I must've missed this tutorial, it looks really great. Thanks again.



vinnie_jones@Posted: Fri Dec 15, 2006 8:12 pm :
looks really nice, im looking forward already to fight some Imps in those maps :)



NGX@Posted: Wed Dec 06, 2006 8:14 pm :
I've just finished one room, and working on the second.. but it's taken me about 4 weeks.

I wanted to create something unique. I'm still a beginner to 3D design, so my work is rather simplistic in design, for now.

Tell me what you think, and be as brutal as you wish to be.

Image
Image



elusive@Posted: Wed Dec 06, 2006 8:41 pm :
You're well on your way!
Good brushwork and a good choose of textures!
Just add a little bit more detail to that scene and improve the lighting.
For example the area around the light at the door should be brighter than the rest. Think of a light cone that is starting from each light source.
I don't know how far you have figured out how the light editor works but
try to work with the light centre in the light editor.

So far from my side :)



BNA!@Posted: Wed Dec 06, 2006 9:17 pm :
I think it's a good start.

You seem to have a good feeling for texturing.

Don't mind the typical beginner mistakes like too much colored lighting and the box map layout.

It's natural to start this exact way, but you're already one step ahead by using textures in a consistent and appropriately scaled manner.

I'd say - keep this as is and head right into your next map!

Don't try to build a full map, don't feel pressed to release something!
Build rooms, try out various concepts and then a full map will form in your head and bang - 6 weeks later you're there with a decent product!



NGX@Posted: Wed Dec 06, 2006 9:32 pm :
Thanks for the tips.

I've started on several unfinished maps so far, 10 maps or something... I personally am quite satisfied with this theme, so I wish to finish it, eventually. Along the way, when it's built up some more, I'll try to learn scripting and such.. AI control, elevators, teleporting, and so on.

I have no idea what type of extra detail I could put in, though, elusive. It does look rather empty, compared to standard Doom3 maps... I just haven't found anything appropiate in the Model menu, just yet...



Jack Rammsdell@Posted: Wed Dec 06, 2006 9:59 pm :
The texturing is excellent, the floor grate texture seems to be streched a little and the wall oh the left of the first picture could be rounded off.



NGX@Posted: Fri Dec 15, 2006 2:52 pm :
I know it's generally frowned upon with too much coloured lighting... but I proceeded with a slightly different theme, and winded up with this after quickly adjusting the lighting properties:

Image

Image

Image

I think I'm gonna stick to this concept, but obviously adjust the lighting and optimize it for better visuals. The third shot shows best what I have in mind. The other 2 are pretty dark, that's to highlight the green lighting on the sides, for a nice contrast.. but I'll have to work around that and find the optimal balance.

Please share your thoughts again, and just keep in mind this is an early concept. Thanks again.

Also.. I'm almost certain everyone will hate it, so just lay it out here. Maybe I'm in a delusioned newbie state of mind with the lighting, still :P



bladeghost@Posted: Fri Dec 15, 2006 5:20 pm :
Consider the additon of particle emitters as well, something to think about..



Kathaarsis@Posted: Fri Dec 15, 2006 5:32 pm :
Indeed, smoke or fog in halls always adds a nice touch. The last screenshot you posted is a little awkward, it seems. I don't know if you meant to make the map that big or not, but it looks really good in my opinion.



NGX@Posted: Fri Dec 15, 2006 5:36 pm :
I did a quick search for "particle emitter" but didn't find anything. I'll look in the Tutorial sections a bit more thouroughly later, in the meantime, if you have a link at hand, please help me out.



Bo$bevok@Posted: Fri Dec 15, 2006 5:41 pm :
try searching for "func_emitter" instead ;)

You should also look at the part about particles on here :

http://www.doom3world.org/phpbb2/viewtopic.php?t=5620&highlight=funcemitter



NGX@Posted: Fri Dec 15, 2006 8:05 pm :
Thanks, bro'. Maybe some coffee will remedy the alcohol, and let me try it out already tonight :wink:

I must've missed this tutorial, it looks really great. Thanks again.



vinnie_jones@Posted: Fri Dec 15, 2006 8:12 pm :
looks really nice, im looking forward already to fight some Imps in those maps :)



NGX@Posted: Wed Dec 06, 2006 8:14 pm :
I've just finished one room, and working on the second.. but it's taken me about 4 weeks.

