 Cah
#1 posted by Vodka [80.70.227.83] on 2002/12/23 21:11:04
 6
#2 posted by Vodka [80.70.227.83] on 2002/12/23 21:13:03
 Hmmmmm...
#3 posted by distrans [203.29.131.3] on 2002/12/23 22:13:51
nice hat
 Looking Nice There Speeds...
#4 posted by Snaga [213.67.10.189] on 2002/12/26 21:56:44
nice'n tight looking second shot..
 Bummer
#5 posted by daftpunk [194.217.194.138] on 2003/01/05 15:07:58
is there a way to avoid the ... (dots) so you can copy and paste the link if you cant be arsed to make the link?
 Nice Tex
#6 posted by Gib [80.1.8.196] on 2003/01/08 16:26:00
I like the texture set youve gone with is it deathmatch or single player?
 Daftpunk:
#7 posted by metlslime [12.231.113.167] on 2003/01/11 14:06:40
well, in some browsers you can right click a link and "copy shortcut"
 Comments Welcome
#8 posted by Snaga [217.211.219.80] on 2003/01/16 05:09:01
 Second Try
#9 posted by Snaga [217.211.219.80] on 2003/01/16 05:15:43
 Bling
#10 posted by cyBeAr [213.66.231.239] on 2003/01/16 05:20:50
screenshot 2 and 4 looks nice snaga, lighting looks really washed out in the first shot.
 Thanks
#11 posted by Snaga [217.211.219.80] on 2003/01/16 05:34:53
The washed out look is I guess a combination of my struggle with screen shot making and Q1rad.
 2 And 4 Do Look Really Nice!
#12 posted by metlslime [12.231.113.167] on 2003/01/16 09:27:15
as for the washout, try using a hardware-accelerated quake?
 Necros Is Still Working On A Title
#13 posted by necros [172.147.174.190] on 2003/01/16 18:10:26
nice brushwork :) lighting is uniformly pale, though, as others mentioned. try darkening the ambience, and adding more attenuation to the wall lights.
 A-ha
#14 posted by daftpunk [147.197.200.12] on 2003/01/17 07:14:58
snaga. i actually play your alpha every now and again. at first i thought it was a bit simple but it's actually ok. keep posting screenies of the wip. put a big post when you finish it. oh, another thing. are you keeping it a closed space or are you adding some outdoors?
 Thanks For Feedback!
#15 posted by Snaga [217.211.219.80] on 2003/01/17 12:12:14
I´ll continue to work with the lighting problem I have using Q1rad. Keeping contrast seems to get harder the more complex the maps lightig gets.
daftpunk :) glad to hear that! No outdoors though, this map is actually ready for betaing as soon as the lighting get acceptable.
And just for the rec. Shot 1 and 2 is opposite of each other so the light should really be about the same.
I also have a fiew tec. questions but I´ll post them in the right thread (we got to keep this mint Qmap kleen yall ;) )
 Send
#16 posted by daftpunk [147.197.236.119] on 2003/01/20 07:58:02
it to chris-catto@libero.it
when you finish it! you got exams like me in this period? bloody university...
 Map Is Betaredy (shots Above) DEATHM
#17 posted by Spee [217.195.94.198] on 2003/01/22 00:48:22
mail speeds@bk.ru
 Textures
#18 posted by Vodka [81.3.153.224] on 2003/02/10 21:58:16
 Ooohh... Perdy.
#19 posted by Wazat [144.38.206.26] on 2003/02/11 15:01:28
nice, speedy!
 Q3 Map Updated Beta
#20 posted by nitin [203.45.32.191] on 2003/02/12 03:57:56
*extremely* impressive, visually anyway.
http://www.quake3world.com/ubb/For...
And it plays quite reasonably in FFA too.
 Blah
#21 posted by cyBeAr [213.66.231.236] on 2003/02/13 05:36:43
http://www.planetquake.com/cardiga...
that shot was rather nice but otherwise I don't see what's so impressive (from the screens anyway).
 Cyb
#22 posted by wrath [195.58.111.103] on 2003/02/13 05:44:24
elitist.
 Cybear
#23 posted by nitin [61.9.128.173] on 2003/02/13 05:59:44
um yeah sorry my fault, I didnt mention that it actually needs to be downloaded rather than just the screenshots. The map features a rather neat but well pulled off idea of being set in frozen time during a rainy night and a lightning strike. So basically its like running around in a freeze frame at the point the lightning hits the top of the light tower. And the shadow work and general lighting is impressively done.
 HAHA TOO SLOW!!!!
#24 posted by R.P.G. [24.136.251.104] on 2003/02/13 13:18:21
I was going to do the same thing in a Q3 map, except I was considering making a city where everything was stopped, with random bits of paper flying through the air, a gas explosion destroying a building, etc etc.
HAHA I AM TEH TOO SLOOOWW!!!!11
0wned.
 On The Contrary
#25 posted by daftpunk [62.252.64.4] on 2003/02/13 15:03:12
if you work on it 2nite for 12 hours you'd do quite fine. i think you should work on it mate
 I Think YOU Should Work On It
#26 posted by metlslime [12.231.113.167] on 2003/02/14 00:38:34
since you can make a great map in a single weekend.
 I Dled It
#27 posted by cyBeAr [213.66.231.236] on 2003/02/14 14:23:10
and my opinion is unchanged, no spectacular mappage.... move along
wrath: true
 Fair Enough
#28 posted by nitin [61.9.128.173] on 2003/02/14 20:14:44
I thought it was quite original and well implemented though, each to his own I guess.
 What Is Mappage
#29 posted by Vodka [81.3.154.21] on 2003/02/14 23:24:22
It is indeed original and looks pretty imo
 Hmm
#30 posted by nonentity [213.120.56.37] on 2003/02/15 11:06:18
The lighting is well done. Beyond that, no.
#31 posted by Vodka [81.3.154.188] on 2003/02/17 21:13:41
 Lets Try Again
#32 posted by Vodka [81.3.154.188] on 2003/02/17 21:19:59
Iv made a picture of many cool loking map screenshots tiled together. Custom maps from different fps (quake, q3 and ut mostly)
It looks nice, can be your backdrop, give some inspiration or just make you wonder what maps are those.
smallish preview
http://www.planetquake.com/speedy/...
800x600
http://www.planetquake.com/speedy/...
1280x960 (get this)
http://www.planetquake.com/speedy/...
 Blah
#33 posted by nitin [203.185.246.193] on 2003/02/17 22:02:35
speedy, any chance you could make a list of the maps invovled, I believe there's a few ther that I havent come across before.
 Map Shots
#34 posted by pushplay [24.86.74.102] on 2003/02/17 23:11:28
Those look great, but man do you have to much free time or what?
 Too Much Free Time
#35 posted by Vodka [81.3.154.188] on 2003/02/17 23:22:21
yes, and I love to play with photoshop
Since it was requested by several people, I might make the list of maps I know. There are many betas/unreleased works.
 Wow, Speedy
#36 posted by Dilvish [172.196.228.107] on 2003/02/18 02:17:09
Love the 3rd and 5th pix in the first row (in 800x600)! Is it Quake 3? Reminds me of the drawings I used to do when I got bored at school twenty-five years ago!
 Hmm
#37 posted by H-Hour [12.252.47.32] on 2003/02/18 09:00:31
Those pics make me wish I'd followed Q3 when it came out. Some really beautiful stuff in there.
 Speedy...
#38 posted by Kell [81.130.218.187] on 2003/02/18 12:31:33
We need a list of what those maps are...I'm going nuts trying to put (file)names to (brush)faces.
And WTF is that mecha looking thing with the spines, 6 across 3 down, it looks farking amazing?
 Speedy
#39 posted by Wazat [144.38.206.26] on 2003/02/18 14:36:28
Impressive!
 .
#40 posted by H-Hour [12.252.47.32] on 2003/02/18 14:45:22
I'd love a 1600x1200, or larger. :)
 Title
#41 posted by nitin [203.185.246.193] on 2003/02/18 17:44:53
dilvish,
the first map your refer to is nunuk's sparth and i thought I knew the second one, but upon checking it's not what I thought it was.
 Nitin
#42 posted by Dilvish [172.177.28.4] on 2003/02/19 02:30:28
Ah, thanx. And it's Q3? Didn't remember (or even know) you could do such cute things with it. Wish I had time to get back to it!
And I also wish someone did a Q3 single player mod! Will that ever happen?
 Dilvish
#43 posted by R.P.G. [24.136.251.42] on 2003/02/19 15:54:15
There is plenty of will, but not enough coders. Just ask Lun about it.
Vile coder scum!
 PH8DM2 Preview
#44 posted by . [172.153.24.241] on 2003/02/19 19:13:05
 DAMMIT
#45 posted by . [172.153.24.241] on 2003/02/19 19:13:26
 Phait
#46 posted by R.P.G. [24.136.251.42] on 2003/02/19 19:59:44
That's looking very cool. Nice old skool stuff.
 I Like It.
#47 posted by necros [172.139.220.71] on 2003/02/19 21:10:21
clean, open and nice.
 Some Guesses
#48 posted by nitin [61.9.128.172] on 2003/02/20 08:16:15
row 1 (right to left) -
unknown, dubneoc (q3), sparth (q3), endogenous depression (q3 beta), unknown, gmsp1 (q1), unknwon, dm-spiridian (UT)
row 2 -
unknown, unknown, dm-jadedbeauty (ut), ne_sp06 (q1), unknwon, yog3dm4 (q3), unknown, lae3dm1 (q3)
row 3 -
unknown, stolatene mine (q3), unknwon, unknown, unknown, unknown, jaj3dm1 (geocomp entry for q3), unknown
row 4 - ek3dm1 (q3), unknown, dom-amazon (UT), unknown, wvwq3dm2 (q3), unknown, rjldm3 (q3), lae3dm2 (q3)
row 5 - unknown, unknown, unknown, unknwon, unknown, trajectory (q3), unknwon, neh1m9 (q1)
row 6 - charon's q3 geocomp entry, unknwon, unknwon, unknown, unknown, lloyd3dm1 (q3), unknown, SAFE (q3)
row 7 - chartres (q3), unknown, q3wcp21 (q3), unknown, neh3m2 (q1), unknwon, unknown, estatica (q3 beta)
row 8 - unknown, q-fraggel3 (q3), unknown, charon3dm12 (q3), unknwon, dm-modernhistory (ut2003), unknown, unknown
 Jesus
#49 posted by daftpunk [147.197.200.13] on 2003/02/21 18:46:45
so much for pushplay saying speed's got spare time!!
you da man nitin! now for confirmation from s. then we can all launch our downloads and fetch what we've drooled over.
:-)
 As Indicated By The Question Mark
#50 posted by pushplay [24.86.74.102] on 2003/02/21 22:10:27
I said no such thing.
#51 posted by Vodka [217.195.70.13] on 2003/02/21 22:59:54
To make these tiles I used some of the nice screenshots found on my hdd. Some were taken myself, but most obtained from inet. Thats why I dont know some of the maps names and authors and might be wrong about some others.
From left to right (for 1280 version, 800 has different order), q3 where not stated otherwise.
row 1) Snaga` beta (q); Dubbilan` geocompo2 map - pq/dubbilan; Nunuk` 'Sparth', Killazontherun` unreleased; Quint` 'WLS' - pq/quint; Galassman` sp1 (q1); Dietz alpha; Ulukai` 'Defiant' (UT)
2)Maric` unreleased? (q2); Speedy` 100br (q); Goldabar` DM-ORM-JadedBeauty (UT); Necros` 'Once Upon Atrocity' (q1); Metslime` 'Concrete Dreams' (q2); Yogi` 'DEADline' yog3md4; Nunuk` map for some q3 mod; Laerth` lae3dm1;
3) some geocompo2 map; Haste` geocompo2 entry; EvilLair` 'EvilSpace'; nanoSpawn` 'Frozen Abyss' - www.4quakers.com/nanospawn; Elek` cathed3 q1 show-off map; Nathillien Thilsa` DM-Summit (UT); Jaj` 'Quimera' - pq/jaj; some q3 beta;
4) Electro/killaz` 'Abandoned Post'; Friction` (or maybe his bro) ureleased q3; just a hand (q2); Ydnar` show-off shot (q3 engine); some q3 map; Auhsan` 'BackStab' - pq/auhsan; some1`s 'Radiator' q3 show-off; Laerth lae3dm2 - pq/cc;
5) Bal` unreleased; Equim` TM?; Laerth` Urban Terror q3 mod map; some MOH beta; Andrew "Thanatopsis" Palmer` KT-imPAKt map (q2); Mr.LyCon` Trajectory geocompo2 map; Nightwatch HL mod www.hl-nightwatch.com; Vondur` Nehahra map;
6) -cha0s-`lichtwärts - www.chaosquake.de;jtm q1 by Various; Zippie` 'once upon a brush' geocompo2 map; some UT (Ulukai?); some geocompo2 map; Speedy` PROX mod map; BlackPope alpha (q1); Sock` 'safe';
7)'Chartress' show-off; Nightwatch; Sock` CTF; Speedy` unreleased (q); Elek` Soulstice for Nehahra; some1 'HomeWorld' (q3); Snaga` geotrupes dm1 (q1); Cardigan` Extatica(q3);
8)Nunuk` unreleased; Q-Fraggel 'Swiss Cheese Trickster' - www.q-fraggel.de; Speedy` unreleased geocompo (q1); Charon` charon3dm12 - interactivedeath.net; Nunuk` Kleskonian Curves, Dubbilan` UT2 map; map from 1on1 ORM MAPPACK 'Jakatta'(?) (UT) - www.heisher.net/orm; some RTcWolf beta
Consider this picture a tribute to the art of mapdesign. Greetings to everyone involved into it.
 And Ofcourse The Site U Should Visit
#52 posted by Vodka [217.195.70.13] on 2003/02/21 23:05:24
http://www.planetquake.com/nunuk/
Geocompo1 and 2 maps and all the Nunks maps
 Clarification
#53 posted by metlslime [12.231.113.167] on 2003/02/22 10:31:48
Speedy listed row 4, column 3 as "just a hand (q2)." I wanted to add that it was a screenshot from Gunman TC, from when the TC was still being developed in Q2.
 What Metlslime Said
#54 posted by R.P.G. [24.136.251.42] on 2003/02/22 11:11:18
You can see the "hand" picture plus some other cool brush models in this article, which was written by one of the Gunman guys:
http://www.gamedesign.net/?file=ru...
#55 posted by Vodka [217.195.92.50] on 2003/02/22 12:50:59
right rpg, I got it at that site, just forgot
 More Textures! :P
#56 posted by . [172.155.76.246] on 2003/02/24 00:35:01
how are these? all by hand, i have PS trial so i can't use those lame ass eye candy effects anyway.. i prefer the skillful manual method
http://pherrous.phaitaccompli.com/...
 .
#57 posted by H-Hour [12.252.47.32] on 2003/02/24 01:24:41
I like the top part of tex1a - nice and gritty - but the bottom doesn't seem to fit. It seems sort of... vinyl?? no... some other word... velo? Is that what I'm thinking of... Anyway, it looks more plastic then gritty. But still a nice texture.
 Non-empty Title
#58 posted by pushplay [24.86.74.102] on 2003/02/24 01:50:43
I like the picture of the girl with the black bar over the eyes, interesting idea.
 Theres Also A Light Texture....
#59 posted by . [172.166.115.252] on 2003/02/24 02:00:49
tex 3... i got a bunch more to do before i use em in a map.. the girl is my friend leah
 _
#60 posted by nb [203.109.254.59] on 2003/02/24 04:53:04
tex 1 has whacked lighting. highlights like that just look silly when tiled. try for less contrast, like tex 2 (which is quite nice). light texture is way too bland for its size, unless you're going for a decidedly minimalist look.
 Phait:
#61 posted by metlslime [12.231.113.167] on 2003/02/24 10:04:22
tex1a.jpg really needs a high pass filter. I don't know what the big dark and light areas are supposed to be, but they don't look like lighting (you shouldn't put that kind of lighting on textures anyway -- that's the lightmap's job) and they don't look like stains either.
 Phait
#62 posted by cyBeAr [213.66.231.50] on 2003/02/24 14:32:14
I think some textures like the bricks would look better if you used less black in them.
 ...
#63 posted by starbuck [80.192.126.111] on 2003/02/24 16:09:04
yes i agree with metlslime, tex1a.jpg does need a high pass filter, although a better idea would be not to make those shadows in the first place.
It's clear you've got plenty of Photoshop skills though, just needs tweaking in order to channel it into textures :)
in my opinion (i.e. not worth a lot) i would say that highlighting is a little overdone, and theres a bit too much contrast, but the "diffuse" ;) part of each texture is very nice.
 Thanks
#64 posted by . [172.144.239.192] on 2003/02/24 17:07:59
i love the honesty here ;) we'll see how much better i do on my asylum textures. i wasn't planning on using the first textures anyway, i wasn't happy with them.
 Sometimes
#65 posted by pushplay [24.86.74.102] on 2003/02/24 19:17:07
It's easy to say that you don't like a texture but hard to say exactly why like theee people have.
 WOW
#66 posted by Vodka [81.3.154.50] on 2003/02/24 22:27:47
I havent got even a tenth of comments phait get on the textures ;/
(gonna release a set soon btw /pimp)
 Some More.. And A Question
#67 posted by . [172.131.220.20] on 2003/02/24 22:32:38
http://pherrous.phaitaccompli.com/...
got floor, ceiling, padded room *grin* doors etc to do..
these aren't made seamless yet but will be, thought i'd give you all a glimpse so far
the high pass filter.. how exactly should i use this (i know where it is/what to do, but *how*..)? can anyone elaborate on why i should use it? thanks
 Texture Help
#68 posted by . [172.132.20.3] on 2003/02/25 04:45:41
theres a .zip of the wad here http://pherrous.phaitaccompli.com/...
problem is - theres some fullbright pixels showing. now, i know how to remedy this, and i did before hand via photosho's index color conversion to quake's no fullbright palette...
problem here is, i don't yet have the full version of PS - i have trial. thus i cant directly save the texture and have to print screen. from there i paste into ms paint and save. seeing how paint's default is 24bit BMP, i can see how this can mess w/ the original colors. i *could* choose 256 colors when i save, but that fucks it way up when loaded into the texture editor within quake 1's palette :|
 Kinda Fixed It, But..
#69 posted by . [172.132.20.3] on 2003/02/25 04:55:34
ok i got the fullbrights gone mostly but in the blood spatter theres some red pixels that are brighter than what they should be.. i'm using wally btw and fixed the yellow random fullbright pixels by darkening the image.. what should i do about the too-bright reds?
 Nevermind!
#70 posted by . [172.146.68.148] on 2003/02/25 18:34:20
THANK GOD FOR TEX MEX! *SMOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO...
 IRC West.gamesnet.net #terrafusion
#71 posted by Vodka [81.3.154.12] on 2003/02/25 22:24:04
thats a place to go when you want to chat Phait
 Perfection
#72 posted by metlslime [12.231.113.167] on 2003/02/27 15:24:29
 Metl
#73 posted by Dietz [66.82.9.48] on 2003/02/27 16:05:42
sheer excellence
 Hahaha
#74 posted by Wazat [144.38.206.29] on 2003/02/27 17:23:51
Your words have much meaning
 Is That A Quote, Metl?
#75 posted by necros [172.200.189.169] on 2003/02/27 21:21:46
interesting... um... concept. ;)
#76 posted by Vodka [81.3.153.131] on 2003/02/27 21:54:32
this rivals Malevich` "black square"
 Yes, It Is A Quote.
#77 posted by metlslime [12.231.113.167] on 2003/02/28 01:37:19
I'd hoped the quotation marks would be enough, but i guess i should have provided a source.
 Confucius? Buddha?
#78 posted by Dilvish [172.186.90.18] on 2003/02/28 03:01:27
George W. Bush?
 Use
#79 posted by daftpunk [147.197.236.119] on 2003/02/28 09:18:21
photoshop elements. i HOPE it has all you want but i cant be sure . check the spec.
about 90 quid. maybe less in dollars
 Mind You, Metl
#80 posted by Kell [81.130.219.49] on 2003/02/28 15:07:49
You could have taken away the viewmodel, the inventory bar and the status bar :/
 Kell
#81 posted by underworldfan [172.156.247.46] on 2003/02/28 15:12:40
lol.
 Kell:
#82 posted by metlslime [12.231.113.167] on 2003/02/28 16:41:41
yes, but those have nothing to do with level design.
 ...
#83 posted by starbuck [80.192.126.111] on 2003/02/28 16:54:56
but they are things to be taken away
 ...
#84 posted by distrans [203.29.131.3] on 2003/02/28 19:55:31
Apart from encountering the "Gremlin" I'm not sure that I've ever had anything taken away whilst playing an FPS.
Surely this idea must've been used more than once.
 Final Pimp Of My Textures
#85 posted by Vodka [81.3.153.122] on 2003/02/28 23:59:40
www.planetquake.com/speedy/
 Coagula...
#86 posted by . [172.131.148.153] on 2003/03/01 02:03:28
here's some screens of my map..
http://pherrous.phaitaccompli.com/...
I'm happy for the most part with it but in terms of what the hell I'm trying to accomplish, I have no idea.. there are ramps on the outside that lead to the other 'rooms' on the 2nd level..
 Oh And..
#87 posted by . [172.131.148.153] on 2003/03/01 02:06:49
i know the spotlights look shitty in a few screens but i didnt extra light the map cause i wanted to get a few of these screens up quick.. so dont worry ;)
 Phait
#88 posted by underworldfan [172.135.6.155] on 2003/03/01 02:22:28
keep up the good work! :)
 Heh
#89 posted by Wazat [144.38.206.30] on 2003/03/03 12:21:50
Speedy: Very nice. Q3 only? :(
Phait: pretty good looking. Maybe light it better and change those purple things to perhaps something more fitting, but it's overall quite good.
 Wazat
#90 posted by wrath [217.211.83.31] on 2003/03/03 16:22:40
"light it better"
That's some constructive and informative piece of critisism you've got there.
 If Only More Mappers Lit It Better.
#91 posted by metlslime [12.231.113.167] on 2003/03/03 17:24:48
 Hmm
#92 posted by nonentity [62.189.9.170] on 2003/03/04 13:56:52
"and change those purple things to perhaps something more fitting"
Please tell me that was sarcasm.
Please?
Oh dear god.
 Wrath:
#93 posted by Wazat [144.38.206.27] on 2003/03/04 14:15:26
Thanks. :)
nonentity: Actually, what I was pointing out is, the "purple things" stand out so much they detract from what otherwise would have impressed me as a much more real looking base.
And besides, since when did everyone start listening to *my* opinions?
 Hehe..
#94 posted by . [172.166.40.195] on 2003/03/04 19:27:31
well I didn't even intend to start a coagula map at first, it was going to be DM - at that point it had blue sky, then purple.. then I got the inner area done and chopped the floor and thought eh it'll be for the Coagula contest..
BUT NOPE ITS DEATHMATCH im schizo
 PH8DM2 Preview
#95 posted by . [172.165.112.244] on 2003/03/05 05:06:39
 Curvy Stairs
#96 posted by pushplay [24.86.74.102] on 2003/03/05 17:28:41
Are always in style.
 Yes...
#97 posted by R.P.G. [24.136.251.78] on 2003/03/05 18:00:05
But not as stylin' as my curvy man-pipe!
 Nice
#98 posted by Gib [80.1.10.3] on 2003/03/05 18:39:45
Curvy Stairs
 RPG
#99 posted by Dietz [66.82.9.46] on 2003/03/05 22:32:30
One day you'll learn that your man-pipe is much more stylin' when its straight rather than curvy
 LOL
#100 posted by bascule [134.146.9.19] on 2003/03/06 02:51:10
nt
 Wtf?
#101 posted by daftpunk [147.197.236.119] on 2003/03/07 08:37:58
keep those thoughts in yer mind or chat wit your girl about it. not here! lol!
 Q-Wing
#102 posted by Kell [80.195.16.144] on 2003/03/11 08:15:43
Here's something I was shown by a group of Lego designers:
http://www.fbtb.net/jon/qwing1.htm...
Their planning on building a Lego model of the Shirow spaceship I designed for my Aliens site - hooyah!
 I Love Legos..
#103 posted by . [172.133.10.227] on 2003/03/11 08:56:41
wish I still had em
 Lol!
#104 posted by Wazat [144.38.206.28] on 2003/03/11 12:18:02
very cool, kell. :)
/me misses legos too...
 Hell Yeah
#105 posted by H-Hour [12.252.47.32] on 2003/03/11 12:46:54
to legos. I still have them. Just took down my latest castle a few days ago actually. Need to get a few more pieces and start again soon. :)
 Panoramic Screenshots...
#106 posted by . [172.128.62.106] on 2003/03/12 01:36:12
I had this idea the other day. It could use the Quicktime plugin to have a 360° shot, or just string together multiple images as one wide one. I may be doing this for Pherrous..
 PanQuake...
#107 posted by bascule [134.146.9.19] on 2003/03/12 04:13:05
 Hmm
#108 posted by . [172.159.199.152] on 2003/03/12 04:41:23
Can't you do that, or close enough, with changing the FOV?
 No You Can't...
#109 posted by bascule [134.146.9.19] on 2003/03/12 04:58:11
... if you look at the other mod, Fisheye Quake, on the same site, you'll see that increased FOVs in Quake become unviewable very quickly. The Fisheye mod improves that aspect, but does not provide the same view as PanQuake.
 See This For Details
#110 posted by bascule [134.146.9.19] on 2003/03/12 05:01:07
 Oh Well..
#111 posted by . [172.159.199.152] on 2003/03/12 05:05:25
I meant more perfect panoramic shots though, not so ... odd. It'd just be a manual shot editing thing
 PH8DM2 Preview
#112 posted by . [172.159.199.152] on 2003/03/12 07:41:45
 Looks Flat
#113 posted by nitin [128.250.106.49] on 2003/03/12 17:32:48
and fullbright. That design looks more suited to sp rather tham DM, there hardly appears to be any vertical element at all. Texturing looks good though, maybe spruce up the rockwork at the back as well.
 Phait
#114 posted by pushplay [24.86.74.102] on 2003/03/13 02:51:23
I don't like the grill in the middle, pick a more interesting pattern. I love how the arch tex intersects the upper trim in the top left shot.
 It's Actually
#115 posted by . [172.138.30.55] on 2003/03/13 03:16:01
going to be single player now. I've gotten one room done, it's coming along alright. Taking to mind your suggestions, thanks! :)
#116 posted by Vodka [81.3.153.216] on 2003/03/13 23:30:43
dont listen to pushy and check out tyrlite features for more interesting lighting
http://www.planetquake.com/tyrann/...
 New Map
#117 posted by DaZ [212.159.36.137] on 2003/03/17 20:34:19
 Hehe...
#118 posted by distrans [203.29.131.3] on 2003/03/17 21:41:28
Knave r00lz my world at the moment too. Looking forward to it DaZ.
 New Set Preview
#119 posted by Vodka [81.3.154.170] on 2003/03/17 23:30:35
 Speedy
#120 posted by nitin [61.9.128.173] on 2003/03/17 23:34:07
looks good but they dont look too sharp, somehwat blurry.
#121 posted by Vodka [81.3.153.115] on 2003/03/17 23:47:30
photosource nitin
 Mmmm..
#122 posted by . [172.130.99.174] on 2003/03/18 04:08:45
Filter / Sharpen *droool*
 Speedy
#123 posted by Kell [80.195.16.144] on 2003/03/18 07:13:18
Holy techorama, Batman. You're really going into the grungy industrial stuff these days. Me like A LOT.
 Wot, No Title?
#124 posted by Kell [80.195.16.144] on 2003/03/18 07:14:15
"in rust we trust"
Now that's a motto I live by...
 ...
#125 posted by starbuck [80.192.126.111] on 2003/03/18 13:39:24
that DM map looks good daz...
and i like the new Dazsp4 screenshot :)
 Unsharpen Mask
#126 posted by cyBeAr [213.65.179.30] on 2003/03/18 15:13:59
(photoshop) is more usefull than sharpen if you want to sharpen up your textures.
Speedy: they look better than the ones you released but you need to work more on the forms (specially the round pipes or whatever they are) and use less black.
#127 posted by Vodka [81.3.153.105] on 2003/03/18 22:48:28
why less black
 Because It Makes Them Look Bad/non Believable?
#128 posted by cyBeAr [213.65.179.30] on 2003/03/19 12:00:37
.
#129 posted by Vodka [217.195.70.75] on 2003/03/19 21:10:30
rather opposite
painted shadows should be black to remain black regardless of the lightmaps, or you get washed dull look of HL
 Use Of Black
#130 posted by Kell [80.195.16.144] on 2003/03/19 21:42:19
Well, I understand the comment. Using black for all shadows and recesses darkens the underlying material irrespective of its qualities or the light that would actually be falling on it. This is really more an issue of realism textures, like with the ( stalled ) med texture challenge on Map-Center. Pale colored stucco and brickwork recieving large amounts of sunlight would not have black/dark gray shadows; more likely bluish gray or brown. Using black produces a stronger, comic book feel in a texture, especially if the materials being represented are incredibly corroded metal or heavily grunged up brickwork.
Personally, I've used black shading ( or, as I refer to the omni-directional shading between texture components, inking ) on almost all of my textures. Which are, patently, comic book style and not highly realistic.
For Speed's textures, I think black is perfectly acceptable.
 Ooooooo00000000000OOOoooo.....
#131 posted by Vodka [217.195.92.175] on 2003/03/23 20:28:34
It required tonn of voodoo tricks and text editing of the .map to do it, but here it is ...
http://www.planetquake.com/speedy/...
Now need to apply snazzy shaders and shange items
 Speedy
#132 posted by nitin [61.9.128.173] on 2003/03/23 21:31:46
have you modified the textures too or are they going to be blurryish like von's converted map?
 Nit
#133 posted by Vodka [217.195.65.10] on 2003/03/25 22:46:39
I`ll do something to the texes
 E
#134 posted by nitin [61.9.128.171] on 2003/03/26 02:03:42
cool, that was the only thing I disliked about von's map. I've played the qw version of leaks and if it's the same (added detail?) then it can only be good.
 GomDM6
#135 posted by Gom Jabbar [217.80.194.41] on 2003/04/02 19:49:33
For anyone who hasn't seen this one yet:
http://www.gomjabbar.de/screenshot...
This one is an unlit screenie of the Q1 DM map I'm currently working on, dressed in texes from the good old quake.wad. The architecture is nearly done and I hope to have a lit version ready by the weekend.
Comments are welcome as always...
 Looks Good
#136 posted by Wazat [144.38.206.27] on 2003/04/03 10:06:06
Particularly interesting is the way the lava is shaped.
 Q2 Dm...
#137 posted by Maric [151.196.116.52] on 2003/04/05 12:10:02
I mentioned this one last eve. and posted an early rough pic...
http://www.backshooters.com/maric/...
I wanted to do a bit more with it than what is pictured here but have run up against the max_patches limit. This is pretty much what the final will look like.
http://www.backshooters.com/maric/...
http://www.backshooters.com/maric/...
http://www.backshooters.com/maric/...
It is a tad bland but I was going for a minmalistic, all terrain map which it made coming up with decent lighting a bugger.
 Maric
#138 posted by R.P.G. [24.136.233.196] on 2003/04/05 12:22:56
That is very nice looking.
 Maric
#139 posted by Gom Jabbar [62.226.71.251] on 2003/04/05 14:42:14
Hmm, very nice looking Maric. Looking forward to see the finished product...
 Maric
#140 posted by H-Hour [12.252.47.32] on 2003/04/05 14:59:56
the lava looks a bit too straight to me, but everything else looks great!
 Maric
#141 posted by Wazat [144.38.206.24] on 2003/04/07 14:06:22
Nice. I like the canyon, and the way heat glows from the cracks.
 Sheesh
#142 posted by daftpunk [147.197.200.13] on 2003/04/10 19:13:15
maric, let me tell you this. you are my hero.
not only because you map for q2, but also because you kick ass and your maps put any q2 maps to shame, you just keep on inproving.
keep it up.
 XOXOXOXO
#143 posted by Maric [151.196.34.13] on 2003/04/10 19:29:23
Thanks guys, thank you daftpunk. I keep trying to come up with interesting stuff. Just in case it was missed, here is the link to the finished map. It was not a news item and it is off the main page now so...
http://quake2.abs.net/pub/maps/q2/...
