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DaMethod
01-11-2008, 08:52 AM
Hey,

Originally this started out as a design test for a game studio that I did in about 10 days.

http://www.methodonline.com/temp/yan_test.htm

Very stressful work given the limited time.

After I submitted the map I took 2 days to make moss variation of each texture to give a level more unique look. Overall I feel like this is the best map I created from gameplay and visual point of view. All textures except skybox were created from scratch (using CGTextures as photo reference) prior to the design test. I included lots of textures inside of the pak file for community use. Read the readme for more info.


http://www.methodonline.com/temp/moss1.jpg

http://www.methodonline.com/temp/moss2.jpg

http://www.methodonline.com/temp/moss3.jpg

http://www.methodonline.com/temp/moss4.jpg

Download the map HERE (http://www.methodonline.com/release/yan_test.zip).

Feedback is welcome,

-Method

heavyness
01-11-2008, 04:18 PM
i think it needs more moss and dirt..... jk

very nice! i don't have Quake 4, so i can't play test it but it looks really good.

matsman
01-12-2008, 03:07 PM
The pictures remind very much of the original doom.... which is very good. Shame I too have no quake4.
I would have tried it no doubt otherwise.

Thanks for sharing

BurrowingDuck
01-13-2008, 06:01 AM
Beautiful map from what you've shown! Unfortunately I don't have/play quake 4, so I couldn't give you any crit on how it plays.

If I had to really nit pick i'd say that the hanging vegetation looks a little flat, but not something I would really care too much about.

Inksworth
01-13-2008, 07:00 AM
I had a chance to play through your map, and color me impressed. :)

I really liked the texture work most of all, you did a very good job of making it not feel like it was Quake 4, too. If it weren't for the hud and the weapons I wouldn't have known. :) Most work I've seen in id Tech 4 tends to be distinctly "doomish" in it's feeling. My own, included.

Really, the only crits I can think of are it feels a little awkward with the sideways teleporters, they're a little distracting compared to everything else in the map. Also, it kind of looks like every light source has a flare assigned to it. That may be intentional because of the light blue fog throughout the map, so take that as just an aesthetic note on my part.

I think the ten days you spent on this were well spent indeed, I'm gonna hold onto this map and put it in my rotation for a while. :) I really hope you get a similar response from the game studio!

Matroskin
01-16-2008, 03:13 PM
great texture work and architecture. Good job.
But to me ur lighting looks too uniform everywhere. There is no contracst that could add more variation to it.

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01-16-2008, 03:13 PM
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