dcreator@Posted: Tue Dec 19, 2006 10:17 pm :
Main room with elevator and stuff:
Image

Looking out:
Image

Kitchen at first floor:
Image

Just some classic ventilation:
Image

Start of the mines, floor2
Image

In the dark old mines, floor 2:
Image

Grab the textures at:
http://kjellkt.ath.cx/div/kjellkt.pk4

and the level at:
http://kjellkt.ath.cx/div/old_mines_preview.zip

It is, currently a Quake 4 map, because i better like the Quake4 level editor, however, the final version of this map going to be for doom3. I guess it would be possible to open this map in doom3 with some small modifications(removing a monster).

All textures are made by me of various sources, you can read more about these texturese here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=18090

The map ain't perfect, but I'm working on details. It is planned to be much more detailed, optimized. It should have 4 floors, a lot of scripting and so on ...



Kathaarsis@Posted: Tue Dec 19, 2006 10:29 pm :
I would download it and play through it, but I don't have Quake 4. At the moment, I only have Doom 3 and it would probably cause an error or something. The screenshots look good, though the buildings look a little awkward. That's just my opinion, maybe you might want to make them larger or something. Something about it just doesn't look right. Everything else looks cool, though.



dcreator@Posted: Tue Dec 19, 2006 10:36 pm :
You could probably walk around, there is a quake4 monster in the map, but i can remove it, and upload the level again.

If you are familiar with the editor you can find the monster at the second floor, at the bottom of the mine, and remove it(I think it might cause error), so you don't have to download the map again.

EDIT: The buildings are at a "realistic" size, but they are far away, and it should only be possible to see them through a window in the game. They are just blocks with textures applied on, mostly.

I've uploaded the new map now



Ww3@Posted: Tue Dec 19, 2006 10:53 pm :
Kudos on your first map!

The most important thing is: Lighting. Go to work on the lighting. The first shot has some seriously overlit stuff, and the last shot I thought was a practical joke because all I see is black.

The textures look very good, keep up the good work.
Work on the geometry, it all looks very blocky and basic, try working not only on small details, but designing some of the areas with more feel for complex architecture. For example some support beams inside the mine would make it look more real, and more detailed.



dcreator@Posted: Wed Dec 20, 2006 11:42 am :
Thanks for such a great reply... Lightning, I wouldn't think that the first shots lightning is over lighted, if you look at the gun, its not that light?

It might probably look like that because of the brushed steel pipes is very specular.

The darkest image, got a light level with a brightness of 16 or something, it is supposed to be nearly pitch black there, but only for 5-10 meters or something, because it is going to be a " T " connection or something with a monster waiting there to attack the player.

Support beams, you mean like pillars and stuff? I think it would look better with some pillars around in the big rooms?

Anyway, I've too look at the lightning and design of the original q4 maps, to get inspiration, and find proper ways to do good lightning.

I've planned it to be like:
1st floor: Light, with some small offices, a lunchroom, showers and rooms. Possible to look at the outside of mines.

2nd floor: Much contrasts, bright areas as well as dark ones

3rd floor: Darker, but not very dark. Some few well lighted areas

4th floor: Mostly dark, some gray areas, but most of this floor is already felt apart, and is continuously falling apart as you're walking, swimming and making your way around there.

Too make you're way through floor 3 and 4 you have to find dynamite triggers like this kind, only much older:

Image

else you have to find keys to open doors, switches to open ports and so on...



Regulator@Posted: Wed Dec 20, 2006 12:28 pm :
I like the last screenshot.



dcreator@Posted: Tue Dec 19, 2006 10:17 pm :
Main room with elevator and stuff:
Image

Looking out:
Image

Kitchen at first floor:
Image

Just some classic ventilation:
Image

Start of the mines, floor2
Image

In the dark old mines, floor 2:
Image

Grab the textures at:
http://kjellkt.ath.cx/div/kjellkt.pk4

and the level at:
http://kjellkt.ath.cx/div/old_mines_preview.zip

It is, currently a Quake 4 map, because i better like the Quake4 level editor, however, the final version of this map going to be for doom3. I guess it would be possible to open this map in doom3 with some small modifications(removing a monster).

All textures are made by me of various sources, you can read more about these texturese here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=18090

The map ain't perfect, but I'm working on details. It is planned to be much more detailed, optimized. It should have 4 floors, a lot of scripting and so on ...



Kathaarsis@Posted: Tue Dec 19, 2006 10:29 pm :
I would download it and play through it, but I don't have Quake 4. At the moment, I only have Doom 3 and it would probably cause an error or something. The screenshots look good, though the buildings look a little awkward. That's just my opinion, maybe you might want to make them larger or something. Something about it just doesn't look right. Everything else looks cool, though.



dcreator@Posted: Tue Dec 19, 2006 10:36 pm :
You could probably walk around, there is a quake4 monster in the map, but i can remove it, and upload the level again.