 Maric
#144 posted by Vodka [81.3.154.208] on 2003/04/10 21:57:58
u HAVE TO make page with all your latest maps listed (with link and screenie)
 Ermmm
#145 posted by Maric [151.196.34.13] on 2003/04/11 01:12:43
I plan to do just that once I take the time to learn how to do just that.
HTML and I are square pegs and round holes. The very fact that I am actaully able to sometimes type intelligibly in my native language still amazes me. Now doing even basic code... YOIKS!
 Lol
#146 posted by daftpunk [147.197.200.13] on 2003/04/14 16:45:57
takeyourtime,hurryup,choiceisyours...
 Cell Shadin In Q1
#147 posted by Vodka [217.195.70.15] on 2003/04/19 16:56:19
 Cell Shades
#148 posted by Kell [80.195.16.144] on 2003/04/19 17:22:22
Ooo, that's nice. How are the red monitor textures done btw?
 W00t
#149 posted by underworldfan [172.199.143.171] on 2003/04/19 20:12:48
nice stuff, speedy.
someone should make a cel-shaded Q1SP level...
 Shame Shame
#150 posted by Vodka [81.3.154.96] on 2003/04/19 20:27:28
red monitor textures..
are stolen from SysShock2 ;)
But it shouldnt be hard to create similar images.
Actually why u asked, I`m sure u know how to make red monitor textures
 I Hope...
#151 posted by metlslime [207.111.214.194] on 2003/04/20 00:08:29
that you also make cel-shaded versions of the models, too.
Well, that might not be possible, but you could at least make FLAT-shaded models with black outlines using the inverted mesh trick.
#152 posted by Vodka [217.195.70.117] on 2003/04/20 00:17:10
yeah, could do the skins it cellshaded style, but dont plan to really
 Eeek
#153 posted by daftpunk [62.98.84.159] on 2003/04/21 07:51:00
photoshop just opened up for the png. fuck it takes ages.
anyway, nice polished feel. what is the technique behind it (what kinda process)?
 Oooh
#154 posted by Wazat [144.38.206.25] on 2003/04/21 14:49:00
Very nice. Especially the first screenshot.
I`ve been wondering when I`d see a cell-shaded engine. Are you just doing the bsp, or will we get to see cell-shaded QuakeGuy anytime soon?
 Dranzdm8 - Teardrop
#155 posted by Drannerz [213.123.158.176] on 2003/04/29 16:21:33
 Cool!
#156 posted by necros [172.128.98.208] on 2003/04/29 16:30:49
i really like the melding of q1met and tech lights. it's a very interesting style. plus, sandwiched between the rock looks really nice.
 Looks...
#157 posted by pope [63.145.188.20] on 2003/04/29 17:47:08
...trimptastic!
very unique , go release dat already!
 Drrrzz
#158 posted by Vodka [81.3.154.33] on 2003/04/29 23:42:39
I would comment, but since u wont change it, its not worth commenting
just kidding, it looks interesting and imaginative. The lines of lights might be too much tho
 Looks Interesting
#159 posted by Gib [80.1.6.193] on 2003/04/30 06:52:39
Get it done
 Ha
#160 posted by daftpunk [147.197.200.13] on 2003/04/30 12:24:27
so you commented!
 Yep
#161 posted by daftpunk [147.197.200.13] on 2003/04/30 12:30:46
i definitely like the openness of it (lovely with the GL)
DONT make it with ledges into the void. i`m shit at those kind of maps (i suck bad at spaceDM too)
nice work there
 Mmm
#162 posted by daftpunk [147.197.200.13] on 2003/04/30 12:32:45
i seem to be misreading posts today. sorry speedy...
 I Like!
#163 posted by Wazat [144.38.206.24] on 2003/04/30 14:21:47
I love the color scheme and openness, it pulls away from the usual dark and dingy and cramped feeling that gets old after a while. The grass is nice too.
It`s got a real nice look to it. The GL is great. Looking forward to download!
 :(
#164 posted by Wazat [144.38.206.24] on 2003/04/30 14:27:02
Some downloads on your site aren`t working:
CRDM1
CRDM2
Dranzdm6
PQ says dl.asp not found:
Page not found!
You entered: http://www.planetquake.com/dl/dl.a...
Why not give http://www.planetquake.com/dl/ a try?
This is an invalid URL! Either you`re a bad typist, really lost, or we goofed up. There`s nothing we can do about your typing ability (sorry), but we can do something about the other two:
I think I have these already, was downloading just in case, so no worries.
 Miscellany
#165 posted by inertia [24.164.68.200] on 2003/05/02 01:13:09
 And
#166 posted by inertia [24.164.68.200] on 2003/05/02 01:13:38
 Curve Map
#167 posted by nitin [61.9.128.173] on 2003/05/02 01:33:31
looks very good, so does the other one but I take it they`re both fullbright ATM?
 Actually No
#168 posted by inertia [24.164.68.200] on 2003/05/02 07:36:35
they are not fullbright... they`re not properly lit by any means but i believe in some of the pics shadows are visible... I have used just a couple point sources of light scattered about to light using q1rad so that it doesn`t look like shite (also, to my understanding, q1rad does not become a sweet lighting program until the map is vis-ed, is this true?)
 Actually
#169 posted by inertia [24.164.68.200] on 2003/05/02 07:38:01
the shots of bwdm1v2 DO look like shite, thats because the light entities have their brightness turned up way too high
 Nice:
#170 posted by Drannerz [213.123.158.176] on 2003/05/02 07:38:14
bwdm1: Floor texture on the ceiling? You fucking maniac!
Looks nice tho. Finish it!
 Pah
#171 posted by daftpunk [147.197.200.13] on 2003/05/02 12:45:48
floor or ceiling, same thing :-)
both look cool. the curvy one, provided not too intense on processor is nice indeed. see if you can add a little texture variety. no need for lots of textures (else it ruins the flow of curves which gives a kinda organic feel) but maybe just a little extra.
just IMO.
 .
#172 posted by necros [172.158.52.39] on 2003/05/02 17:17:11
the architecture alone on the curvy map looks awesome. unique and cool!
the bw_dmX shots are all right, but have much simpler brushwork, it looks like... plus that lighting is pretty bad...
 Yar
#173 posted by inertia [24.164.68.200] on 2003/05/02 21:40:55
thanks for the feedback guys... im trying to currently get a coherent style together for the curvy map and possibly something will come of it =]
 Yar
#174 posted by inertia [24.164.68.200] on 2003/05/02 22:14:25
thanks for the feedback guys... im trying to currently get a coherent style together for the curvy map and possibly something will come of it =]
 :(
#175 posted by Wazat [144.38.162.44] on 2003/05/05 17:14:54
Those links aren`t working, inertia. :(
 Wazattttt
#176 posted by inertia [24.164.72.38] on 2003/05/05 21:51:31
sorry, my server is down -- im waiting for that killer dude to approve my pipeline entry so i dont have to good around with my server anymores
 K
#177 posted by inertia [24.164.73.90] on 2003/05/06 17:37:05
i know this is the 02349238442th post about my stupid curvy map but check pipeline.fov120.com for the shots of it that will reliably stay online
 My Next Cube Masterpiece
#178 posted by pushplay [24.86.74.102] on 2003/05/08 05:03:19
 OMG...
#179 posted by distrans [131.172.4.45] on 2003/05/12 02:18:03
Kandinski was the first level designer! Here\'s a rough sketch of the layout...
http://www.afh.com/co220/afhalex/k...
...and here\'s the level in editor...
http://caad.arch.ethz.ch/~kurmann/...
 [insert Title Here]
#180 posted by grahf [68.169.44.54] on 2003/05/25 19:14:38
hehe, that "in-editor" shot looks like that unreleased q1dm that vondur posted screens of somewhere (might have been on the old qboard, in which case, they be gone fer good).
 Http://www.planetquake.com/speedy/...
#181 posted by Vodka [217.195.93.155] on 2003/05/31 23:25:14
 Nice
#182 posted by metlslime [207.111.214.194] on 2003/05/31 23:51:57
you're getting pretty good.
 Speedy
#183 posted by underworldfan [172.201.194.195] on 2003/06/01 02:22:16
excellent stuff.
someone use them in a map, they look great.
 They Look Good
#184 posted by pushplay [24.86.74.102] on 2003/06/01 05:31:39
But they're too brown for my taste. I like happy maps now.
 Power To The Striplight!
#185 posted by pope [207.6.192.37] on 2003/06/01 05:40:43
yeah baby...
now for some triangles
werd
 W0000t...
#186 posted by distrans [131.172.4.45] on 2003/06/02 03:14:29
Now these, I like. Any idea when the full set will be ready Speedy?
 Yes
#187 posted by Dietz [66.82.9.22] on 2003/06/02 13:25:19
Triangular lights are a must :>
 So.
#188 posted by inertia [24.164.72.166] on 2003/06/02 14:07:10
MROE POLYGONZ PLZ
TANK U
#189 posted by Vodka [81.3.170.141] on 2003/06/02 22:58:22
soon.
maybe.
no.
 Screenshots
#190 posted by MadFox [217.121.107.58] on 2003/06/07 11:45:36
Thank the good folks from Quake1 for placing these screenshots...
http://www.planetquake.com/images/...
http://www.planetquake.com/images/...
http://www.planetquake.com/images/...
Screenshots from converion "The Abandonned"
Greetz
 Ships Ahoy
#191 posted by grahf [68.169.44.54] on 2003/06/07 13:41:27
I have to say that ship map looks pretty interesting. Maybe not 100% in execution, but it's neat idea.
 Vis
#192 posted by MadFox [217.121.107.58] on 2003/06/07 14:31:18
Ever waited 24houres on a vising theme,
and stopped, to reconcile it was 24h30min vising?
 8-/
#193 posted by distrans [211.28.20.1] on 2003/06/07 22:29:11
#194 posted by Scampie [66.231.198.79] on 2003/06/08 01:21:36
Ever dance with the devil in the pale moonlight?
 Batman Rocks
#195 posted by nitin [61.9.128.171] on 2003/06/08 01:39:32
and the lihgting in those shots looks way too bright.
 Von Braun Revisited...
#196 posted by necros [172.148.227.246] on 2003/06/08 12:01:35
http://www.planetquake.com/necros/...
http://www.planetquake.com/necros/...
it might look too dark for some of ya... i'm using aguire's q1rad this time, and although it's a great looking light program, it meant i had to put in a lot less lights. i find it makes it much more atmospheric though. ;) woohoo surface lights! :)
also, anyone know why switching and flickering lights don't get lit the same way, instead, they are just 100% light all the way to their perimeter?
 Q1Rad?
#197 posted by aguirRe [62.127.47.12] on 2003/06/08 13:15:06
I didn't do that ...
 Necros
#198 posted by R.P.G. [24.136.232.42] on 2003/06/08 13:21:55
anyone know why switching and flickering lights don't get lit the same way, instead, they are just 100% light all the way to their perimeter?
I'm no l33t person with l33tage knowladge and stuff, but maybe because calculating the bounce for a dynamic light would just cost way too much CPU time.
 Aguire, Rpg
#199 posted by necros [172.172.22.191] on 2003/06/08 16:38:01
aguire: are you not Bengt Jardrup?
could have swore you modified riot's util...
---------
rpg: yes, but what i meant is that there is no falloff at all. it just goes 100% intensity all the way to the light's perimeter, than zero...
 Oops,
#200 posted by necros [172.172.22.191] on 2003/06/08 16:40:02
sorry. i looked at the vis output, which is yours, and got it mixed up with the light output. sorry Riot! :)
 Necros, Rpg:
#201 posted by metlslime [207.111.214.194] on 2003/06/09 15:16:55
i think it could be done. It wouldn't take THAT much longer. And no, i'm not volunteering to code it.
 ...
#202 posted by underworldfan [172.130.198.88] on 2003/06/09 23:21:01
nesp13 is looking like a very unique quake 1 map.
Good stuff, necros. :) Dont forget the gameplay! [ if the gameplay is as good as the emptiness without, i will be happy ;) ]
#203 posted by grahf [68.169.44.54] on 2003/06/10 16:08:57
necros, that map looks pretty nice... a modded engine i assume? or no? Whatever, it don't matter. spaceships are fun, finish the map. :P
 Necros
#204 posted by necros [217.195.95.211] on 2003/06/12 22:20:50
You can use dulight (= q1rad+tyrlite), and utlize normal point lights to satisfy your flickering fetish. Placing small contrast pointlights at those lamps would make them look more like real light sourses too.
 Ok... Necros...
#205 posted by necros [172.140.129.180] on 2003/06/13 19:42:53
erm... right. anyway, since both do the same amount of damage, performance wise, i'll be using dynamic light.
 Screeeeeenshots
#206 posted by Gom Jabbar [217.80.194.53] on 2003/06/14 09:29:55
I uploaded some screenies of my latest q1 dm map in progress. So, if you're interested check them on http://www.gomjabbar.de
Feedback is, as always, very welcome.
 Gom
#207 posted by R.P.G. [24.136.232.42] on 2003/06/14 10:05:54
Here's my feedback:
Release it!
#208 posted by Kell [82.41.48.30] on 2003/06/14 10:22:00
Runic. Metal. Ownz. Joo.
Gimme!
 I Like It.
#209 posted by necros [172.144.251.39] on 2003/06/14 15:49:31
Good lighting, and nice architecture! release it, dude!
 Yah, Gom -- Let It Out.
#210 posted by biff_debris [24.158.204.177] on 2003/06/16 17:41:35
Or at least lemme test it some more =)
 Buff:
#211 posted by Gom Jabbar [62.226.71.232] on 2003/06/16 18:27:42
Join #tf and get it Baff...
 Buff:
#212 posted by Gom Jabbar [62.226.71.232] on 2003/06/16 18:34:07
Join #tf and get it Baff...
 Heheh
#213 posted by biff_debris [24.158.204.177] on 2003/06/16 21:46:17
Why don't you mail it to me instead? ;)
 Unf Unf Unf
#214 posted by pope [207.6.192.37] on 2003/06/17 05:46:09
 .
#215 posted by H-Hour [216.17.140.251] on 2003/06/17 06:48:07
neato burrito.
 Wolfenstein
#216 posted by here [62.210.233.180] on 2003/06/17 07:52:00
 Blackpope
#217 posted by R.P.G. [24.136.232.42] on 2003/06/17 10:20:02
That's kind of cool and interesting.
The map looks like it has potential, too.
#218 posted by Scampie [66.231.198.79] on 2003/06/17 21:37:16
looks like a good start Here, keep at it, can't wait to see a nice big catherdral map from you. :D
 It S For A Mod ...
#219 posted by here [62.210.232.142] on 2003/06/19 02:20:23
You can see the project file on http://cts.quakexpert.com
But it is in built
 You Should Keep It The Way It Is In The Dev Screenshots
#220 posted by grahf [68.169.44.54] on 2003/06/24 01:46:17
You know, a cathedral built next to a cliff for some reason, and part of the cliff fell and took half the cathedral with it. So you have a ruined cathedral looking out onto a cliff.
this random i-need-more-sleep idea brought to you (c) 2003 Grahf
 ...
#221 posted by here [195.154.42.79] on 2003/06/24 02:11:23
It is a start you know ? And why next a cliff ? Explain to me i don't know ...
 Just
#222 posted by daftpunk [194.217.194.138] on 2003/06/25 13:48:46
a little suggestion.
if you guys use photoshop or psp, it's nice to make tiles (have i got the word right? one pic containing more pics?) of screenies so that they dont' need lots of links. ok, you can put more screenies in each page but thats definitely less professional
this idea was rigurgitated by DP (TM)
 WOO! Old Map Screenshots Before I Registered Here..
#223 posted by . [172.138.63.164] on 2003/06/30 02:07:22
http://www.phaitaccompli.com/crap/...
The first one sucked.. it was not my first map (I've done maps since about.. 1995, 1996) but that was from an idea on paper that didnt turn out well, I was rusty.. there are some memorable ones I was happy with tho, I just don't have them anymore :\
 Interesting...
#224 posted by R.P.G. [24.136.232.42] on 2003/06/30 09:35:24
dm8a and dm8b look pretty interesting. Some of the other stuff is kinda cool, if a bit old school.
 Old School?
#225 posted by MadFox [217.121.107.58] on 2003/07/07 22:59:42
 Indeed
#226 posted by DaZ [212.159.60.58] on 2003/07/08 18:17:24
 Its Getting Closer
#227 posted by Vodka [195.242.17.176] on 2003/07/08 22:55:35
 Yeehaw!
#228 posted by necros [172.169.41.119] on 2003/07/09 12:48:02
ride 'em cowboy! .. er... yeah, well, that looks sweet, speedy. :)
 Looks Very Nice...
#229 posted by DaZ [212.159.60.58] on 2003/07/09 15:15:36
I want it now! :)
What textures are those? Your own?
 Hmm
#230 posted by R.P.G. [24.136.233.9] on 2003/07/11 11:41:43
It looks like a cross between speedbz and Tiddles' unique comilation of base textures.
 Rpg Is Right
#231 posted by Vodka [195.242.17.95] on 2003/07/12 00:24:27
(can get speedbz from my site btw www.cr8.da.ru/textures.htm)
 Map Screenies
#232 posted by R.P.G. [24.136.233.9] on 2003/07/12 10:48:23
I've updated my QExpo booth with details on some of my upcoming maps, and also with some map screenies:
http://www.qexpo.com/booths.php?id...
But if you're too lazy to go to the booth and find the links, here they are:
I've got you right where I want you...
http://www.qexpo.com/uploaded/26/u...
Part of metlslime's section from SM69:
http://www.qexpo.com/uploaded/26/s...
 Rpg: Nice Start Map!
#233 posted by metlslime [66.135.131.205] on 2003/07/12 22:54:51
that hand sort of reminds me of the one that brushboy did for Gunman TC, that he showed a shot of in one of his tutorials.
 Yeah
#234 posted by R.P.G. [24.136.233.9] on 2003/07/13 00:09:37
They are in similar poses, aren't they? I didn't even realize that.
And thanks for the compliment.
 My Bro's Map
#235 posted by Wazat [205.126.65.25] on 2003/07/14 16:29:05
My brother, Ben (who is called Makkon), created a map that I took some screenshots of.
It's so detailed that it just goes too slow to be playable, but it shows some pretty decent skill. I just thought you all could give him some useful feedback.
http://static.condemned.com/makkon...
The download doesn't work right now, forgot to put it on the zip disk. ;)
I'm wondering if he could make use of the eye candy entities to replace some of the repeated architecture with some models or bspmodels, or if that would just slow it down even more...
Anyway, he's got a bunch more maps that I intend to screenshot and put up there. Most are very detailed (he'd be great for Q3 or UT2003, or even doom3 when it's out; but quake runs too slow). Hopefully he can get some real good advice from y'all.
 Evile
#236 posted by R.P.G. [24.136.233.9] on 2003/07/15 10:25:25
That does look pretty cool; although, some of the walls look flat and uninteresting. He could probably put some trim around the windows and on top of the walls to help make that better. However, then we get back to r_speeds.
He may want to consider using a lower-res mesh for the rocks to lower the r_speeds. If it was for Q2, he could try making a bunch of the brushes used for detailing into detail brushes. But since it's for Q1, he could make those detailing brushes into func_walls. There's a great article over on Rust that offers many tips for reducing r_speeds in Q2, so maybe he should check that out; there might be some relevant stuff. http://www.gamedesign.net/?file=ru...
But then again, your brother may already know all this stuff.
 Thanks Rpg
#237 posted by Wazat [205.126.65.25] on 2003/07/15 16:33:15
My bro is kind of like me. He knows a lot, but it's scattered all over the place, so just when you think he's either an idiot or genious, he goes and surprises you. I'm exactly the same. :)
I'll definately send him this info. In fact, I'll try to get him to register and start posting. He could learn a lot here.
 Yo Bro
#238 posted by Vodka [195.242.18.160] on 2003/07/16 00:19:13
should learn to block the vis
 Yea
#239 posted by Wazat [144.38.161.215] on 2003/07/16 18:09:45
He's been learning that recently.
#240 posted by Scampie [66.231.198.79] on 2003/07/21 23:21:52
 *ahem*
#241 posted by R.P.G. [24.136.233.9] on 2003/07/22 09:19:48
Yay for Scampie who made a single hall and placed a scrag therein!
I'll be impressed when you finish it.
 Heh
#242 posted by necros [172.161.222.64] on 2003/07/22 13:12:24
i was impressed at how accurate that was rpg.
looks good scampie. nice lighting :)
 It's Not Accurate At All!
#243 posted by Scampie [216.220.241.97] on 2003/07/22 15:03:07
there are 2 scrags (the other is above the player)! and there's also another hallway you can't see!
 Heh, My Apologies!
#244 posted by necros [172.168.177.63] on 2003/07/22 17:56:32
you may consider putting something on the walls between each arch... it seems just a bit bare at the moment. maybe sometype of alcove?
 Ha !
#245 posted by here [62.210.225.192] on 2003/07/23 10:36:12
Great light effect i like it ...
When can i kill the scrag ???
 Shirmpa
#246 posted by pope [64.114.31.11] on 2003/07/23 17:24:59
i like it, looming, ... more scrags... higher up... LOOMING
 Maybe This Week
#247 posted by Vodka [195.242.17.253] on 2003/07/23 23:03:35
 Is That Sp
#248 posted by nitin [61.9.128.173] on 2003/07/24 01:06:19
looks very good
 Speedy
#249 posted by DaZ [212.159.60.58] on 2003/07/24 20:12:29
Looks real nice, my one crit would be ditch the rock texture, it sucks :/ Apart from that it looks real nice, vertical too! :)
 What ???
#250 posted by here [62.210.224.91] on 2003/07/25 04:29:33
What quake it is ?
 Mron
#251 posted by yusak [212.187.37.5] on 2003/07/25 05:11:10
i kinda like the rock texture, daz. dont ditch it speedy!
 Speedy Just Posted This Link In #tf
#252 posted by metlslime [64.124.188.211] on 2003/07/25 22:31:21
 3 Maps
#253 posted by nitin [61.9.128.173] on 2003/07/25 22:45:26
the wood/metal one, the qfraggel3a themed one and the indoor/outdoor one look pretty cool.
 Xl1dm7
#254 posted by ProdigyXL [216.111.202.25] on 2003/08/09 12:11:11
 Oh Yay!
#255 posted by R.P.G. [24.136.233.9] on 2003/08/09 13:44:31
You've revived it! I like the combination of textures, although that decon texture looks out of place. Some of the lighting looks a bit too bright, IMO, and could use a bit more contrast in a few spots (such as in the RA nook and the hallway in shot 1).
Just make sure to finish it!
 Don't Listen To Robert
#256 posted by Dietz [66.82.9.22] on 2003/08/10 12:08:31
The decon looks uber nice :)
 IMHO...
#257 posted by Shambler [82.38.192.26] on 2003/08/10 14:51:19
I find the texture theme too oppressive. But that's just a personal view, I can see how it works.
 Haha
#258 posted by killjoy [198.115.160.182] on 2003/08/12 14:47:32
too scary for teh shambler. go play some giants ya wee fairy :-P
 Or Something Equally Bright Happy And Cheery...
#259 posted by Shambler [82.38.192.26] on 2003/08/12 14:55:28
...like Kjsp1 for example :P.
 Kjsp1 Rocks
#260 posted by starbuck [80.192.125.7] on 2003/08/12 16:29:30
saw the alhambra in granada recently and was very distracted by how much it was like that damn map :)
 What?
#261 posted by Shambler [82.38.192.26] on 2003/08/13 04:58:57
Right down to the Ogres and Vores, even??
 I Think So
#262 posted by starbuck [80.192.125.7] on 2003/08/13 10:11:35
although they might have been american tourists
 Wow
#263 posted by nonentity [62.189.9.170] on 2003/08/13 13:36:59
Those shots of XL1DM7 man! OMG! They're, like, so...
The shots you posted nearly a year ago.
 Grind
#264 posted by ProdigyXL [66.188.40.179] on 2003/08/15 09:30:09
No they aren't. I rebuilt the map from scratch, if you goto Pipeline, you will see this is indeed a different map. And sham, that is exactly the look I'm going for. I want players to feel like they are the last people on earth. Hence, Sole Surviour. The feeling of oppresion coming down on you makes me think I'm starting to get there.
 Does It Also Make You Think...
#265 posted by Shambler [82.38.192.26] on 2003/08/16 05:12:30
...that you'll get one less download??
 Hmm
#266 posted by nonentity [81.152.230.69] on 2003/08/19 22:46:11
You made it exactly the same from scratch? Cos you sent me a .bsp of it ages ago to look at. And it was that that room (albeit with slightly darker lighting)
 ...Yaar
#267 posted by boogers and goobers [207.149.188.1] on 2003/08/24 00:15:41
...prod, just finish it already!
 Industri2 Screenshots
#268 posted by Tigger-oN [220.240.226.38] on 2003/08/24 01:37:18
I've started to move industri over to the Tenebrae2 engine, these are the first two screenshots:
http://industri.sourceforge.net/sh...
http://industri.sourceforge.net/sh...
 Mmmmm...
#269 posted by distrans [131.172.4.45] on 2003/08/25 21:01:01
...drool
 .
#270 posted by pushplay [24.86.74.102] on 2003/08/27 16:22:25
Doom 3 doesn't quite as attractive any more.
 Few Screenies
#271 posted by pushplay [24.86.74.102] on 2003/08/28 00:10:08
I spent 3 days without the internet due to a broken power supply to the cable modem. I started messing around for something to do and ended up with this room. I'll probably make it into a map.
http://www.cursesandepithets.com/?...
http://www.cursesandepithets.com/?...
http://www.cursesandepithets.com/?...
The square blocks of wood against the walls represent future doorways. I'm actually trying to block this one out.
 Yum
#272 posted by R.P.G. [24.136.233.9] on 2003/08/28 00:25:06
Surrealism/fantasy is good, but a few bits look amateurish, such as the strangely aligned trim texture at the top in screen 1. And maybe if you use a patch for the curved wood (also in screen 1, lower right) so it lines up better. After that you'll be golden.
 Thanks For The Comments
#273 posted by pushplay [24.86.74.102] on 2003/08/28 02:47:27
Until/unless I get a job as a mapper all my work will be by definition amaturish. I should drop compsci and become a linguist, I seem to have a hardon for semantics. Anyways, I'm trying to get a bit away from some of the surrealism in maps like ChiopteraDM (one of my all time faves). I'm even going to far as to use a shader-free jump pad.
Any judgement of the top trim in shot one probably isn't fair since I'm standing on a playerclip. It may be a bad texture choice anyways though. Now about the curve: I'd be happy if I could get that looking sharper, but I thought it wasn't possible to use a patch to create a bow shape like that?
 You Can Use A Patch To Create Any Shape You Want
#274 posted by R.P.G. [24.136.233.9] on 2003/08/28 12:02:56
Just manipulate the control points, and line up the adjoining control points of adjacent patches. In this instance it looks like you'd want a 2:1 slope (or 1:2 depending on orientation) for the outer control points.
 Pushplay:
#275 posted by metlslime [64.124.188.211] on 2003/08/28 14:24:20
Not all amateur work is amateurish.
Stick to compsci :)
 Hmmm
#276 posted by pushplay [24.86.74.102] on 2003/08/28 14:44:27
Clearly I'm going to need to learn more on how to use patches.
 Pushplay
#277 posted by R.P.G. [24.136.233.9] on 2003/08/28 15:32:41
Just create a few patches of varying densities (although the smallest is the most commonly used) and then fiddle around with them. Pulling, pushing, etc, until you get something nice. If it's not nice, just delete it. Start off with basic arches, and then work your way up to semi-complex map objects (such as a tongue). That's how I learned.
Also, you can always check out the Q3DM .map files for reference if you feel the need.
 Screenies Galore!
#278 posted by biff_debris [66.191.253.107] on 2003/08/30 23:56:20
Doh, completely forgot about this page, and have been packing all kinds of screenies of my latest project (IMP1SP3: Myrmidon) at my PQ page: http://www.planetquake.com/biff
 Screenies Galore!
#279 posted by biff_debris [66.191.253.107] on 2003/08/30 23:57:25
Doh, completely forgot about this page, and have been packing all kinds of screenies of my latest project (IMP1SP3: Myrmidon) at my PQ page: http://www.planetquake.com/biff
 Biff!
#280 posted by necros [172.153.116.244] on 2003/08/31 10:48:27
all six shots looks really really good!
you're becoming quite adept at eh idbase theme! suggestion: on the bottom-right screenshot, push the grid textured brush on the curved corner inwards to match the inset of the straight brushes of the same texture. it'll flow more...
and maybe cut the grate part of the texture on the top two screens inwards as well? it'll push up r_speeds, but both suggestions would look nice...
 Yeya I Made New Texture, Also Learning New Gfx Editor
#281 posted by Vodka [195.242.19.189] on 2003/08/31 22:47:02
 Rats
#282 posted by necros [172.146.38.243] on 2003/08/31 22:53:29
i thought it actually was textures. :)
 Actually Actually Textures
#283 posted by Vodka [195.242.16.32] on 2003/09/01 19:29:31
 They Look Cool Speedy
#284 posted by underworldfan [128.195.84.154] on 2003/09/02 00:32:40
now someone make a Q1SP map using them, even if its just a speedmap :P
 Here Here Speedy
#285 posted by DaZ [212.159.60.58] on 2003/09/02 20:45:48
looking nice there, they for q1 or q3? Q3 by the looks of things
 ;/
#286 posted by Vodka [195.242.16.62] on 2003/09/02 23:43:18
q3 ofcourse
 Oh Q3 Textures?
#287 posted by underworldfan [128.195.84.154] on 2003/09/03 00:13:50
i think i am disappointed. :/
 Still Great Textures Though!
#288 posted by underworldfan [128.195.84.154] on 2003/09/03 00:14:14
.
 No Q1 Version?
#289 posted by DaZ [212.159.60.58] on 2003/09/03 07:17:15
 Well, All
#290 posted by necros [172.141.107.136] on 2003/09/03 16:21:48
ya gotta do is import the textures into a q1 .wad...
 And
#291 posted by Kell [82.41.48.161] on 2003/09/03 20:48:50
resize them
 And
#292 posted by Vodka [195.242.17.217] on 2003/09/03 21:09:41
they will look absolute poo
and
gingerbread mapping !
http://home.online.no/~ma-roeed/bi...
 Gingerbread Mapping!
#293 posted by underworldfan [128.195.84.154] on 2003/09/03 21:29:13
lol, so funny.
 W00t!
#294 posted by R.P.G. [24.136.233.9] on 2003/09/03 23:18:20
One of the 0ld 0ld Duke3D maps I released in 1997 or something! http://rpg.spawnpoint.org/images/m...
 Finally!
#295 posted by pushplay [24.86.74.102] on 2003/09/03 23:31:02
A gingerbread house you can camp.
 Haha
#296 posted by Wazat [144.38.206.205] on 2003/09/04 10:03:14
Quake mapping looks less messy. But you can't eat that. :)
 34
#297 posted by necros [172.155.247.72] on 2003/09/04 16:10:53
they will look absolute poo
that's true, but seeing as i don't posses l33t photoshop skills, that's really the only way for me to do it. and the results aren't always awful. obviously, bright stuff and greys don't look very nice, but for the most part, it turn out pretty decent and sometimes pretty good.
(obviously, i'm not talking about your [speedy] textures specifically, but in a general sense)
 Artificial Atmosphere
#298 posted by megaman [217.83.197.66] on 2003/09/07 16:48:59
 Presumably Aliens Can See In The Dark...
#299 posted by Shambler [82.38.193.37] on 2003/09/08 03:42:53
...I bloody well can't though.
 Megaman
#300 posted by Wazat [144.38.206.103] on 2003/09/08 13:21:03
looks perdy
 Uhmmmm...
#301 posted by Auhsan [62.82.213.89] on 2003/09/09 11:10:51
The snow seems a bit out of place, imo.
rest looks good if it is intended as a dark place =)
 Megaman
#302 posted by nakasuhito [12.255.12.18] on 2003/09/11 16:09:29
DR. WILLYY!!!!
i know its stupid, but i couldnt resist.
 Q3 Dm
#303 posted by nb [203.109.254.50] on 2003/09/12 10:51:41
http://quantumtreefrog.tripod.com/...
http://quantumtreefrog.tripod.com/...
http://quantumtreefrog.tripod.com/...
Gameplay is going to be somewhat dubious, since I suck at item placement, but at least the bots don't mind. And it looks okay. Um, if you like orange.
(Textures are from the Aesir Building set, from Max Payne. Except the ferns, which are used under license from Nature.)
