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Posted by Spirit [80.171.154.110] on 2012/02/05 21:35:19

A blockout map is also pretty, in its way. When gussied up with gentle fog, soft omnidirectional lighting, and enough fractious post-brutalist geometry to lend the depth and texture that unfinished maps are lacking, without sacrificing the stark austerity that a map textured entirely in bare concrete must by nature embrace, it becomes prettier still. This is at least the working theory behind "You'll Shoot Your Eye Out."
http://www.lunaran.com/page.php?id...
Screenshots:
http://www.lunaran.com/images/maps...
http://www.lunaran.com/images/maps...
http://www.lunaran.com/images/maps...
http://www.lunaran.com/images/maps...
http://www.lunaran.com/images/maps...
http://www.lunaran.com/images/maps...
http://www.lunaran.com/images/maps...
http://www.lunaran.com/images/maps...
http://www.lunaran.com/images/maps...
http://www.lunaran.com/images/maps...
http://www.lunaran.com/images/maps...
http://www.lunaran.com/images/maps...
Download:
http://www.lunaran.com/files/lun3d...

#1 posted by Spirit [80.171.154.110] on 2012/02/05 22:03:02
Looks like ioquake3 can't handle this, shaders not working or something. Damn!
Cool
#2 posted by DaZ [78.147.160.153] on 2012/02/05 22:27:27
Reminds me of Combine architecture from hl2 in a way. Simple but very effective, love it :)
#3 posted by Ghd Fladjern Tilbud [178.70.206.220] on 2012/02/05 22:32:22
greebletastic
#4 posted by Zwiffle [97.87.57.94] on 2012/02/05 22:53:10
You got Mirror's Edge in my Q3! You got Q3 in my Mirror's Edge!
#5 posted by necros [99.227.132.108] on 2012/02/05 23:14:06
haha that's awesome!
the fake ambient occlusion worked out really well, too.
Spirit
#6 posted by Lunaran [99.67.239.83] on 2012/02/06 00:19:01
I made and tested it primarily in ioquake3. Are you getting broken shaders?
Also
#7 posted by Lunaran [99.67.239.83] on 2012/02/06 00:19:32
More shots and info at kungfusquirrel's page for the map:
http://www.button-masher.net/conte...
Gorgeous
#8 posted by sock [96.49.154.150] on 2012/02/06 02:15:16
Amazing work as always, there is shader errors with ioq3, but nothing serious. I was wondering when you were going to release this and it also reminds me of minecraft on crack!
Looks Great!
#9 posted by Drew [216.252.73.175] on 2012/02/06 04:50:44
Almost as good as this: http://lunaran.com/pics/lunsp2/gro...
Awesome
#10 posted by rj [86.29.94.69] on 2012/02/06 08:39:58
that is one of the best looking maps i have ever seen. hi res screenshots (sans entities) could actually pass for art
Spirit / Lunaran
#11 posted by JPL [82.227.229.44] on 2012/02/06 09:50:58
The shots are awesome. A shame I do not have Q3 installed on my computer :(
Looks Brilliant
#12 posted by onetruepurple [89.79.96.4] on 2012/02/06 12:17:00
Great work on the sounds too.
Lun
#13 posted by Spirit [80.171.51.187] on 2012/02/06 17:19:05
http://pastebin.com/WNQd7Zi7
http://i.imgur.com/Rpu2O.jpg
no idea what is happening
#14 posted by Scampie [72.12.65.92] on 2012/02/06 18:01:25
known hater of crates in maps -> designs map made entirely of cubes
#15 posted by Scampie [72.12.65.92] on 2012/02/06 18:02:09
oh, but it is stupor purty
Spirit
#16 posted by Lunaran [99.67.239.83] on 2012/02/07 06:38:01
You and Simon are apparently both getting that. Your pastebin reveals no stand-out errors, but I can't argue with the screenshot.
What I don't get is that I emptied baseq3 except for my pk3 to test that it was complete, and tested it with ioquake3 and everything was fine. I use a lot of non-standard blend modes - maybe ioq3+your specific hardware doesn't like that?
Does it do that with vanilla q3? What version of ioq3 do you have?
Lun
#17 posted by Spirit [89.204.153.76] on 2012/02/07 09:19:37
deleting an old beta of this map fixed it.
Doh
#18 posted by Lunaran [99.67.239.83] on 2012/02/08 03:42:20
