Well... it's a start. Please note that this is the 8th version, you are playing a version I have not intended to release because I had released the 7th version a couple days ago and I have not completed this version yet. And another note that this map is still in BETA stage so please expect errors/bugs. Please don't edit this map without my permission. Please report the errors and bugs here, this is kinda my first maps, so...
Quake III Arena Version: Castle of Hell Quake III Arena.zip
Quake Live Version: Castle of Hell Quake Live.zip
Announcement
Collapse
No announcement yet.
Castle of Hell - My Quake 3/Quake Live Map
Collapse
X
-
Castle of Hell - My Quake 3/Quake Live Map
Last edited by Grim Warlock; 08-03-2010, 08:37 PM. -
Guest repliedOriginally posted by Christopher Murphy View PostI've removed the fog! I think it looks darker now...
http://a.imageshack.us/img401/9518/shot0014m.jpg
http://a.imageshack.us/img203/7222/shot0015x.jpg
http://a.imageshack.us/img835/9361/shot0016t.jpg
Such a very amazing link!
Leave a comment:
-
Not happening until it's at least somewhat playable.Originally posted by 8IronBob View PostHmm...okay, I'll wait for the update before downloading again. Thanks for the heads up.
I made a shader that mixed 2 skies together, result..
Leave a comment:
-
Hmm...okay, I'll wait for the update before downloading again. Thanks for the heads up.
Leave a comment:
-
-
New shots!
http://a.imageshack.us/img245/9207/shot0000a.jpg
http://a.imageshack.us/img844/1637/shot0001im.jpg
http://a.imageshack.us/img823/7118/shot0002p.jpg
http://a.imageshack.us/img716/1433/shot0003j.jpg
http://a.imageshack.us/img819/9419/shot0004o.jpg
http://a.imageshack.us/img842/6664/shot0005x.jpg
http://a.imageshack.us/img825/231/shot0006o.jpg
http://a.imageshack.us/img444/2323/shot0007v.jpg
http://a.imageshack.us/img832/8424/shot0008d.jpg
http://a.imageshack.us/img828/2500/shot0009z.jpg
Leave a comment:
-
New shots!
http://a.imageshack.us/img580/5569/shot0027o.jpg
http://a.imageshack.us/img195/9896/shot0028uw.jpg
http://a.imageshack.us/img413/8453/shot0029x.jpg
http://a.imageshack.us/img823/7275/shot0030g.jpg
http://a.imageshack.us/img836/9941/shot0031o.jpg
http://a.imageshack.us/img517/72/shot0032gu.jpg
Leave a comment:
-
Thanks.Originally posted by JPL View PostI like particularly first shot... and the lightning is good ! Not too dark, but gloomy enough to obtain a good Hell-ish effect...
Leave a comment:
-
I like particularly first shot... and the lightning is good ! Not too dark, but gloomy enough to obtain a good Hell-ish effect...
Leave a comment:
-
Some new shots...
http://a.imageshack.us/img687/2198/shot0007ll.jpg
http://a.imageshack.us/img293/8656/shot0008g.jpg
http://a.imageshack.us/img268/184/shot0009pb.jpg
http://a.imageshack.us/img517/2381/shot0013wo.jpg
Trying to focus on architecture.
Leave a comment:
-
New shots...