 Perdy
#304 posted by Wazat [144.38.206.205] on 2003/09/12 11:12:11
very nice nb
 Nb
#305 posted by Kell [82.41.48.161] on 2003/09/12 13:40:21
It looks like an art gallery. Not a criticism, just an odd vibe for Q3DM.
 Kell
#306 posted by nb [203.109.254.50] on 2003/09/13 04:41:58
Good - I was going for the 'soulless corporate headquarters' kind of look, so anything modern and clean isn't too far off.
 ...
#307 posted by starbuck [82.33.92.187] on 2003/09/13 08:22:22
it doesn't look soulless enough; it looks like a nice place to live :P
The visuals are lovely though, apart from shot 3 has too many lights on the underside of the overhanging bit
 Nb
#308 posted by pjw [24.128.213.158] on 2003/09/13 13:26:54
Those are some very nice shots. I agree w. Starbuck re: cluster of lights in shot 3.
A very different look, which is always nice for Q3.
Beta?
 I Like All The Orange.
#309 posted by necros [172.130.24.178] on 2003/09/13 21:26:28
it's very appealing, but not soulless at all. cozy is more like it. ;)
 Q3 LG Skin I Made
#310 posted by Vodka [195.242.19.63] on 2003/09/13 23:24:07
 SpeedLG
#311 posted by Kell [82.41.48.161] on 2003/09/14 05:12:19
oooh, I'll buy that for a $ !
 Speedy
#312 posted by nitin [203.45.40.182] on 2003/09/14 08:24:41
that fucking rocks, LG was by far the worst skinned weapon IMHO. As much as I liked Harlequin's replacement for it, it altered too much to look like LG anymore but this is perfect.
I couldnt talk you into reksinning the YA and RG (the q3 version was perfect) could I?
 Thnx
#313 posted by Vodka [195.242.19.251] on 2003/09/14 20:04:17
kell: sure. All my talents are for sale
nitin: I`m affraid no, atleast not any soon. Its really hard and timeconsuming.
 Speedy
#314 posted by nitin [203.45.40.182] on 2003/09/14 22:06:30
that's cool, I can always hope though I guess. I have a temp replacment for the YA anyway
 Btw
#315 posted by nitin [203.45.40.182] on 2003/09/15 07:53:49
you should pimp it on the polycount boards.
 Here
#316 posted by nitin [203.45.40.182] on 2003/09/15 07:54:09
 Also On Polycount
#317 posted by starbuck [137.222.30.31] on 2003/09/15 08:16:30
http://www.planetquake.com/polycou...
the Dragon Knight model for Q3....i hadnt seen it before, but its some seriously impressive modelling
 Starbuck
#318 posted by nitin [203.45.40.182] on 2003/09/15 08:50:10
check out q4gladiator, q4hybrid and magdalena if you want some more impressive stuff.
 Thanks
#319 posted by starbuck [137.222.30.31] on 2003/09/15 09:49:50
the Q4Gladiator looks particularly nicely formed... these skinners/modellers/animators/etc really must go through hell concentrating on one thing for so long!
 .mdl
#320 posted by Kell [82.41.48.161] on 2003/09/15 14:05:44
Magdalena is the best, because - apart from the success of all the design elements within it - it's the only one that can be run on any machine for which Q3A was actually geared. I've seen dozens of images of the Dragonrider, but so far I can't offer an insightful opinion on the actual model because I have yet to find a machine that will load it in Q3 :P Same goes for the Gladiator.
Crusader ( with skinning by Rhorsach ) and Binky are also excellent for the more standard humanoid characters. And Lobo is the truest to his original comic book inspiration, with just the best custom sound :)
 Rpgcb01
#321 posted by R.P.G. [24.136.233.9] on 2003/09/15 14:39:50
A never-released Cube map. I still may never release it. But at least now you have pretty pictures to look at.
http://rpg.spawnpoint.org/images/m...
http://rpg.spawnpoint.org/images/m...
 Kell
#322 posted by nitin [203.45.40.182] on 2003/09/15 23:04:31
dragonknight actually takes up less memory than magdalena I think. I can run q4hybrid, q4gladiator, magdalena and dragonknight without any troubles on my p3733+gf2 (though obciously not all at the same time). I think all you have to do is set com_hunkmegs to 256.
Others worth checking out are bloodseeker, churchill, dark_knight, grimdemon, koollight, samjai, scurvy, rova, spacemarine40k & violator128.
 This Title Is Empty.
#323 posted by . [172.163.98.185] on 2003/09/16 00:19:14
I'd like to see models photo-source their textures for more realism..
#324 posted by Vodka [195.242.16.67] on 2003/09/16 00:58:25
Id love to see photo-sourced texture for the like of magdalena :))
 Hahahaha
#325 posted by Kell [82.41.48.161] on 2003/09/16 06:17:37
Yes.
 ...
#326 posted by starbuck [82.33.91.64] on 2003/09/16 06:47:13
the hooligan model has a photoshopped skin.... it isnt too bad but its nothing special
 Aren't There Photo Skins For Them Id People?
#327 posted by cyBeAr [213.65.179.30] on 2003/09/16 11:31:51
.
 Did I Say Photoshopped?
#328 posted by starbuck [82.33.91.64] on 2003/09/16 11:52:37
i meant photosourced
 __________________________________... This
#329 posted by . [172.172.151.100] on 2003/09/16 18:09:28
Well, I can respect the skill of a nicely done Photoshop skin as long as it was entirely from scratch.. but photos always look better when conveying realism.
 Well Duh
#330 posted by nitin [128.250.6.243] on 2003/09/16 19:28:13
but they dont always look right on a agame model. It's like photosourced textures, they look good till you import them into a game (with some exceptions of course). Plus, what speedy said, you cant photosource something if it doesnt exist and some of those models use something called imagination.
 Well
#331 posted by . [172.152.145.49] on 2003/09/17 06:22:27
I was referring overall to the dragon model. You could find a variety of photos to use for that..
 Yeah
#332 posted by nitin [203.45.40.182] on 2003/09/17 06:28:20
but some of the skins for it, darkhorizon's and shotgun's look spectacular as is. Also, I'm no skinner but the way the skinmaps work wouldnt you allocate more resolution to certain areas. Photosourcing wouldnt look right in some of those cases.
 Latest Industri Screenshots
#333 posted by Tigger-oN [220.240.226.38] on 2003/09/29 06:46:24
I've put together 11 1600x1024 screenshots so people can see both the current state of industri and what can be done with the (still alpha) Tenebrae 2 Engine. The download is about 10 megs. Most of the shots in the download can be seen (at a 640x400 res) on the screenshots page.
direct link to download pack:
http://prdownloads.sourceforge.net...
screenshots page:
http://industri.sourceforge.net/sh...
main page:
http://industri.sourceforge.net/
 Shot 2...
#334 posted by Shambler [82.38.193.37] on 2003/09/29 09:09:06
...with the shadow from the door....that is badass.
Can you post the other 2-3 shots in low res too please!
 I Like...
#335 posted by metlslime [64.124.188.211] on 2003/09/29 13:06:37
the bottom one on the right, with the curved pipes.
 Very Nice
#336 posted by Wazat [144.38.206.8] on 2003/09/29 14:31:38
When I first looked at the screenshots, it didn't look like Quake so I figured it was UT2003. Then I saw the monsters and realized it was indeed quake. Very nice!
I love the door picture Shambler mentioned. The glowing green slime looks pretty classy, and overall the architecture looks awesome. Well Done!
 I Am Stupid
#337 posted by underworldfan [128.195.84.154] on 2003/09/29 19:23:07
Tigger-ON superb looking screenies....
is tenebrae 2.0 still based on the quake 1 engine, or is it quake 3 based now?
 Finally
#338 posted by pushplay [24.86.74.102] on 2003/09/29 19:53:59
I finally have an outlet for my fetish of shamblers in rubber suits.
 Follow Up
#339 posted by Tigger-oN [220.240.226.38] on 2003/09/30 07:06:47
Glad people like the shots :]
re: missing shots. Try the following links:
http://industri.sourceforge.net/vi...
http://industri.sourceforge.net/vi...
http://industri.sourceforge.net/vi...
re: is it quake or q3a? Its kind of a hybrid now. The BSP is in Q3A format but needs to be compiled with ydnar's q3map2. There is still a progs.dat and other quake legacy features.
 /me Drools
#340 posted by Wazat [144.38.206.212] on 2003/09/30 09:47:19
why do you torment us so?
 <vondur>it's Getting Stormy On The Qsp Front</vondur>
#341 posted by xen [82.32.34.171] on 2003/10/02 08:43:53
Admittedly this one isn't anything special, started off with me trying to create an oldskool style map, but I soon got bored of the theme and morphed it into sock_eg. So detailing isn't immaculate or anything. Would appreciate some comments all the same :-)
http://xen.quakepit.com/quake03.jp...
http://xen.quakepit.com/quake04.jp...
And the ogro faces are probably getting ditched.. can't help thinking they clash.
 X3n
#342 posted by Vondur [195.128.65.237] on 2003/10/02 08:58:16
very nice!
but i think that ogro faces are out of place there. with such oldskool texes only id's texes will work good. overall, nice oldskool castle, reminded me ones of elek and mexx.
 Lose The Ogro Textures
#343 posted by nitin [203.45.40.182] on 2003/10/02 09:10:06
and touch up the lighting. Otherwise looks cool.
 Yeah
#344 posted by R.P.G. [24.136.233.191] on 2003/10/02 09:56:08
I'd say use the original id gargoyle textures instead of Ogro's.
 Personally
#345 posted by underworldfan [128.195.84.154] on 2003/10/02 13:29:47
I like the ogro textures, makes a change from standard id textures.
 Correct About The Ogro Textures.
#346 posted by Shambler [82.38.193.37] on 2003/10/02 13:32:40
They suck. The rest looks nice....for architecture....remember gameplay is the new architecture....and spawn are mandatory.
 I Was Thinking About Replacing Them...
#347 posted by xen [82.32.34.171] on 2003/10/02 14:26:57
...with modified versions of the graphics in sock's set, to fit with the theme better. The borders around them stick out too much too, gonna set them back a little. Will take on your note about the lighting nitin... need to investigate attentuation values some more.
Shamb, hadn't forgotten about gameplay :-) .. will try not to rush that area.
 Yeah Xen!
#348 posted by necros [66.185.84.208] on 2003/10/02 19:36:31
the shots look great! nice looking architecture there. ditto on the ogro faces sucking. i'd go with the hanging body textures, myself.
 Xen...
#349 posted by distrans [203.36.15.125] on 2003/10/02 20:12:57
Great to see you back in the swing, very cool designs going on too. Is that Rubicon studded metal? Looking forward to playing this one.
....remember gameplay is the new architecture....
lol
 Hmm
#350 posted by nonentity [62.53.48.102] on 2003/10/03 04:26:47
Yeah, as everyone else said, the ogro faces don't seem to fit.
And that sky is fucking hideous
 Photorealistic Textures
#351 posted by nitin [203.45.40.182] on 2003/10/03 04:29:49
http://www.planetquake.com/berneyb...
Dont know if they're of any use or even if they look good in-game but there's meant to be 200o+ textures made by BerneyBoy.
 2054 Textures To Be Exact
#352 posted by Abyss [203.51.196.146] on 2003/10/03 04:45:21
Most are jpg, with some tga in there too. File size is around 124mb. Unsure whether they would suit peeps around these parts, but they may, there are some nice ones in there. depends on what your after really.
 Nitin:
#353 posted by metlslime [66.135.131.132] on 2003/10/03 04:48:28
judging from the high-res preview images, some of those are really nice. Downloading now.
 Hmm
#354 posted by starbuck [82.33.88.121] on 2003/10/03 07:01:07
they arent royalty free etc, bit of a shame, as they would be great for photosourcing textures...and they mostly arent so hot as game textures 'out of the box' so i suppose they would only really be useful for prerendered stuff
 Hmm
#355 posted by nonentity [195.38.74.8] on 2003/10/03 08:45:04
Some look nice, some fairly average and some crap.
Oh, and there's only a 1/3 the number of textures he says, the rest are just the same but hue shifted to either red or blue.
 Starbuck
#356 posted by nitin [203.45.40.182] on 2003/10/03 09:42:59
what does that mean?
metlslime - yeah, you're right. After I finally got some of those to load up, I checked a few out. Some of the bricks etc look pretty decent and could be used in a lot more than just urban themed maps.
noentity,
that's still 700+ isnt it, worth checking if there's some decent stuff I guess.
 Nitin
#357 posted by starbuck [82.33.88.121] on 2003/10/03 09:56:29
i mean that you can't use them as a base for making textures, which would have made them a very useful resource.
 Photo Src Sites
#358 posted by Vodka [195.242.19.182] on 2003/10/04 00:21:54
 Speedy
#359 posted by nitin [203.45.40.182] on 2003/10/04 00:29:36
no, I just thought I'd point it out in case anyone wanted some new ones.
 Ta Speedy
#360 posted by starbuck [82.33.88.121] on 2003/10/04 10:34:48
id seen the mayang site before (its probably the best ive found) but the others were new to me, morguefile.com in particular looked rather good!
 !
#361 posted by R.P.G. [24.136.233.191] on 2003/10/12 13:43:37
Not my map, but I thought I'd bring it to everyone's attention. Black Town: http://planetquake.com/lvl/screen_...
Review, comments, and download: http://planetquake.com/lvl/comment...
 1337....
#362 posted by Shambler [82.38.192.183] on 2003/10/12 14:25:14
....vibe a little bit like alice. Cool lighting,.
 Black Town
#363 posted by pushplay [24.86.74.102] on 2003/10/12 22:44:04
*jaw unhinges*
Wow.
 Pushplay...
#364 posted by Shambler [82.38.192.183] on 2003/10/13 04:53:50
...good thing too - it was getting rather tight for my mansausage in there!
 Hmmmm
#365 posted by Abyss [203.51.230.103] on 2003/10/13 05:27:09
That is one screenshot I don't want to see.
 Black Town
#366 posted by pushplay [24.86.74.102] on 2003/10/13 14:23:57
I take it back. If you can't be bothered to do the simple things like seal up your map then your map isn't worth jack no matter how pretty it is.
http://www.cursesandepithets.com/p...
I didn't even trick jump, I just walked into a corner.
 Lol ROFL
#367 posted by R.P.G. [24.136.233.191] on 2003/10/13 14:46:50
pushplay uses Orb model!!!!
 Actually
#368 posted by pushplay [24.86.74.102] on 2003/10/13 16:18:28
That's Orb's head on Visor's body.
 Hmm
#369 posted by R.P.G. [24.136.233.191] on 2003/10/13 22:30:45
Visor has a Big Head.
 Big Head
#370 posted by pushplay [24.86.74.102] on 2003/10/13 22:42:56
Well the massive scores I rack up would give any model a big head!
Take that which ever way you will.
 Black Town...
#371 posted by Scampie [66.231.198.213] on 2003/10/13 22:59:44
Seems like an exercise in public masterbation to submit it to LvL... there was obviously no attention paid to making it a 'worth-playing' map.
Yes, it's kinda pretty, but there are so many errors, and horrid mapping in it, that it completly distracts from how nice it should look. The map doesn't 'push limits' it just pushes r_speeds.
And beyond that, just throwing some random song that doesn't fit the theme, and you have no permission/right to use it is just blatently stupid.
Still, it's worth looking at just for the theme and all the little nice details.
 Lol ROFL
#372 posted by Vigil [193.229.6.165] on 2003/10/14 12:46:44
pushplay plays Q3!!!!
 Cave Like Map For Ut2k3
#373 posted by nitin [203.45.41.208] on 2003/10/15 23:44:47
 Geocomp For Q1?
#374 posted by necros [63.139.3.74] on 2003/10/19 20:56:02
hm...
tell me what you think. personally, i think the lighting still needs a bit of work to get a little more contrast out of it.
features aguiRe's super cool light program with the smoothing feature which helped out a lot with all the angles involved with the brushes.
http://www.planetquake.com/necros/...
http://www.planetquake.com/necros/...
 Color Scheme...
#375 posted by ELEK [24.50.194.43] on 2003/10/19 22:15:42
The Blue and brown just is not working. Try some of the textures with more orange in them to contrast the blue mayhap? Of course I was never a huge fan of the blue textures.
#376 posted by Vodka [195.242.19.108] on 2003/10/20 00:39:08
yeah the textures look completly unattractive
seems the relation of scales could be better, but
cant see much from your screen
 Dsf
#377 posted by dsfkjd [213.46.149.241] on 2003/10/20 05:38:44
necros: the textures are horrible.
and the geometry sucks too, its all square?? and you are trying to create textures with brushes, that wasnt the point of the contest
 Also
#378 posted by starbuck [82.33.88.105] on 2003/10/20 06:27:38
those dont look like geocomp textures to me, if you use rivets and stuff to make textures and trims it looks too much like a normal map (but more boring)
 Whoa I Guess Nobody Liked It
#379 posted by R.P.G. [24.136.233.191] on 2003/10/20 11:03:49
I thought the first shot was kinda cool.
 Bleh...
#380 posted by necros [63.139.3.74] on 2003/10/20 16:43:24
well, it's not really a true geocomp map, just that i concentrated on making cool geometry.
guess i suck though.
 Necros
#381 posted by Wazat [144.38.206.8] on 2003/10/20 17:03:53
I like the first screenshot too.
BTW on above, that cave level is quite nice looking! Very moody and atmospheric. Good use of blue fog/lighting, methinks. Hope it play well... It's too bad there has to be such a wide line between beauty maps and gameplay maps. I love the few that do both.
 I Recommend Not Using Tyrlite Skylighting
#382 posted by grahf [192.154.63.68] on 2003/10/21 23:38:28
Instead just put lights along the sky brushes, that way you'll get better lighting contrast, I recon. (Or maybe aguire's 2-skylight thing would help, i dunno, i havent played with it)
 Level Pak For Quake 2 In The Progress
#383 posted by amaryl [80.58.10.42] on 2003/10/23 14:44:05
On website here are shots about some levels in progress, is taking me too much time though.
Custom textures.
Custom sounds.
Models form the reckoning level pak.
Still in mind using the Knightmare engine.
 I Forgot The Wbsite. Opss .
#384 posted by amaryl [80.58.10.42] on 2003/10/23 14:45:57
www.geocities.com/amaryl_1
also there are two former maps to play with standard textures though.
 Good
#385 posted by R.P.G. [24.136.233.191] on 2003/10/23 15:52:55
Some neat stuff in there. It looks like most of it is corridors, though. Try mixing it up with some larger, taller rooms.
 Got It
#386 posted by amaryl [80.58.10.42] on 2003/10/24 15:09:12
bigger rooms still in progress and not compiled that is why I didn´t posted any.:)
 Looks Nice :-)
#387 posted by xen [82.32.32.44] on 2003/10/24 17:30:37
Make sure to submit it on here when it's all done with, I love Q2SP!
 Some Funk Usage Of Darkplaces For Q1
#388 posted by nitin [203.45.41.208] on 2003/10/28 07:42:12
 Very Cool
#389 posted by Wazat [144.38.206.203] on 2003/10/28 09:41:00
funky indeed. :)
 Cool Looking Ut2k3 Map Pack
#390 posted by nitin [203.45.41.208] on 2003/10/28 19:48:28
http://dynamic.gamespy.com/~polyco...
Dont know how they play/run etc but the some screenshots look very nice, I like the last one on the bottom right.
 Re: #390
#391 posted by underworldfan [128.195.84.154] on 2003/10/28 20:03:29
those ut2k3 screenshots look tempting, but i dont even have the game.
might buy it though...
whats the gameplay like in ut2k3? say compared to Quake 3? and do they have a railgun equivalent? :)
 Uwf
#392 posted by nitin [203.45.41.208] on 2003/10/28 20:09:09
I dont have the game if you were asking me :)
 UT2003
#393 posted by Abyss [203.51.220.204] on 2003/10/28 20:53:20
Gameplay is good, I know alot of people around here may think different, but if you give it a fair chance, you will get rewarded. I don't like all the button mashing to activate the powerups (adrenaline) or the dodgejumping etc. But you can turn that off. The game looks amazing. There are some excellent custom maps around for it. The bonus packs also give you some great maps. There are good maps on the retail version, also some not so good. To me it is not quite as fast as QuakeIII, but faster than UT (I thought UT was crap, SP aside) Closest thing to the rail gun would be the Lightning Gun, which can be quite rewarding to use.
People would say wait until UT2004 comes out to buy, because it is supposed to have all the UT2003 content, which is fair enough. I myself would prefer to have both.
Find the right maps, Pump the bots up to Inhuman, or Godlike, and you'll be hard pressed to find a better experience. Then there is online play. Which is very good on a good server. Although, coming up against someone who has all the dodging moves down can be, well, lets say eye opening.
Would I trade my QuakeIII for UT2003?, NO!!, Would I like to be without UT2003? NO!!
 Oh Those Maps.....
#394 posted by Abyss [203.51.220.204] on 2003/10/28 20:55:00
in the map pack, they play/run fine, most are very good, depends on personal taste of course
#395 posted by Abyss [203.51.236.182] on 2003/10/28 23:48:18
While wew got a bit of a UT2003 flavour goin' on, check this out
http://www.ataricommunity.com/foru...
 Apart From Shot1
#396 posted by nitin [203.45.41.208] on 2003/10/29 01:03:20
that map seems to suffer from classic UT2003 overdetailing :)
 Ah
#397 posted by Abyss [203.51.236.182] on 2003/10/29 01:05:08
But when you actually get inside, your opinion may change
 UT2003
#398 posted by Shambler [82.38.192.183] on 2003/10/29 08:11:26
Distinctly inferior yet simultaneously highly derivative of the excellent UT. The graphics are nice, though.
 Wow
#399 posted by R.P.G. [24.136.233.191] on 2003/10/29 08:41:26
Some really cool-looking stuff in there!
 UT2003's Gameplay...
#400 posted by Wazat [144.38.206.104] on 2003/10/29 14:18:46
I didn't like 2003 as much as the original UT. The original had a more solid, real look/feel to it, while 2003 felt more glossy and shiny than it should be. The gameplay was excellent, but UT was better, IMHO.
I'm downloading the pack now, even though I have no way of getting it home. :) Maybe someone will have a spare CDR I can burn it to.
 Oh, Forgot To Mention
#401 posted by Wazat [144.38.206.104] on 2003/10/29 14:20:42
Many of the player voices and such in 2003 tend to be annoying as hell. The first thing I did after buying it was download a mod that replaced them all (including the STUPID ANNOUNCER). Be sure to do that or you'll end up clawing your ears out.
 Player Voices
#402 posted by Abyss [203.51.197.228] on 2003/10/29 15:25:13
You could have just turned them off
#403 posted by Abyss [203.51.197.228] on 2003/10/29 15:26:29
That includes the STUPID ANNOUNCER
#404 posted by Vigil [193.229.6.165] on 2003/10/30 15:14:27
That pack really makes me wish that I had UT2k3 and a computer to run it on.
Some really impressive stuff there, I would love to just wander around some of the levels.
 Pretty
#405 posted by H-Hour [12.224.67.57] on 2003/10/31 20:20:06
pretty
#406 posted by Scampie [216.220.241.97] on 2003/11/07 08:36:06
here's a small peek at my soon to be released q3 map. Will be finishing it this weekend.
http://scampie.spawnpoint.org/scre...
 Funky Architecture
#407 posted by nitin [138.217.8.113] on 2003/11/07 10:46:02
boring lighting.
 Quite Nice
#408 posted by Wazat [144.38.206.203] on 2003/11/07 11:34:48
I don't think those highlights at the base of the structures look very good. They look like they should either be much taller (each lighting up the side of the building in a tall spire), or not be there at all.
I really like the architecture.
 /me Agrees With Nitin
#409 posted by Maj [217.205.117.52] on 2003/11/07 12:27:00
Either needs some strong sunlight or a two-tone twilight vs. artificial kinda thing. Looks like milton keynes on an overcast day at the moment.
 Scampie
#410 posted by pushplay [24.86.74.102] on 2003/11/07 14:26:50
Looks good. I like the hilights, but I agree that they should go taller. Maybe twice the height they go to now. Certainly not all the way to the top.
 Yeah
#411 posted by Scampie [66.231.198.213] on 2003/11/07 17:54:05
had planned those to be wallwasher spotlights and will do it when I finish the last bits of brushwork I have on the map.
 Also
#412 posted by nitin [138.217.8.113] on 2003/11/07 19:45:29
it looks too runic and reminds me too much of CPMA maps.
 I Don't Mind The Lighting...
#413 posted by Shambler [82.38.192.183] on 2003/11/08 07:23:44
...I sometimes think a bland, greyer look can work. Milton Keynes on an overcast day....hell, why not a weirdo Q3A structure on an overcast day??
 FFS Shambler
#414 posted by nitin [138.217.8.113] on 2003/11/08 07:35:38
it looks too runic and clearly is in need of idbase. And by making what looks like a gameplay only fullbright box map catered for hardcore players, he's clearly bringing about the death of mapping.
So dont encourage him.
 Lol
#415 posted by Scampie [66.231.198.213] on 2003/11/08 08:33:38
yeah, the map is completely designed with cpma in mind... hell, you see the little extra trim on the outer walk there? that's so a perfect bunny hop can get you from the top platform to the bottom.
/me remembers not to clip the map at all
 You May Slap Me To Near Death But
#416 posted by . [172.200.76.211] on 2003/11/08 09:50:15
what the hell is CPMA
 OMG!
#417 posted by Shambler [82.38.192.183] on 2003/11/08 11:26:38
Nitin has a sense of humour after all!
 Scampie...
#418 posted by leviathan [68.160.167.236] on 2003/11/08 14:53:06
Where's that q1sp map, i want to kill the scrag!
 Scampie
#419 posted by nitin [138.217.8.113] on 2003/11/08 20:13:59
extra little trim on outer walk = BAD. Never have anything that could get in the way of a player and slow him down. It sucks. A lot.
Plus the extra detail brings down FPS from 135 to 134 which is completely unaccetable because at that speed the bunny hop you're providing for is too difficult to perform. FFS, what were you thinking man????
kthx
 So Where's The Map?
#420 posted by nitin [138.217.8.113] on 2003/11/10 06:01:28
.....................................
#421 posted by Scampie [216.220.241.97] on 2003/11/10 09:30:15
When I said I was finishing it this weekend, I meant 'I'll be still working on it after the weekend and will most likely release it next weekend or the weekend after'
Quaker-X and Glassman's maps game me some other ideas for stuff and I still have to build the last freaking hall I had to do when the weekend started... oh well. It's coming
 Scampie
#422 posted by cyBeAr [213.65.179.30] on 2003/11/10 13:39:51
GIVE ME COOKIE!
#423 posted by Scampie [216.220.241.97] on 2003/11/10 14:20:54
cookie is after stormtrigger. Stormtrigger was started to be a quick 1 week map to take my mind off cookies... 1 week has become 4 weeks now :o
 Give Me Cookie Or Give Me Death!
#424 posted by cyBeAr [213.65.179.30] on 2003/11/11 10:53:52
or tea would probably be sufficient to calm me down....
(where's taht cookie icon?)
 Some Awesome Textures
#425 posted by nitin [138.217.8.113] on 2003/11/17 20:01:15
http://www.davegh.com/blade/davegh...
Some varied quality and smoe specific usage stuff, but some of them are stunning! The guy worked on Blade : Severance (didnt get any credit for it though).
SHould be useful for some of you mappers.
 Oh Nice...
#426 posted by metlslime [64.124.188.211] on 2003/11/17 22:24:41
I love the hand-painted look. You could make a whole level that looks like the backdrops of animated films. I wonder what game made between 1994 and 1998 needed textures THAT high-res and high-quality, but their loss is our gain. Or something.
The license is a little unclear though -- sounds like you can use them in non-commercial video games as long as you never distribute the video game en masse. Or does that mean that the textures in the raw cannot be mass distributed?
 Metl
#427 posted by nitin [138.217.8.113] on 2003/11/17 23:48:14
I believe the first line is the important one as the rest seems to specify what he meant in that part. So that would be :
I am the copyright holder of this material. These textures can't be used for comercial purposes in any way
 And
#428 posted by nitin [138.217.8.113] on 2003/11/17 23:49:19
if you go to any of the texture pages
You may use these textures for personal use or any other non comercial use . THESE TEXTURES CAN'T BE USED FOR COMERCIAL PURPOSES IN ANY WAY WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR.
 Nitin:
#429 posted by metlslime [64.124.188.211] on 2003/11/18 00:07:52
okay, i didn't see that the copyright message was different on the sub-pages.
I'm intrigued by what could be done with these, in targa format, in a quake level with a .lit file. I might have to start messing around.
 Oh Hey
#430 posted by pushplay [24.109.0.211] on 2003/11/18 01:42:32
I already used a few of those in a simple Cube map.
 Nice Work Scampie
#431 posted by HeadThump [65.140.55.169] on 2003/11/24 22:34:03
The terrain and fortress blend together very well in that screenshot.
 Sure!
#432 posted by Madfox [212.204.134.20] on 2003/11/26 17:19:19
Great textures! Although I have no commercial interest, happy to use a few.http://members.home.nl/gimli/Q...
 ...
#433 posted by Madfox [212.204.134.20] on 2003/11/26 17:21:10
 Pokemon Quake!
#434 posted by xen [82.32.36.246] on 2003/11/28 10:41:56
uh huh
 ROFLmuffins!
#435 posted by starbuck [82.33.88.117] on 2003/11/28 10:48:40
i seem to recall that actually being done, which is the worrying part
 There Is Evil There That Does Not Sleep.
#436 posted by R.P.G. [24.136.235.190] on 2003/11/29 18:33:20
Can anyone guess which skill selection teleporter this is?
http://rpg.spawnpoint.org/images/b...
 WaterWalk
#437 posted by Preacher [217.215.94.97] on 2003/11/29 18:50:19
 RPG:
#438 posted by Shambler [82.38.192.33] on 2003/11/30 04:11:24
"Really really very hard indeed and you're definitely not good enough to play this, loser" skill??
 Preacher:
#439 posted by Shambler [82.38.192.33] on 2003/11/30 04:12:23
Looks quite nice for a work in progress. I personally would prefer some more distinct water (I'm thinking of the SOA icy water but I realise that might not go down well).
 Would Be Funner
#440 posted by cyBeAr [213.65.179.30] on 2003/11/30 08:11:11
if it was easy
 Re: WaterWalk
#441 posted by starbuck [82.33.88.117] on 2003/11/30 08:23:20
Architecture looks nice in general. The blue light texture at the top end of the picture doesn't work very well though. It would probably be better if it were more obviously a strip light, clearly going in the direction of the brush... if you catch my meaning there. Also lighting isn't very contrasting, although of course that texture set has a tendency to look washed out.
 RPG
#442 posted by underworldfan [128.195.84.154] on 2003/11/30 13:48:31
i dont know but i like the architecture.
 Rpg:
#443 posted by necros [66.185.84.208] on 2003/11/30 16:01:13
"holy fuck-asaurus, i'm going to die" skill?
i like the evilness of it.
also, Preacher, that's cool lookin' brushwork there!
 Starbuck:
#444 posted by Wazat [144.38.206.8] on 2003/12/01 17:41:07
In regards to pokemon quake...
You mean this atrocity?
http://mods.moddb.com/1131/
 Hehe
#445 posted by starbuck [82.33.88.117] on 2003/12/02 10:26:35
i didnt realise you did that one :)
but according to moddb its refreshingly awesome!
 Yea
#446 posted by Wazat [144.38.206.203] on 2003/12/02 10:53:36
They got a real kick out of Galactix and Battle Mech, too. It seems all my weird, bizarre mods get all the attention. :)
 RE: Waterwalk And There Is Evil There That Does Not Sleep.
#447 posted by Jago [194.111.144.2] on 2003/12/10 12:39:17
RPG: That skill selection room looks ridiculously good.
Preacher: Architecture looks good, but definately needs more variety in texture colors. As of now it looks way too bland and even proper lightning wouldnt save that.
 Ah
#448 posted by R.P.G. [24.136.235.190] on 2003/12/10 13:17:07
Thanks, Jago.
 Think "Aliens"
#449 posted by inertia [24.164.72.100] on 2003/12/14 19:06:14
http://triumphant.us/~inertia/temp...
http://triumphant.us/~inertia/temp...
Those are pictures of the first section of the "deep storage" area in a spaceship. In other words, it is dark, quiet, and you're quite alone :)
 Looks Nice
#450 posted by starbuck [82.33.90.202] on 2003/12/14 19:46:05
rather creepy looking stuff... i get the feeling you've been playing Hell in a can :)
 “”“”“”“”“”“”“”“”“”“”“”“”“”“”“”“”“”...