If you are familiar with the editor you can find the monster at the second floor, at the bottom of the mine, and remove it(I think it might cause error), so you don't have to download the map again.

EDIT: The buildings are at a "realistic" size, but they are far away, and it should only be possible to see them through a window in the game. They are just blocks with textures applied on, mostly.

I've uploaded the new map now



Ww3@Posted: Tue Dec 19, 2006 10:53 pm :
Kudos on your first map!

The most important thing is: Lighting. Go to work on the lighting. The first shot has some seriously overlit stuff, and the last shot I thought was a practical joke because all I see is black.

The textures look very good, keep up the good work.
Work on the geometry, it all looks very blocky and basic, try working not only on small details, but designing some of the areas with more feel for complex architecture. For example some support beams inside the mine would make it look more real, and more detailed.



dcreator@Posted: Wed Dec 20, 2006 11:42 am :
Thanks for such a great reply... Lightning, I wouldn't think that the first shots lightning is over lighted, if you look at the gun, its not that light?

It might probably look like that because of the brushed steel pipes is very specular.

The darkest image, got a light level with a brightness of 16 or something, it is supposed to be nearly pitch black there, but only for 5-10 meters or something, because it is going to be a " T " connection or something with a monster waiting there to attack the player.

Support beams, you mean like pillars and stuff? I think it would look better with some pillars around in the big rooms?

Anyway, I've too look at the lightning and design of the original q4 maps, to get inspiration, and find proper ways to do good lightning.

I've planned it to be like:
1st floor: Light, with some small offices, a lunchroom, showers and rooms. Possible to look at the outside of mines.

2nd floor: Much contrasts, bright areas as well as dark ones

3rd floor: Darker, but not very dark. Some few well lighted areas

4th floor: Mostly dark, some gray areas, but most of this floor is already felt apart, and is continuously falling apart as you're walking, swimming and making your way around there.

Too make you're way through floor 3 and 4 you have to find dynamite triggers like this kind, only much older:

Image

else you have to find keys to open doors, switches to open ports and so on...



Regulator@Posted: Wed Dec 20, 2006 12:28 pm :
I like the last screenshot.



dcreator@Posted: Tue Dec 19, 2006 11:17 pm :
Main room with elevator and stuff:
Image

Looking out:
Image

Kitchen at first floor:
Image

Just some classic ventilation:
Image

Start of the mines, floor2
Image

In the dark old mines, floor 2:
Image

Grab the textures at:
http://kjellkt.ath.cx/div/kjellkt.pk4

and the level at:
http://kjellkt.ath.cx/div/old_mines_preview.zip

It is, currently a Quake 4 map, because i better like the Quake4 level editor, however, the final version of this map going to be for doom3. I guess it would be possible to open this map in doom3 with some small modifications(removing a monster).

All textures are made by me of various sources, you can read more about these texturese here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=18090

The map ain't perfect, but I'm working on details. It is planned to be much more detailed, optimized. It should have 4 floors, a lot of scripting and so on ...



Kathaarsis@Posted: Tue Dec 19, 2006 11:29 pm :
I would download it and play through it, but I don't have Quake 4. At the moment, I only have Doom 3 and it would probably cause an error or something. The screenshots look good, though the buildings look a little awkward. That's just my opinion, maybe you might want to make them larger or something. Something about it just doesn't look right. Everything else looks cool, though.



dcreator@Posted: Tue Dec 19, 2006 11:36 pm :
You could probably walk around, there is a quake4 monster in the map, but i can remove it, and upload the level again.

If you are familiar with the editor you can find the monster at the second floor, at the bottom of the mine, and remove it(I think it might cause error), so you don't have to download the map again.

EDIT: The buildings are at a "realistic" size, but they are far away, and it should only be possible to see them through a window in the game. They are just blocks with textures applied on, mostly.

I've uploaded the new map now



Ww3@Posted: Tue Dec 19, 2006 11:53 pm :
Kudos on your first map!

The most important thing is: Lighting. Go to work on the lighting. The first shot has some seriously overlit stuff, and the last shot I thought was a practical joke because all I see is black.

The textures look very good, keep up the good work.
Work on the geometry, it all looks very blocky and basic, try working not only on small details, but designing some of the areas with more feel for complex architecture. For example some support beams inside the mine would make it look more real, and more detailed.



dcreator@Posted: Wed Dec 20, 2006 12:42 pm :
Thanks for such a great reply... Lightning, I wouldn't think that the first shots lightning is over lighted, if you look at the gun, its not that light?

It might probably look like that because of the brushed steel pipes is very specular.

The darkest image, got a light level with a brightness of 16 or something, it is supposed to be nearly pitch black there, but only for 5-10 meters or something, because it is going to be a " T " connection or something with a monster waiting there to attack the player.

