Hi ppl,
just for the chrismas time, you will see my newest work now
I worked for over 2 months on this project yet, and I'm still not done, but it's enough to show you. Visit the following URL, theres a screenshot-viewer for the map.
The map is made for Tremulous, a standalone game based on the Q3 GPL engine. Any comments, suggestions, etc. go here.
http://dev.dasprids.de/maps/ancient_remains/screenshots/
Have fun with viewing them
Replies
I think it looks great.
The props you have in some of the shots (turret guns, etc.) are quite hard to read against their background, being very similar in colour. Maybe this is the look you want, but I'd at least add some self-illuminated lights or something to make them a bit easier to see.
I know it's a WIP, but are you planning on adding some focal points to the map? Statues, ruins, whatever? It definitely needs some points of interest, but I'm sure you had planned for this anyway.
Color match the grass alpha and the ground grass, and gradient to black the alpha at the base to give it a smooth transition into the ground. This will help blend the grass into the scene instead of it sticking out everywhere like an afterthought. Also, don't know anything about your engine, but if you can make the grass fade in and out at a distance (possibly manually reduce opacity of the alpha in the mips). This would add a nice effect.
Exterior canyon top silhouette needs variation. As is, the tops of all the rocks is totally flat. If you were to change these up, areas would appear more unique, and add memorable locational details.
Entryways are too weak. They are thin, box cutouts. Try something beefier, thick and supported. Also, the rocks above this are too thin to support an interior cave system. Build up the rocks above the entryway so that the interior being there is believable.
Interior detail levels weak compared to exterior. To be blunt, the interior is a box with a texture. Trim, support beams, and a worn path would do wonders for this area.
The brick texture reads as thin black lines on mossy rock. At any distance they disappear and it becomes a solid texture. Paint depth an shapes into these bricks. Damage and knock some out here and there. You can play with silhouette here at corners by having some stick out or broke out.
Finally, raise the torches above game play level so the details dont conflict with items and add much needed raised height details.
http://simland.planetquake.gamespy.com/pages/q3maps/pom.htm
Nice use of em... but I'd like to see something a bit more interesting. Any plans for structure or further detail? At the moment it's just rocky corridors.
I will take care of everything you've mentioned. Most of the things you said are still done, but I didn't want to publish new screenshots before the final release.
cep: I will look out for a better skybox, or even create my own.
CheeseOnToast: Locations with special details are added after taking the screenshots
Cholden: Still realised the fade-out in 2 meters distance. That was even needed for the gameplay.
Black_Dog: I mentioned sock and all other guys in the readme-file of the map.