#451 posted by pushplay [24.109.0.211] on 2003/12/14 20:05:53
I get the feeling you've been playing Natural Selection.
It's nice, but I think when doing spaceship levels each room and hallway needs something unique so you don't get lost. In the first level of Halo I could have sworn I was going in circles through constantly restocking rooms.
 Ooops
#452 posted by pushplay [24.109.0.211] on 2003/12/14 20:06:41
My title broke the board. I'm the bad boy of forum posts.
#453 posted by Scampie [66.231.199.96] on 2003/12/14 20:36:56
so will this be finished before or after bwdm1?
and will it be more than just nice looking hallways?
 Pushplay:
#454 posted by metlslime [66.135.128.76] on 2003/12/14 22:50:16
not for long :)
 Curses, Foiled Again
#455 posted by pushplay [24.109.0.211] on 2003/12/15 02:07:16
 Meh
#456 posted by Shambler [82.38.192.33] on 2003/12/15 13:54:35
<rather creepy looking stuff... i get the feeling you've been playing Hell in a can :)
Hmmm, that feeling anything to do with BWSP1 (Vapourware S.E.) completely ripping it off??
 ...
#457 posted by starbuck [82.33.90.202] on 2003/12/15 15:42:39
im just judging from the shots, mainly the cages that the fiends jump out of in cassp1, i never played any version of bwsp1 so I can't comment about that.
 Aliensage
#458 posted by spentron [216.8.14.188] on 2003/12/25 17:03:21
Looks like an Unreal level, well not really but for some reason most Unreal SP preview shots are of corridors. Only exception is outdoor levels.
 The Tomb Of Terror
#459 posted by R.P.G. [24.136.235.190] on 2003/12/26 12:44:55
It looks like American McGee was getting an early start on Alice while he was working on Quake:
http://rpg.spawnpoint.org/images/b...
 Beta Testing Of Q1sp
#460 posted by necros [63.139.106.197] on 2003/12/27 20:08:11
anyone interested should e-mail me: necros@planetquake.com
be warned however: this is that pseudo geocomp map i am working on, so expect super hi wpoly.
peak is around 2500 and average is around 1000.
(there are low areas, around 600ish)
in general, you should have a fairly recent videocard and a pretty quick processor.
a 1ghz + geforce4ti4200 runs the map fairly smoothly with about 40 fps.
 Some Old School Screenies
#461 posted by MadFox [212.204.134.20] on 2003/12/27 22:27:14
Made a few screenshots of the first 6pack
of The Abandoned: Wanderer.
http://members.lycos.nl/portable/n...
 Madfox..
#462 posted by leviathan [151.203.120.45] on 2003/12/28 00:39:19
Seriously, you need to drop those ugly purple textures. You build quality is decent, but those horrid purple textures bring down the work you've put into the levels.
 Agreed...
#463 posted by xen [82.32.34.150] on 2003/12/28 12:26:00
Lose the purple. Other than that, shots 2 and 4 are kinda okay.
 Purple Rain?
#464 posted by MadFox [212.204.134.20] on 2003/12/28 12:31:11
It were the textures coming with Thred.
There was a brick1 texture what was even more awfull. Spent days to change the texture names
by hand.6 x 480names. But that in was the time of QMAp. But also the reason I tend to these.
Made myself some green textures, and borrowed
from other mappers.
I thought it gave the maps some warmth.
BY which texture would you change it?
 Beta Testing
#465 posted by Gib [212.140.158.205] on 2003/12/28 16:27:11
Im always up for some david.carter@boltblue.com
 BWSP1?????
#466 posted by the silent [82.84.30.44] on 2004/01/01 08:09:52
...what's that? Never heard of it! Where can I find it? Is it Q1SP? (quite a lot questions)
 Which Texture Do You Prefer?
#467 posted by . [172.167.71.39] on 2004/01/03 07:06:21
#468 posted by . [172.167.71.39] on 2004/01/03 07:09:59
I'll change that ground tex depending which wall tex I decide on...
 Shot1a
#469 posted by nitin [138.217.8.41] on 2004/01/03 08:38:27
although shot1d looks ok too.
 D
#470 posted by xen [82.32.34.150] on 2004/01/03 08:58:13
A is kinda overused
B is harder to light well
C is more of a ground/ceiling texture
E is a bit too murky, more of a dark, dank swampy type rock
 D,
#471 posted by necros [63.139.106.197] on 2004/01/03 11:12:22
then switch back to the rock texture you were using in the other tunnel (if you make a tunnel in that opening...)
 B Or D.
#472 posted by Shambler [82.38.192.33] on 2004/01/03 13:10:14
B is nice for rocks, quite natural and a good contrast.
D doesn't even pretend to be rocks and fits in well as a built style.
 D
#473 posted by H-Hour [12.224.67.57] on 2004/01/03 17:01:48
.
 Blitzdm1 -- An In-editor Teaser =)
#474 posted by Blitz [24.218.135.18] on 2004/01/04 02:16:16
www.tmsexchange.com/blitz/blitz1.J...
 Hmmm
#475 posted by Blitz [24.218.135.18] on 2004/01/04 02:16:53
 Phait, A Or D
#476 posted by grahf [24.51.155.88] on 2004/01/04 02:28:08
if you were intending for a natural rock look, then go for A. if you don't mind the constructed feeling of the bricks (moldy castles are fine in my book), then D would work too. E is a nice texture but I don't think it works that well heavily used on a large surface area like that.
 More Shots, F Is Latest
#477 posted by . [172.152.59.10] on 2004/01/07 09:59:39
 No Worky
#478 posted by starbuck [82.33.90.202] on 2004/01/07 11:04:51
 Phait
#479 posted by Gib [213.120.56.45] on 2004/01/07 11:26:21
Not working!
 Oops
#480 posted by . [172.136.9.180] on 2004/01/07 11:46:36
Sorry, forgot the /shots/ dir. I have a temporary site setup at the url now. Here's incomplete PH8DM1:
http://www.angelfire.com/scary/ph8...
 Screenshot Generator
#481 posted by aguirRe [62.127.44.16] on 2004/01/08 07:13:54
I have a large amount of Q1 bsps (mainly from the old cdrom.com ftp archive) that I want to have a screenshot taken from each one to help remembering which map it is.
My solution so far has been to use a batch file and a slightly modified .cfg file that automatically loads each bsp into an engine, takes a screenshot when the map is loaded and then quits.
This method has some shortcomings that require manual fiddling, e.g. DM maps that don't have an info_player_start key etc. Also, it only generates a screenshot at player spawn position which may be facing a wall, temporarily inside skies etc.
I've thought of trying to make use of the info_intermission position but I haven't been able to do that.
Does anyone know of a better way to do this, e.g. using some utility?
 Well
#482 posted by R.P.G. [24.136.235.190] on 2004/01/08 08:49:47
Paul was working on a Quake front end that had loads of map info + screenshots. But it didn't take screenshots; those were just ones he took manually.
http://paul.fov120.com/qlp.html
 Maybe
#483 posted by NotoriousRay [138.162.0.42] on 2004/01/08 09:47:52
ive considered doing this but havent had time to fiddle with it, i was thinking of just setting up something (a script or quakec/whatever) that loaded each map with fraglimit of -1 which skips to the intermission, but then then thing is you get all that intermission text (in dm, the player list and kills, in sp the kills/time/secrets), which could probably be removed by some combination of engine/quakec mod (i dont remember what draws that stuff)
but like you said, possible problems with no intermission spot and/or the right spawnpoints, which could probably be written to a file so those maps would have to be archived manually.
seems like alot of hassle for the sake of archiving/organization, although it would be cool
 Re: Maybe
#484 posted by R.P.G. [24.136.235.190] on 2004/01/08 10:19:01
...you get all that intermission text [...], which could probably be removed by some combination of engine/quakec mod...
You could probably use a modified gfx.wad where all of the text and graphics were replaced with blank ones. But as you suggested, it seems likely to me that some engine (perhaps DarkPlaces) would probably have a r_draw_2d variable which could remove all 2d graphics.
 Fairly Simple
#485 posted by nb [203.109.254.50] on 2004/01/08 22:58:37
Write a tiny QC mod that puts the player at an info_player_intermission (in client.qc:SelectSpawnPoint)and forces them to face the point's .mangle (in PutClientInServer; you can just c'n'p from execute_changelevel, iirc).
If there's no _intermission, look for a _start or a _deathmatch.
 Thanks For The
#486 posted by aguirRe [62.127.45.239] on 2004/01/09 04:47:08
suggestions guys. I haven't thought of that fraglimit -1 thing, ingenious. I've now modified my script so it first takes a screenshot at the spawn point and then another at intermission point before exiting.
Then I'll have two pics to choose from when finally converting the TGAs into tiny JPGs.
Now if I could just get rid of the score overlay text ... metlslime, any ideas for FitzQuake?
 If You Want More Choice On DM Maps...
#487 posted by Scampie [216.220.241.97] on 2004/01/09 08:23:52
set a fraglimit of 5 or whatever, and use the kill command to cycle through the spawns.
 .
#488 posted by PuLSaR [80.80.111.249] on 2004/01/09 17:47:29
Here are some screenshots of my q1sp map I'm working right now. These are fullbright. I just want to know what do you think about architecture before I start light it.
http://pulsar.pochtamt.ru/egpt1.jp...
http://pulsar.pochtamt.ru/egpt2.jp...
http://pulsar.pochtamt.ru/egpt4.jp...
http://pulsar.pochtamt.ru/egpt5.jp...
 This Is One
#489 posted by aguirRe [62.127.44.207] on 2004/01/09 18:09:53
good-looking map (I've had a sneak preview). With suitable sunlight, those textures will really shine.
 Pulsar
#490 posted by Vondur [217.70.16.165] on 2004/01/09 18:38:14
architecture is ok it seems.
though, it's hard to estimate it w/o lighting because light can change the look of architecture dramatically.
 Yeah
#491 posted by starbuck [82.33.90.202] on 2004/01/09 18:51:50
that architecture looks like it could be impressive, but with no lighting its very difficult to say
 Auto-screenshots...
#492 posted by metlslime [64.124.188.211] on 2004/01/09 21:48:26
write a qc mod that loops through the intermission cameras doing a stuffcmd("screenshot") at each one. But, since you don't tell the client it's intermission time, you won't see the overlay.
#493 posted by . [172.168.177.35] on 2004/01/09 23:52:53
Pulsar - looks pretty nice to me, can't wait till it's released.
 Pulsar
#494 posted by Shambler [82.38.192.33] on 2004/01/10 05:43:06
Looks cool. I like the large scale but make sure it doesn't get too large. The first shot looks like a DM map. The second shot is quite impressive - be wary of the wall textures though. As the others have said, lighting will be particularly important for a map such as this with a larger scale and textures that have quite a similar contrast.
 Some Things:
#495 posted by grahf [24.51.155.88] on 2004/01/11 00:39:28
i've been showing these to some people on #terrafusion, so you get to see too:
http://www.cstone.net/~greenwud/gr...
http://www.cstone.net/~greenwud/gr...
http://www.cstone.net/~greenwud/gr...
q1sp, very nonlinear and openended, r_speeds expected to be slightly ridiculous. ~2700 brushes so far, architecture is maybe a bit more than halfway done. :\
Dunno wtf is up with that 3rd shot, quake took the screenshot that way.
Pulsar: looks nice! love the sock egypt textures. 4th shot has good architecture, though there is a strange looking strip of rock in the righthand part of that shot.
 2nd Shot
#496 posted by nitin [138.217.8.41] on 2004/01/11 02:17:10
very nice texture usage. Looks good, I hope it gets released though.
 I Will Try...
#497 posted by grahf [24.51.155.88] on 2004/01/11 02:26:50
gonna be a while though.
 Yeah I Really Like That
#498 posted by starbuck [82.33.90.202] on 2004/01/11 09:35:51
doesn't look like anything i've seen before, which has to be a good thing
 Yes
#499 posted by necros [66.185.84.208] on 2004/01/11 14:28:45
agree with prior two opinions. very nice brushwork.
i thought it was a dm map at first, so good job on the openendedness part, obviously. :)
i like the look of shot3, even though it's screwed up. awesome, man!
also, what would you consider "slightly ridiculous" as r_speeds?
 Also, Anyone Up For Some More Q1sp Beta Testing?
#500 posted by necros [66.185.84.208] on 2004/01/11 15:06:41
email me: necros@rogers.com
 On It's 501th Way...
#501 posted by MadFox [212.204.134.20] on 2004/01/11 23:19:41
Strange though, I have a 6pack ready for beta testing, but noone seem to notice.
Here some pix from "UnderGround"
http://members.home.nl/gimli/Quake...
http://members.home.nl/gimli/Quake...
 E
#502 posted by Mapist [213.170.78.10] on 2004/01/12 02:28:38
aguirRe: can I have your script ?
madfox: try better textures, use trims, use sourced lights (dont forget light textures), work on light in general (I suggest you use some advanced light compiler, like tyrlight, with realistic falloff)
Grahf : cool except for a "structural beam" with metal texture on the sides and brick texture on the front
 Let's See Here
#503 posted by aguirRe [62.127.45.253] on 2004/01/12 05:21:50
Mapist = Speedy, right? Otherwise I need your email address or you can send me an email and I'll reply to that.
 If It Wasn't Obvious
#504 posted by aguirRe [62.127.47.245] on 2004/01/14 08:13:06
that was a question that I need a confirmation on before sending anything. Mapist, who are you?
#505 posted by Scampie [216.220.241.97] on 2004/01/14 09:33:01
yes, Mapist is Speedy
 Scrshts
#506 posted by eggman [68.160.252.154] on 2004/01/14 14:12:26
 Eggman
#507 posted by pushplay [24.109.0.211] on 2004/01/14 14:35:28
The grate texture on the curved catwalk looks sloppy. You should fix that.
 Pushplay
#508 posted by eggman [68.160.252.154] on 2004/01/14 15:34:00
I would like to fix it. The texture itself is perfectly aligned, and looks fine closeup, however problems occur from a greater distance. If anyone knows a shader parameter or a workaround to fix this, it would be much appreciated.
 Robotnik
#509 posted by pushplay [24.109.0.211] on 2004/01/14 15:57:39
Aliasing's a bitch.
 Heh
#510 posted by nitin [138.217.8.41] on 2004/01/14 20:46:37
you could do some funky trickjumps off the rocks if they are not clipped off.
 Grate Flooring
#511 posted by nb [203.109.254.50] on 2004/01/15 01:32:39
nopicmip and nomipmaps (iirc) in the shader may help.
 Eggs
#512 posted by Shambler [82.38.192.33] on 2004/01/15 06:35:09
...looks cool, the first shot has some "sense of place". I think the rocks look a bit bland and....bleak though.
 .
#513 posted by eggman [151.205.125.31] on 2004/01/15 11:12:53
tx nb and shambs. I agree the rocks are a little bland in that shot, I've tried to liven them up with lava and a green crystal shader in different areas, I've just got to get those shaders around more without making the rocks look too contrived.
 Eggman
#514 posted by Maj [217.205.117.52] on 2004/01/15 12:46:22
You might be better off with alpha blending (blendfunc blend) rather than alphafunc, although you could run into sorting issues and the lighting might not be as good.
nopicmip won't actually help in this case, although if you use alphafunc then it should be in there anyway to prevent the grate becoming invisible or solid with picmip 10.
 Tx For The Help M8
#515 posted by eggman [151.205.125.31] on 2004/01/15 13:59:27
So Maj, I would change the 'alphafunc GE128' stage to 'blendfunc GE128'??
textures/base_floor/proto_grate4
{
surfaceparm metalsteps
surfaceparm trans
surfaceparm nonsolid //Tim's fuckage
cull none
nopicmip
// A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES
{
map textures/base_floor/proto_grate4.t...
//tcMod scale 2 2
blendFunc GL_ONE GL_ZERO
alphaFunc GE128
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
 Hey
#516 posted by pushplay [24.109.0.211] on 2004/01/15 18:29:14
green crystal shader
Make some green crystals out of brushes. Make a whole bunch. R_speeds be damned.
 Off The Top Of Me Head...
#517 posted by Maj [217.205.117.52] on 2004/01/16 05:47:23
The first stage should be:
{
map textures/base_floor/proto_grate4.t...
blendfunc blend
rgbgen vertex
}
And the second stage would have to be removed, cos you can't combine lightmaps with alphablending (except in some rare cases).
I haven't written any shaders for yonks though so take that all with salt...
 Eggman
#518 posted by pjw [66.107.101.68] on 2004/01/16 13:18:14
For the rocks, to make them look much less bland (and tiley for that matter) switch to a two-stage rock shader, and scale the two rock textures differently. Something like:
textures/yourmap/rock
{
q3map_nonplanar
q3map_shadeangle 89
{
map $lightmap
rgbGen identity
}
{
map textures/yourmap/rock.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
tcMod scale 1.2 1.2
}
{
map textures/pjw3dm6/rock2.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbGen identity
tcMod scale 0.7 0.7
}
}
Looking good. :)
 Whoops
#519 posted by pjw [66.107.101.68] on 2004/01/16 13:19:42
missed the second "pjw3dm6". Heh.
#520 posted by Scampie [216.220.241.97] on 2004/01/16 15:53:06
that's a fucking brillent hack pjw, I'll implant that in the q3 maps I promised to finish ages ago :P
 Listen To Pjw
#521 posted by nitin [138.217.8.41] on 2004/01/16 18:59:52
his rocks always look really cool (I liked pjw3dm3 rocks the best).
 ...
#522 posted by eggman [162.83.174.217] on 2004/01/16 20:54:33
whoa great feedback peeps thx. pjw the passes might rack up too high with a two stage shader, a lot of these crystals are visible behind each other which is basically like a window looking through a window looking through a window etc... that supposedly is bad. i'll give it a shot for sure though, still got room for more detail though avg r_speeds around 5k-6k
 PH8DM1
#523 posted by . [172.161.239.229] on 2004/01/16 21:55:43
 Phait
#524 posted by nitin [138.217.8.41] on 2004/01/17 01:18:01
looks good, but you have too many different wall panelings going on.
#525 posted by . [172.172.202.14] on 2004/01/17 01:25:00
Think that blue wall would be distracting?
Here's a bigger/better shot:
http://www.angelfire.com/scary/ph8...
 Blue Wall
#526 posted by pushplay [24.109.0.211] on 2004/01/17 02:20:58
Looks good to me.
 Blue Wall
#527 posted by nitin [138.217.8.41] on 2004/01/17 03:40:33
looks good to me too.
 Arr
#528 posted by . [172.173.90.72] on 2004/01/17 03:44:33
Nitin, can you more specifically point to what you mean? Do you mean the grey tex that takes up most of the wall, the lines going across (defining 'panels'?)?
 Phait
#529 posted by nitin [138.217.8.41] on 2004/01/17 04:53:16
I meant the windows/panels (in shot 1a, there's 6 of them and they are all different - ie cadaver in one, just skulls in another and so on)
 Ah
#530 posted by . [172.139.165.42] on 2004/01/17 05:23:55
Gotcha... I'll consider it, still got more to do. Thanks all.
 Look Good
#531 posted by Gib [81.107.235.240] on 2004/01/17 12:22:25
Can wait for you to finish it.
 Phait,
#532 posted by necros [66.185.84.208] on 2004/01/17 14:30:32
i actually like the shots the way they are. keep it up!
 I Agree With Nitin
#533 posted by R.P.G. [24.136.235.190] on 2004/01/17 15:44:55
Try sticking to 2-4 insets/panels for the map. Using that many in one room is especially distracting. You could try replacing one of the central inset pieces with a support column of some sort. It's not a really huge deal, it just could be done better and that small thing would really improve the map.
#534 posted by . [172.135.53.218] on 2004/01/17 16:18:39
Thanks again! I'll post more shots when I get more done and I think I will remove some panels, a few more areas need them yet anyway =)
 Early In Editor Shot
#535 posted by Gib [212.140.127.249] on 2004/01/19 21:00:28
 Earlier In Quake
#536 posted by MadFox [212.204.134.20] on 2004/01/20 00:19:33
If you loop back to this site...
than loop back to good old school Quake...
http://members.home.nl/gimli/Quake...
I lost the shape of the tiffany,
by scaling the level again.
 Re:
#537 posted by R.P.G. [24.136.235.190] on 2004/01/20 08:59:16
Gib: I can't load the image. It just loops back here.
MadFox: looks good.
 Plumbum Oxide
#538 posted by MadFox [212.204.134.20] on 2004/01/20 10:13:23
While texturing the window for the third time,
it comes to me from a distance the black surrounding square won't leave!
I have changed all the pixels into lighter ones, but the dark square stays.
Funny result after all that texturing.
#539 posted by Scampie [216.220.241.97] on 2004/01/20 11:52:46
rpg: cut and paste.
 CnP
#540 posted by Gib [213.1.45.6] on 2004/01/20 14:42:54
If you cut n paste it works, probably my mates shitty free hosting.
 Madfox...
#541 posted by distrans [203.36.15.126] on 2004/01/20 19:26:23
Try using the original tex but scaling it up in editor.
The other option is to use the original tex centered in the opening then add a surround to hide the errant pixels.
 X-Ray Window
#542 posted by MadFox [212.204.134.20] on 2004/01/20 19:35:09
I already tried with pasting over the texture, but this won't work. Seems the black square appears every time from a distance.
The texture limit is 128x128, so scaling up will divide it to more texture units. (argh... texture count!)
 Untitled Tourney Map For Unreal Tournament
#543 posted by om9zer [66.69.104.194] on 2004/01/21 02:01:36
 ....
#544 posted by starbuck [82.33.90.202] on 2004/01/21 10:57:30
awesome lighting, really, just the right amount of coloured light to be interesting while still being subtle.
Brush work looks solid and fairly original generally but lacks unique features from one area to another, such as could be provided by small level detailing, etc and ends up looking slightly plain. This could be a texturing problem actually, maybe try replacing some of the brick texture with something else in places
but generally it looks great
 Actually
#545 posted by starbuck [82.33.90.202] on 2004/01/21 11:00:55
the 'problem' is only on shots B-D
wow, B-D looks like a tiny penis
er, ill get my coat.
 PH8DM2
#546 posted by . [172.172.35.107] on 2004/01/26 04:45:59
 Blitzdm1 Shots
#547 posted by Blitz [24.218.135.18] on 2004/01/27 17:57:15
 Hmm
#548 posted by nonentity [144.32.128.68] on 2004/01/27 22:59:55
Trademarked Sex Change?
 Hmm
#549 posted by nonentity [144.32.128.68] on 2004/01/27 23:01:16
Oh right, yeah, the map.
Kinda dark in places and the texturing is a bit repetitive, but I like the brushwork and theme.
 Moop!
#550 posted by pope [207.6.29.241] on 2004/01/28 07:01:59
 Yeah And If I Pasted The Right Pic.. That'd Be Cool To
#551 posted by pope [207.6.29.241] on 2004/01/28 07:02:36
 Looks Nice
#552 posted by DaZ [212.159.60.58] on 2004/01/28 13:48:12
 I Like The First Shot Better, Bp
#553 posted by necros [63.139.106.197] on 2004/01/28 15:14:45
oh wait...
i like the quarterpipe lava canal.
 More
#554 posted by . [172.171.144.130] on 2004/01/29 07:23:59
 Looks
#555 posted by nitin [138.217.8.41] on 2004/01/29 08:45:36
very flat and plain.
 I Have To Agree With Nitin
#556 posted by R.P.G. [24.136.235.190] on 2004/01/29 10:23:23
The build quality is there (I mean there aren't weird assortments of odd-shaped brushes), but there isn't much of anything there. The walls are exceedingly flat. You've put in a few cool touches (damaged bits, wires, and artificial colored lighting from the slime), but those aren't doing much for the overall detail level. Comparing this to Ph8DM1, I know you can do better.
Sorry to be harsh, but that's the way it is.
 Phait
#557 posted by NotoriousRay [69.72.23.7] on 2004/01/29 12:07:13
theres so much detail and variation you can do with idbase. no need to keep the same wall texture over the whole map. plenty of 'detail' textures that can be used like comps and stuff, that lend themselves to their own brushes rather than being wall decoration
take some time and play older idbase sp/dm maps and apply some of what you see to your map.
and dont forget CRATES
#558 posted by . [172.147.246.31] on 2004/01/29 12:11:20
"Sorry to be harsh, but that's the way it is."
No thats quite fine, I've actually been asking around what I should do... the map is going *somewhere* (up), but I don't know how yet.
Thanks!
(BTW, there are some crates ;) )
 Also
#559 posted by nitin [138.217.8.41] on 2004/01/29 19:19:41
apart from visuals, I also meant that the layout looked very flat.
 More Experimenting...
#560 posted by necros [63.139.106.197] on 2004/01/31 21:09:41
this time with light. doing the whole map with 0 minlight, meaning i'll have to pay that much more attention to make sure it works properly. mostly a learning experience...
http://www.planetquake.com/necros/...
 Looks Great
#561 posted by starbuck [82.33.90.202] on 2004/01/31 21:35:48
really nice... more time-consuming of course, but with results like that who can argue
 Necrso
#562 posted by nitin [138.217.8.41] on 2004/02/01 04:41:35
very nice.
 Necros
#563 posted by R.P.G. [24.136.235.190] on 2004/02/01 13:51:21
I really like that.
 Hmmm...
#564 posted by xen [82.32.34.150] on 2004/02/01 14:19:22
Either that lava texture is too bright or there isn't enough falloff on the light that comes off of it. It looks like the surrounding area should be alot brighter than it is. I'd personally replace it with water actually to fit with the overall gloomy style.
Save that though, it looks very good.
 I Don't Want To Be Burnt To The Stake, But...
#565 posted by starbuck [82.33.90.202] on 2004/02/01 14:50:28
it might look better if the lava generated coloured light
 BURN THE WITCH
#566 posted by czg [80.202.222.233] on 2004/02/01 14:53:14
 Lava
#567 posted by . [172.160.165.94] on 2004/02/01 18:06:42
Or you could modify the tex that borders it to have a "glow" effect.
 Hm...
#568 posted by necros [63.139.106.197] on 2004/02/01 23:04:47
well... for color, at this moment, that would be no. mainly because aguire's light doesn't do color atm.
(but also a bit because i'm not very good with color)
if aguire puts in colored light support, i'll try it out.
i actually like the idea of making a texture for the lava light. thx phait. i'll try my hand in photoshop and see what i can come up with. i just hope i have enough room left in the bsp for more textures. :P
 Necros
#569 posted by . [172.166.142.121] on 2004/02/01 23:10:57
Take a vibrant orange color, make a gradient of transparent-to-orange, drag that down about half-way or in a 4th of the texture's height.. make this on a new layer, experiment with layer modes.
#570 posted by . [172.166.142.121] on 2004/02/01 23:12:16
I did it on these tex's around the slime: http://www.angelfire.com/scary/ph8...
 Phait
#571 posted by Gib [81.107.199.221] on 2004/02/02 07:22:49
non of you links work for me :(
#572 posted by . [172.131.156.9] on 2004/02/02 12:22:29
Not sure what to say, Gib.
 Well...
#573 posted by necros [63.139.106.197] on 2004/02/02 12:34:06
i tried something like you said, Phait.
can't say it looked very good. oranges aren't done well in the quake palette, and the vibrant orange i mixed into the stone and rock textures ended up looking really ugly in game. it was a nice idea, but doesn't work for lava i think. thx anyway
#574 posted by . [172.131.156.9] on 2004/02/02 12:36:03
Let me see the tex... or select an orange straight from Quake's palette. I really don't see why it can't be done alright, unless the orange turned out looking like idbase orange.
 Done In A Vondur...
#575 posted by Shambler [82.38.192.33] on 2004/02/02 13:11:34
...map, Lilith I think.
 Well
#576 posted by Vondur [217.70.16.165] on 2004/02/02 13:26:02
yes it's done there, but not that smoothly if you use fitzquake. the prob is in fillbright pixels...
 Fullbright Pixels
#577 posted by starbuck [82.33.90.202] on 2004/02/02 14:28:41
clearly the work of capitalist scum
 Not That My Opinion Matters
#578 posted by H-Hour [24.20.212.99] on 2004/02/02 15:01:37
But I think the lava should be darker. It would fit in better, to me, and would help alleviate the lighting problem some. I think I may have gotten this texture from evil_lair or something like that. Can't remember, but I think the darkness of the lava would work well in your map (although may not transfer to q1 well):
http://www.notthisway.com/temp/lav...
#579 posted by . [172.136.184.58] on 2004/02/02 17:14:40
You can easily remove fullbrights though..
 Crappy Lava
#580 posted by necros [63.139.106.197] on 2004/02/02 17:27:04
here was my attempt...
http://www.planetquake.com/necros/...
as you can see, it looks more beige than orange, and is not really that convincing in full 24bit color either.
 ...
#581 posted by xen [82.32.34.150] on 2004/02/02 17:31:05
I agree with H-hour.
 Necros
#582 posted by nitin [138.217.8.83] on 2004/02/02 18:48:35
not that bad, just need to adjust the color a bit.
 Necros
#583 posted by . [172.147.172.150] on 2004/02/02 23:34:44
can you give me a bmp or jpg of that tex? I'll fool around with it.
 ...
#584 posted by necros [63.139.106.197] on 2004/02/02 23:53:23
nitin, you actually think that's decent? hm... never thought i was very good at textures... :P
Phait: http://www.planetquake.com/necros/...
lavabottom_24.tga is the original rtg tex with the orange and
lavabottom_q1.tga is converted into q1 palette. i realized later that you could have converted it to quake palette yourself, but ... *shrug*
if you could get it to look more like the texture in vondur's lilith (with the cool yellowish highlight effect) that'd be awesome. sadly, that type of thing is a little beyond my skills. mostly, i just took the brush tool on color mode and set it to orange at 50% and traced around the bricks. :P
 ...
#585 posted by necros [63.139.106.197] on 2004/02/02 23:54:56
more importantly, i wish i could find a nice big 256x256 lava texture. i had to scale up the regular one by 3, so when your in the lava, it looks pretty rank, and if you leave it at default scale (or even 2x) it looks awfully tiled when your up on the platforms...
 Necros
#586 posted by . [172.208.108.13] on 2004/02/03 00:40:16
http://www.angelfire.com/scary/ph8...
The first tga is probably best (I used color dodge on that gradient layer for that one)... I haven't tested these, just convert to Q1 palette of course. Take some shots if you decided to use any of them.
 Necros...
#587 posted by Shambler [82.38.192.33] on 2004/02/03 04:32:47
That's pretty cool, it looks quite orange to me, and the rock itself looks white/grey which is actually quite realistic, rock tends to do that when heated to extreme levels. Basically it looks like a little orange glow cast on rock bleached white by centuries of heat.
 Lava4
#588 posted by Gib [213.1.45.14] on 2004/02/03 12:05:57
That look great.
 One More Screenshot Of My Map
#589 posted by PuLSaR [80.80.114.247] on 2004/02/04 17:58:34
 Looks Cool
#590 posted by nitin [138.217.8.83] on 2004/02/04 19:27:25
but the lighting's still a bit flat.
 Yes
#591 posted by PuLSaR [80.80.114.247] on 2004/02/04 19:35:49
I know, but it's a quite raw lighting yet
 NO TITLE!!!
#592 posted by LTH [144.32.128.68] on 2004/02/04 19:49:22
Looks good, though, pulsar - the architecture looks really nice.
 Yum
#593 posted by pushplay [24.109.0.211] on 2004/02/04 23:38:13
Can't go wrong with Sock's egypt set.
 Litet
#594 posted by Kell [81.135.139.196] on 2004/02/06 17:16:11
 They Look Great, Kell
#595 posted by necros [63.139.106.197] on 2004/02/06 18:48:33
i like the first and last ones the best.
i have a question regarding skyboxes... how big can you make the individual pieces? 512x512? or can you go crazy and do 1024x1024?
 Kell
#596 posted by pushplay [24.109.0.211] on 2004/02/06 18:55:04
I gave darkmatter and dust a look. The other two look pretty run of the mill. You must have saved it in a really low quality or something because the subtle shading is all seperated out into rings and it gives the skies a bad-acid-trip feel.
 I Liked The
#597 posted by nitin [138.217.8.83] on 2004/02/06 21:13:46
first and last one, pretty nifty.
 Especially The Last One
#598 posted by starbuck [82.33.90.202] on 2004/02/07 08:20:39
really nice ambiance, with that lovely mist in the distance and the dusty sky
 Resolution
#599 posted by Kell [212.159.25.186] on 2004/02/08 12:47:23
necros/pushplay:
I only have the unreg ver of TG, so there's a limitation on how large an image I can render - smaller than 1024x1024 :( I would produce versions that size if I could, but it would mean forking out serious cash for the reg.