Support beams, you mean like pillars and stuff? I think it would look better with some pillars around in the big rooms?

Anyway, I've too look at the lightning and design of the original q4 maps, to get inspiration, and find proper ways to do good lightning.

I've planned it to be like:
1st floor: Light, with some small offices, a lunchroom, showers and rooms. Possible to look at the outside of mines.

2nd floor: Much contrasts, bright areas as well as dark ones

3rd floor: Darker, but not very dark. Some few well lighted areas

4th floor: Mostly dark, some gray areas, but most of this floor is already felt apart, and is continuously falling apart as you're walking, swimming and making your way around there.

Too make you're way through floor 3 and 4 you have to find dynamite triggers like this kind, only much older:

Image

else you have to find keys to open doors, switches to open ports and so on...



Regulator@Posted: Wed Dec 20, 2006 1:28 pm :
I like the last screenshot.



dcreator@Posted: Tue Dec 19, 2006 11:17 pm :
Main room with elevator and stuff:
Image

Looking out:
Image

Kitchen at first floor:
Image

Just some classic ventilation:
Image

Start of the mines, floor2
Image

In the dark old mines, floor 2:
Image

Grab the textures at:
http://kjellkt.ath.cx/div/kjellkt.pk4

and the level at:
http://kjellkt.ath.cx/div/old_mines_preview.zip

It is, currently a Quake 4 map, because i better like the Quake4 level editor, however, the final version of this map going to be for doom3. I guess it would be possible to open this map in doom3 with some small modifications(removing a monster).

All textures are made by me of various sources, you can read more about these texturese here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=18090

The map ain't perfect, but I'm working on details. It is planned to be much more detailed, optimized. It should have 4 floors, a lot of scripting and so on ...



Kathaarsis@Posted: Tue Dec 19, 2006 11:29 pm :
I would download it and play through it, but I don't have Quake 4. At the moment, I only have Doom 3 and it would probably cause an error or something. The screenshots look good, though the buildings look a little awkward. That's just my opinion, maybe you might want to make them larger or something. Something about it just doesn't look right. Everything else looks cool, though.



dcreator@Posted: Tue Dec 19, 2006 11:36 pm :
You could probably walk around, there is a quake4 monster in the map, but i can remove it, and upload the level again.

If you are familiar with the editor you can find the monster at the second floor, at the bottom of the mine, and remove it(I think it might cause error), so you don't have to download the map again.

EDIT: The buildings are at a "realistic" size, but they are far away, and it should only be possible to see them through a window in the game. They are just blocks with textures applied on, mostly.

I've uploaded the new map now



Ww3@Posted: Tue Dec 19, 2006 11:53 pm :
Kudos on your first map!

The most important thing is: Lighting. Go to work on the lighting. The first shot has some seriously overlit stuff, and the last shot I thought was a practical joke because all I see is black.

The textures look very good, keep up the good work.
Work on the geometry, it all looks very blocky and basic, try working not only on small details, but designing some of the areas with more feel for complex architecture. For example some support beams inside the mine would make it look more real, and more detailed.



dcreator@Posted: Wed Dec 20, 2006 12:42 pm :
Thanks for such a great reply... Lightning, I wouldn't think that the first shots lightning is over lighted, if you look at the gun, its not that light?

It might probably look like that because of the brushed steel pipes is very specular.

The darkest image, got a light level with a brightness of 16 or something, it is supposed to be nearly pitch black there, but only for 5-10 meters or something, because it is going to be a " T " connection or something with a monster waiting there to attack the player.

Support beams, you mean like pillars and stuff? I think it would look better with some pillars around in the big rooms?

Anyway, I've too look at the lightning and design of the original q4 maps, to get inspiration, and find proper ways to do good lightning.

I've planned it to be like:
1st floor: Light, with some small offices, a lunchroom, showers and rooms. Possible to look at the outside of mines.

2nd floor: Much contrasts, bright areas as well as dark ones

3rd floor: Darker, but not very dark. Some few well lighted areas

4th floor: Mostly dark, some gray areas, but most of this floor is already felt apart, and is continuously falling apart as you're walking, swimming and making your way around there.

Too make you're way through floor 3 and 4 you have to find dynamite triggers like this kind, only much older:

Image

else you have to find keys to open doors, switches to open ports and so on...



Regulator@Posted: Wed Dec 20, 2006 1:28 pm :
I like the last screenshot.



dcreator@Posted: Tue Dec 19, 2006 10:17 pm :
Main room with elevator and stuff:
Image

Looking out:
Image

Kitchen at first floor:
Image

Just some classic ventilation:
Image

Start of the mines, floor2
Image

In the dark old mines, floor 2:
Image

Grab the textures at:
http://kjellkt.ath.cx/div/kjellkt.pk4

and the level at:
http://kjellkt.ath.cx/div/old_mines_preview.zip

It is, currently a Quake 4 map, because i better like the Quake4 level editor, however, the final version of this map going to be for doom3. I guess it would be possible to open this map in doom3 with some small modifications(removing a monster).