I wanted to create something unique. I'm still a beginner to 3D design, so my work is rather simplistic in design, for now.

Tell me what you think, and be as brutal as you wish to be.

Image
Image



elusive@Posted: Wed Dec 06, 2006 8:41 pm :
You're well on your way!
Good brushwork and a good choose of textures!
Just add a little bit more detail to that scene and improve the lighting.
For example the area around the light at the door should be brighter than the rest. Think of a light cone that is starting from each light source.
I don't know how far you have figured out how the light editor works but
try to work with the light centre in the light editor.

So far from my side :)



BNA!@Posted: Wed Dec 06, 2006 9:17 pm :
I think it's a good start.

You seem to have a good feeling for texturing.

Don't mind the typical beginner mistakes like too much colored lighting and the box map layout.

It's natural to start this exact way, but you're already one step ahead by using textures in a consistent and appropriately scaled manner.

I'd say - keep this as is and head right into your next map!

Don't try to build a full map, don't feel pressed to release something!
Build rooms, try out various concepts and then a full map will form in your head and bang - 6 weeks later you're there with a decent product!



NGX@Posted: Wed Dec 06, 2006 9:32 pm :
Thanks for the tips.

I've started on several unfinished maps so far, 10 maps or something... I personally am quite satisfied with this theme, so I wish to finish it, eventually. Along the way, when it's built up some more, I'll try to learn scripting and such.. AI control, elevators, teleporting, and so on.

I have no idea what type of extra detail I could put in, though, elusive. It does look rather empty, compared to standard Doom3 maps... I just haven't found anything appropiate in the Model menu, just yet...



Jack Rammsdell@Posted: Wed Dec 06, 2006 9:59 pm :
The texturing is excellent, the floor grate texture seems to be streched a little and the wall oh the left of the first picture could be rounded off.



NGX@Posted: Fri Dec 15, 2006 2:52 pm :
I know it's generally frowned upon with too much coloured lighting... but I proceeded with a slightly different theme, and winded up with this after quickly adjusting the lighting properties:

Image

Image

Image

I think I'm gonna stick to this concept, but obviously adjust the lighting and optimize it for better visuals. The third shot shows best what I have in mind. The other 2 are pretty dark, that's to highlight the green lighting on the sides, for a nice contrast.. but I'll have to work around that and find the optimal balance.

Please share your thoughts again, and just keep in mind this is an early concept. Thanks again.

Also.. I'm almost certain everyone will hate it, so just lay it out here. Maybe I'm in a delusioned newbie state of mind with the lighting, still :P



bladeghost@Posted: Fri Dec 15, 2006 5:20 pm :
Consider the additon of particle emitters as well, something to think about..



Kathaarsis@Posted: Fri Dec 15, 2006 5:32 pm :
Indeed, smoke or fog in halls always adds a nice touch. The last screenshot you posted is a little awkward, it seems. I don't know if you meant to make the map that big or not, but it looks really good in my opinion.



NGX@Posted: Fri Dec 15, 2006 5:36 pm :
I did a quick search for "particle emitter" but didn't find anything. I'll look in the Tutorial sections a bit more thouroughly later, in the meantime, if you have a link at hand, please help me out.



Bo$bevok@Posted: Fri Dec 15, 2006 5:41 pm :
try searching for "func_emitter" instead ;)

You should also look at the part about particles on here :

http://www.doom3world.org/phpbb2/viewtopic.php?t=5620&highlight=funcemitter



NGX@Posted: Fri Dec 15, 2006 8:05 pm :
Thanks, bro'. Maybe some coffee will remedy the alcohol, and let me try it out already tonight :wink:

I must've missed this tutorial, it looks really great. Thanks again.



vinnie_jones@Posted: Fri Dec 15, 2006 8:12 pm :
looks really nice, im looking forward already to fight some Imps in those maps :)



NGX@Posted: Wed Dec 06, 2006 8:14 pm :
I've just finished one room, and working on the second.. but it's taken me about 4 weeks.