Interesting that you guys like dust, I actually thought the less realistic skies wouldn't go down so well; I've actually been trying to make realism/earth-bound skies more, coz I fot datz wot peepl wonnt :/
Anyway, a few more to follow.
 Oh And...
#600 posted by Kell [212.159.25.186] on 2004/02/08 12:50:21
big KTHX to Vondurski for providing the webspace - moran taing d00d
 ...
#601 posted by necros [63.139.106.197] on 2004/02/08 12:51:41
honestly, i don't really care if it's realistic or not. mostly, it's just a matter of the sky going with the terrain and looking cool at the same time.
also, why not crack terraingen? there's got to be tons of those out there, since it's pretty popular.
 Crack Hoar
#602 posted by Kell [212.159.25.186] on 2004/02/08 13:01:22
you are assuming, of course, that I would
a. have the net access to get hold of one
b. know where to look
c. know how to use it
d. avoid seriously shafting my OS in the process
e. be able to delete the noxious thing when it turned out to be some pr0n dialer
bleh, I'll stop making excuses now.
 Kell
#603 posted by pushplay [24.109.0.211] on 2004/02/08 14:36:16
I've made a couple of skies in TG and didn't get that gawdaweful ringed look. Also, realistic skies look stupid in Q3. And who made that stupid Q3 sky with the flat moon? Someone needs to teach that boy some perspective.
 Pushplay
#604 posted by Kell [212.159.25.186] on 2004/02/08 14:49:11
the skies can be used in other Q3 enjin games, which are more realistic than Q3.
That 'godawful ringed look' may be because you have a more recent version of TG. Or you may just have had different atmospheric settings. I'm not sure.
Dunno, maybe Adrian 'No Relation' Carmack. It does look cack, but perspective isn't the problem - a sphere is always going to look like a circle when you look at it :P I think the moon is just too large.
 Meh...
#605 posted by necros [63.139.106.197] on 2004/02/08 18:43:21
two seconds of searching on overnet got me a crack for the lastest ver (0.9.19) it's a simple .exe and .dll replace and the file is like 350k.
cheers ;)
 Perspective
#606 posted by pushplay [24.109.0.211] on 2004/02/08 20:32:28
A sphere will always look like a circle from any angle, but a circle drawn on a plane and held at an angle will look like an ellipse.
 Ummm...
#607 posted by Maric [141.157.84.10] on 2004/02/08 23:23:36
Decided to try my hand at a Quake DM map, I will surely need testers to help work out weapon/item balance. This is a very simple, two story dealy dressed out in Speedy's textures... Any takers? Should be ready for the beta test thing Monday/Tuesday.
"http://www.backshooters.com/...
"http://www.backshooters.com/...
"http://www.backshooters.com/...
 Feeling Chagrined
#608 posted by Maric [141.157.84.10] on 2004/02/08 23:25:39
I screwed up the links as per my usual. Would someone be so kind as to fix them? And then explain to me what I did wrong?
 Maric:
#609 posted by metlslime [64.124.188.211] on 2004/02/09 00:23:56
don't put the url in quotes.
 Ahhhh
#610 posted by Maric [141.157.84.10] on 2004/02/09 08:16:18
 Reminds Me Of One Of Your Q2 Dm
#611 posted by nitin [138.217.8.83] on 2004/02/09 09:02:02
looks wise. It's a bit too repetitive for my liking. Scale in shot 3 looks a bit cramped too.
#612 posted by . [172.130.22.125] on 2004/02/09 16:35:39
Reminds me of Blitzdm1
 Yeah
#613 posted by Maric [141.157.84.10] on 2004/02/09 16:41:04
It is very much like one of my Q2 maps, it is very repetitive and slightly cramped unlike said Q2 map. When I opened it up a bit the r_speeds went off the charts.
This is more or less an experiment for me and a break from the Q2 stuff. In fact I have no idea as to what is considered acceptible r_speed wise in Quake. The idea of this one is to test the waters and see if I am going in the right direction.
 R_speeds
#614 posted by R.P.G. [24.136.229.24] on 2004/02/09 17:32:04
600-650 is the prefered limit in Q1 if you're trying to support older computers. Also, under the default settings on software engines, if the r_speeds go over 700 (I think) then you'll get the grayflash effect.
 Ahhhh
#615 posted by Maric [141.157.84.10] on 2004/02/09 17:35:55
Thank you R.P.G.
Reminds me of Blitzdm1
I have not seen it, Link?
 Maric...
#616 posted by xen [82.32.34.150] on 2004/02/09 17:36:47
 R.P.G...
#617 posted by distrans [203.36.15.126] on 2004/02/09 19:54:38
I always thought the default was 800.
Anyone got the definitive answer?
 Shots
#618 posted by Tronyn [24.78.146.107] on 2004/02/09 20:22:23
 Hrmm...
#619 posted by necros [63.139.106.197] on 2004/02/10 00:19:27
it's hard to tell with editor shots. i'm sure it'll look better ingame with lighting, but it's not very flattering atm. the first shot has too much of the yellow window. the four on top of the tower is overkill. put maybe 2 or even 1.
i like the flesh parts (shot3) :P
shot2 looks ok, but not that good, i'm sure lighting will help alot.
shot4, i don't like the way the sides of the rocks (both the red, doom ones and the yellow quake ones) are completly flat. looks very unatural. you should break up those walls into 128x128 sides and skew them around a bit. make them look more jaggedy and such.
i like the fence in shot1 a lot. make sure you throw enough light on it ingame to show off the coolness of it.
 Yaaaaay...
#620 posted by distrans [203.36.15.126] on 2004/02/10 00:23:54
...good to see that foetus back in use.
#621 posted by Mapist [195.208.123.213] on 2004/02/10 05:53:40
visecra ewww..
 More Vapid Screenshots
#622 posted by Blitz [24.218.135.18] on 2004/02/12 18:20:37
 Looks
#623 posted by inertia [24.164.70.117] on 2004/02/12 21:53:21
like a big gay orgy, blitz
i guess you can easily model what you can see
 Screens
#624 posted by LTH [144.32.128.13] on 2004/02/17 20:25:36
#625 posted by Scampie [66.231.199.96] on 2004/02/17 20:40:32
Get rid of the minlight and make all those lights brighter. If you're going to bother making architecture, you should bother to light it nicely so it looks decent.
Other than that, looks solid.
 ...
#626 posted by necros [63.139.106.197] on 2004/02/17 20:56:08
the brushwork looks fine, but the lighting needs work.
the first shot is almost completly dark to me, the second has no contrast at all and the third is the same as the second.
 Looks Like A Cube Map
#627 posted by pushplay [24.109.0.211] on 2004/02/17 22:01:04
I like cube and everything, but that was not a compliment.
#628 posted by LTH [144.32.128.68] on 2004/02/18 07:21:35
There's no minlight... I was experimenting with radiosity. I'll try relighting normally, then.
Thanks guys.
 ...
#629 posted by necros [63.139.106.197] on 2004/02/18 08:50:07
maybe decrease the amount of light bounces then?
 LTH
#630 posted by metlslime [64.124.188.211] on 2004/02/18 14:10:23
There's no minlight... I was experimenting with radiosity. I'll try relighting normally, then.
Try experimenting with gamma correction.
 Boo!
#631 posted by Maric [151.196.27.26] on 2004/02/18 18:14:07
Finished my first Quake effort (will post about it later), went back to my comfort zone...
http://www.backshooters.com/maric/...
http://www.backshooters.com/maric/...
 Hey!
#632 posted by Scampie [66.231.199.96] on 2004/02/18 18:30:48
that looks totally cool :D
 Yes
#633 posted by R.P.G. [24.136.229.24] on 2004/02/18 23:43:30
It looks like something I would do if I would just follow through with my ideas.
 Maric
#634 posted by LTH [144.32.128.68] on 2004/02/19 06:56:27
Looks neat.
 Maric
#635 posted by H-Hour [24.20.212.99] on 2004/02/19 07:00:18
How come I see Q2 weapons?
 H-Hour
#636 posted by Scampie [216.220.241.97] on 2004/02/19 08:31:59
perhaps becuase it's a Q2 map...?
 Yeah
#637 posted by Maric [151.196.27.26] on 2004/02/19 09:22:20
It is a Q2 map as a matter of fact.
 H-Hour
#638 posted by xen [82.32.34.150] on 2004/02/19 09:55:53
Finished my first Quake effort (will post about it later), went back to my comfort zone...
He's finished his first Quake map but since then has gone back to his 'comfort zone', which is, surprisingly, Q2.
Looks nice too
 Phfffttt!
#639 posted by Maric [151.196.27.26] on 2004/02/19 11:02:00
which is, surprisingly, Q2.
I reiterate... Phfffttt!
 Okay!
#640 posted by xen [82.32.34.150] on 2004/02/19 11:33:09
 More More More
#641 posted by LTH [144.32.128.68] on 2004/02/19 15:12:41
 Blah
#642 posted by LTH [144.32.128.68] on 2004/02/19 15:13:58
 Hm...
#643 posted by necros [63.139.106.197] on 2004/02/19 15:29:27
i really only like the last shot. the first two are rather uninspiring... although, there is some nice vertex work on the computer terminals.
 LTH
#644 posted by pushplay [24.109.0.211] on 2004/02/19 16:02:42
I always like it when there's clips or supports or something around the glass so we can see how it's held up. It makes it feel more solid.
 Pushplay
#645 posted by LTH [144.32.128.68] on 2004/02/19 16:19:54
Yes, I was thinking about that. Then I was thinking 'god damn that would take some effort'...
 ..
#646 posted by necros [63.139.106.197] on 2004/02/19 22:56:24
effort is what makes a map good.
#647 posted by LTH [144.32.128.13] on 2004/02/20 06:21:05
So I've done it, already...
 Ok, Yeah, I'm Dumb
#648 posted by H-Hour [24.20.212.99] on 2004/02/20 09:41:11
For some reason I thought "your comfort zone" was just that style of map, with the rock floating in the void thing. I get it now.
 Beta - Pjw3quickie4 - The Small Place
#649 posted by pjw [24.128.248.9] on 2004/02/22 17:44:28
Every now and then I crank out what I call a "quickie" map (sort of an extended speed map) as a bit of a clearing-the-mental-pipes sort of exercise between larger, more complicated projects.
This map is the result of about 16 hours of work, and this will be the only beta--I'll (obviously) take an hour or two to fix any bugs or problems that are found, but most likely won't do any major reworking.
I basically started wondering a few days ago what would be the smallest map I could map that still had good gameplay. In retrospect, I wish I could have completed it for the 1024 comp, since it fits nicely in a 1024 unit cube. :)
Thanks to Rorshach for the great textures, and Jaj for the perfect skybox!
It's not exactly a CPMA map, but it does have a couple of nice promode jumps in there . . . and, of course, works fine with vanilla Q3.
Screenies:
http://www.planetquake.com/pjw/scr...
http://www.planetquake.com/pjw/scr...
Download:
http://www.fileplanet.com/dl.aspx?...
(~1.1 meg)
 Pjw3quickie4
#650 posted by pushplay [24.109.0.211] on 2004/02/22 17:54:30
I liked it. You could stand to make the bars more interesting given how much you're using them.
 Not A Bad Idea
#651 posted by pjw [24.128.248.9] on 2004/02/22 18:12:49
I could at least use a more interesting texture, or even add a base/top fixture to each.
 Pjw
#652 posted by LTH [144.32.128.13] on 2004/02/22 20:37:58
I don't think those bars look that great together with the plain wall in the first shot, it looks quite... what was that wonderful word someone used earlier... 'uninspiring' :P
The light casting through the windows is pretty though.
 LTH
#653 posted by underworldfan [128.195.84.154] on 2004/02/23 11:53:22
i like the screenshots a lot, i really like the blue strip lighting stuff.
fc9.jpg looks highly original
 Uwf
#654 posted by LTH [144.32.128.13] on 2004/02/23 12:43:07
Cheers. Funny, I thought I'd ripped that area off from somewhere...
 Well LTH
#655 posted by MadFox [212.204.134.20] on 2004/02/23 23:12:54
 Madfox
#656 posted by LTH [144.32.128.13] on 2004/02/24 11:15:07
I think that looks much better - as to getting the waterfall to work properly - turn the waterfall textured brushes into a func_illusionary. If you want pepole to be able to climb up them (unlikely) you can also put a second, smaller brush underneath that is water textured.
Next point...
The lighting seems entirely arbitrary in a lot of places - like at the top of the second picture: the light doesn't seem to be coming from anywhere. I suggest you put some lighting grates or walltorches in.
 Gullivers Travel
#657 posted by MadFox [212.204.134.20] on 2004/02/24 12:17:25
Hey, thanks for the hint of making the animated water texture a func_illusion.
It is so absurdly simple I forgot to do so, and now there is a stange barriere between the water tex and the animated one.
I think it is a great solution, but I thought animated tex couldn't have a func_illusion.
For the light you could be right, but as you can see, i made the level 3/2 times bigger.
Now the density of the lights has changed,more so by using the argh.light
The yellow glow has faded and turned into a more cold white ligth. As for all the other things in the level, because I am not sure it was a good idea to enlarge the level.
Now the spaces have become so large, one can easily avoid the monsters attack.
What is your opinion of enlarging a level?
 Fox
#658 posted by LTH [144.32.128.13] on 2004/02/24 13:46:07
That level doesn't look too large. In fact, it looks like there's an opportunity for some clever monster placement due to the multilevelness (sic) of the map. Specifically, ogres need very careful placement to be useful. For examples go away and play CZG's maps (http://www.planetquake.com/greyvo... ), they often have very good monster placement, and yet often have wide open spaces.
 Madfox...
#659 posted by xen [82.32.34.150] on 2004/02/24 17:06:47
Any chance you could post a screenshot of the 2d views on that map in your editor? I'm curious...
 Curiosity Killed The Cat
#660 posted by MadFox [212.204.134.20] on 2004/02/24 20:13:10
I made an addition of some screenshots of "Crumb" on my Lycos site.
At the very end of it there are 9 new screenshots.
http://members.lycos.nl/portable/n...
What I was curious for was the strange change of lightcolour, what gets lost when one enlarge the map.
The firts screenshot on #655 has a much more mellow glow.
 Simple...
#661 posted by necros [63.139.106.197] on 2004/02/24 20:42:32
i can tell you that very easily: you used a different engine in the top shots, than for the last 9. it appears you used regular winquake for the last nine, whereas the first ones appear to have been taken in an engine with support for overbrights and some type of lensflare effect.
it also looks like the palette you were using for the first shots was a lot more vibrant, which made it look like the lights were a warm yellow. the last 9 look like a regular quake palette, which is rather washed out to begin with.
 Fox
#662 posted by LTH [144.32.128.13] on 2004/02/24 20:48:58
Wow, that looks like an enormous map with tons going on in it. The quality of the map in the second set of pictures is better than the first, I think. There are some mixed-up textures (like using basefloor on top of rock, and using stone wall for floor). I think you also need to think a bit about texture alignment, especially when using so many stone wall textures. Also, try and break up large areas of texture - I'm thinking of the blue metal with zig-zag trim texture, which overpowers all of the areas it is used in - and it really shouldn't be used on its own as a ceiling texture, either.
 And Orges Haunt Me In My Sleep...
#663 posted by MadFox [212.204.134.20] on 2004/02/24 22:24:17
Thanks for the support, I will rest my weary ears on it after the bunch of maps I am digging with.
After all this time it got really hard to understand all the backup directories I made.
Took me three times to upload Quatrotski with all the covered up bugs in it.
And Necros, don't let me fool you with the Telejanos pictures.The other ones were made in the straight Quake1 version, reason why they look so pale.
At least that's what I am realizing now.
BTW thanks for the betatesting!
 Argh... That Lightnin's Got Me
#664 posted by MadFox [212.204.134.20] on 2004/02/27 10:24:43
I renewed some pictures on my Lycos site.
And although they came out dobble, I stopped
worrying about that fact, for it is a free site.
http://members.lycos.nl/portable/n...
I was wondering about the light question.
As I play the sequel, I see some maps in bright light and others were made with another argh.light and so they are much more dimmed.
My question now is, what could be the best option to set light to the maps, staying as close as possible to the original quake1 settings.
When I see other maps it strikes me they sometimes are so dark, as the original quake also was. Others make maps that are quit bright.
 Madfox
#665 posted by Vondur [195.128.65.237] on 2004/02/27 10:35:29
remove checker part of the texture on the first screen. i mean the part of the EASY/HARD/NORMAL texture when one could see black part of it. i consider it a bug. this part of the texture isn't supposed to be seen.
as for the lighting, it looks too contrast imho.
 Vondur...is The Name?
#666 posted by MadFox [212.204.134.20] on 2004/02/27 11:13:10
Indeed, I lost a nail
but you didn't notice on post #461
I ment in arghlite => range 0.5
or 1 or 999999999???
thanks for your advice, Vondur
Is there one mapper who isn't a Bastard to the original Quake1???
 No
#667 posted by LTH [144.32.128.13] on 2004/02/27 11:29:29
They are all bastards to the original Quake.
 Shots
#668 posted by Tronyn [24.78.146.107] on 2004/03/01 01:19:05
 Wow!
#669 posted by Blitz [24.218.135.18] on 2004/03/01 03:33:12
Looks amazing Tronyn. I love the huge scale...
Can't wait to play this one =))
 Looks Stunning
#670 posted by LTH [144.32.128.68] on 2004/03/01 06:51:35
I think you need to break up that rock texture somewhat though, it's the only thing spoiling the scene.
 Hhh
#671 posted by gibbie [82.161.62.98] on 2004/03/01 12:35:24
shots 1 and 2 look crap. the others look okish, but lighting is really bad. The door in shot 4 doesnt look good, the trim around it should have a texture that follows the shape better. Same with the door, it doesnt fit.
 The Lighting
#672 posted by Tronyn [24.78.146.107] on 2004/03/01 13:22:38
really needs work, that's the first time I've ever compiled this map. I'll admit that. As for the doors, aside from making a custom texture, there's not much I can do.
#673 posted by LTH [144.32.128.68] on 2004/03/01 14:58:29
So make a custom texture already :)
 Hrmmff...
#674 posted by distrans [131.172.4.44] on 2004/03/01 23:06:40
...there shall be fighting in the parapets, indeed there shall be fighting on the rooftops... I hope?
 Well,
#675 posted by Tronyn [24.78.146.107] on 2004/03/02 01:17:28
I don't know, I haven't put monsters in yet..
I guess I'll explain. This is the new version of The Arabian Nights. When Daz and I started work on the Night Journey, he had the 3 source maps for the original Arabian Nights release. I figured out how they fit together (it was originally one map), and put them together in one map, updated the visuals and put monsters and everything in. Due to many problems with the map and the project, it sat around like that for a long time. Then, in one day last week I went back to it, deleted all of the entities except torches and all of the sky blocks, and worked from above to try to make it into a coherent "city" instead of just a bunch of rooms with sky for a ceiling giving the *impression* of a city. Thus, most of the recognizable areas from Arabian Nights aren't in those shots, because they're several stories below, on ground level.
The rooftops will be accessable one way or another, either as a secret or as part of the mandatory gameplay.
I'll post some shots of a better build along with shots of the original map (before/after etc) on my site next update.
 Omg
#676 posted by DaZ [212.159.60.58] on 2004/03/02 12:29:34
now RPG will shut up!!! :D
 No Fool No Fun
#677 posted by MadFox [212.204.134.20] on 2004/03/08 00:09:13
Some screenies of MirrorMan, after it blew the nightmare skill out of me...
http://members.lycos.nl/portable/n...
I got so used to the arghlight -range 1, I hardly feel satisfied with the old -range 0.5
 Funky Stuff
#678 posted by nitin [138.217.7.237] on 2004/03/08 00:36:57
 Nitin
#679 posted by . [172.164.90.29] on 2004/03/08 01:41:54
Cool, looks organic.
 Should Mention
#680 posted by nitin [138.217.7.237] on 2004/03/08 02:53:09
that's by Scrotch for a Q3 Jailbreak map Execution sequence for one of his maps.
 2...
#681 posted by Shambler [82.38.192.217] on 2004/03/08 05:19:16
Madfox - getting better. Thank god you've got rid of those ghastly purple textures. Now just focus more on strong lighting and improving your architecture....you're getting there.
Nitin - 1337 shit! Nice lighting too.
 Madfox
#682 posted by xen [82.32.34.150] on 2004/03/08 09:18:06
Looks alright... the texture alignment in that first shot though is hideous. Always try and keep the textures aligned with the brushes
Mainly talking about that wall texture. The lines on it should meet with the edges of the brushes.
 Xen
#683 posted by R.P.G. [24.136.230.101] on 2004/03/08 09:52:37
That never stopped Romero.
#684 posted by Scampie [216.220.241.97] on 2004/03/08 10:08:17
Age of consent didn't stop him either, doesn't make it right.
 ...
#685 posted by R.P.G. [24.136.230.101] on 2004/03/08 10:36:27
You're just bitter because he said he loved you only so he could get in your pants.
 Mainly Textfitter All The Time
#686 posted by MadFox [212.204.134.20] on 2004/03/08 10:45:11
Sorry, but that wall texture is in a corner
shape, so it does align right.
I wondered about the light thing, because playing it in Argh range 0.5 made the weapons look brighter, but dimmed the textures.
I believe original Quake1 is much darker.
But thanks for your attention.
For days no sign on this board, and than get
haunted by those splendid Q3 shots, it is more than a Q1 dude can bear.
 Bleh
#687 posted by xen [82.32.34.150] on 2004/03/08 13:30:54
Madfox, I mean like this:
http://xen.quakepit.com/MF1a.jpg
...as opposed to this:
http://xen.quakepit.com/MF1b.jpg
..which most of your shots seem like.
 Looking Good Xen!
#688 posted by Scampie [216.220.241.97] on 2004/03/08 14:14:12
The second shot is showing tons fo inprovements, you may yet make a good map!
 Oh...
#689 posted by distrans [131.172.4.44] on 2004/03/08 16:50:11
...you eeediote Scampie
 Scampie
#690 posted by xen [82.32.34.150] on 2004/03/08 17:22:15
You may yet produce a simple one-line post without two blatant typos in it!
 Btw
#691 posted by xen [82.32.34.150] on 2004/03/08 17:49:44
The map is coming on top notch; you think the last shot showed improvements, check this!
http://xen.quakepit.com/MF1c.jpg
:D
 Don't Butvise
#692 posted by MadFox [212.204.134.20] on 2004/03/08 18:47:18
thanx xen, now I know what goal you aimed.
But as I just mapped on for the joy, I now overcome to problems like that.
As soon as I change one brush, all the others start misaleigning on me.
And then there is that odd attitude of brushes with three or sometimes four different texture aleignment within one brush!
 Xen
#693 posted by LTH [144.32.128.68] on 2004/03/09 18:37:06
I'll beta it, xen!
 Ice Hockey In Quake
#694 posted by metlslime [66.135.131.83] on 2004/03/10 05:01:06
 Lol
#695 posted by . [172.131.2.74] on 2004/03/10 06:05:50
Reminds me of Q2 basketball, that was kinda fun.
 Odd Texture Shape
#696 posted by MadFox [212.204.134.20] on 2004/03/11 08:56:22
I see Quark produce polyhedrons with three different texture shapes. First I thought it was due by copying, but replace them with another one leaves me with this odd effect.
 It's Purdy
#697 posted by metlslime [64.124.188.211] on 2004/03/11 23:25:28
 That's Some Great Grass
#698 posted by pushplay [24.109.0.211] on 2004/03/12 01:08:08
 Latest Scores
#699 posted by LTH [144.32.128.13] on 2004/03/12 07:35:29
Grass 1 - FPS 0
 Digitalis
#700 posted by MadFox [212.204.134.20] on 2004/03/12 23:08:57
 Post # 698
#701 posted by HeadThump [65.140.54.77] on 2004/03/13 01:34:08
Something about that scene makes me want to put a flamethrower to it.
 Ah, I Know What It Is
#702 posted by Headthump [65.140.54.77] on 2004/03/13 01:41:12
my freakin allergies are spazzing out just looking at it.
 Post #698
#703 posted by Fern [172.152.98.191] on 2004/03/13 06:13:26
is that the latest installment of Asaki's grass game?
 Rofl
#704 posted by LTH [144.32.128.13] on 2004/03/13 09:32:19
/me hugs fr3n
 MadFox...
#705 posted by distrans [203.29.11.112] on 2004/03/13 22:21:10
...please consider using mouldings to frame the door/window apertures, texture alignment mismatches are really only acceptable in speedmaps these days. In the last shot, is one face of that waterfall travelling up and the other down? Otherwise, love the scale but more detail please.
 The Lycos-site Be Thanked
#706 posted by MadFox [212.204.134.20] on 2004/03/13 22:50:45
Its a map I scaled up, therefore the loss of detail becomes noticeable. And due to that fact I had to enhance the lights, made the total to :612 entities read, 200 are lights.
There are 1137 polyhedrons, and the bsp becomes
2.324kb
So I could make more detail, but I play it more for the gameplay.
And then there is that strange effect I asked before with brushes giving three different texture lines. Hardly to put one right without disordering the other...
 OK...
#707 posted by distrans [203.29.11.112] on 2004/03/14 01:43:13
So I could make more detail, but I play it more for the gameplay.
I try for a balance between detailed looks and good gameplay, but it's your call...
And then there is that strange effect I asked before with brushes giving three different texture lines.
OK, now I understand what you mean. Sometimes textures line up "naturally", especially when one is using blocks on a grid size that's comparable to the texture size. The only tweaking one need do is reversing two of the vertical faces so that the texture "faces" the same way all around the brush. However, if one starts to angle brush surfaces off the 90 degree either vertically or horizontally then one may need to:
a) move,
b) reverse,
c) rotate,
d) all of the above
textures on particular faces to get things to line up. I find this relatively easy to do in Worldcraft by selecting the offending face, hitting "shift+A" and using the various options found therein.
One other option (which would work in cases like picture 5) is to use door and window surrounds made with plain textures whereby the misalignments "disappear" because of the lack off highly distinguishable texture features (joins etc.). Another option (that would work in say picture ten) is to "cap" low walls with a plain textured brushwork.
 ..and The Quake Universe Gets Bigger And Bigger & ..
#708 posted by MadFox [212.204.134.20] on 2004/03/14 11:08:46
Thanks for your reply Distrans, it made things a little more clear.
In WorldCraft it may be possible to clip textures, but as I am just an antique, hanging on Quark4.07 (yes) I have to find something else. Maybe it is possible in the later version
to clip textures, but I am not familiar with it.
I'll send you the level with email (if you don't mind) You may get a better opinion what is all about.
 ...
#709 posted by necros [63.139.106.197] on 2004/03/14 11:58:51
how do you clip a texture?
 How Do You Text A Paperclip
#710 posted by MadFox [212.204.134.20] on 2004/03/14 18:45:36
you may punch this foreigner for his lack of understatement...or his dictionary
 Screenies Now Available
#711 posted by HeadThump [65.140.55.86] on 2004/03/14 22:14:42
Pics of my Quake SP level in development have just been put up on the pipeline,
http://pipeline.fov120.com/shots.p...
comments welcome ;)
 Hmmm
#712 posted by pope [207.6.21.28] on 2004/03/15 16:52:57
some nice brushwork there headthump, but the textures seem repeated too often. (and thats coming from me!)
definitely some solid looking brushes tho
 Shot Looks Very Plain
#713 posted by nitin [203.49.58.74] on 2004/03/15 18:35:14
though some better lighting could cover that.
 Screenshot Previews
#714 posted by JPL [213.30.139.243] on 2004/03/16 01:48:31
Hello,
I've just released my first map screenshot previews last evening. I'm working on this map from 1 month. If someone want to have a look.. I know I have to improve my web page: screenshot are very small (It's still missing an enlarge function), and I'm not sure they are not too dark for some PC screen.. Anyway
Thanks for your feedback...
http://lambert.jeanphilippe.free.f...
PS: Vondur typo error is fixed now ;-))
Bye
 JPLampbert
#715 posted by VoreLord [138.130.230.35] on 2004/03/16 02:10:33
Shame the screens can't be enlarged :( Some do look a bit dark, but I really don't mind dark if it is done well. /Me blushes, You shouldn't have mentioned me on your site,(especially in the company of the others, I am not worthy)I didn't do much to help, but thanks anyway. I am Lenny Lurker, by the way. If/when you need people to playtest your map, I would be only to happy to give it a run through
 VoreLord
#716 posted by JPL [213.30.139.243] on 2004/03/16 02:43:49
At home, screenshots seems good... But at my office, they are very dark. I try to correct this last evening, it seems to be unsucessfull... I will made some modifications this evening, using larger image with a higher brightness... Perhaps it will look less scrappy...
Anyway... If you want to be mentioned using your pseudo, (if you prefer) I can do it.. And if I remember correctly, you gave me some precious indications about TyrLite use... you mailed me the tool as well... so you have your place with the others... no problem...
I expect to finish the map this month... I have to finish the final "battle room", and I have to add monsters... and at the end of the job, I'll post something here to find some players to test the map... expecting a lot of feedback... expecting everybody enjoy the map...
Bye..
 Cool
#717 posted by VoreLord [138.130.230.35] on 2004/03/16 03:07:10
Looking forward to it.
The screenshot brightness/darkness, may be helped somewhat if the screens themselves were much larger?, well it would be easier to see anyway. I'll keep an eye on your site to see when you update the shots.
 Thanks For The Comments
#718 posted by HeadThump [65.140.55.135] on 2004/03/16 03:10:08
that extends to the ones on the pipeline as well. I was going for a Necropolis E1M3 look with the textures, but I think the bulk of the comments are correct, the map needs a greater variety.
Also, LTH, thanks, that was the kick in the butt I needed to motivate me to delete and reinstall Radiant. Using the surface inspector was causing the program to crash so I was ignoring the alignment problems for now. However, you caught most of the mistakes right off, so its a problem needing immediate attention ;)
 VoreLord
#719 posted by JPL [213.30.139.243] on 2004/03/16 03:15:26
This will be done this evening... Here it's 9h00 AM.. (I'm located in France).. So I have to work the day before modifying anything... :(( ... Anyway... Thanks for your feedback...
Bye...
 JPL (is It Jpl.nasa.gov? ;)
#720 posted by Vondur [195.128.65.237] on 2004/03/16 03:47:39
eh, a pity the screens are so small and dark i cannot see a thing! lambert, please make them bigger and brighter :)
good u fixed that nasty typo :)
 Vondur
#721 posted by JPL [213.30.139.243] on 2004/03/16 04:17:11
I know... I have to fix it this evening.... As I said previously, the screen settings seem to have some effects on the screenshot look... At home I don't have any problem... Anyway, this will be fixed near i the future...
Otherwize, do I need to understand that you need "Hubble Space Telescope" to clearly see my screenshot when you ask me about my name "jpl.nasa.gov" ??? Bad joke... ;-))
 Haha
#722 posted by Vondur [195.128.65.237] on 2004/03/16 05:19:56
no, just every time i look at your name i think about that nasa's site, that's it. no relation with the screens here :)
this is my every day site, so this is the reason of this association.
 Vondur
#723 posted by JPL [213.30.139.243] on 2004/03/16 05:32:31
Ok, but this "ugly" association can be done while you see my screenshot... sorry....
Anyway, I really have to improve all my web stuff.. I have a really good screen at home (HP flat screen 17'), so sure that bigger screenshots, with more brightness will be better on both screens..
Bye...
 Too Small...
#724 posted by necros [66.185.84.208] on 2004/03/16 12:17:19
i can't see anything...
 MadFox...
#725 posted by distrans [203.29.11.112] on 2004/03/16 18:09:07
...were you going to send me the level?
 Rejected
#726 posted by MadFox [212.204.134.20] on 2004/03/16 18:53:00
I sended the level, but got a mail-error.
rar-format wasn't available.
I'll try a zip-format, but as the bsp is 2.5Mb
it will be a grunt in your pillarbox.
 No Problem This End...
#727 posted by distrans [203.29.11.112] on 2004/03/16 20:43:46
...neither a grunt nor a wimper. I'll give it a look this evening.
 Argh...
#728 posted by MadFox [212.204.134.20] on 2004/03/17 00:22:32
Here's one from UnderWorld, but then the title already excisted...
http://members.home.nl/gimli/Quake...
Am I exiled now?