All textures are made by me of various sources, you can read more about these texturese here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=18090

The map ain't perfect, but I'm working on details. It is planned to be much more detailed, optimized. It should have 4 floors, a lot of scripting and so on ...



Kathaarsis@Posted: Tue Dec 19, 2006 10:29 pm :
I would download it and play through it, but I don't have Quake 4. At the moment, I only have Doom 3 and it would probably cause an error or something. The screenshots look good, though the buildings look a little awkward. That's just my opinion, maybe you might want to make them larger or something. Something about it just doesn't look right. Everything else looks cool, though.



dcreator@Posted: Tue Dec 19, 2006 10:36 pm :
You could probably walk around, there is a quake4 monster in the map, but i can remove it, and upload the level again.

If you are familiar with the editor you can find the monster at the second floor, at the bottom of the mine, and remove it(I think it might cause error), so you don't have to download the map again.

EDIT: The buildings are at a "realistic" size, but they are far away, and it should only be possible to see them through a window in the game. They are just blocks with textures applied on, mostly.

I've uploaded the new map now



Ww3@Posted: Tue Dec 19, 2006 10:53 pm :
Kudos on your first map!

The most important thing is: Lighting. Go to work on the lighting. The first shot has some seriously overlit stuff, and the last shot I thought was a practical joke because all I see is black.

The textures look very good, keep up the good work.
Work on the geometry, it all looks very blocky and basic, try working not only on small details, but designing some of the areas with more feel for complex architecture. For example some support beams inside the mine would make it look more real, and more detailed.



dcreator@Posted: Wed Dec 20, 2006 11:42 am :
Thanks for such a great reply... Lightning, I wouldn't think that the first shots lightning is over lighted, if you look at the gun, its not that light?

It might probably look like that because of the brushed steel pipes is very specular.

The darkest image, got a light level with a brightness of 16 or something, it is supposed to be nearly pitch black there, but only for 5-10 meters or something, because it is going to be a " T " connection or something with a monster waiting there to attack the player.

Support beams, you mean like pillars and stuff? I think it would look better with some pillars around in the big rooms?

Anyway, I've too look at the lightning and design of the original q4 maps, to get inspiration, and find proper ways to do good lightning.

I've planned it to be like:
1st floor: Light, with some small offices, a lunchroom, showers and rooms. Possible to look at the outside of mines.

2nd floor: Much contrasts, bright areas as well as dark ones

3rd floor: Darker, but not very dark. Some few well lighted areas

4th floor: Mostly dark, some gray areas, but most of this floor is already felt apart, and is continuously falling apart as you're walking, swimming and making your way around there.

Too make you're way through floor 3 and 4 you have to find dynamite triggers like this kind, only much older:

Image

else you have to find keys to open doors, switches to open ports and so on...



Regulator@Posted: Wed Dec 20, 2006 12:28 pm :
I like the last screenshot.



dcreator@Posted: Tue Dec 19, 2006 10:17 pm :
Main room with elevator and stuff:
Image

Looking out:
Image

Kitchen at first floor:
Image

Just some classic ventilation:
Image

Start of the mines, floor2
Image

In the dark old mines, floor 2:
Image

Grab the textures at:
http://kjellkt.ath.cx/div/kjellkt.pk4

and the level at:
http://kjellkt.ath.cx/div/old_mines_preview.zip

It is, currently a Quake 4 map, because i better like the Quake4 level editor, however, the final version of this map going to be for doom3. I guess it would be possible to open this map in doom3 with some small modifications(removing a monster).

All textures are made by me of various sources, you can read more about these texturese here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=18090

The map ain't perfect, but I'm working on details. It is planned to be much more detailed, optimized. It should have 4 floors, a lot of scripting and so on ...



Kathaarsis@Posted: Tue Dec 19, 2006 10:29 pm :
I would download it and play through it, but I don't have Quake 4. At the moment, I only have Doom 3 and it would probably cause an error or something. The screenshots look good, though the buildings look a little awkward. That's just my opinion, maybe you might want to make them larger or something. Something about it just doesn't look right. Everything else looks cool, though.



dcreator@Posted: Tue Dec 19, 2006 10:36 pm :
You could probably walk around, there is a quake4 monster in the map, but i can remove it, and upload the level again.

If you are familiar with the editor you can find the monster at the second floor, at the bottom of the mine, and remove it(I think it might cause error), so you don't have to download the map again.

EDIT: The buildings are at a "realistic" size, but they are far away, and it should only be possible to see them through a window in the game. They are just blocks with textures applied on, mostly.

I've uploaded the new map now



Ww3@Posted: Tue Dec 19, 2006 10:53 pm :
Kudos on your first map!

