Aethernal Nights
Aethernal Nights by nanoSpawn
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HelterSkeleton Rep. 6344
#19   25 Nov 2019
this works better as a tourney for me.
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Al Gecko unregistered
#18   13 Jan 2001
32 bit, GeForce-Ultra. On a door; where the metal beyond the roof meets the wall.
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nanoSpawn unregistered
#17   13 Jan 2001
errr, i did make sure there were no z-fights anywhere, where can you see that?
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not entered unregistered
#16   13 Jan 2001
I don't see any zebraing. You running in 16 bit color or something?
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Al Gecko unregistered
#15   12 Jan 2001
Should become renamed 'Zebraing Nights'.
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J35us *PhrE3k unregistered
#14   11 Jan 2001
Damn this is one sweet map! I love the curved doorways that allow for those "WTFK did that come from" rail shots from across the otherside of the map....:)

The layout is amazing. The interconnectivity is just sweet.I'd play this as a tourney map anyday......

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Interceptor unregistered
#13   11 Jan 2001
Cool! Great for 4 ppl FFA's! I agree about the olighting though, it would have been even cooler with some ambient lighting...
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nanoSpawn unregistered
#12   11 Jan 2001
Hey, thxs! Happy you like it!

And, as it's related at the readme, the map has some r_speeds issues, specially caused by the overuse of shaders. I'm sorry.

Anyways, i think Celeron is not a good cpu for playinq q3a, cos of its suckin fpu, despite the 3dcard you have...

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WarMachine unregistered
#11   11 Jan 2001
nice very nice love the layout ,looks great but i do get alittle lag with a geforce2 gts cpu is only celron 433 maybe i shoud up grade my cpu anyway nice job nanospawn.... :) War
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Whoda unregistered
#10   10 Jan 2001
Wow, this map is great.
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nanoSpawn unregistered
#9   10 Jan 2001
anyways, dark zones sucks in q3, cos dynamic lights don't affect to that... so better maps with more light (and henceforth, with less contrasts...:( ). If dark areas were enlightened by lights from rockets, it'd be pretty different, tho...
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nanoSpawn unregistered
#8   10 Jan 2001
Twitchfactor: Oh, i understand now, wanna see'em!. And perhaps you're right, but i gind harder to make good lighting with strong contrasts between dark and light areas. Quake1 had lots of that (dm2), interesting point, yeah

wviperw: gigahertz? i hate ya :_(. Anyways, glad you have liked the map

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Twitchfactor unregistered
#7   09 Jan 2001
The reference to lighting was not to colour, more towards drama. Stronger distictions between light and dark areas. Somehow this has all been lost in Q3A, and now maps are just a wash of even light.

I'll be releasing a trio of maps soon that will illustrait the type of dramatic lighting that I'm exploring.

Nevertheless, I like your map, and look forward to the next one.

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wviperw unregistered
#6   09 Jan 2001
This map is an awesome FFA map!! IMO the gameplay has been some of the best I have played for a while. Didn't have any problems with r_speeds either. Of couse I have a gigahertz CPU. :)
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nanoSpawn unregistered
#5   09 Jan 2001
strange, since i dislike a lot strong-coloured lites, cos it are annoying (pure red or blue lites are shit to me).

To me, ambience is given by the right and proper bland lights to the map. But is just a matter of opinion, i agree, and i'm glad you tell me what and why you dislike the map, that's what i really need, thxs!

And i take note of the suggest, it may be interesting to make stronger shadows around... not usual in quake3...

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Twitchfactor unregistered
#4   08 Jan 2001
Not bad, but the one thing that strikes me, is that this map could be a hell of a lot better with better lighting.

If you're focusing on "ambience" and "feeling", do try and put some time into lighting.

I'm really tired of seeing bland, washed-out, brightly-lit maps when there's so much drama that can be introduced with proper lighting.

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nanoSpawn unregistered
#3   08 Jan 2001
lower r_speeds is my main focus for spwn3dm3 (workin right now). But maintaining some "ambience" and "feeling" in it. Anyways, thxs to you.

So, less open architecture and less shaders (a shaderless cut version of the map has -3000 r_speeds. wow)

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nitin unregistered
#2   07 Jan 2001
fairly nice Spawny, just keep the r_speeds down next time.
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Blitzz unregistered
#1   07 Jan 2001
I had slight lags in this map,on a celeron 400 tnt2u 256 mb ram...

Still, it as a very well-made map, good construction and weapon layout.

I just hated that laggy movement at given times, I only played one bot, imagine 4 in a FFA =

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