 I Have No Idea What You Said,
#729 posted by necros [66.185.84.208] on 2004/03/17 01:02:18
but your brushwork is certainly improving over your previous maps.
still not a fan of the purple bricks, but that's minor.
 Screenshots... The Come Back...
#730 posted by JPL [213.30.139.243] on 2004/03/17 01:55:09
Hello,
I've enlarged my previous screenshots... If somone wants to take a look... It's a little bit dark again but it looks better than yesterday..
Enjoy !!!
 Oups...
#731 posted by JPL [213.30.139.243] on 2004/03/17 02:46:24
I forgot to give the url... sorry
http://lambert.jeanhilippe.free.fr
...
 Oups Again...
#732 posted by JPL [213.30.139.243] on 2004/03/17 02:48:49
I need to get off my mitten...
http://lambert.jeanphilippe.free.f...
sorry....
 Jawohl
#733 posted by Vondur [195.128.65.237] on 2004/03/17 03:29:19
this is better.
the map looks rather oldkool with its simplicity. i think it'd be ok map for the first try.
good luck lambert!
#734 posted by gibbie [82.161.62.98] on 2004/03/17 04:01:44
still cant really see anything
 Vondur & Gibbie
#735 posted by JPL [213.30.139.243] on 2004/03/17 04:33:22
Thanks for your feedback... and for encouraging me as well !!
Sorry for for the current darkness of the map, but I think it comes from your screen settings... (try increasing brightness)....
ASAP the full BSP on-line....
Bye...
 Textures
#736 posted by LTH [144.32.128.68] on 2004/03/17 08:14:35
There are several textures on the bottom-right shot that are not aligned. The checkerboard floors are especially noticeable where they meet the pillars on the left - maybe put some trim on the floor to eliminate the fractional checkerboard tiles?
And I think you could do with more light sources in the two screenshots on the right - there seems to be a large fulldark area in the middle of the room.
Also, don't fear putting big screenshots up - most people would be fine with 800x600, I'm sure.
 LTH
#737 posted by JPL [213.30.139.243] on 2004/03/17 09:21:54
Yes I've noticed that too, I'm currently working on texture alignements.... these screenshots are only preview, and I hope to correct a max of thing before releasing this map...
Thanks for your feedback...
Bye..
 I Feel So Sad.
#738 posted by Scampie [216.220.241.97] on 2004/03/17 13:16:03
So sad whenever JPLambert posts and ends with 'bye'. It always seems like it's his last post ever and he will never come back again :(
Bye.
 Yeah
#739 posted by Vondur [217.70.16.165] on 2004/03/17 13:20:46
i have the same feeling
this 'bye' sounds so...uhm..fatal
but from the other side this is demonstration of proper and long forgotten etiquette ;)
 #738
#740 posted by xen [82.32.34.150] on 2004/03/17 18:21:12
Hooray! Wait... dammit.
 Why Don't You Just Shoot Screens
#741 posted by MadFox [212.204.134.20] on 2004/03/17 23:46:10
..and tell eachother....
sorry, forgot to say hello.
 Hello...
#742 posted by MadFox [212.204.134.20] on 2004/03/18 00:03:43
I made the gamma 1.80 for better vieuw
but it won't solve the texture mess.
http://members.lycos.nl/portable/n...
 Vondur & Scampie
#743 posted by JPL [213.30.139.243] on 2004/03/18 02:28:00
Hey men !!! I'm not dead !!! It was just time for me to come back home after a hard day of work... And last evening I had a lot of mapping stuff waiting for me at home... Furthermore, we are both located in different part of the world .... Just note that my last post was done at 18:20 for me (my local hour), and it is noted at 09:21 (forum hour..)... There is "only" 9 hours of difference... Anyway...
I started yesterday to check texture alignement, and yes I found some scrappy one to correct... (Thanks LTH !!! )... I also start to build the final fight room...
I think the next step for me is to finish this map, and allowing on-line download on my web site... with brand new clear screenshots this time.....
Bye.... he he he ....
 Rocks
#744 posted by Fern [172.136.2.99] on 2004/03/22 04:14:05
#745 posted by gibbie [82.161.62.98] on 2004/03/22 04:57:07
looks ok, but the ceiling is a bit flat. you could try making some sort of dome-ish structure on top of it with the same trisoup method?
 The Ceiling....
#746 posted by Fern [172.136.2.99] on 2004/03/22 05:00:16
actually is made of triangles but I didn't do much with them because WC is gay. I'll make it a little more warped though :)
 Fern
#747 posted by DaZ [212.159.60.58] on 2004/03/22 07:57:49
I think the whole rocky appearance would look loads better if you used a better rock texture, I recommend looking at the Rune.wad texture set (from rune the game) it has some awesome rock textures in it, check the wad thread here im sure it'll be in there somewhere.
 I Shot My Model
#748 posted by MadFox [212.204.134.20] on 2004/03/24 12:38:59
I wondered if my Lycos site connects, because I didn't get much respond on the load of screenshots I uploaded in post#742 & #728
What would you think of Q1-models like...
http://members.lycos.nl/portable/n...
 I Would Say...
#749 posted by necros [69.193.41.176] on 2004/03/24 21:24:23
no. the dinosaur skin looks like shit and the orb is not much better off.
if the skins were better, ie: the dinosaur's skin wasn't all mangled in every direction, and orb's colors were so banded (try changing the colors to more suit quake's palette) then maybe. i'd also have to see the animations of the dinosaur for me to decide on it.
did you make those?
 Well
#750 posted by underworldfan [128.195.84.154] on 2004/03/24 22:27:57
personally i think ORB is pretty cool Madfox, i like it.
Dinosaur not so good, needs to look more realistic i think.
Quite hard to do in Quake.
There was a mod called "raptor" for Quake 1 which had quite good dinosaur models in it, if i remember correctly.
 The Raptors...
#751 posted by Fern [172.154.41.223] on 2004/03/24 22:43:29
Are available in Jesse's RDE episode, if nowhere else. :)
http://www.planetquake.com/rde
 That Great Qmle
#752 posted by MadFox [212.204.134.20] on 2004/03/24 23:31:43
Skin-texing isn't my best part. Although I am glad endly to have the Qmle Editor!
Thanks for that one!
I tried to archive the right polycounts to make the model go. Than got caught because I edited the model backwards, and had to start all over again.
Now I am trying to get the skin tex done, but the colours need to be chosen so dimly, I am afraid to get red eyes. It is something with the gamma. Qmle does a fine thing, but it takes patience.
I knew the command would come from this part.
Of course I could lend a model, but that was not my initial goal. I wanted to learn the modelling thing, for it strikes me to see that creatures go...
Thanks for the advice.
 OMG...
#753 posted by distrans [203.36.15.98] on 2004/03/25 00:43:14
...you backed the model over Than?
Seriously, I think the Orb model is fun, but with some fine animation and some Quakey skin work it might become rather menacing... this is a good thing.
The dinosaur would blow chunks in Quake.
 Studio Tan
#754 posted by MadFox [212.204.134.20] on 2004/03/25 14:07:19
The Orb goes for The Enforcer
The Dino takes part of The Dog
Can't shoot the dog, sorry. No problem if it is a irrational sprite, same for the grunt.
Made a Skeleton for it, but then there is that compatible error...
Made the models from scratch, but the bouncing box for the Dino got too big, sized like the Shambler(!). And then the health of it makes it a too easy thing (30).
 Beta - Black Belvedere
#755 posted by Kell [212.159.25.186] on 2004/03/25 14:52:28
screenies ( woot )
http://kell.vondur.net/kellblack/s...
http://kell.vondur.net/kellblack/s...
http://kell.vondur.net/kellblack/s...
http://kell.vondur.net/kellblack/s...
http://kell.vondur.net/kellblack/s...
http://kell.vondur.net/kellblack/s...
download ( yay )
http://kell.vondur.net/kellblack/b...
Q3A/Q3TA CTF Terrain mappage. All custom tex0riz0red. Looking for feedback on item placement/gametype configuration ( yeah, I know...no-one plays TA anymore :/ ) and possible suggestions/advice on CTF mod configuration.
Or just tell me how nice it looks. Whatever.
 .
#756 posted by necros [69.193.41.176] on 2004/03/25 18:00:20
Or just tell me how nice it looks.
really nice :D it reminds me of one of the maps in Uru, actually. but that's going only from the screen shots -- i haven't played it because i don't have q3 installed atm.
although, i'd do without the symbols in the standard font... if you could find another font with more unique symbols, it would look a lot better.
#757 posted by Scampie [66.231.199.96] on 2004/03/25 19:16:21
like the dynamic shadows, cool touch. I hate terrain maps, find them far too open to really enjoy in Quake3, so it won't be helpful to hear my opinions on it's gameplay, but I find it a bit straight forward, not really much for alternate routes. biggest thing that bothers me, but may be fine with players, is that all the trees are nonsolid... shouldn't they at LEAST block shots?
anyway, looks good, it'll most likely be well received by those into terrain maps.
 Kell:
#758 posted by metlslime [64.124.188.211] on 2004/03/25 22:29:54
looks kind of nice, but really needs as much detail as you can pump into it. Rocks, bushes, smaller structures and ruins, etc. This is both for visual interest, and also to break up the large, open areas into smaller spaces where the fighting can be more interesting. Also, i'd like to see more detail on the structures you already have... I do like the "Star Trek set" feeling, but overall the map is too sparse. Maybe with q3 vis, this is as good as you can do without killing framerate, i don't know.
 Monster_egypt
#759 posted by necros [69.193.41.176] on 2004/03/26 18:18:07
ok, well, that's not the real name, but i haven't come up with a good one yet.
this is just a 30 minute reskinning here... that's the hellknight's face and body pasted on there... not sure whether i should cover the arms with hknight armor or not.
anyway, opinions:
http://www.planetquake.com/necros/...
#760 posted by Scampie [66.231.199.96] on 2004/03/26 18:34:51
cover the shoulders. and the crystal on the stick looks silly, too bright. other wise looks fine for an egyptian map.
 Egypt Dude
#761 posted by pushplay [24.109.0.211] on 2004/03/26 19:18:17
Definitely cover the shoulders. I think the crystal is fine but should be on a wooden shaft. I also find the blood a lottle gratuitious.
 Model
#762 posted by underworldfan [128.195.84.154] on 2004/03/26 19:42:31
blood looks cool, keep it.
pushplay, gratitious blood? Were talking about quake here, not Mr.Rogers. :P
 I'm Trying
#763 posted by necros [69.193.41.176] on 2004/03/26 20:52:03
to get it to mix in with the regular quake monsters. it's not going to appear in an egyptian map, hence, the armor and face transplant. i'll see if i can get some shoulders on the sucker. thanks for the comments
 Gratitious Blood
#764 posted by pushplay [24.109.0.211] on 2004/03/26 21:00:28
Less is more when it comes to blood and violence. What was more violent: the Reservoir Dogs ear scene that was out of frame, or the buckets of blood in Kill Bill? The latter was stylish, but it wasn't as gruesome.
 Necros
#765 posted by HeadThump [65.140.55.216] on 2004/03/26 21:57:06
good looking skin job there -- he looks like a real bruiser
 TARINTINO
#766 posted by inertia [24.164.66.203] on 2004/03/26 22:07:15
I am in the middle of watching Jackie Brown for the second time this week. I watched pulp fiction + jackie brown + kill bill all last monday. It owned so hard! <3 tarintino forever.
 I Only Cared For One Aspect Of Jackie Brown
#767 posted by HeadThump [65.140.55.216] on 2004/03/26 22:26:32
I'll give you a hint. It is on Bridget Fonda's bodice.
 I Think It Looks Terrible
#768 posted by Fern [172.134.127.246] on 2004/03/26 23:45:21
but it's the model's fault, not yours necros. :P
#769 posted by Kell [212.159.25.186] on 2004/03/27 09:43:58
scampie: alternate routes - upper and lower :P yeah, it's a default CTF s-bend layout. It's my first terrain map and the easiest way to do it. Re: the trees - they definatelt shouldn't block movement, but blocking shots...hmm. Perhaps. It would make attacking flag-carriers who choose the lower route across the valley floor harder to snipe from on-high, forcing defenders to intercept at ground level. Might be a good call. Will add wepclip and see.
metl: I would like to have more detail, I really would. But this is Q3CTF and the framerate is already low what with all the trees and pillars. The terrain could maybe be more 'crinkly' at a lower level of detail to provide more nooks and crannies, but bot movement is also an issue. I'll take a look around and see where I can modify the heightmap without crumpling the whole map up like an old receipt.
thx for feedback
 Oh And
#770 posted by Kell [212.159.25.186] on 2004/03/27 10:00:09
necros: bah, I like the Quake font - no-one else uses it, so I do ^_^ and it looks like pseudo-classical, same as the architecture in the map.
I'm a goth. It's incurable.
 That's The Quake Font?
#771 posted by necros [69.193.41.176] on 2004/03/27 12:34:39
i thought it was the truetype symbol font that comes with windows... it certainly looks like it with the greek letters.
anyway, it's not a big deal... i played the map with some bots and i didn't really notice them too much.
the maps looks really good in action, actually.
as someone who likes the railgun, i enjoyed the gameplay of the map with all the longrange shooting, but for someone who doesn't like it, they may not enjoy the map as much... if you were to add more cover in the central area and maybe some inside areas would help that?
remember though, i don't know much about dm gameplay, so take what i said with some salt, eh? :)
 Not A Way To Treat A Grunt
#772 posted by MadFox [212.204.134.20] on 2004/03/27 14:14:13
It is easier to lend a model, than actually make one of your own.
And those vertices keep freaking around.
http://members.lycos.nl/portable/n...
 ...
#773 posted by necros [69.193.41.176] on 2004/03/27 14:23:51
baby zombies? :)
the skeleton model looks like it's going to be a pain in the ass to skin...
the frame that it's on right now looks a little... wooden, like it's constipated or something... make the arms hang to the side in a more relaxed fashion, make it look more natural. how would a reanimated skeleton that can tear your eyes out look?
 Death Can Dance
#774 posted by MadFox [212.204.134.20] on 2004/03/27 19:55:09
That is, because the poor thing was running for hell while I made the screenshot.
I made a Qmle-pic. Q1 player models sets on 408 vertices, I am already on 831.
http://members.lycos.nl/portable/n...
And it ain't has a weapon yet...
 Ph8dm2
#775 posted by . [172.134.42.98] on 2004/03/27 20:16:08
I'm going to focus on vertical fighting for this one.
http://quake.phait-accompli.com/cr...
 Madfox...
#776 posted by necros [69.193.41.176] on 2004/03/28 03:42:05
just becareful with those vertices... the regular glquake limit is 1024 and the software quake limit is 2000. if you go over the limit, the game crashes... :(
#777 posted by gibbie [82.161.62.98] on 2004/03/28 07:41:09
phait: that isnt a wall texture. it looks weird
#778 posted by Scampie [66.231.199.96] on 2004/03/28 16:17:26
it's fine as a wall texture if you add more details like columns or whatever to break up the space.
also, wtf you want more vertical fighting and you show a half finished flat room? get more done before you start showing things most people do in 15 mins of mapping.
 Honey, I Scrunched Death
#779 posted by MadFox [212.204.134.20] on 2004/03/28 16:46:18
...me Bones are too small...
#780 posted by inertia [24.164.66.203] on 2004/03/29 20:07:39
but, rooms like that take me hours to build!
scampie: dont hate on the dude just because im the only one slower than he is
 No
#781 posted by . [172.164.36.173] on 2004/03/29 20:50:07
Scampie has a good point, I just haven't mapped since PH8DM1 and got happy.
 Hmm
#782 posted by nonentity [144.32.128.13] on 2004/03/31 05:18:21
I'm a goth
That's sooooooooooooooooo un-gothy :p
 Nonentity Has A Point...
#783 posted by pope [142.173.97.200] on 2004/04/01 04:54:49
you can't be goth and call yourself goth,
thats like... calling yourself cool
it just doesnt work!!!
oh btw I was noodling in the farcry editor
http://www.jesselawrence.com/image...
its fun, but its simple... aint much you can make besides a tropical paradise
 Pope:
#784 posted by Shambler [82.38.194.13] on 2004/04/02 05:17:23
Surely that should be a good challenge for mappers to rise to. I'm sure there's stuff in the game you could dig up...
 New Crdm3 Screenshots
#785 posted by DaZ [212.159.60.58] on 2004/04/07 14:19:52
 Good Good
#786 posted by metlslime [64.124.188.211] on 2004/04/07 14:21:34
now finish it!
 Yeah
#787 posted by R.P.G. [24.136.230.101] on 2004/04/07 14:25:54
Looks dark and oppressive. Go finish it.
BTW, don't forget TNJ, either.
 :o
#788 posted by necros [69.193.41.176] on 2004/04/07 14:28:01
wow! ... wow! dude, i really like it! :) too bad it's dm though. ;)
what ever happened to your lunmet/lundoom sp map? i was looking forward to that one.
 McNuggets
#789 posted by DaZ [212.159.60.58] on 2004/04/07 14:44:42
TNJ will be finished, shutup RPG!
lunmet/Lundoom sp map : might be finished 1 day, un-likely though :)
 Daz
#790 posted by xen [82.32.37.135] on 2004/04/07 15:52:17
Need any help with TNJ dare I ask? :S
 Blahbbles
#791 posted by DaZ [212.159.60.58] on 2004/04/07 16:54:53
time is a luxury I dont have atm, so if anyone wants to help in the completion of TNJ with me & teh Troyn-meister then they are very welcome.
Im thinking of re-naming the pack to "SHUT UP RPG 2". What do you think? :)
 Looks Nice
#792 posted by pushplay [24.109.0.211] on 2004/04/07 17:05:56
I like the red contrast. Had a hard time finding the off-white link in the white text though.
 Yay
#793 posted by PuLSaR [80.80.111.166] on 2004/04/07 17:14:12
looks really nice, especially I liked the first screenshot
 Crdm3
#794 posted by VoreLord [138.130.230.235] on 2004/04/07 17:18:21
Looks very, very nice, can't wait
 Bleh
#795 posted by Scampie [66.231.198.188] on 2004/04/07 18:07:11
looks like a mash of random architectual features crammed into a small space with unaligned textures and horrible lighting.
 .
#796 posted by necros [69.193.41.176] on 2004/04/07 18:48:02
you just have to be different, don't use scampie? :D
admittedly, the textures do look a little "messy", but i love the architecture... perhaps a bit of reworking of the textures might increase the goodness?
 Hmmm
#797 posted by VoreLord [138.130.230.235] on 2004/04/07 19:07:10
don't use scampie
I think most people would agree there ;)
 Hee...
#798 posted by distrans [203.36.15.98] on 2004/04/07 19:31:47
...will the 'omage to "Qmap" stay in the final release?
 Hehe
#799 posted by DaZ [212.159.60.58] on 2004/04/07 19:37:23
Good question =)
I think I'll leave it as is.
 Daz
#800 posted by xen [82.32.37.135] on 2004/04/07 20:15:50
msn :P
 ...
#801 posted by underworldfan [128.195.84.154] on 2004/04/07 22:45:39
Im thinking of re-naming the pack to "SHUT UP RPG 2". What do you think? :)
Good idea. :D
 How About
#802 posted by Kell [212.159.25.186] on 2004/04/08 11:05:42
"SHUT UP RPG, FFS"
I mean, all sequels need a subtitle these days :P
#803 posted by Kell [212.159.25.186] on 2004/04/08 11:13:01
crdm3 lookin' good; textures are a little confused, but the brushwork owns me any day of the week.
Incidentally, you misspelled incidentally
 Sequel To Shut Up RPG!
#804 posted by R.P.G. [24.136.230.101] on 2004/04/08 11:33:22
As a co-author of SM32, I forbid you all to make a sequel to it without either the consent of Andrew "than" Palmer, or his authorship.
...But "Shut Up RPG FFS!" would indeed be the prefered title.
 Hmmm
#805 posted by DaZ [212.159.60.58] on 2004/04/08 11:54:22
well, its either that or "FFS, BAL > GO MAP!"
I'll have to have a look at the textures, I take it you talking about the grey panelled wall texture that is used quite a bit? The texture with all the grit and pr00t on it?
 Screenshots Updated
#806 posted by JPL [212.96.77.200] on 2004/04/10 13:07:20
Hello,
After a restart from scratch of my first map (not yet released... I'm so sorry....) I've updated screenshots on my Quake page located at http://lambert.jeanphilippe.free.f... ...
So, what's your impressions ???
Enjoy (I hope...)
 Symmetry Is For Tools
#807 posted by pushplay [24.109.0.211] on 2004/04/10 14:12:43
 Dismissive Comments Are For Fuckwits
#808 posted by Kell [212.159.25.186] on 2004/04/10 14:13:42
 JP
#809 posted by DaZ [212.159.60.58] on 2004/04/10 14:53:59
For a first map its not looking to bad at all.
In the first screenshot you are using the same texture on the floor & ceiling, this can look wrong in most cases, I would suggest putting a different texture on the ceiling.
I like the lighting overall, but you do have a few dark boring places in some of the screenshots, try adding some light sources/spotlights or something to liven it up a little.
Keep on mapping! :)
 DaZ
#810 posted by JPL [212.96.79.72] on 2004/04/10 15:45:39
Thanks for encouraging me and give me some advices... There are not yet monsters, and I would like dark places you mentioned to add monsters (in the future...)
About lighting, a great thanks to aguirRe who helps me a lot for this stuff...
Bye..
 Symmetry Is The Basis Of Design Harmony
#811 posted by Scampie [66.231.198.188] on 2004/04/10 16:02:23
 ASYCHRONY & DYSHARMONY
#812 posted by inertia [24.164.66.203] on 2004/04/10 18:26:48
 Yeah That Was Overly Harsh
#813 posted by pushplay [24.109.0.211] on 2004/04/10 19:44:25
Patterns are important but that much symmetry makes for a bad map.
 Further Explanation
#814 posted by pushplay [24.109.0.211] on 2004/04/11 12:20:32
I think I was hungover when I said it.
 Now
#815 posted by Vigil [212.54.26.136] on 2004/04/11 14:50:48
Where's H-Hour's article on counterpoints again?
 Right Here:
#816 posted by R.P.G. [24.136.230.101] on 2004/04/11 15:37:31
 OHNOS GREEN ORANG PURPLE IN SAME MAP!!
#817 posted by eggman [151.204.136.123] on 2004/04/11 17:02:55
 ^^^
#818 posted by eggman [151.204.136.123] on 2004/04/11 17:48:41
oh yeah the map is a medium-large DM map for 6-12 people with assymetrical ctf support.
 Shortfuse
#819 posted by pushplay [24.109.0.211] on 2004/04/11 19:02:12
I may release a beta soon myself, so I'd like to earn some good karma here. :D
Overall I liked the map. Very sprawling, kinda hard to get a sense of the layout. I don't see any way to get to the penned off area on top of the building or the rooms just below that without a rocket jump. I don't much care for that myself, but that's a personal choice.
http://www.cursesandepithets.com/q...
Room with the lg. If you look to the right at the red beam of light there's some z-fighting, which of course never shows up well in a screenshot. That's the only instance I found, and that sort of thing tends to catch my eye.
http://www.cursesandepithets.com/q...
You have all this great rock formation throughout the map, and then you have this lame platform here. It wouldn't be so noticable if it didn't stand in such a contrast. Make the rest of your map suck more, make this area look more rocky, or better yet choose a metal texture.
http://www.cursesandepithets.com/q...
You have this dead-end in a cave with only two itty-bitty pickups to make it worth your while. More over they're kinda hard to get to. If I was playing I'd be pissed off I'd bothered to go this way. I always like crystals though. Great shader on your's.
http://www.cursesandepithets.com/q...
I like that a lot.
http://www.cursesandepithets.com/q...
http://www.cursesandepithets.com/q...
I was able to rocket jump into this crevice and had trouble getting out. It looked like there should be something of interest over there.
http://www.cursesandepithets.com/q...
Come on, that's just lazy.
I also thought the quad was overly hard to get to. My personal feeling is that the best players have enough of an advantage in a map without intentionally trying to tilt the map in their favour.
Great work over all.
 Wow
#820 posted by eggman [68.160.255.107] on 2004/04/11 19:42:39
thx a ton for the detailed feedback pushplay.
the deadend cave, my intention was having greedy players go into the deadend for extra health and armor, get caught and obliterated. maybe ill up the reward for that risk.
the quad trap thing is me adhering to the guidelines for hte burial-grounds mapping competition, i agree with you, but im trying to win an ipod mini :)
you caught me with reference to that lazy corridor and rock platform, sometimes you skip ahead to finish off the remainders. ill try to make the detailing more consistent in those spots. i still have a 2nd round of crate distribution and other details in mind to fill those voids.
by any chance did you observe a seam where the skybox meets? or is that just an artifact on my vid card?
 NP
#821 posted by pushplay [24.109.0.211] on 2004/04/11 19:54:19
I said I'd enter the burial grounds contest and I have a map almost done, but it's not the sort of thing they're looking for. Oh well. I think they want something that's specifically a trap, and not just a tricky maneuver.
The thick black outline on the skybox is actually correct, ironically. The geforce opengl driver is supposed to clamp some value but doesn't which makes the skybox look as intended. The ati drivers get something right for once, which unfortunately causes the box. It would be nice if q3 was patched to fix it or the ati drivers autodetected q3 and compensated.
 Jpl
#822 posted by VoreLord [138.130.235.94] on 2004/04/11 20:27:09
That's looking much better than before !! Better screenshots to ;)
That same texture for floor and ceiling in shot 1 does look a bit funny, as Daz said.
Keep at it.
 PushPlay,
#823 posted by HeadThump [65.140.54.207] on 2004/04/11 23:28:47
'Come on, that's just lazy. '
Do you mean it looks a bit auto-brushed?
http://www.cursesandepithets.com/q...
I agree with you there. That is some very convincing brushwork in that picture.
 VoreLord
#824 posted by JPL [212.96.81.49] on 2004/04/12 04:01:50
Hello,
I've noticed that too after Daz comments.. This is changed now... Screenshots will be updated as soon as possible..
Bye...
 Lazy
#825 posted by pushplay [24.109.0.211] on 2004/04/12 04:14:51
I just meant it was a cookie-cutter hallway that could have come from one of a billion maps.
 VoreLord
#826 posted by JPL [212.96.81.49] on 2004/04/12 04:17:29
First screenshot updated !!
PS: All others part with floor and ceiling with same texture are also modified: thanks for the advice... it looks better now
Enjoy !!!
 Jpl
#827 posted by VoreLord [138.130.235.181] on 2004/04/12 05:04:49
Yes, that looks much better than it did with the same texture as the floor.
Here is something that may be of interest to you, when you get time, have a look at this tutorial from xenon,(if you haven't seen it already)
http://xen.quakepit.com/tut1.htm
It may give you some ideas, or get you thinking more/differently about how you go about things. You may or maynot be able to implement the ideas in your current project, but it is good to keep this sort of thing in mind.
I'm glad to see that you are keeping at it, good on you.
 Skybox Clamping
#828 posted by nb [203.109.254.50] on 2004/04/12 09:18:18
You can run q3map2 (the latest version) with the -skyfix switch to fix the black skybox border on ati cards.
 Actually
#829 posted by Kell [212.159.25.186] on 2004/04/12 09:31:35
balance is the basis of design harmony. Balance and symmetry are not the same - ( see: The Golden Section )
inertia: you mispelt both those words. Is that supposed to be irony?
 VoreLord
#830 posted by JPL [212.96.76.64] on 2004/04/12 09:39:14
Thanks for the link, it really interesting to have an overview how to modify a hall in order to improve its quality...
Bye...
 Nb
#831 posted by pushplay [24.109.0.211] on 2004/04/12 16:02:25
Thanks, I'll use that from now on. It still looks the same on geforce, right?
 JPL...
#832 posted by distrans [203.36.15.98] on 2004/04/12 20:40:50
In the first shot:
Flat ceilings in large rooms are a design no no. No offence, but this room reminds me of something from Wolfenstein (the original). Consider a recessed ceiling.
The sides of the sarcophagi don't gel with the tops, I believe there is a sarco "side" texture available from the DoE set that matches the tops you are using.
In the second shot:
The "rock" walls are too clean/square, natural caverns do not have such perfect geometry. Try messing 'em up a bit and maybe introducing some outcroppings in a different but complementary texture. (I made a similar "mistake" in my first level, but was saved by the small size of the area concerned...your huge cavern will be very unforgiving in this respect)
In the third shot:
This also looks a little too "clean". Just a few brushes (to break up the lines) can make all the difference. Does jumping down the well get you to pic 4?
In the forth shot:
I actually like the lighting effect quite a bit. Once more though, perhaps a rail around the columns would break up the plain ceiling.
Otherwise, keep it going... I'm craving a good temple level.
 Bastion Of The Underworld: The Abode Of The Nethergoat
#833 posted by Kinn [81.7.56.94] on 2004/04/12 21:04:31
 Kinn
#834 posted by xen [82.32.37.135] on 2004/04/12 21:11:40
Do those weapons have the changeover/reload time of the ones used in Q2 also? One of the game's major flaws imho.
 Weapons
#835 posted by Kinn [81.7.56.94] on 2004/04/12 21:31:01
changeover time is halved from q2 - i have kept the "weapon up" anim, but "weapon down" has been dropped in default mode.
I plan to support 4 weapon modes in my SP mod (dubbed "Total Slaughter" of which BotU is the first map):
Q2 Enhanced (Default) - weapon up but no weapon down.
Q2 Classic - weapon up and down.
Q2 Instant - instant switching like Q1.
Classic - classic Q1 guns.
Some weapons may not be in though - the railgun doesn't really sit with the Quake 1 feel imo, and i haven't even begun on the BFG. Hyperblaster is currently a plasmagun but i may change it to a nailgun for a "grittier" feel.
 Kinn
#836 posted by nitin [138.217.5.41] on 2004/04/12 21:45:25
lighting looks very washed out, could be a lot lot more moodier.
#837 posted by Scampie [66.231.198.188] on 2004/04/12 22:19:38
Kinn: I'd suggest not releasing a map with models and textures that aren't legal for distribution. The textures could be overlooked, and normally are... but when you start grabbing models as well... well, that's just asking for a letter from id's legal department.
The map looks decent enough, rather dull architecture in my opinion, q3gothic needs a ton of details to look cool. Agree with nitin's comment about the lighting. Not fond of colored lights in q1 maps, but that's your choice. Sounds like you're looking to keep things cross engine and such, which gains you points in my book, as I'd be playing in standard glquake only.
I will say, it looks like you have ambition to spare and that map looks a hell a lot better than most people's first map. Hope to see it do well and be a fun map.
 Scampie Has A Goodpoint
#838 posted by HeadThump [65.140.55.79] on 2004/04/12 22:42:55
'The textures could be overlooked, and normally are... but when you start grabbing models as well... well, that's just asking for a letter from id's legal department'
There are custom made versions of the standard weapons from Quake 3 and UnReal2. One guy had a site booth at last year's QuakeCon. I remember that they looked pretty nice but I don't remember the name of the mod.
 Skyscraper Captains Beta1
#839 posted by pushplay [24.109.0.211] on 2004/04/12 23:23:56
http://www.cursesandepithets.com/q... (5megs ish)
This is my first q3 map, but I'd really like this to be a good map. I'd appreciate a lot of feedback on what I can do better and what I did right. The more specific the better. :)
 Pushplay
#840 posted by nitin [138.217.5.41] on 2004/04/12 23:30:48
I'll try to take a look tonight.
 Kinn..
#841 posted by necros [69.193.41.176] on 2004/04/13 01:07:38
i don't get it...
is this a q2 map for quake2 with monsters from q1 ported over or is this q1 with q2 weapons ported over?
what engines?
what's going on! i'm confused!
the map looks cool though
 Necros
#842 posted by nitin [138.217.5.41] on 2004/04/13 02:16:45
from what he said, its a q1 map with q2 weapons.
 Distrans
#843 posted by JPL [213.30.139.243] on 2004/04/13 04:16:21
Hello, thanks for your comments..
As I said, these screenshots are previews... so even if comments are not good, I take them into account to improve map quality... Don't be afraid, I'm not offenced if someone doesn't like my work... while good advices are given....
About the first screenshot, it's true, sarcophage textures doesn't match with the top... because I only have the top texture, and not the side.. I haven't find it yet... grrr...
About the second screenshot, I have not added yet some brushes to break the clean rock look... I'm still working on it...
For the third screenshot, that's the same... sorry..
For the fourth screenshot, yes, this is the arrival of the well (see third screenshot)... a little swim in lava naver kill the player unless he misses the pentagram ;-)) he he he ...