http://a.imageshack.us/img695/4761/shot0000pr.jpg
http://a.imageshack.us/img708/4151/shot0001lr.jpg
http://a.imageshack.us/img33/4850/shot0002tu.jpg
http://a.imageshack.us/img245/3946/shot0003bz.jpg
http://a.imageshack.us/img826/9189/shot0004r.jpg
http://a.imageshack.us/img811/7122/shot0005e.jpg
http://a.imageshack.us/img294/7830/shot0006lx.jpg
http://a.imageshack.us/img716/7982/shot0014k.jpg
http://a.imageshack.us/img838/834/shot0015r.jpg
http://a.imageshack.us/img834/5428/shot0016x.jpg
http://a.imageshack.us/img828/2827/shot0017k.jpg
http://a.imageshack.us/img193/4899/shot0018x.jpg
http://a.imageshack.us/img85/6754/shot0019a.jpg
http://a.imageshack.us/img97/3491/shot0020go.jpg
http://a.imageshack.us/img94/2433/shot0021ed.jpg
http://a.imageshack.us/img704/1048/shot0022f.jpg
http://a.imageshack.us/img69/7717/shot0023gz.jpg
Leave a comment:
-
Leave a comment:
-
I'm going for the gothic/medieval (want to make it look at bit like a Hexen mapOriginally posted by golden_boy View PostA multiplayer map needs to be well lit, because its goal is inherently different from a singleplayer map. Multiplayer is about fragging and being fragged, and movement, and social interaction. People need to be able to see well at all times (except in a few places maybe).
Singleplayer is about atmosphere, feeling, and the pretty lights. Take your pick
Cool that you started mapping though. Keep doing it. That's the main thing when you want to map. It is simply a lot of things that you have to learn. Like, light your maps well, don't use simple boxes for rooms (try L, T, U or cross shaped rooms), and don't go room-corridor-room all the time. If you do have corridors, make sure they're interesting and busy in their own right, and not too cramped.
Don't let walls and floors run too long without being broken up. Have enough stuff that catches the eye. Don't let the viewers' eye move on too long before it gets stopped by an interesting detail. Start with large details first, like air ducts, girders, crates, pillars, pipes, and simply things that divide the room and make everything look less boxy and predictable. You don't want stuff like pipes to inhibit movement in multiplayer, so put that up on the walls or on the ceiling, or at least well out of the way.
In multiplayer you can be much less detailed, but still try to have quite some texture variation and some large scale detail in the brushwork at least (bridges, pools, abysses, windows, doorways, light fixtures, sky windows, stairs, lifts and ramps etc). Vary the floor height of the map. Use stuff like jumppads.
Don't simply let a piece of wall end somewhere. Make the end look interesting. Use trim. Or put a pillar there, or cut away part of the wall.
What I could see looked promising, but it's really a bit dark. Put more light fixtures or torches (depends on which style you're going for) in the map. They act as details at the same time. I'd recommend techy light fixtures, simply because they offer a greater variation than torches. Keeping torches interesting is a bit harder.
I saw a staircase, which is good. Try to make L- or U-shaped staircases, those are more interesting (like in Campgrounds). Keep the straight ones short. Put little ramps left and right of the staircase to trim it off.
About the light: I'd recommend not to use the same colour everywhere, and keep strong colours restricted to certain areas. I'd mainly use white/light yellow/light orange, actually. For multiplayer, that is. Keep in mind most people go there during lunch break or something to frag others. MP environments need to be relatively neutral, unoppressive and obstacle-free. Gratification needs to be instant. Put enough health and armour in, but no so much that people become hard to frag. One or two items that people will want to fight about, like one red or yellow armour and one rocket launcher, and maybe a railgun. Hand plasma guns and shotguns out in slightly greater quantitites. Scatter armour shards and stimpacks around liberally. Don't put too many powerups in. One quad is generous.
I'm doing both single and multiplayer maps in rmq, and I enjoy the different nature of multiplayer ones... it's a nice challenge, because you have to think differently.
Keep doing it.

) and a dark and gloomy look. I don't like too many light sources, it looks ugly. I hate Quake 3 and Quake Live's lighting sources in its maps. Amd Campgrounds is the worst map ever for Quake 3 and Quake Live IMO. And I just made the lights red for relation to the color of the windows', I'm trying to make the windows' transparent too. And I don't think any U shaped staircases will work or fit in my map, I've tried but I failed massively. And I don't think yellow/bright orange techno lights would fit in a gothic map.
Leave a comment:




Leave a comment: