View Full Version : Quake 4 MP - Yan's Test
01 January 2008, 09:52 AM
Originally this started out as a design test for a game studio that I did in about 10 days.
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.
Download the map HERE (http://www.methodonline.com/release/yan_test.zip).
Feedback is welcome,
01 January 2008, 05:18 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.
01 January 2008, 04:07 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
01 January 2008, 07:01 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.
01 January 2008, 08:00 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!
01 January 2008, 04:13 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.
01 January 2008, 04:13 PM
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