Anyway, I will made another screenshots release in a near future.... trying to improve map look quality...
Thanks again...
Bye
 Bastion
#844 posted by Kinn [217.140.38.87] on 2004/04/13 04:26:00
Necros, this is a Q1 map which uses a number of md2 models (including weapons) converted to mdl. About the legality of it - yes, I feared it might be a bit dodgy, but I ploughed on regardless (I was having too much fun!) At the end of the day, if it's too risky I will remove the Quake2 models rather than risk upsetting id. A shame really, because it was always my grand vision to create a sort of hybrid between all three Quakes.
As mentioned before, I have gone to some lengths to make sure this will work in all engines, even good old WinQuake. Screenshots were taken in DarkPlaces, and that uses the actual md2 weaponmodels, along with coloured lighting, and some custom sprite effects (made by me so they can stay!).
Monster count is huge (around 250) but to ensure no risk of max edicts in standard quake, most monsters are spawned on the fly, according to player progression via my own "gang spawner" QC code, which uses a single entity to spawn whole groups of monsters into the level in various spatial distributions. (eg. - you can place a single entity in the map that says "when triggered - spawn X fiends, Y hellknights, Z shamblers D units apart, in ranks of R, starting from this point" and so on... I have also set up special triggers that purge monster corpses from previously cleared areas, as well as numerous other misc. edict-minimising QC changes.
About the lighting - if the outside areas appear washed out, then i may lower the sky light value. As for the rest of the map - I am using my own modified version of Tyrlite, which mimics a kind of radiosity effect. Every single light is placed with this attenuation in mind, so it's far too late to change the indoor areas - besides I personally think they look great (which is what matters, after all ;) ).
re: Scampie's comment about the architecture - if some areas appear plain, that's hopefully balanced by the vastness of it all - nearly 6000 brushes and counting!
I am taking the legality issue very seriously, and that may delay the map as I rethink the item/monster placement to reflect the changes.
 !
#845 posted by necros [69.193.41.176] on 2004/04/13 13:16:07
(around 250)
just because of that, i now really want to play this map!
also, don't worry about brushes, you've still got lots more to go before any serious problems arise.
i'm also intrigued by your solution to edict problems and gang monster spawning! i never thought of letter qc take care of the positioning of the monsters at spawn time! :D
 Gang Spawners
#846 posted by Kinn [81.7.55.49] on 2004/04/13 14:05:07
necros, in a nutshell, gang spawners are quite complicated, but the main idea is as follows:
i have given all known monster types a bitflag reference, eg. knight = 1, ogre = 2, scrag = 4, hellknight = 8,
etc etc.
work out the sum of the bitflags for each monster type present in the gang and put it in a field (eg. i use
".items2") this tells the gang spawner what monsters it contains, and to do the necessary precaches. monsters
are also ranked in a "placing order" which dictates where each monster type appears in the gang.
you specify the total no. of monsters present, and you can optionally fix the numbers of up to four unique types
in a gang - the rest are allocated in equal numbers.
next i have a series of fields that describes the geometrical shape of the gang - rank/file, spacing, height
offsets, radial, vertical (good for scrags!) face inward/outward/forward etc. etc. (there's a lot to play
around with here!)
loads of spawnflags are available - (spawn angry, no tfog, no droptofloor - to name but a few)
obviously to make this all work, i had to write code that enables monsters to be spawned dynamically, rather
than just at the start.
hope that's given you something to think about - i'll never forget the feeling on my first successful test of
this - pressing a button and watching an army of 100 knights spring into existence, all in perfect formation!
couple this with corpse-removal code, archvile-type monsters and things and you've the basis for a very unique game experience :)
 Sorry
#847 posted by kinn [81.7.55.49] on 2004/04/13 14:06:10
oh, crap - sorry for the formatting on that last post.
 Kinn
#848 posted by Kell [82.41.218.44] on 2004/04/13 14:22:45
Impressive stuff, though you are quite likely to be sent a polite mail from Tod H. because you are using both Q2 model and Q3 texture content. Shame.
But your architecture looks good. As mentioned above, the lighting is on the bland side which isn't helped by the low detail or texture trim/variation. But it's still solid Quakelicious mappage.
And custom qc as well? Scampie's right, you are ambitious. Good to see this sort of dedication in the community.
Overall, looks like you're going to make a more than competent debut.
Your name is also curiously similar to mine :/
 Thanks
#849 posted by Kinn [81.7.61.61] on 2004/04/13 15:51:01
ok, i'm going to retire my pimp hat for a while, as i'm running the risk of overhyping this.
i very much appreciate everyone's crits/comments - i will look into improving the lighting and it looks like i'm going to have to say goodbye to my lovely Q2 arsenal. the Q3 textures are here to stay though - as many people have got away with that in the past ;)
headthump - thanks for the weapons suggestion, but i will probably go back to the good ol' classic quake guns.
kell, our names are similar :) - mine's short for Kinnschmerzen, which is german for "chin ache" ;)
 Pushp
#850 posted by eggman [162.83.173.82] on 2004/04/14 00:24:27
very nice map you got going there. everything is clean and put together well. the texture choices are sharp and the theme is executed nicely. that ankh shaped mirror is really cool the placement makes me think there is another path there instead of a mirror. excellent sky color too.
here go my suggestions:
-the map fits sort of an ancient ruins theme, however it is in pristine condition, i'd like to see some broken tiles, pillars, supports, exposed dirt/sand etc scattered around a bit.
-also i was thinking you should add some 6-12 unit thick circular details like handrails or something to that effect, just to bring some of the large architecture down to scale with the models sizes. right now i just feel a bit too small in that map in relation to some architecture.
-i feel the blue lighting color is too strong, try desaturating and darkening it a bit and see how it looks.
-maybe a nice mapobject or two from here http://fps.brainerd.net/mapmodelte...
ill shuttup now, cool map man.
 Ok...
#851 posted by Scampie [66.231.198.188] on 2004/04/14 01:08:59
pushplay's comment the other day made me remember I said I'm make a map for that burial grounds contest... not sure I'll finish, but here's 2 nights of mapping... deadline is 'before sunday'... :D
(monday)
http://scampie.spawnpoint.org/scre...
(tuesday)
http://scampie.spawnpoint.org/scre...
http://scampie.spawnpoint.org/scre...
 Eggman
#852 posted by pushplay [24.109.0.211] on 2004/04/14 02:11:45
ill shuttup now
No! The more comments the better. Thanks.
I'm a little bit down on decay and magic cause I think they've been done. You'll notice I chose a shader-free jumppad. I think I will throw some more sand around though, and the hand rails is an excellent idea. I'll desaturate the large blue lights too.
The big wooden thingy(?) that circles the centre room connects to the wall in two different ways. One side is done with brushes and looks ok, the other side is done with meshes and looks great except for cracks on the inside bends which I can't get rid of. Got any opinions on that section?
Scampie: looks like a good start. If you crank out a good map by Sunday I'll be helluva impressed.
 Scampie
#853 posted by necros [69.193.41.176] on 2004/04/14 02:55:18
dude, i like what you have so far! i'm guessing that's q3 judging by the presence of nodraw textures... that would make a cool looking q1sp! :P
i want to check this out when it's done, even though it's q3dm. wicked dude!
 Pushplay
#854 posted by nitin [138.217.4.188] on 2004/04/14 07:35:08
I know I said I'd comment but unfortunately a whole buttload of stuff has been dumped upon me. Some quick comments after a brief runabout though :
I'm with eggman on the lighting, too strong and needs to be implemented better.
Texturng and detailing are good in general but perhaps break up the monotonous color tone by mixing the grye brick textures with the yellow brick ones.
Layout wise, cant comment too muche xcept that it felt odd in scale. Too cramped in some areas and a little too big in others.
I got noticeable slowdowns in some areas. I'm no mapper but it seemed as if stuff was being drawn even when not in view. Have you hinted this fully?
Overall, I'd say it's fairly solid on first impressions but I dont know if this is really going to be appreciated by the BG people. From their mappacks, it looks like they're after heavily themed maps that suggest a sense of place. Whilst, this is a pretty solid map, it does seemlike another egyptian textured DM arena rather than a proper egyptian place.
anyway, just my $0.02. If I get some time, Iwill try to offer more detailed feedback.
 Nitin
#855 posted by pushplay [24.109.0.211] on 2004/04/14 17:04:21
Do you mean the large blue lights or the lighting as a whole? Can you be more specific?
Maybe I should mix the yellows and greys together.
I've barely hinted the map, I thought that was vis' problem. Is that something I should be looking in to, or will the final vis do an adequate job?
 Yarrr Matey...
#856 posted by necros [69.193.41.176] on 2004/04/14 21:09:26
http://www.planetquake.com/necros/...
knave textures, never tried those before.
 Pushplay
#857 posted by nitin [138.217.4.188] on 2004/04/15 07:52:32
sorry in advance for the quick response, dont have much time.
I meant the large blue lights mainly but you could have some really funky shadows etc given some of your roof architecture and the new features of q3map2.
As for hinting, like I said I'm no mapper, but from what I understand, hinting is very useful and quite important to keeping FPS up. I'm sure some of the people here can help you out.
As for pure technical ffedback, post over at Q3W, could get some useful answers there.
 Necros
#858 posted by Fern [151.203.146.245] on 2004/04/15 08:34:08
that is the most bizarre screenshot I have ever seen
 Necros,
#859 posted by Kinn [81.7.56.20] on 2004/04/15 12:39:00
That is so... Lovecraftian.
 Necros
#860 posted by underworldfan [128.195.84.154] on 2004/04/15 13:05:45
looks ..wonderfully twisted.
make it twisted. like the tree-like thing in the middle of the screenshot, on which i really like that deep dark red color.
 *glibber*
#861 posted by Kell [82.41.218.44] on 2004/04/15 14:07:54
necros: you truly have a florid imagination :)
Kinn: are you taking the piss? :P
 Not At All.
#862 posted by Kinn [81.7.56.20] on 2004/04/15 14:18:55
no, i'm not taking the piss. it looks to me just like the sort of mix of arcane architecture and alien wierdness that HPL would describe.
although i think the overhanging curve thingies might look better joining at the middle perhaps, like ribs joining a spinal column.
#863 posted by Scampie [66.231.198.188] on 2004/04/15 23:35:27
 Kewl!
#864 posted by Shambler [82.38.194.13] on 2004/04/16 06:04:43
What custom engine is that? Is it Fuhquake? And will it be a single player map?
#865 posted by Scampie [216.220.241.97] on 2004/04/16 09:49:07
It's John Carmack's Quake 3D engine or something like that. It's botmatch.
 Yay
#866 posted by DaZ [212.159.60.58] on 2004/04/16 10:39:39
Gotta love those textures! finish it scampie :D
#867 posted by . [68.248.140.196] on 2004/04/16 11:28:18
I like that scampie, but I think the lightcasts would look better red.
#868 posted by Scampie [216.220.241.97] on 2004/04/16 12:12:28
there's enough red lighting, a little dab'll do ya.
 Yum
#869 posted by raptorE [69.22.19.3] on 2004/04/16 12:22:47
Nice, quite impressive. It even looks like a BG map.
 Love That Light Sampling, Scampie
#870 posted by HeadThump [66.56.187.104] on 2004/04/16 21:18:01
On those Head Hunter 3 textures, it looks really sweet (not in a pinko commie way, but in Ferrari sort of way).
 Hmm
#871 posted by nonentity [144.32.128.13] on 2004/04/16 23:16:59
Looks nice scamp, although the support pillars for the walkway in the first shot look too flimsy. How about making them thicker (and Y shaped single supports to avoid the tiny gap left in between two thicker pillars)
 Betatesters Needed
#872 posted by PuLSaR [80.80.111.240] on 2004/04/17 16:30:10
I need some betatesters for my new Q1SP map. Everyone interested mail me at pulsar_2001 -=at=- mail -=dot=- ru for more info and download link.
 Necros
#873 posted by Asriel [203.97.2.242] on 2004/04/20 08:38:30
Hey, nice looking map you have there. You always seem to have funky big cool looking maps.
Just a comment though: I'm not too keen on the repitition of the hexen2(?) brick runnign around the back edge. Though this could just be because I used it quite a lot :)
The organic looking stuff is tres tres great.
 Pushplay
#874 posted by PuLSaR [80.80.111.241] on 2004/04/20 16:24:14
did you get my mail?
 PuLSaR
#875 posted by pushplay [24.109.0.211] on 2004/04/20 17:26:17
Uh, no.
 Hm
#876 posted by PuLSaR [80.80.111.241] on 2004/04/20 17:29:52
check your mail now
 PuLSaR
#877 posted by pushplay [24.109.0.211] on 2004/04/20 20:33:26
Oh there it is. Sorry I didn't see it, but it's way at the bottom of my inbox. It would be easier if you weren't sending e-mails from 1997.
 PuLSaR
#878 posted by aguirRe [62.127.44.222] on 2004/04/21 14:10:01
I also noticed that there seems to be something strange with some emails from you. I recall seeing year 1997 somewhere and my ISP seems to have problems with them as well; emails are delayed.
Can you please check what's wrong?
 Hmm
#879 posted by R.P.G. [24.136.230.101] on 2004/04/21 14:13:05
I also noticed that there seems to be something strange with some emails from you. I recall seeing year 1997 somewhere and my ISP seems to have problems with them as well; emails are delayed.
There's a badly written science fiction story in there somewhere.
 Well
#880 posted by PuLSaR [80.80.111.240] on 2004/04/21 16:08:44
1997 is my PC's time right now.
It's been even 1991 two years ago. That's because I needed to use shareware program with 30 days time of use. Then I found it fun:)
I didn't know it has any effect on e-mails
 BTW
#881 posted by PuLSaR [80.80.111.240] on 2004/04/21 16:11:56
I still need some more betatesters for my map.
RPG, don't you want to betatest it?
 PuLSaR
#882 posted by R.P.G. [24.136.230.101] on 2004/04/21 16:23:48
Alright. Can you upload the file temporarily to your website for me to download and then e-mail me the URL? Files generally do not pass well through my e-mail.
 It's
#883 posted by PuLSaR [80.80.111.240] on 2004/04/21 16:42:08
already uploaded:) but my main mail server seems to be down now
I'll try to e-mail it from another one.
 Oh
#884 posted by PuLSaR [80.80.111.240] on 2004/04/21 17:00:58
mail is sent. And please reply me on my normal e-mail (pulsar_2001 -at- mail.ru)
 Alright, PuLSaR
#885 posted by R.P.G. [24.136.230.101] on 2004/04/21 17:20:33
.
 Likelily Story Pulsar,
#886 posted by HeadThump [65.141.72.154] on 2004/04/21 19:14:06
Admit it. You are a spy from 1997 sent here to spy on us future folk and learn our ways. I'll sum it up for your little report -- computer graphics and internet speeds much improved but no mass production of hover crafts (yet). Oh, and burritos still taste like burritos.
 Like Lily? I Don't Like Lily At All
#887 posted by HeadThump [65.141.72.154] on 2004/04/21 19:15:43
learn to spell, AssFace
 Order In Space
#888 posted by MadFox [212.204.134.20] on 2004/04/21 19:23:39
 Oh
#889 posted by PuLSaR [80.80.111.240] on 2004/04/21 19:23:52
How did you find me? My mission is failed...
Arghhh
 Casinni's Last Stroke
#890 posted by MadFox [212.204.134.20] on 2004/04/21 19:29:11
I know you're out there somewhere Hall!
 I Know Our Sophisticated Humor
#891 posted by HeadThump [65.140.55.138] on 2004/04/21 19:58:09
might be difficult for a 1997er to comprehend, but don't try to kidnap me and send me back with you since I am only kidding.
 MadFox,
#892 posted by HeadThump [65.140.55.138] on 2004/04/21 19:59:38
Is that your tribute to the Little Prince?
 ...
#893 posted by necros [69.193.41.176] on 2004/04/21 20:52:09
it reminds me of the speedmap i did for the dm/voidmap during last qexpo.
 Calisto More Greasy Than Triton
#894 posted by MadFox [212.204.134.20] on 2004/04/21 20:52:26
pictures are sweeter than scorn
 RPG
#895 posted by PuLSaR [80.80.111.240] on 2004/04/22 16:20:11
Did you get my mail?
or is it also delayed due to my 1997?
 It Took A Few Hours, But I Got It.
#896 posted by R.P.G. [24.136.230.101] on 2004/04/22 16:25:08
I'll send feedback a little later.
 Ok
#897 posted by PuLSaR [80.80.111.240] on 2004/04/22 16:26:43
 More Screenies!!!
#898 posted by MadFox [212.204.134.20] on 2004/04/22 21:32:16
this almost looks - mapping help -
some skinning advise for these two androïds...
http://members.home.nl/gimli/Quake...
 Skins
#899 posted by Fern [151.203.146.245] on 2004/04/23 06:12:31
for the dinosaur: give up and use raptor
for the orbb: looks fine, maybe de-saturate it a little but other than that I dunno. :)
 Try Yourself & Tell Me Again
#900 posted by MadFox [212.204.134.20] on 2004/04/23 14:53:49
for the Orb, download and set in progs
http://members.home.nl/gimli/dog.m...
for the Dino, don't use others stuff before trying your own...
http://members.home.nl/gimli/enfor...
 Well . . .
#901 posted by HeadThump [65.140.54.45] on 2004/04/23 17:36:34
'for the Dino, don't use others stuff before trying your own...'
You have to admit, you have a lot of Id media in your levels.
If you really want to be a purist abput it.
 As Always
#902 posted by MadFox [212.204.134.20] on 2004/04/23 19:47:31
I was reffering at-
#899-for the dinosaur: give up and use raptor
but at least you gave it an ironic swing
in stead of your answer
 I Assumed Your Raptor
#903 posted by HeadThump [65.140.54.232] on 2004/04/23 21:48:45
was a work in progress so I wasn't inclined to a response on its quality.
 Moved The Trash
#904 posted by MadFox [212.204.134.20] on 2004/04/24 11:37:05
then why do you answer?
to blame me using a lot of ID media in my level(s)?!
I wonder who's the purist!
 Hey,
#905 posted by HeadThump [65.140.55.213] on 2004/04/24 14:39:08
What's your favorite radio station?
The Prodding Joke was two days ago; time to move on.
 An Opinion I Was Asking
#906 posted by MadFox [212.204.134.20] on 2004/04/25 20:37:52
...not youre assertivity...
although now I don't know about which subject we're talking.
Let's say screenshots...
http://members.home.nl/gimli/Quake...
and don't miss the func_trains....
 Alrighty, A Truce Then,
#907 posted by HeadThump [65.140.54.224] on 2004/04/25 22:11:38
Not sure if we were in a flame war or not -- I'm confused about it actually, but in case we were, meh apologises.
What are your plans for the astroid or lunar creations?
 Test Map
#908 posted by glassman [217.154.195.213] on 2004/04/26 06:29:04
A couple of shots from a smallish map I'm making. It's something of test run for me of newer engine features - replacement textures at .5 scale, coloured lighting etc. Shots taken in Fitzquake. Ignore the tree.
http://www.glassman.mistral.co.uk/...
http://www.glassman.mistral.co.uk/...
 Glassman
#909 posted by Vondur [195.128.65.237] on 2004/04/26 06:43:12
that rocks! :)
 Looks Good
#910 posted by nitin [138.217.7.189] on 2004/04/26 06:44:04
if a bit plain, but that's some of the much better colored lighting I've seen implemented in q1.
#911 posted by Vodka [195.208.123.213] on 2004/04/26 08:31:36
can I kill you ?
 Amazing!
#912 posted by CardO [62.253.96.44] on 2004/04/26 08:58:25
looks absolutely stunning glassman. I've always been a fan of your maps. keep up the good work!
#913 posted by Scampie [216.220.241.97] on 2004/04/26 09:03:02
there something in the water around here? everyone has nice looking maps lately.
 Wow
#914 posted by JPL [213.30.139.243] on 2004/04/26 09:03:26
Really nice screenshots... congratulations !!
 Glassman
#915 posted by Kell [82.41.218.44] on 2004/04/26 09:12:59
that does, indeed, rock
Nice lighting, very soft and moody. Half-timbering is great.
 Glassman
#916 posted by Maj [217.205.117.52] on 2004/04/26 09:20:06
Nice, but I think you need to pick either contrasty textures or contrasty lighting - together they're a bit overwhelming.
 Those A Beautiful Glasman
#917 posted by HeadThump [65.140.55.219] on 2004/04/26 09:54:15
Poster art quality.
 Thx Guys
#918 posted by glassman [217.154.195.213] on 2004/04/26 10:20:34
Glad you like them.
Maj, it's late afternoon, low, bright sunshine, dark faintly blue shadows or maybe I boosted the contrast a bit too much in PS.
I'm gratified that nobody seems too phased by the custom engine stuff. I'm not sure if the map will end up being playable in the standard quakes due to the large size of the textures which, anyway, look crappy in the quake palette. I'm aiming at Fitzquake; my only regret is that there isn't a s/w engine that does external textures.
 Well
#919 posted by Vondur [195.128.65.237] on 2004/04/26 10:24:25
i'm phased actually, but i sincerely hope the map will be fitzquake ready when it's done :)
(/me still hates colored lites in quake)
 Vondur
#920 posted by glassman [217.154.195.213] on 2004/04/26 10:44:35
I put that badly - it will definitely be fine in fitzquake which does support external textures (although not on models or sprites unfortunately), skyboxes & coloured lighting; it's the original glquake & winquake that may not work.
Coloured lighting will be as tasteful as possible :) - I think it looks okay with 24-bit textures and you can always remove the .lit file if offended.
 Good Good
#921 posted by Vondur [195.128.65.237] on 2004/04/26 10:55:55
:D
"...if offended" sounds exatly like i feel every time i see colored lite blasphemy :D
 Glassman
#922 posted by JPL [213.30.139.243] on 2004/04/26 11:25:38
Just a few questions, what is your level editor ?? I'm currently using QuArK, with something like your features (i.e <quote> replacement textures at .5 scale, coloured lighting, <quote> etc..) and my map seems not to be as good as yours... Or did you make some modifications on your screenshots ???
 Glassman
#923 posted by Maj [217.205.117.52] on 2004/04/26 14:02:33
I don't have much of a problem with the lighting (although the first shot could do with a bit more radiosity down low). It's just the high contrast textures in the first shot tend to overwhelm it and reduce the impact. Our lead artist backs me up too ;P. Then again, maybe it looks different in-game.
 JPLambert
#924 posted by glassman [81.154.197.12] on 2004/04/26 15:00:09
I'm using gtkradiant 1.4. I just increased the brightness & contrast of the shots as the histograms were almost entirely in the 0-128 area.
 The Map That Won't Be Finished
#925 posted by Fern [151.203.146.245] on 2004/04/26 15:19:14
 Blah
#926 posted by R.P.G. [24.136.230.101] on 2004/04/26 15:30:05
I think you meant to say "I'm not going to finish this, so I'm just going to tease you and make you hate me."
 Yes
#927 posted by Fern [151.203.146.245] on 2004/04/26 16:32:13
that's exactly what I meant to say
 Cool Fern
#928 posted by metlslime [64.124.188.211] on 2004/04/26 17:29:48
I love seeing new geometry with classic textures.
#929 posted by . [68.22.92.55] on 2004/04/26 19:20:49
" I'm gratified that nobody seems too phased by the custom engine stuff."
Well I prefer as plain as I can have with Quake (but I'm using Fitzquake for its built-in gamma support) so... but those shots do look nice.
 You All Suck
#930 posted by LTH [144.32.128.13] on 2004/04/27 07:03:43
Glassman's shots look beautiful, and a pox on all of yous who complain that it won't run on software/GL original.
 Hmm
#931 posted by nonentity [144.32.128.13] on 2004/04/27 10:32:15
But it should run in standard GL/software. It's Quake you're editing for. If you want a shiny new engine, map for a shiny new game.
 Quake Was Designed For Flexible Modalation
#932 posted by HeadThump [65.140.55.52] on 2004/04/27 11:45:52
That is why there are thousands of patches, hundreds of Partial and Total conversions, and Id released the source code so the engine could be modernized and these factors I listed have everything to do with why Quake is still a living game now.
The minimum system requirements of FritzQuake are low, and I doubt if there is anyone on this board who can't run it. I could be wrong on that score, but it doesnt change the fact Glassman is doing us all a huge service as well as Tigger-On for bringing Quake design forward in time.
Also, given the fact that a modified engine team can put the latest hard ware acceleration and software features in their product in a short time where as any commercial venture will have to take at least a two year development period to put their product together, it gives us end users a glimpse of the latest technology in game before it becomes commonly available in commercial games.
On top of that, it gives model makers, mappers and sound artist a headstart on keeping up with the state of the art in their fields by being able to use the technology and being able to express familiarity with it when they apply for work in those fields.
So, right on Glassman, keep at it; purist be damned to DosQuake.
 Twats.
#933 posted by Shambler [82.38.194.13] on 2004/04/27 15:57:43
P.S. I nearly wet myself at the first shot.
#934 posted by Scampie [216.220.241.97] on 2004/04/27 16:15:39
I fart on your eye Headthump. People who like Quake don't want new technology bullshit crap that doesn't look nearly as cool, they want more fun.
 Scampie
#935 posted by ProdigyXL [216.111.202.25] on 2004/04/27 16:31:59
what a intelligent comment. Impressive.
 Time Marches On!
#936 posted by HeadThump [65.140.54.48] on 2004/04/27 17:27:13
The Complacent will be crushed.
 BTW
#937 posted by HeadThump [65.140.54.48] on 2004/04/27 18:09:30
If you are against modernization in Quake, you should refrain from playing Glassman's level or Industri when they come out. But I don't really expect any consistancy from those flapping there jaws or lubicated sphincters against it.
 I'm A Little Slow, But
#938 posted by necros [69.193.41.176] on 2004/04/27 21:27:40
i just realized this: glassman said those shots were taken in fitzquake... since when did fq support skybox and highres texture replacement? O_o
 Ha! I Had The Same Double Take
#939 posted by HeadThump [65.140.55.44] on 2004/04/27 21:59:45
a few months back when I noticed replacement textures I had made for Dark Places were being used while playing ye ol' Elektra Complex in FitzQuake.
 It's All In The Readme.
#940 posted by metlslime [64.124.188.211] on 2004/04/27 22:46:57
You DO read the readme, don't you???
 No, Not For Engines, Actually. :)
#941 posted by necros [69.193.41.176] on 2004/04/27 22:59:55
it's usually just boring bug reports and such... :P
 Well, I Did After That
#942 posted by HeadThump [65.140.54.85] on 2004/04/27 23:07:11
Thumpy bows his head sheepishly.
It is so much easier to ask you in the forums, Metlslime than it is to open up a .txt file.
BTW, is the coordinate system extended in Fitz? Okay, okay I'll look it up . . . .
 Fitzy Skyboxing
#943 posted by Kell [212.159.25.186] on 2004/04/28 08:44:41
I DO read the readme...FQ deserves the attention.
metl: I noticed in using one of my custom skyboxes ( darkmatter, incidentally ) in my SP map, set in the worldspawn, that texture errors are produced.
Some of the skybox panels ( I haven't looked closely enough to see which images ) appear on doors and buttons. Haven't see it on any other funcs, but it happens on several different bmodels through the map.
I don't know how aware you are of this error. The skybox has been removed from worldspawn now, but I can reapply, run and detail the error more specifically if you would like.
 More On Skyboxes
#944 posted by glassman [81.154.197.12] on 2004/04/28 15:07:17
I've also noticed that Dark Places & FitzQ align the skyboxes differently. I think DP is 90 deg left compared to FitzQ. I'm not sure if there is a standard on this and whether either are "wrong" but it would be nice if there were.
 Hmm.. (skies)
#945 posted by metlslime [66.135.128.76] on 2004/04/29 07:22:38
I tested my engine to be consistent with Quake 2's sky mapping, since a lot of skies are made for it. I think i also tried a quake3 sky, but i can't remember. Anyway, i think mine is right, but i could be mistaken :)
Kell: which version? Sounds like a texture manager problem. If you have 0.75, and you can reproduce the problem, it might be worth it for me to investigate. But, i'm in extreme pre-E3 crunch mode right now, so it won't happen immediately :P
#946 posted by Scampie [216.220.241.97] on 2004/04/29 09:36:49
fitzquake at e3!? will it have japanese booth babes?
 And After E3 We Can Look Forward To A New FitzQuake?
#947 posted by HeadThump [65.140.54.105] on 2004/04/29 09:50:38
I like the sounds of that.
#948 posted by Scampie [216.220.241.97] on 2004/04/29 13:05:11
But Fitzquake2 will run at half the speed, add custom weapon switching times (slider between 5 and 20 seconds), and will add switchable colored lighting.
I ain't looking forward to it.
 Switchable Coloured Lighting?
#949 posted by necros [69.193.41.176] on 2004/04/29 13:13:53
O_o you mean switchable in game? that would be kind of cool...
 Well, I Trutst Fitzgibbons Judgement On That Score
#950 posted by HeadThump [65.140.54.230] on 2004/04/29 14:02:55
though the thought of custom weapons switching speeds turns my stomach. Same with fog effect controls. The mapper should have complete control over those factors. If the end user wants to customize let them learn it the hard way the way we did.
 Fitzsky
#951 posted by Kell [82.41.218.44] on 2004/04/29 15:37:28
metl: yes, 0.75. I can demo and screenshot for you at some stage. I didn't expect a quick fix. It's not a major headache anyway, I just thought you'd want to know.
E3-crunch, eh? I envy you and pity you at the same time :P
 Switchable Coloured Lighting
#952 posted by HeadThump [65.140.55.206] on 2004/04/29 17:00:32
Necros,
Only if it is a mapper controled function then there are some cool ideas you can come up with for its use. I'm usually the most stridently anti-elitist person that I know but mappers work too hard to make their work look good for the end user to just flip a button and make it look like shit.
 HeadThump
#953 posted by necros [69.193.41.176] on 2004/04/29 17:08:31
you've got it the wrong way! :P
it's when people make crappy coloured lit maps, then you switch it off, and it goes from shit to decent. ;)
 Switchable Colored Lighting...
#954 posted by metlslime [64.124.188.211] on 2004/04/29 18:16:22
Already on my to-do list :)
And no, it won't be mapper controlled.
 Necros
#955 posted by HeadThump [65.140.55.28] on 2004/04/29 19:40:47
Ohhhh, I was looking at it the wrong way!
Metlslime -- will it be a cvar then? In that case there are still work arounds . . .
#956 posted by Scampie [66.231.198.188] on 2004/04/29 20:20:54
I was thinking more along the lines of strobing randomly selected colors
 You Mean Like This?
#957 posted by metlslime [64.124.188.211] on 2004/04/29 21:46:03
 I'm Having Contrary Responses To Those Pics
#958 posted by HeadThump [65.140.55.115] on 2004/04/30 00:05:56
at the same time.
My first one -- Oh my eyes! Run from this heresy.
The second -- hmm, now, how do I incorporate a Disco in a Quake level?
Surely the first response stems from the reptillian, primitive side and the second the more evolved higher end.
 That Bottom One
#959 posted by Blitz [24.218.135.18] on 2004/04/30 00:48:56
Looks like an old Sierra parser game in 3D.
 If I Had To Guess
#960 posted by HeadThump [65.140.55.109] on 2004/04/30 02:40:02
That pixelated daydream is either from Coagula or it is an orgy scene from Coligula with the jizm splatter being interperted in multicoloured particle effects.
 Metl...
#961 posted by Shambler [82.38.194.13] on 2004/04/30 05:29:59
...looks like a typical custom engine there :P.
 P.S.
#962 posted by metlslime [64.124.188.211] on 2004/04/30 05:35:01
Those are all screenshots i took during fitzquake development, when things went so catastrophically wrong that i thought it'd be nice to keep a memento.
 Metlslime
#963 posted by JPL [213.30.139.243] on 2004/04/30 05:36:19
WooOOoowww... your screenshots looks like as if I took some drugs... cool... 8))
Does your quake engine works using heroin ??? ;-)
#964 posted by Kell [82.41.218.44] on 2004/04/30 07:43:52
when things went so catastrophically wrong that i thought it'd be nice to keep a memento.
Sweet.
Coming Soon: ksp2 - The Disco That Time Forgot...
 Does Your Quake Engine Works Using Heroin ??? ;-)
#965 posted by HeadThump [65.140.54.59] on 2004/04/30 10:33:02
That's more of a 'shroom moment there.