I had an idea to make a version of the concrete shader with an extra-high lightmap res and apply it to only the big broad faces that have sharp diagonal shadows falling over them to crispen them up without destroying q3map2 any more than I already have, but it's too late and I was kind of hoping there WAS something critically broken so I could have an excuse to recompile it that way and re-release it.
Ready For Release?
#19 posted by Tigger-oN [203.206.128.41] on 2012/02/08 11:57:29
@Lunaran: Can this be added to the map queue at ..::LvL yet?
Superb...
#20 posted by distrans [149.144.9.73] on 2012/02/09 04:26:23
I especially like the positioning of the railgun: a little exposure for a decent reward.
Tigger
#21 posted by Lunaran [99.67.239.83] on 2012/02/09 05:07:31
Sock has put me onto a crazy ninja method for getting an appropriate working aas. I'm going to give that a shot, so maybe hold off? thx bro
I'm pretty sure now that I think about it that I have never released a Lun3DM I didn't have to release again two weeks later.
NP...
#22 posted by Tigger-oN [203.206.128.41] on 2012/02/09 07:37:44
No problem, send it when you are ready.
#23 posted by negke [31.18.178.13] on 2012/02/09 10:37:52
The screenshots look very cool. Indeed combine-esque, and also remind me of some abstract art poster I once had. More of an experiment obviously, I doubt the map makes for proper gameplay, but who knows. How's the performance anyway? There's also something about the lighting that I like - as with other modern Q3A maps. Seems very refined to me.
Didn't think about the AAS, but yeah, bots should have a hard time with all the edges. How are you going to approach this? Perhaps make a simple version of the layout/structures without 'detail cubes' and use that AAS file for the actual level?
#24 posted by necros [99.227.132.108] on 2012/02/09 19:39:10
i have to say i was kind of disappointed when i actually played this. :(
it looks fantastic, no argument there, but from the screenshots it looked a lot bigger.
the map is actually pretty small.
i know there's gameplay considerations and whatnot, but i would have loved to see it at 1.5x or even 2x size.
also, i was sad the top part was all clipped off. :P
but yeah, it's still awesome. ;)
thanks!
Man
#25 posted by nitin [124.168.98.146] on 2012/02/25 13:27:49
what a map!!
Is there any chance of getting the bots working? I have been spooging just walking around but would be great to try and play.
Also, what are the r_speeds in this one, framerate dips ocassionally.
Amazing!!!
#26 posted by HBold [196.28.109.122] on 2012/03/11 14:57:31
Damn, my fav Q3 map! Pure talent! Works well for me in ioquake3.
Did You..
#27 posted by Omus [88.202.194.129] on 2012/03/20 20:45:03
Did you place every brush down individually or use some kind of procedural algorithm to speed things up a bit? Talk about patience of a saint!
Take A Look
#28 posted by onetruepurple [89.79.96.4] on 2012/03/20 20:53:16
http://www.lunaran.com/page.php?id...
#29 posted by Omus [88.202.194.129] on 2012/03/21 00:50:03
ah, thought so, thanks for the link
Attn: Bot Lovers
#30 posted by Lunaran [99.67.239.83] on 2012/03/23 03:17:19
Sock has put me onto a crazy ninja method for getting an appropriate working aas. I'm going to give that a shot, so maybe hold off? thx bro
I got this working, and have the bots playing their usual sort of dumb way on Lun3DM5. I had to recompile anyway, so I took advantage and doubled/halved the lightmap res in places it needed/didn't need it, so hard-edged shadows got a lot crisper but the download didn't get any bigger. \o/ Big thanks to sock.
Tigger, you may review at your leisure.
Great News
#31 posted by nitin in nepal [122.177.153.220] on 2012/03/24 06:55:54
will check it out when I get back.

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