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Author Topic: Spielburg Valley for Call of Duty  (Read 2184 times)
Reish Vedaur
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« on: August 02, 2005, 10:30:34 AM »

I've been thinking about creating a map based on one of the QfG's for a long time, actually, but now I finally decided to make one not simply based on QfG1, but in fact approximately replicating nearly every piece of playable surface.


as seen in-game

This will show how I'm coming along.  I'm having to combine the features from both the EGA and VGA versions of the game to recreate the locales, so if you don't recognize something as being from one then it's probably from the other.  Except in some cases (such as Zara's Magic Shop) where I just had to wing it because the design would not lend itself to 3D regardless of what version I used (or it was just gaudy).

Just thought you might be interested.
« Last Edit: August 05, 2005, 08:53:35 PM by ReishVedaur » Logged

Ianfe
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« Reply #1 on: August 02, 2005, 02:19:28 PM »

Heh. Nice going!
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Crunchy on the outside...
Reish Vedaur
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« Reply #2 on: August 02, 2005, 10:35:53 PM »

Interior of Zara's Magic Shop.  The clouds were actually not hard in the least; rather, what's going to be hard is stocking the shelves.


click to see full-size
« Last Edit: August 05, 2005, 08:53:57 PM by ReishVedaur » Logged

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« Reply #3 on: August 03, 2005, 07:05:44 AM »

Heh, it'll be real fun shooting nazis in front of the Sheriff.

Nice job.
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« Reply #4 on: August 03, 2005, 01:11:57 PM »

Looks cool.
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« Reply #5 on: August 03, 2005, 03:44:28 PM »

No offense to the guys at http://www.qfg3d.com, but I dare say that is probably the best looking 3d adaption of qfg1 town I've seen yet.

My biggest critique would be that of the magic shoppe, which I think is a little off from the original(?)
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Reish Vedaur
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« Reply #6 on: August 03, 2005, 07:44:50 PM »

Like I said, the design for the EGA Magic Shop doesn't lend itself to 3D especially in the Q3 engine, and the VGA version's sign is gaudy, so I tried to combine the two with a bit of an alteration, giving it some crenallation.

I've actually changed the outside texture for the Magic Shop four times already lol.

The difficult parts will be the rooftops in the town, and the caves (especially the secret passage to the brigand hideout).  Baba Yaga's hut might be hard, too, since I'm not a modeller and I'll have to make the chicken feet out of malshapen cylinders, lol.

Just finished the barber shop, now I'm turning back around towards the guild....

EDIT: Interior of the elderly woman's home.  Since exterior and interior designs in both games never matched, I was forced to come up with one that mostly resembles her home.  Other details like the birdcage and candlesticks will be added later.

« Last Edit: August 04, 2005, 10:46:05 AM by ReishVedaur » Logged

Ignus_Draconus
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« Reply #7 on: August 04, 2005, 02:05:58 PM »

this is cool stuff. I hope there's still more to see
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« Reply #8 on: August 04, 2005, 09:15:24 PM »

Too bad there's no way to program in a huge cat that will attack anyone in the house.
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« Reply #9 on: August 05, 2005, 03:02:50 PM »

or better yet, a house cat that turns into a huge cat that attacks anyone in the house
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Reish Vedaur
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« Reply #10 on: August 05, 2005, 08:54:31 PM »

I have compiled the map and taken a few screenshots in-game.  It has a lot of work still, obviously.
I was happy with the eye on the magic shop; the optical illusion works like a charm, and it really does seem to follow you.
« Last Edit: August 05, 2005, 09:04:25 PM by ReishVedaur » Logged

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