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 knc_dm1 - kaffeewunder - final 
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Joined: Wed May 05, 2010 1:27 pm
Posts: 82
Post Re: knc_dm1 - kaffeewunder
Last shot looks really nice, especially that SteelStorm logo :).


Sun Jul 18, 2010 1:52 pm
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Joined: Thu Apr 29, 2010 2:40 pm
Posts: 68
Post Re: knc_dm1 - kaffeewunder
I can't click at the images, it wants me to download them.
Use Mavs picture upload instead, Kaff!


Sun Jul 18, 2010 2:17 pm
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Joined: Thu May 06, 2010 2:01 pm
Posts: 47
Post Re: knc_dm1 - kaffeewunder
test

while i try to find out, how the picupload work here(lol!!!) i fill this post, with a link.
http://www.youtube.com/watch?v=Rj0cq0iWLNk


Mon Jul 19, 2010 2:43 pm
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Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: knc_dm1 - kaffeewunder
Oh with these colors in it it looks much more attractive. Perhaps add some more? Stair trims or something?

But still: i hate this hardedged terrain. especially the one at 1:11 in the vid on the left. That "hole".
Will you change the texture at 2:02 ff?


Mon Jul 19, 2010 6:45 pm
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Joined: Thu May 06, 2010 2:01 pm
Posts: 47
Post Re: knc_dm1 - kaffeewunder
here a new Progressshot. lol
Attachment:
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Mon Jul 26, 2010 10:05 am
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Joined: Mon May 03, 2010 7:08 am
Posts: 71
Post Re: knc_dm1 - kaffeewunder
damn i wanna see that terrain ingame :D

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Tue Jul 27, 2010 11:47 am
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Joined: Thu May 06, 2010 2:01 pm
Posts: 47
Post Re: knc_dm1 - kaffeewunder
here is ,i suppose, the prefinalbeta(lol). maybe i will update this today.
i made a hq(57,X Mb LOL) and lq (still 23Mb ) version, the lq verson has just lower resoluted textures. (ill hope this fix at least the problems for old machines).


LQ :

http://www.divshare.com/download/12153749-941

HQ :

http://www.divshare.com/download/12153764-2ea

oh and i forgot the ss
Attachment:
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Sun Aug 01, 2010 3:58 am
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Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: knc_dm1 - kaffeewunder - final beta
Yeah, great map! Especially the HQ version rules (only tested hq). And the terrain is awesome =)
But I still have some tiny problems with it:

floor tex
I don't like this one. It's looking like a flat misplaced texture. Perhaps because it's so blurry, but perhaps if you lower that floor, or higher it a bit. 2units or smth. The decals for the tele are VERY cool. And also the other monitoring stuff. Love it. Sweet little details.

frame
It looks like it shouldn't be there. It's not in a wall, it's just standing around. I would delete it. Or you name me why it's there :D

light
Perhaps add a light here... a bigger one hanging from the ceiling.

letters
letters2
There are letters going from right to left. But should we be able to read it or is it on purpose that you can only see the top of them?

fridge
What is in there? It's way too bright;

fridge
And the whole lighting in this room looks flat.

hq
I thought I've downloaded the HQ-version?

cut
That just looks cut. Perhaps add some more walls here instead? After the first angled thing there.

And to the sounds: Delete this annyoing flap flap sound. I walked around but couldnt find a source. And since it's only 2 seconds it's repeating itself very often. Got crazy searching for it...

Add: Okay now I see that thing with the letters. You have 5 banners in there, or so. Please fit them on every brush or patch, dunno. Especially centered. There is one for example which isn't in the center but 2 lines above.

zoom
If I zoom in here, I get a HOM effekt. It's where you can look outside.

decals
I get those nasty black squares around the decals. There was something on quake3world about it. I think it's with surfaceparm nomarks.

clip
Clip in between

Light
Why is one light having a blend texture and the other one not?


Mon Aug 02, 2010 12:00 pm
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Joined: Mon Apr 26, 2010 4:49 pm
Posts: 221
Location: Somewhere near Berlin
Post Re: knc_dm1 - kaffeewunder - final beta
Image
zfighting

Image
Missing texture

Image
I thought this was a TP :(

Image
Image
You can jump out of the level here.

Image
Same here. Also, IMO, remove the clip over there at the shards so people can fall down here. Then add void/fod etc.

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Mon Aug 02, 2010 2:03 pm
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Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: knc_dm1 - kaffeewunder - final
Hm. Hard to tell if like this map or not. Still there are some errors (in my eyes) I've mentioned 2 posts above. The girder, the shadows on the decals in front of the teleporters... (I think you just need to add "surfaceparm nomarks" to prevent this bug)

I think the teleporter destinations are too confused. You go into one, drop out at another -> consequently you think: okay this will teleport me to the other one... BUT no. It directs you to another tele destination, until there is no teleporter anymore behind you. Moreover the destinations are (I think) too opened. One is exactly in front of a big hole. One teleporter pushes you so much that you fall into the jumppad. You need to press backwards to stand still.

One decal in front of the SG (destination out) is wrong placed. You can only see half of it.
And where comes the particle from at the RA? Why is it falling through the brushes?

Still love the terrain!


Tue Aug 10, 2010 10:24 am
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