The most important thing is: Lighting. Go to work on the lighting. The first shot has some seriously overlit stuff, and the last shot I thought was a practical joke because all I see is black.

The textures look very good, keep up the good work.
Work on the geometry, it all looks very blocky and basic, try working not only on small details, but designing some of the areas with more feel for complex architecture. For example some support beams inside the mine would make it look more real, and more detailed.



dcreator@Posted: Wed Dec 20, 2006 11:42 am :
Thanks for such a great reply... Lightning, I wouldn't think that the first shots lightning is over lighted, if you look at the gun, its not that light?

It might probably look like that because of the brushed steel pipes is very specular.

The darkest image, got a light level with a brightness of 16 or something, it is supposed to be nearly pitch black there, but only for 5-10 meters or something, because it is going to be a " T " connection or something with a monster waiting there to attack the player.

Support beams, you mean like pillars and stuff? I think it would look better with some pillars around in the big rooms?

Anyway, I've too look at the lightning and design of the original q4 maps, to get inspiration, and find proper ways to do good lightning.

I've planned it to be like:
1st floor: Light, with some small offices, a lunchroom, showers and rooms. Possible to look at the outside of mines.

2nd floor: Much contrasts, bright areas as well as dark ones

3rd floor: Darker, but not very dark. Some few well lighted areas

4th floor: Mostly dark, some gray areas, but most of this floor is already felt apart, and is continuously falling apart as you're walking, swimming and making your way around there.

Too make you're way through floor 3 and 4 you have to find dynamite triggers like this kind, only much older:

Image

else you have to find keys to open doors, switches to open ports and so on...



Regulator@Posted: Wed Dec 20, 2006 12:28 pm :
I like the last screenshot.



dcreator@Posted: Tue Dec 19, 2006 10:17 pm :
Main room with elevator and stuff:
Image

Looking out:
Image

Kitchen at first floor:
Image

Just some classic ventilation:
Image

Start of the mines, floor2
Image

In the dark old mines, floor 2:
Image

Grab the textures at:
http://kjellkt.ath.cx/div/kjellkt.pk4

and the level at:
http://kjellkt.ath.cx/div/old_mines_preview.zip

It is, currently a Quake 4 map, because i better like the Quake4 level editor, however, the final version of this map going to be for doom3. I guess it would be possible to open this map in doom3 with some small modifications(removing a monster).

All textures are made by me of various sources, you can read more about these texturese here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=18090

The map ain't perfect, but I'm working on details. It is planned to be much more detailed, optimized. It should have 4 floors, a lot of scripting and so on ...



Kathaarsis@Posted: Tue Dec 19, 2006 10:29 pm :
I would download it and play through it, but I don't have Quake 4. At the moment, I only have Doom 3 and it would probably cause an error or something. The screenshots look good, though the buildings look a little awkward. That's just my opinion, maybe you might want to make them larger or something. Something about it just doesn't look right. Everything else looks cool, though.



dcreator@Posted: Tue Dec 19, 2006 10:36 pm :
You could probably walk around, there is a quake4 monster in the map, but i can remove it, and upload the level again.

If you are familiar with the editor you can find the monster at the second floor, at the bottom of the mine, and remove it(I think it might cause error), so you don't have to download the map again.

EDIT: The buildings are at a "realistic" size, but they are far away, and it should only be possible to see them through a window in the game. They are just blocks with textures applied on, mostly.

I've uploaded the new map now



Ww3@Posted: Tue Dec 19, 2006 10:53 pm :
Kudos on your first map!

The most important thing is: Lighting. Go to work on the lighting. The first shot has some seriously overlit stuff, and the last shot I thought was a practical joke because all I see is black.

The textures look very good, keep up the good work.
Work on the geometry, it all looks very blocky and basic, try working not only on small details, but designing some of the areas with more feel for complex architecture. For example some support beams inside the mine would make it look more real, and more detailed.



dcreator@Posted: Wed Dec 20, 2006 11:42 am :
Thanks for such a great reply... Lightning, I wouldn't think that the first shots lightning is over lighted, if you look at the gun, its not that light?

It might probably look like that because of the brushed steel pipes is very specular.

The darkest image, got a light level with a brightness of 16 or something, it is supposed to be nearly pitch black there, but only for 5-10 meters or something, because it is going to be a " T " connection or something with a monster waiting there to attack the player.

Support beams, you mean like pillars and stuff? I think it would look better with some pillars around in the big rooms?

Anyway, I've too look at the lightning and design of the original q4 maps, to get inspiration, and find proper ways to do good lightning.

I've planned it to be like:
1st floor: Light, with some small offices, a lunchroom, showers and rooms. Possible to look at the outside of mines.

2nd floor: Much contrasts, bright areas as well as dark ones

3rd floor: Darker, but not very dark. Some few well lighted areas

4th floor: Mostly dark, some gray areas, but most of this floor is already felt apart, and is continuously falling apart as you're walking, swimming and making your way around there.

Too make you're way through floor 3 and 4 you have to find dynamite triggers like this kind, only much older:

Image

else you have to find keys to open doors, switches to open ports and so on...



Regulator@Posted: Wed Dec 20, 2006 12:28 pm :
I like the last screenshot.



dcreator@Posted: Tue Dec 19, 2006 10:17 pm :
Main room with elevator and stuff:
Image

Looking out:
Image

Kitchen at first floor:
Image

Just some classic ventilation:
Image

Start of the mines, floor2
Image

In the dark old mines, floor 2:
Image

Grab the textures at:
http://kjellkt.ath.cx/div/kjellkt.pk4

and the level at:
http://kjellkt.ath.cx/div/old_mines_preview.zip

It is, currently a Quake 4 map, because i better like the Quake4 level editor, however, the final version of this map going to be for doom3. I guess it would be possible to open this map in doom3 with some small modifications(removing a monster).

All textures are made by me of various sources, you can read more about these texturese here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=18090

The map ain't perfect, but I'm working on details. It is planned to be much more detailed, optimized. It should have 4 floors, a lot of scripting and so on ...



Kathaarsis@Posted: Tue Dec 19, 2006 10:29 pm :
I would download it and play through it, but I don't have Quake 4. At the moment, I only have Doom 3 and it would probably cause an error or something. The screenshots look good, though the buildings look a little awkward. That's just my opinion, maybe you might want to make them larger or something. Something about it just doesn't look right. Everything else looks cool, though.



dcreator@Posted: Tue Dec 19, 2006 10:36 pm :
You could probably walk around, there is a quake4 monster in the map, but i can remove it, and upload the level again.

If you are familiar with the editor you can find the monster at the second floor, at the bottom of the mine, and remove it(I think it might cause error), so you don't have to download the map again.

EDIT: The buildings are at a "realistic" size, but they are far away, and it should only be possible to see them through a window in the game. They are just blocks with textures applied on, mostly.

I've uploaded the new map now



Ww3@Posted: Tue Dec 19, 2006 10:53 pm :
Kudos on your first map!

The most important thing is: Lighting. Go to work on the lighting. The first shot has some seriously overlit stuff, and the last shot I thought was a practical joke because all I see is black.

The textures look very good, keep up the good work.
Work on the geometry, it all looks very blocky and basic, try working not only on small details, but designing some of the areas with more feel for complex architecture. For example some support beams inside the mine would make it look more real, and more detailed.



dcreator@Posted: Wed Dec 20, 2006 11:42 am :
Thanks for such a great reply... Lightning, I wouldn't think that the first shots lightning is over lighted, if you look at the gun, its not that light?

It might probably look like that because of the brushed steel pipes is very specular.

The darkest image, got a light level with a brightness of 16 or something, it is supposed to be nearly pitch black there, but only for 5-10 meters or something, because it is going to be a " T " connection or something with a monster waiting there to attack the player.

Support beams, you mean like pillars and stuff? I think it would look better with some pillars around in the big rooms?

Anyway, I've too look at the lightning and design of the original q4 maps, to get inspiration, and find proper ways to do good lightning.

I've planned it to be like:
1st floor: Light, with some small offices, a lunchroom, showers and rooms. Possible to look at the outside of mines.

2nd floor: Much contrasts, bright areas as well as dark ones

3rd floor: Darker, but not very dark. Some few well lighted areas

4th floor: Mostly dark, some gray areas, but most of this floor is already felt apart, and is continuously falling apart as you're walking, swimming and making your way around there.

Too make you're way through floor 3 and 4 you have to find dynamite triggers like this kind, only much older:

Image

else you have to find keys to open doors, switches to open ports and so on...



Regulator@Posted: Wed Dec 20, 2006 12:28 pm :
I like the last screenshot.



dcreator@Posted: Tue Dec 19, 2006 10:17 pm :
Main room with elevator and stuff:
Image

Looking out:
Image

Kitchen at first floor:
Image

Just some classic ventilation:
Image

Start of the mines, floor2
Image

In the dark old mines, floor 2:
Image

Grab the textures at:
http://kjellkt.ath.cx/div/kjellkt.pk4

and the level at:
http://kjellkt.ath.cx/div/old_mines_preview.zip

It is, currently a Quake 4 map, because i better like the Quake4 level editor, however, the final version of this map going to be for doom3. I guess it would be possible to open this map in doom3 with some small modifications(removing a monster).

All textures are made by me of various sources, you can read more about these texturese here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=18090

The map ain't perfect, but I'm working on details. It is planned to be much more detailed, optimized. It should have 4 floors, a lot of scripting and so on ...



Kathaarsis@Posted: Tue Dec 19, 2006 10:29 pm :
I would download it and play through it, but I don't have Quake 4. At the moment, I only have Doom 3 and it would probably cause an error or something. The screenshots look good, though the buildings look a little awkward. That's just my opinion, maybe you might want to make them larger or something. Something about it just doesn't look right. Everything else looks cool, though.



dcreator@Posted: Tue Dec 19, 2006 10:36 pm :
You could probably walk around, there is a quake4 monster in the map, but i can remove it, and upload the level again.

If you are familiar with the editor you can find the monster at the second floor, at the bottom of the mine, and remove it(I think it might cause error), so you don't have to download the map again.

EDIT: The buildings are at a "realistic" size, but they are far away, and it should only be possible to see them through a window in the game. They are just blocks with textures applied on, mostly.

I've uploaded the new map now



Ww3@Posted: Tue Dec 19, 2006 10:53 pm :
Kudos on your first map!

The most important thing is: Lighting. Go to work on the lighting. The first shot has some seriously overlit stuff, and the last shot I thought was a practical joke because all I see is black.

The textures look very good, keep up the good work.
Work on the geometry, it all looks very blocky and basic, try working not only on small details, but designing some of the areas with more feel for complex architecture. For example some support beams inside the mine would make it look more real, and more detailed.



dcreator@Posted: Wed Dec 20, 2006 11:42 am :
Thanks for such a great reply... Lightning, I wouldn't think that the first shots lightning is over lighted, if you look at the gun, its not that light?

It might probably look like that because of the brushed steel pipes is very specular.

The darkest image, got a light level with a brightness of 16 or something, it is supposed to be nearly pitch black there, but only for 5-10 meters or something, because it is going to be a " T " connection or something with a monster waiting there to attack the player.

Support beams, you mean like pillars and stuff? I think it would look better with some pillars around in the big rooms?

Anyway, I've too look at the lightning and design of the original q4 maps, to get inspiration, and find proper ways to do good lightning.

I've planned it to be like:
1st floor: Light, with some small offices, a lunchroom, showers and rooms. Possible to look at the outside of mines.

2nd floor: Much contrasts, bright areas as well as dark ones

3rd floor: Darker, but not very dark. Some few well lighted areas

4th floor: Mostly dark, some gray areas, but most of this floor is already felt apart, and is continuously falling apart as you're walking, swimming and making your way around there.

Too make you're way through floor 3 and 4 you have to find dynamite triggers like this kind, only much older:

Image

else you have to find keys to open doors, switches to open ports and so on...



Regulator@Posted: Wed Dec 20, 2006 12:28 pm :
I like the last screenshot.



dcreator@Posted: Tue Dec 19, 2006 10:17 pm :
Main room with elevator and stuff:
Image

Looking out:
Image

Kitchen at first floor:
Image

Just some classic ventilation:
Image

Start of the mines, floor2
Image

In the dark old mines, floor 2:
Image

Grab the textures at:
http://kjellkt.ath.cx/div/kjellkt.pk4

and the level at:
http://kjellkt.ath.cx/div/old_mines_preview.zip

It is, currently a Quake 4 map, because i better like the Quake4 level editor, however, the final version of this map going to be for doom3. I guess it would be possible to open this map in doom3 with some small modifications(removing a monster).

All textures are made by me of various sources, you can read more about these texturese here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=18090

The map ain't perfect, but I'm working on details. It is planned to be much more detailed, optimized. It should have 4 floors, a lot of scripting and so on ...



Kathaarsis@Posted: Tue Dec 19, 2006 10:29 pm :
I would download it and play through it, but I don't have Quake 4. At the moment, I only have Doom 3 and it would probably cause an error or something. The screenshots look good, though the buildings look a little awkward. That's just my opinion, maybe you might want to make them larger or something. Something about it just doesn't look right. Everything else looks cool, though.



dcreator@Posted: Tue Dec 19, 2006 10:36 pm :
You could probably walk around, there is a quake4 monster in the map, but i can remove it, and upload the level again.

If you are familiar with the editor you can find the monster at the second floor, at the bottom of the mine, and remove it(I think it might cause error), so you don't have to download the map again.

EDIT: The buildings are at a "realistic" size, but they are far away, and it should only be possible to see them through a window in the game. They are just blocks with textures applied on, mostly.

I've uploaded the new map now



Ww3@Posted: Tue Dec 19, 2006 10:53 pm :
Kudos on your first map!

The most important thing is: Lighting. Go to work on the lighting. The first shot has some seriously overlit stuff, and the last shot I thought was a practical joke because all I see is black.

The textures look very good, keep up the good work.
Work on the geometry, it all looks very blocky and basic, try working not only on small details, but designing some of the areas with more feel for complex architecture. For example some support beams inside the mine would make it look more real, and more detailed.



dcreator@Posted: Wed Dec 20, 2006 11:42 am :
Thanks for such a great reply... Lightning, I wouldn't think that the first shots lightning is over lighted, if you look at the gun, its not that light?

