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E1m1 - wip

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  • E1m1 - wip

    WIP recreation of E1m1 in Crysis 2:

    Got maybe half of the basic brushwork done with lighting, mostly untextured so far:












    Here's a closer pic of the button:


    What do you guys think?
    Last edited by Bloodshot; 01-21-2012, 11:40 PM.

  • #2
    Looks cool Bloodshot! The lighting looks cool in the last three shots.

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    • #3
      That, my friend, is awesome.
      Scout's Journey
      Rune of Earth Magic

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      • #4
        Thanks

        Small Update - Did a lot more texturing and added lighting to the white panels on the lower level of first room:



        Do you guys think the textures look "Quakey" enough?

        Also, which lighting do you think looks better, the above or this?:



        I like the effect, but I think it might be a bit dark, and a little Doom 3-ish.
        Last edited by Bloodshot; 01-20-2012, 10:10 PM.

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        • #5
          Lower shot looks better, but yeah, lighting must be functional first and foremost, players need to see.
          Scout's Journey
          Rune of Earth Magic

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          • #6
            I increased the light radius, and I don't think it's too dark now:


            But the real test will be when I add enemies in.

            Made the little computer areas from the beginning:



            Here's the whole start room textured:


            And here's a shot of the ceiling, I tried to use a lot of real wires to recreate the texture again, and I mean a LOT:


            I think the trapezoid shapes that I dug into the walls to emulate the Quake 1 wall textures actually ended up quite nice. The lights I added almost remind me of Q2 a bit.

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            • #7
              quite cool looking

              just a shame its made in such a crappy game

              sorry, dont mean to offend, but personally i hate crysis and crysis 2,
              never got the hype of those games, look great but the gameplay sucks imo,
              wish the makers wouldve focusssed more on making it fun to play instead of focussing on making it look 'supergood'
              .
              are you curious about what all there is out there in terms of HD content for quake?
              > then make sure to check out my 'definitive' HD replacement content thread! <
              everything that is out there for quake and both mission-packs, compiled into one massive thread

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              • #8
                Hello Bloodshot,

                I was not aware that you have such a great talent in mapping.

                Your screenshots tell me that you use a lot of details to make the environemnt look real.
                (like the wires, or the outside area)
                That is a very good thing !
                Knowing that the map E1M1 itself is not big, so you will most probably not run into limitations.


                But the lighting....
                As you said by yourself, be careful that you dont create a Doom3 map, please.
                You know what people tend to say about D3 lightning..
                Like goden_boy said:
                Quake1 is a game where the player should be able to see the map.

                Other than that:
                Really a fantastic work so far !

                Best wishes,
                Seven


                EDITED:
                Sorry, I have overseen the fact that you use Crysis to remap E1M1.
                Last edited by Seven; 01-21-2012, 02:38 AM.

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                • #9
                  Heh heh, it's highly unlikely that a Quake engine would look like that Seven

                  umm, Bloodshot, one thing: Crysis doesn't deal well with a lot of point lights in my experience, they cost a lot of performance.

                  But as a proof of concept, this doesn't matter of course.

                  And this is another proof that brown looks good in games.
                  Scout's Journey
                  Rune of Earth Magic

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                  • #10
                    It is incredible work, Bloodshot! I wish you good luck, it looks truly awesome!

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                    • #11
                      Originally posted by golden_boy View Post
                      Heh heh, it's highly unlikely that a Quake engine would look like that Seven

                      umm, Bloodshot, one thing: Crysis doesn't deal well with a lot of point lights in my experience, they cost a lot of performance.

                      But as a proof of concept, this doesn't matter of course.

                      And this is another proof that brown looks good in games.
                      Actually, Crysis 2 and CryEngine 3 are designed to allow 100s of lights with no impact on performance I remember I tried doing this in Crysis 1 and it killed my performance quite badly, but now I have tons of lights in a scene and on DX11 max settings I'm still getting 45+ fps.

                      On a side note, personally I've always loved Crysis because the gameplay encourages tactics, and allows you to think of ways to deal with the enemies (at least the first one) instead of just telling the players what to use. Things like barrels, traps and bridges, etc. Make it a really fun game. C2 didn't have as much of this, but the Gunplay is definitely improved at least. And unlike the other droves of modern shooters, it actually has level design instead of just fake areas to look at with invisible walls everywhere.

                      That's all just IMO though.

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                      • #12
                        Looks sweet! Keep us up on it when you add monsters.

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                        • #13
                          Right, Cryengine 3. I'm mentally still in Cryengine 2 mode.
                          Scout's Journey
                          Rune of Earth Magic

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                          • #14
                            Heh. I Personally think CE2 looks more realistic, but CE3 definitely looks prettier:

                            Megahealth cave secret area nearing completion:

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                            • #15
                              UPDATE - finished up the cavern and the outdoor area:

                              Put cliffs for walls instead of awkward steep hills, and put down a lot of vegetation:



                              Here's a shot of under the bridge:


                              A shot of the finished cavern where the megahealth secret resides - added a dripping particle effect to the ceiling:


                              Elevator area back to start, added running water next to where the elevator takes you up (no elevator yet):


                              A pic of the tunnel leading back into the base - I'm thinking about adding wood beams in here:

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