For mapping related questions/support, visit #et.mapping or #radiant on quakenet (IRC)
Well, well, well, is that the famous 'radar bunker on hill' map I heard so much about? :)
Looking forward to more!
This looks just way too good! Impressive work!
I really like the shot except for the banner. It looks really tiny and lost on that huge building.
In my opinion you should either put symmetrically placed large ones, one centered horizontal or none at all.
Amazing eye for details! Really great work on the model!
Are there animations yet or are you using the vanilla ones?
Amazing! These shots looks so impressive. I can't congratulate you enough on finishing such an increadible and HUGE project. I can only assume on the amount of sweat and tears that came with the development. Thank you very much and I will make sure to enjoy and explore every last inch of your maps!
I do and I love the game, however they aren't entirely comparable. Playing one doesn't stop you from enjoying the other as well.
Just one pedantic thing, could you please avoid the texture tiling in the vertical railing beams in the first picture. You can clearly see the texture repeating itself.
Other than that this looks truely fantastic! Really great job.
The distant-fog adds a nice atmosphere and I really like that your broken walls always follow the actual brick texture! This might not sound like much, but it's the small things like these that somehow destroy the appearance if neglected.
Is that black thing on the platform a power-up? (Sorry, I never played quake)
Outstanding character design!
I agree! This model is great, but shouldn't the venting holes on the upper barrel be indeed venting holes?
//EDIT: Sorry, noticed the "Alpha weapons" just now. So I suppose it is still under development.
The cinematics are simply amazing! Impressive work!
I can only agree.
Nice lava blending, but might I ask what those floating red things are that are throwing the yellow/blue sparks into the lava?
I don't know to what extend lava emits light, but imo the light in the lower floor could be a little red-ish. I'm not sure though.
impressive work! I really like the gloomy atmosphere of this level!
Great news! I voted for the Walther G43, but am happy with the result.
Just a more technical question, what license do you choose for your assets?
Nice, thank you!
Looks really great! Looking forward to tons of gameplay features now ;)
Looking great! Just FMI, you can't reload the M1-Garand in CoD, right? You have to empty it first.
The concept of this project is simply impressive! I wish you guys best of luck and hopefully more manpower to support the development!
I agree with you on the decoration. Needs a little improvement.
Don't think so and I wouldn't suggest it. It is WAY too slow for a FPS (at least MP). I just linked it here, because it helps to understand the mechanism of the gun, which is highly interesting!
I think adjusting the view a little, might help to understand the process a lot! I just watched some videos and the movement which I thought was reloading the bullets from the front, was actually pulling that small lever back ejecting the shells. This is a highly interesting weapon and a really nice choice you made!! Understanding the reloading process I think your animation is really good! Great work as always *tips his hat*
For others struggling like I did:
I really like that model, but in the reload animation it looks like he's putting the bullets in from the front.
Development on normal_, diffuse_ and specular_mapping will start in the near future. The first step in the whole process was just to have the basic textures ready and we decided it was about time to show some insights on the internal development.
so hard to choose. Each one of those is impressive!
For now ET:Legacy is supporting Omnibot. We will have to see if we can free some time for developing own bot-support somewhen down the road.
once again you amaze me with your weapon models! Great work man!
I suppose it's a nice trailer.
I don't mean to hate, but unfortunately I can't really see anything due to the high saturation and effect overkill you used.
Indeed! This looks really amazing and can easy stand a comparison with modern games. Nice job!