It might probably look like that because of the brushed steel pipes is very specular.

The darkest image, got a light level with a brightness of 16 or something, it is supposed to be nearly pitch black there, but only for 5-10 meters or something, because it is going to be a " T " connection or something with a monster waiting there to attack the player.

Support beams, you mean like pillars and stuff? I think it would look better with some pillars around in the big rooms?

Anyway, I've too look at the lightning and design of the original q4 maps, to get inspiration, and find proper ways to do good lightning.

I've planned it to be like:
1st floor: Light, with some small offices, a lunchroom, showers and rooms. Possible to look at the outside of mines.

2nd floor: Much contrasts, bright areas as well as dark ones

3rd floor: Darker, but not very dark. Some few well lighted areas

4th floor: Mostly dark, some gray areas, but most of this floor is already felt apart, and is continuously falling apart as you're walking, swimming and making your way around there.

Too make you're way through floor 3 and 4 you have to find dynamite triggers like this kind, only much older:

Image

else you have to find keys to open doors, switches to open ports and so on...



Regulator@Posted: Wed Dec 20, 2006 12:28 pm :
I like the last screenshot.



dcreator@Posted: Tue Dec 19, 2006 10:17 pm :
Main room with elevator and stuff:
Image

Looking out:
Image

Kitchen at first floor:
Image

Just some classic ventilation:
Image

Start of the mines, floor2
Image

In the dark old mines, floor 2:
Image

Grab the textures at:
http://kjellkt.ath.cx/div/kjellkt.pk4

and the level at:
http://kjellkt.ath.cx/div/old_mines_preview.zip

It is, currently a Quake 4 map, because i better like the Quake4 level editor, however, the final version of this map going to be for doom3. I guess it would be possible to open this map in doom3 with some small modifications(removing a monster).

All textures are made by me of various sources, you can read more about these texturese here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=18090

The map ain't perfect, but I'm working on details. It is planned to be much more detailed, optimized. It should have 4 floors, a lot of scripting and so on ...



Kathaarsis@Posted: Tue Dec 19, 2006 10:29 pm :
I would download it and play through it, but I don't have Quake 4. At the moment, I only have Doom 3 and it would probably cause an error or something. The screenshots look good, though the buildings look a little awkward. That's just my opinion, maybe you might want to make them larger or something. Something about it just doesn't look right. Everything else looks cool, though.



dcreator@Posted: Tue Dec 19, 2006 10:36 pm :
You could probably walk around, there is a quake4 monster in the map, but i can remove it, and upload the level again.

If you are familiar with the editor you can find the monster at the second floor, at the bottom of the mine, and remove it(I think it might cause error), so you don't have to download the map again.

EDIT: The buildings are at a "realistic" size, but they are far away, and it should only be possible to see them through a window in the game. They are just blocks with textures applied on, mostly.

I've uploaded the new map now



Ww3@Posted: Tue Dec 19, 2006 10:53 pm :
Kudos on your first map!

The most important thing is: Lighting. Go to work on the lighting. The first shot has some seriously overlit stuff, and the last shot I thought was a practical joke because all I see is black.

The textures look very good, keep up the good work.
Work on the geometry, it all looks very blocky and basic, try working not only on small details, but designing some of the areas with more feel for complex architecture. For example some support beams inside the mine would make it look more real, and more detailed.



dcreator@Posted: Wed Dec 20, 2006 11:42 am :
Thanks for such a great reply... Lightning, I wouldn't think that the first shots lightning is over lighted, if you look at the gun, its not that light?

It might probably look like that because of the brushed steel pipes is very specular.

The darkest image, got a light level with a brightness of 16 or something, it is supposed to be nearly pitch black there, but only for 5-10 meters or something, because it is going to be a " T " connection or something with a monster waiting there to attack the player.

Support beams, you mean like pillars and stuff? I think it would look better with some pillars around in the big rooms?

Anyway, I've too look at the lightning and design of the original q4 maps, to get inspiration, and find proper ways to do good lightning.

I've planned it to be like:
1st floor: Light, with some small offices, a lunchroom, showers and rooms. Possible to look at the outside of mines.

2nd floor: Much contrasts, bright areas as well as dark ones

3rd floor: Darker, but not very dark. Some few well lighted areas

4th floor: Mostly dark, some gray areas, but most of this floor is already felt apart, and is continuously falling apart as you're walking, swimming and making your way around there.

Too make you're way through floor 3 and 4 you have to find dynamite triggers like this kind, only much older:

Image

else you have to find keys to open doors, switches to open ports and so on...



Regulator@Posted: Wed Dec 20, 2006 12:28 pm :
I like the last screenshot.