I wanted to create something unique. I'm still a beginner to 3D design, so my work is rather simplistic in design, for now.

Tell me what you think, and be as brutal as you wish to be.

Image
Image



elusive@Posted: Wed Dec 06, 2006 8:41 pm :
You're well on your way!
Good brushwork and a good choose of textures!
Just add a little bit more detail to that scene and improve the lighting.
For example the area around the light at the door should be brighter than the rest. Think of a light cone that is starting from each light source.
I don't know how far you have figured out how the light editor works but
try to work with the light centre in the light editor.

So far from my side :)



BNA!@Posted: Wed Dec 06, 2006 9:17 pm :
I think it's a good start.

You seem to have a good feeling for texturing.

Don't mind the typical beginner mistakes like too much colored lighting and the box map layout.

It's natural to start this exact way, but you're already one step ahead by using textures in a consistent and appropriately scaled manner.

I'd say - keep this as is and head right into your next map!

Don't try to build a full map, don't feel pressed to release something!
Build rooms, try out various concepts and then a full map will form in your head and bang - 6 weeks later you're there with a decent product!



NGX@Posted: Wed Dec 06, 2006 9:32 pm :
Thanks for the tips.

I've started on several unfinished maps so far, 10 maps or something... I personally am quite satisfied with this theme, so I wish to finish it, eventually. Along the way, when it's built up some more, I'll try to learn scripting and such.. AI control, elevators, teleporting, and so on.

I have no idea what type of extra detail I could put in, though, elusive. It does look rather empty, compared to standard Doom3 maps... I just haven't found anything appropiate in the Model menu, just yet...



Jack Rammsdell@Posted: Wed Dec 06, 2006 9:59 pm :
The texturing is excellent, the floor grate texture seems to be streched a little and the wall oh the left of the first picture could be rounded off.



NGX@Posted: Fri Dec 15, 2006 2:52 pm :
I know it's generally frowned upon with too much coloured lighting... but I proceeded with a slightly different theme, and winded up with this after quickly adjusting the lighting properties:

Image

Image

Image

I think I'm gonna stick to this concept, but obviously adjust the lighting and optimize it for better visuals. The third shot shows best what I have in mind. The other 2 are pretty dark, that's to highlight the green lighting on the sides, for a nice contrast.. but I'll have to work around that and find the optimal balance.

Please share your thoughts again, and just keep in mind this is an early concept. Thanks again.

Also.. I'm almost certain everyone will hate it, so just lay it out here. Maybe I'm in a delusioned newbie state of mind with the lighting, still :P



bladeghost@Posted: Fri Dec 15, 2006 5:20 pm :
Consider the additon of particle emitters as well, something to think about..



Kathaarsis@Posted: Fri Dec 15, 2006 5:32 pm :
Indeed, smoke or fog in halls always adds a nice touch. The last screenshot you posted is a little awkward, it seems. I don't know if you meant to make the map that big or not, but it looks really good in my opinion.



NGX@Posted: Fri Dec 15, 2006 5:36 pm :
I did a quick search for "particle emitter" but didn't find anything. I'll look in the Tutorial sections a bit more thouroughly later, in the meantime, if you have a link at hand, please help me out.



Bo$bevok@Posted: Fri Dec 15, 2006 5:41 pm :
try searching for "func_emitter" instead ;)

You should also look at the part about particles on here :

http://www.doom3world.org/phpbb2/viewtopic.php?t=5620&highlight=funcemitter



NGX@Posted: Fri Dec 15, 2006 8:05 pm :
Thanks, bro'. Maybe some coffee will remedy the alcohol, and let me try it out already tonight :wink:

I must've missed this tutorial, it looks really great. Thanks again.



vinnie_jones@Posted: Fri Dec 15, 2006 8:12 pm :
looks really nice, im looking forward already to fight some Imps in those maps :)