 I Can Imagine
#966 posted by HeadThump [65.140.54.59] on 2004/04/30 10:40:33
A whole set of drug triggers for mappers to play with.
trigger_drunk -- movement become exagerated, foggy vision
trigger_shrooms -- unfocused, fuzzy but hallucinogenic
trigger_acid -- sharply focused, sharply defined, moving objects have trailers, colors exagerated, throw in a little telekenisis while you are at it.
triiger_heroin -- I have no idea what that is like.
 Trigger_heroin...
#967 posted by JPL [213.30.139.243] on 2004/04/30 11:20:57
... is very dangerous, like trigger_crack: it involved a lethal dependence !!! Too uch use kill the player... so use carefully...
 JLambert
#968 posted by HeadThump [65.140.54.226] on 2004/04/30 12:41:07
A substance that makes people look like zombies (hey, perfect for Quake then) yet so addictive people do it anyway I don't want any part of.
I can imagine using the trigs I mentioned as powerups instead for a post apocolyptic version of Quake. Something to mull over while I'm bored and supposedly working this afternoon.
 Screenshots Huh?
#969 posted by Panzer [24.160.145.136] on 2004/04/30 14:28:10
 Small
#970 posted by DaZ [212.159.60.58] on 2004/04/30 14:29:08
 ...those Were Too Small...
#971 posted by Panzer [24.160.145.136] on 2004/04/30 14:30:36
 404
#972 posted by Vondur [217.70.16.165] on 2004/04/30 14:32:15
 I Knew I Would Screw It Up!
#973 posted by Panzer [24.160.145.136] on 2004/04/30 14:32:35
Please forgive me! I'm not familiar with these boards and was hoping to edit my posts, but as such...here is the correct urls. Sorry for the spam!
http://www.quakequad.com/images/pa...
http://www.quakequad.com/images/pa...
http://www.quakequad.com/images/pa...
 Hmm
#974 posted by Vondur [217.70.16.165] on 2004/04/30 14:34:18
looks fresh
is it dm or sp or what?
looks like q2 map
what's it?
more info pls :)
 Druggy Trigger?
#975 posted by czg [80.202.222.64] on 2004/04/30 14:34:48
Like the fluffy things in Yoshi's island?
http://www.ntsc-uk.com/reviews/gba...
(Doesn't show up too well in that screenshot, but the entire screen starts twisting and being weird when you touch those white fluffy things, and Yoshi begins to stumble and the controls go sluggy.)
 More Info...
#976 posted by Panzer [24.160.145.136] on 2004/04/30 14:37:26
It's a Q2 DM map using Sock's egyptian themed textures. Maric at Backshooters has also created an Awaken II version of the map with a tweaked item placement and loadout specifically for that mod. If you're interested in trying it out, you can DL it from the Backshooters map repository or from here:
http://www.quakequad.com/maps/panz...
 Well
#977 posted by Vondur [217.70.16.165] on 2004/04/30 15:52:12
rather nice duel map!
maybe a bit too symmetrical, but still, it's cute :)
 CZG
#978 posted by HeadThump [65.140.54.246] on 2004/04/30 16:57:54
That makes me happy just looking at it
#979 posted by Scampie [66.231.198.188] on 2004/04/30 17:40:08
Panzer: looks great, except the blue volumetric lighting things look out of place without blue lighting coming from them. I'd suggust using just a slight blue light there, don't go overboard with it so it's overbearing, but just a nice light blue to make it look right.
 Let There Be...blue Light?
#980 posted by Panzer [24.160.145.136] on 2004/04/30 17:57:42
I actually tried the blue lighting in an early version of this map (this one is final now) but it never looked quite right to me. It might have just been my opinion but the white lights seem to keep the textures from looking murky. BTW Vondur...good call on the 1v1. This map started out as a 1v1 level for Snake from the Backshooters community =) Thanks for all the comments. They will certainly come in handy in my next map.
 Panzer
#981 posted by DaZ [212.159.60.58] on 2004/04/30 18:06:05
Is this the same map that was at The Pipeline since ages ago? I recalling seeing a map looking very similar to this, dunno if it was the same one.
Is looking pretty nice, and yeah scampie has a point about the blue lighting, might be nice to throw a bit of that around, give some contrast to the orangey feel of the map.
Keep it up! :D
 As A Matter Of Fact...
#982 posted by Panzer [24.160.145.136] on 2004/04/30 18:22:24
This is the same map with a little more scenery thrown in. I thought since it was originally designed with 1v1 play in mind, it could handle a little more detail to make the hunt a little more bearable when you keep missing each other.
 Trigger_drunk
#983 posted by metlslime [64.124.188.211] on 2004/04/30 18:56:46
Just set v_idlescale to 20. That's drunk enough for me.
 Cliff Test Please Comment
#984 posted by [Jimbo] [65.161.73.251] on 2004/04/30 21:13:50
http://jimbosqw.cjb.net/jmap/cliff...
I'm fiddling with a map that has this cliff,
please comment.
I am planning to "round out" the top part of
the cliff.
 My Suggestions
#985 posted by necros [69.193.41.176] on 2004/04/30 23:43:20
for rockfaces that need to be very vertical, use lots of little lights (about 120-180, no special attenuation settings) and just slather them all over the rockface at random intervals and heights. this way, you get a more interested rock, instead of flat lighting.
also, i suggest you upscale the textures to 1.5x1.5 or even 2x2.
cheers!
 Hehehe
#986 posted by necros [69.193.41.176] on 2004/05/01 14:05:33
taking a break from mapping...
http://www.planetquake.com/necros/...
i love pk. ;)
 Necros
#987 posted by HeadThump [65.141.72.201] on 2004/05/01 16:29:01
I'm re vis-ing Ne_lend. It is at 53% guess I was little optimistic that it would be complete in 8 hours. Did you get the first impressions e-mail I wrote when I completed playing it the first time around? Or is that one lost to the Gods of the Internet.
Dont blame you about taking a break. I test played a bunch of levels last night and got a pinched nerve in my shoulder out of it. It's all shot games and watching boxing tonight if there is a half decent fight on.
#988 posted by necros [69.193.41.176] on 2004/05/01 16:41:55
i did indeed get your email. thanks for the preliminary info. :)
when i tried a fullvis for lend, it took about 5 or 6 days...
besides, i was meaning to do the painkiller stake gun for a while now, and since i had some free time... heck, i even got Pain in there, and working on Killer. :D
 Stake Gun
#989 posted by Preach [217.44.22.244] on 2004/05/01 19:12:03
Necros, fancy a proper model for that thing? Weapons are much easier than monsters, frankly.
 Heh, Well...
#990 posted by necros [69.193.41.176] on 2004/05/02 00:06:44
i ripped the stakegun sounds right out of painkiller and synced the rotation of the sng to the noise and removed the muzzle flash from the other barrels except the one. and those stakes are the center part of the quad damage. :D
i've been trying to come up with something along the lines of the one from PK:
http://www.planetquake.com/necros/...
i can do the modelling fine, and import it into qme, but i have no idea how to make the cool skins, even though i've read about doing it.
Preach, if i were to give you a finished model, could you make up the skin coordinates? i'd give you credit and all that, although, since we're talking on a public board, almost everyone who does use/play it will know about it. :P
 Heh
#991 posted by necros [69.193.41.176] on 2004/05/02 02:47:28
well, how's this look? tried to keep the quake mood, so it's a strange looking gun and asymetrical. i only realised later that it's more of a left handed gun than right handed, but that's easy to change.
http://www.planetquake.com/necros/...
http://www.planetquake.com/necros/...
http://www.planetquake.com/necros/...
 Btw
#992 posted by necros [69.193.41.176] on 2004/05/02 02:49:12
i left the 'stake' (more of just a placeholder at the moment) in the first shot to give an idea of where it goes. it won't be textured like that in game, probably will be metal or wood (duh :P)
 Skinning
#993 posted by Preach [217.44.22.244] on 2004/05/02 05:11:11
Yeah, I can do that, just send me or give me a link to the model, but make sure you have everything that you need in the final model all finished before you send it. Once it's skinned, it's a real pain trying to add new parts to it.
 Necros
#994 posted by . [68.22.93.68] on 2004/05/02 05:27:07
You'll probably end up going w/ his skin but can I have all I need to skin it as well, I wanna give it a try.
 Ok
#995 posted by necros [69.193.41.176] on 2004/05/02 12:18:50
but that's later. ;)
is there a site that explains how to properly import a model into qme and how to animate it from outside of qme? (so importing the frames too) for some reason, the stake doesn't appear in qme...
 Importing Animation Frames
#996 posted by Preach [217.44.22.244] on 2004/05/02 13:52:02
Usually I just import each frame as a 3ds or dxf file. If you're using QME 3.1, then you can select multiple files and import them all. Presumably the program that you're using to animate them can export single frames of animation, try a different format if that doesn't work. I don't know too much about the process though, as I usually animate using QME anyway.
One more thing...If you're gonna export the frames from another program, save the files you create. When I skin the model, you have to import the frames again, you can't add the skin to an animated model(although if you have an animated .mdl, you can export all the frames and then just import them to the skinned version)
 Tinkertoys
#997 posted by MadFox [212.204.134.20] on 2004/05/02 14:44:50
The old Quark4.07 has a way to copy files to eachother as you start the model-editor twice.
So you can select and deselect them mutual, as long as you rename them.
http://members.home.nl/gimli/end.j...
Finding the garavity 800 key can't resist me to make another level...thanx necros.
 Preach,
#998 posted by necros [69.193.41.176] on 2004/05/03 19:31:58
if i give you a .md2 with all the frames in there already, will that be ok to do the skinning?
i coulnd't figure out to export specific frames into individual files, so i opted to get this thing called QTip which is a plugin for 3dsmax and export to md2 automatically...
 Post Gravity #999
#999 posted by MadFox [212.204.134.20] on 2004/05/04 00:29:41
 MadFox
#1000 posted by HeadThump [65.140.55.61] on 2004/05/04 00:59:44
That is shaping up to look interesting. I like the supports in particular.
 Necros:
#1001 posted by Preach [81.154.142.210] on 2004/05/04 03:22:05
Yup, I can do it from that, send it along.
 PH8DM2
#1002 posted by . [68.23.79.179] on 2004/05/04 12:43:01
 PH8
#1003 posted by pushplay [129.128.41.46] on 2004/05/04 13:06:04
Put some trim around the top of the arch. It's looking good.
 Hmmm
#1004 posted by LTH [144.32.128.68] on 2004/05/04 16:20:14
Never liked lava in base maps myself.
 Everything
#1005 posted by inertia [24.164.66.203] on 2004/05/04 18:03:56
has its context, friend.
 I Haven't
#1006 posted by . [68.23.79.179] on 2004/05/04 18:15:20
seen lava in base maps, or arches, so I wanted to do that.
 Zed][
#1007 posted by distrans [203.36.15.126] on 2004/05/04 23:47:34
 Quernel's...
#1008 posted by distrans [203.36.15.126] on 2004/05/04 23:48:08
Rusted Base
 Besides
#1009 posted by Kell [82.41.218.44] on 2004/05/05 12:03:16
if it's *slime in a base map, it's called 'toxic waste'
if it's *lava in a base map, it's called 'molten metal'
I cannot self-terminate; you will have to lower me into the steel.
 Hmm
#1010 posted by LTH [144.32.128.13] on 2004/05/05 16:01:23
/me lowers Kell into the steel.
#1011 posted by Kell [82.41.218.44] on 2004/05/05 16:33:31
/me gives a last thumbs up as my screen goes blac...*
 Rofl
#1012 posted by Blitz [24.218.135.18] on 2004/05/05 23:44:12
[nt]
#1013 posted by pushplay [68.148.158.216] on 2004/05/06 00:34:59
The unwritten future rolls toward us. I face it for the first time with a sense of hope, because if a poster, a Kell, can learn the value of human life, maybe we can too.
 Pushplay
#1014 posted by DaZ [212.159.60.58] on 2004/05/06 09:49:01
but unfortunately when this future arrives it is in the form of a mediocre cash-in where the only truly good part is a truck chase scene.
...doh, kill me now...
 Hmm
#1015 posted by LTH [144.32.128.68] on 2004/05/06 13:17:57
/me kills DaZ, now.
#1016 posted by pushplay [68.148.158.216] on 2004/05/06 20:27:09
I should have realized it was never our destiny to stop pointless posts - merely to survive it, together. The Kell knew; he tried to tell us. But I didn't want to hear it. Maybe the future has been written. I don't know; all I know is what the Kell taught me never stop fighting. And I never will. The battle has just begun.
 Pushplay, Uhm
#1017 posted by HeadThump [65.140.55.9] on 2004/05/06 22:34:05
you do plan to post a level pic with this battle on it right?
Kidding man. I'm just afraid someone will fallow up by posting Trinity's 8 minute dying speach from Matrix:Revolutions.
bbbrrrrrr
 Witch Craft Battle
#1018 posted by MadFox [212.204.134.20] on 2004/05/06 23:39:45
 MadFox
#1019 posted by pushplay [68.148.158.216] on 2004/05/07 00:18:42
I guess you're supposed to be in space in those shots, but it looks like you're fighting a microscopic Shambler on a falling snow flake in the middle of a snow storm... Which is a cooler idea really.
 Hmm
#1020 posted by . [68.23.79.179] on 2004/05/07 00:47:49
Microscopic shamblers.. that reminds me of editing in BUILD when you could easily change the size of enemies and fight them that way, if I recall correctly.
 Yeah,
#1021 posted by necros [69.193.41.176] on 2004/05/07 01:43:14
i remember that. i hated how a lot of stuff was handled though, they made setting up triggers and stuff so complicated compared to editing in doom.
#1022 posted by Scampie [216.220.241.97] on 2004/05/07 08:40:16
Serious Sam also had an easy way of changing monster sizes. Was fun to make a headless bomber 20 times it's size... too bad the explosion doesn't scale. The running bull monsters were also cool to make 2/3 the size so they were like minipoodles that would blast you across the map.
 2 Screenshots
#1023 posted by Tronyn [24.78.146.2] on 2004/05/07 14:10:47
Of my new map, at Underworldfan's site.
#1024 posted by Kell [82.41.218.44] on 2004/05/07 16:51:36
Almost Escheresque; sweet, I like the terracota.
Tronyn: I remember you asked about custom textures recently. I can do a bit, but I have a lot on my plate atm what with the monsters, Black Belvedere, my own Q1SP, lack of net access and lack of site ( /me plays little violin )
Give me a rundown of what you're looking for, either here on Func or at my new ( apparently w0rking ) email - monster_kell AT hotmail DOT com.
I'll see what I can do. Warning: all of the multi-layer .psp originals for the knave textures were lost when Signs Of Koth died :~( Though if that's what you're looking for modifications of, there are surplus means by which to flay a feline.
It's not that I don't want to do any more textures - I do. But it's unfair if I agree to do something specific and then procrastinate....poor R.P.G. is still waiting for his texture ( it's done, I just haven't had a chance to mail it yet ;) )
 Jack Carver Is The Road Warrior!
#1025 posted by necros [69.193.41.176] on 2004/05/13 16:35:13
http://www.planetquake.com/necros/...
of course, i doubt i'll ever release this thing... it's really just a huge terrain with a hummer with it's hitpoint setting skyhigh and a bunch of other hummers with guys in it. it's fun getting them to chase you though. ^_^
if i get better at the farcry sandbox editor i might actually try to make this an actual map.
(you can see i didn't even bother to give the terrain more than 1 texture :P )
#1026 posted by Kell [82.41.218.44] on 2004/05/14 09:54:11
When I look at that it makes me think of the Long Version remix of Lucretia by The Sisters Of Mercy. Pedal to the metal....
 Heh,
#1027 posted by necros [69.193.41.176] on 2004/05/14 13:01:12
never heard it. :P
i just finished watching road warrior two days ago and i wanted to recreate that last chase scene with the truck and all the dudes. it's not working out so well.
now i'm just goofing around and piling enmpty trailer boxes skyhigh and setting explosives to knock the whole thing down.
plus there are some guys at the top of the pile of boxes. >:D
and holy shit! you can run maps as they are in game right from the freakin' editor! whoa!
 WitchCraft
#1028 posted by MadFox [212.204.134.20] on 2004/05/14 13:27:00
gravity 800 needs so much space.
this one is 3.5Mb, but argh... that texture and brush alignment....
http://members.home.nl/gimli/Quake...
 Nice Brushwork Madfox
#1029 posted by HeadThump [65.141.72.242] on 2004/05/14 14:50:50
you are getting good at this. One question, low gravity and flowing water canals? I guess we have never raised a stink about low grav and active magma in the original e1m8 either!
 Thanx HeadThump...
#1030 posted by MadFox [212.204.134.20] on 2004/05/14 16:35:04
In this map are also the 8 round brushes, turning in space. But it needs a sync_func_train, and I can't find it anymore on Inside3D!
I just came to these corridors by accident, covering the outside space of it. The water is thin, so you fall through it into another same corridor, under it.
When jumping aside on the sidewalk, the wall leads into the middle, and falling into it.
Maybe not a good ID to put water in a low gravity map, as weth clothes won't lift up.
 I Looked Around Inside3d Forums
#1031 posted by HeadThump [65.141.72.207] on 2004/05/14 17:16:26
for that the other day when you first mentioned a need for it, and couldn't find it though their archived boards go much further back then I checked. Have you checked Custents for similar functions?
 ....
#1032 posted by necros [69.193.41.176] on 2004/05/14 17:48:04
i don't remember if the entity was actually called func_sync_train, but there *is* an entity like that in custents. it will keeps it's place in relation to other trains even if you block it, and such...
i actually used a variation of that to get the func_trains in "Emptiness Without" to get the trains to move properly. you can use the duration key to set how long it takes for a train to go to one path corner instead of a speed key.
 Indeed
#1033 posted by MadFox [212.204.134.20] on 2004/05/14 20:44:41
custents is the place to seek for the "func_train_syncer".
 Madfox...
#1034 posted by Shambler [82.38.194.13] on 2004/05/15 03:14:28
...that shot is looking better than almost all your previous shots. Keep playing around, I think you're getting somewhere with that one. Grand architecture and curves are good, as is a consistent texturing theme.
 Devotion To The Antiques...
#1035 posted by MadFox [212.204.134.20] on 2004/05/15 12:43:38
I am only crumblin' with that nasty habbit of the compiler to decompile right brushes. At least, that's what Quark aims...
Here is one from "Cicade", endlevel-2 part#6.
http://members.home.nl/gimli/Quake...
 Ogre Can't Stand Loosing...
#1036 posted by MadFox [212.204.134.20] on 2004/05/17 19:21:53
 Nice
#1037 posted by HeadThump [65.140.55.6] on 2004/05/17 19:40:40
Submit that one to PlanetQuake!
 Rock Textures
#1038 posted by Razumen [24.78.187.174] on 2004/05/18 02:19:02
 Cough
#1039 posted by Vondur [195.128.65.237] on 2004/05/18 03:27:55
the images are extra dark, i cannot see a thing, sorry....
 3 (or 6 If You Really Have To...)
#1040 posted by distrans [131.172.4.44] on 2004/05/18 03:35:52
...the stratification in the other textures doesn't suit some of your outcropping.
 Vondur
#1041 posted by Razumen [24.78.187.174] on 2004/05/18 03:47:28
Yeah I should have run them through PSP and made them brighter, it's just that they'll look darker unless they're viewed in fullscreen.
 Hmm
#1042 posted by Mr Fribbles [203.113.217.131] on 2004/05/18 05:19:00
I'd go with #2
 #2
#1043 posted by R.P.G. [24.136.230.101] on 2004/05/18 08:54:45
.
 Screenies
#1044 posted by pdictter [67.41.168.91] on 2004/05/19 15:49:48
http://www.geocities.com/hyrm827/i...
was bored so i decided to put some screenies up of the maps i'd been working on since mid 2003. i havent gotten much done. i usually sit down and work on these for liek 1 hour every month. :)
the lighting/textures migth be all fucked up in some.
 Looks Pretty Good
#1045 posted by Blitz [24.218.135.18] on 2004/05/19 16:08:41
Keep it up pdcitter. The Egypt one looked kinda smallish in scale, but still nice.
 .
#1046 posted by necros [69.193.41.176] on 2004/05/19 19:57:37
i like the base one best. but both look like they'll be nice maps when they're done.
also, it's the first time i've seen what quiver looks like. whoa.
 Ut204 CBP 2
#1047 posted by nitin [138.217.5.192] on 2004/05/21 04:11:26
 Here3ctf1
#1048 posted by here [193.249.100.86] on 2004/05/23 12:27:44
I need some testers to help me :
screenies and download on :
http://www.planetquake.com/here/he...
 Grunt
#1049 posted by . [68.23.77.137] on 2004/05/23 12:44:44
I haven't skinned before so I thought I'd start off with Q1. I need to skin the gun and the back yet. Also I know the arms appear glossy, that has since been removed. He is also too pale. I'm thinking of redoing the sounds to. I see this skin fitting in better with grimier, dirtier sewer maps perhaps:
http://quake.phait-accompli.com/cr...
 .
#1050 posted by necros [69.193.41.176] on 2004/05/23 13:02:37
that's actually pretty good dude. the faceplate gloss is a bit strong, maybe reduce it a bit, and get more of the grunt's face on there.
not bad for a first skin!
 Thanks
#1051 posted by . [68.23.77.137] on 2004/05/23 13:28:14
I look forward to doing a Q3 skin since you can see the detail more, I don't think Q1 justifies my capabilities honestly.
 It Looks Good
#1052 posted by starbuck [82.33.89.24] on 2004/05/23 17:07:57
(don't give up!)
 Just Checked The General Abuse Thread
#1053 posted by starbuck [82.33.89.24] on 2004/05/23 17:09:58
looks like you didn't, congrats :)
#1054 posted by . [68.23.77.137] on 2004/05/23 17:23:28
Thanks :)
 Unreal Engine 3 Monsters
#1055 posted by nitin [138.217.5.192] on 2004/05/24 04:46:42
 Nice...
#1056 posted by Shambler [82.38.194.13] on 2004/05/24 05:35:46
The end of the U3Tech video definitely got me a bit moist, when the 'beast' came over.
I love a good monstery monster =)
 Ooh, U3 Monsters
#1057 posted by starbuck [82.33.89.24] on 2004/05/24 06:35:57
Those monsters look much much better in high detail shots. Don't get me wrong, they looked good in the video too, but you can see their pores in these pictures.
The 'glow' effect works really well on the overbright sections. Actually, just having those bright, near-white sections created by lighting puts them ahead of most 3d engines... I've always thought that to be one of the biggest differences between 3d game engines and reality. I imagine it's probably pretty hard to do well, but I can't see the people who made Unreal 2 putting a foot wrong, or making some sort of mistake. Cough.
 Err
#1058 posted by R.P.G. [24.136.230.101] on 2004/05/24 09:09:30
Unreal 2 was developed by Legend, not Epic.
Also noteworthy is that Legend has been closed down by Atari.
 But Conversely...
#1059 posted by Shambler [82.38.194.13] on 2004/05/24 09:16:31
I genuinely couldn't see the people who made Wheel Of Time (and the Unreal mission pack) putting their feet wrong or making some sort of bloody obvious mistake. Yet somehow...
Politics, I'm sure of it...
 O_O
#1060 posted by Kinn [217.140.36.103] on 2004/05/24 09:40:46
So, are these actual designs for Unreal 3 or are they just for the engine demo?
 I'm Learning Stuff
#1061 posted by starbuck [82.33.89.24] on 2004/05/24 09:54:50
I really didn't register that Unreal 3 is being developed by Epic. Surely that's something to get very excited about? A true sequel to the original Unreal. As long as there isn't any bloody politics :)
 Hi
#1062 posted by dakza [216.221.81.99] on 2004/05/24 23:24:04
Im just getting into mapping.
check out my screenshots!
www.dakza.envy.nu
 ZSP2 Early Screens @ Pipeline
#1063 posted by Zwiffle [67.39.41.195] on 2004/05/25 00:09:33
 Groovy Pics Zwif
#1064 posted by HeadThump [65.140.54.72] on 2004/05/25 00:35:58
What texture sets did you use. I believe I saw some from Armagon and Metlslime's.
#1065 posted by Zwiffle [67.39.41.195] on 2004/05/25 00:39:57
It's mainset Speedbz with some Armagon in there for to add contrast to the mostly darkgreen/darkbrown camo walls in there.
 Dakza
#1066 posted by Vondur [217.70.16.165] on 2004/05/25 01:23:14
hey, it looks good, go complete it! :)
 Dakza
#1067 posted by R.P.G. [24.136.230.101] on 2004/05/25 01:28:34
It looks like you have a good start there on the architecture. The lighting in some of the shots (especially the third) seems a little flat and uninteresting, IMO. It looks like adding a little more contrast and throwing in a few alternate lighting styles or sources might help it out.
Good work, though. Is this your first Quake map?
 Oops
#1068 posted by R.P.G. [24.136.230.101] on 2004/05/25 01:29:21
I forgot to add that the purple lighting in shot 4 doesn't seem to fit very well, IMO.
 0:02
#1069 posted by Shambler [82.38.194.13] on 2004/05/25 04:26:34
Dazka - looking promising there for the early stages of a map. Interesting take on Egyptian textures and nice to see that style done at night. Some interesting looking architecture e.g. in the first shot. Need to work on architectural consistency and more dramatic lighting, though.
Zwiffle - looking good there, a strong style and good build quality it seems, and not too dark for a change!! Personally it's not really my style, I'm not so keen on that brown used in a smaller scale (I think it works better for big designs), but the green pipes liven it up.
 Thx Guys
#1070 posted by dakza [216.221.81.99] on 2004/05/25 23:15:23
I think being able to create maps is one of the coolest things you can do with a computer. Ive been tooling around with them for about a year but havint come up with anything worth showing off. If i ever do, i'll be sure to let you guys know.
 Thx Guys
#1071 posted by dakza [216.221.81.99] on 2004/05/25 23:15:40
Thanks for the advice guys.
I think being able to create maps is one of the coolest things you can do with a computer. Ive been tooling around with them for about a year but havint come up with anything worth showing off. If i ever do, i'll be sure to let you guys know.
 Zsp2
#1072 posted by underworldfan [128.195.84.154] on 2004/05/26 00:32:27
personally, i prefer the trim textures to be more of a contrast to the main texture, just an idea.
 WIP Q3DM
I am using speedys EXCELLENT andromeda textures for this:
http://chop.ond.se/dethscreens/det...
Please come with some suggestions. btw the ghosts around the map are cpma indicators for spawnpoints
 Suggestions
#1074 posted by R.P.G. [24.136.230.101] on 2004/05/26 19:22:33
Err. There's not much there to offer suggestions on. Have you started with the details yet? If you have, it looks like you need to seriously re-examine what you've done and add somemore.
This article is for Q1, but it's still quite applicable when it comes to adding detail for most games: http://xen.quakepit.com/tut1.htm
If you have not started detailing yet, then please pardon me. But if so, I don't understand why you posted this...
 And Err
#1075 posted by R.P.G. [24.136.230.101] on 2004/05/26 19:23:55
Slightly smaller images would be cool, too. 800x600 is usually big enough to get an idea what it looks like.
 ...
#1076 posted by necros [69.193.41.176] on 2004/05/26 20:10:48
yerr... looks a little plain, esp for q3, no?
 Thanks For Response
I have detailed a bit, but I am looking for help with the detailing ideas, thanks for that guide tho, will be of some help. If anyone has any ideas for little details they think would fit please tell me :D
 Play Metroid Prime
#1078 posted by R.P.G. [24.136.230.101] on 2004/05/27 08:40:07
There's some incredible detailing in there. It's quite inspiring.
 Err, Yeah
#1079 posted by R.P.G. [24.136.230.101] on 2004/05/27 08:49:19
Do you want Quake 1/2/3 style details? Play through some levels that you thought had good details and note some stuff that you liked.
Do you want detailed machinery and other sci fi paraphernalia? Check out some drawings from artists' websites for inspiration.
Do you want something more in line with modern architecture? Try some architecture websites or books.
 Dang, RPG
#1080 posted by HeadThump [65.140.55.35] on 2004/05/27 09:49:32
I'm going to have to get a console. You are making me envious for some of the console titles. I was very PC-centric until I spent a cloudy summer vacation at a friend's place playing Siphon Filter 2 and found the experience to be quite satisfying.
 Voodoochopsticks
#1081 posted by pjw [63.236.226.222] on 2004/05/27 13:59:04
I like the layout, but I'd consider adding a bottom (with maybe some lava/slime) to the pit-o'-death in the middle. This would allow people to rocket jump out if they were quick instead of making it instant death. If you do this, perhaps consider suspending a good item (RA?) over the pit.
I'd also consider adding a YA, or at least a bunch of shards, somewhere in the map. Right now, the RA is pretty much what the entire map revolves around. This isn't necessarily a bad thing, but I'd certainly get a lot of playtesting to make sure it works.
I like the grate near the PG to jump over, but you could make it a little more interesting by raising it ~16 units or so, and adding a crate or geometry on the wall on either side to allow players to make the jump--or, if you don't add anything to one side and make the jump one-way, put something quite good in the dead-end. :)
You have verts off the grid on your rock ceiling over the RG, causing the sparklies there. An arena file in the pk3 would be nice too.
More detailing is certainly necessary. My suggestion: http://fps.brainerd.net/mapmodels....
 A Slight Update
I updated the map a bit, and took some screenshots and didn't read this post until I had uploaded everything. I will correct the map accordingly tomorrow. I want to thank everyone, you have been very nice and thrown good ideas my way.
Future plans as of now:
-Change the RA to a YA as it proved very dominant during playtesting.
-Throw in some cool map models from the FPS site.
-Further detail the boring walls with brushwork.
Anyway, update @ http://chop.ond.se/dethmetch/dethm... (still huge screenshots, will make them smaller for next batch)
Once again, thank you everyone, (especially pjw and RPG)
 Oops
Accidentally mistyped the url in the last post (edit function REALLY needed!)
http://chop.ond.se/dethscreens/det... is the correct url
 ...
#1084 posted by necros [69.193.41.176] on 2004/05/27 19:04:36
it's getting there. i still think it needs more detail... more action in the brushes, whatever :P this looks like a a tech map, so some pipes wouldn't go amiss. i think you can use q3's curving brushes things? O_o
maybe make some alcoves in halls ways with some pipes running along from ceiling to floor, and maybe cut a trench along the ceiling, and fill it with pipes as well. maybe put some trim along the edge of the floors, ex:second screenshot, the left and center raised floors could use trim there.
shot3 could use those alcove with pipes i was tlaking about on the left side,
shot4 is kinda neat, but could use more electrical things behind the curving light brushes
etc...
keep it up, dude!
 BTW
#1085 posted by R.P.G. [24.136.230.101] on 2004/05/27 19:06:05
necros forgot to mention it, but you could put some pipes in, too.
 Lol
#1086 posted by necros [69.193.41.176] on 2004/05/27 19:08:40
well, pipes wasn't the only thing, but it's what comes to mind first when thinking about tech. i guess some computer panels and whatnot, with exposed circuitry and such would work fine too.
try pushing the light brushes back maybe 8 units to make the wall more 3d too... umm... yeah.
map on...
 Hey RPG!
#1087 posted by underworldfan [128.195.84.154] on 2004/05/28 00:58:42
i think YOU should put some pipes in your next map. :P
or make a Q1SP map based on a metroid prime environment [is that possible?]
 Voodoo....etc..
#1088 posted by JPL [192.91.75.30] on 2004/05/28 02:22:44
Wow, nice screenies, really...
 Seriously....
#1089 posted by cyBeAr [213.65.179.30] on 2004/05/28 08:42:08
The major structures and big forms should be more important and then the details should just add some extra spice to the stew! Far to often people just add lots of details to hide the uninteresting underlying architecture.
 The Cybernetic Ursine Is Too True
#1090 posted by czg [80.202.218.217] on 2004/05/28 11:27:06
 Voodoochopsticks
#1091 posted by pushplay [129.128.29.124] on 2004/05/28 11:48:47
It looks like what you have there is a collection of the most common elements from sci-fi themed maps. Most good maps have some unique feature which ties the map together, I think you need to look for your's.
 Need Some Help
#1092 posted by here [212.129.54.72] on 2004/05/28 16:56:18
I need testers for this map for the style and the gameplay,
I need comment
screenies and download :
http://www.planetquake.com/here/he...
 Sorry
I feel sad I can't check out the map, my ISP is rather fucked up now and won't let me look at any gamespy sites
 Voodoochopsticks
#1094 posted by pjw [68.190.125.221] on 2004/05/29 15:07:11
Improvement happening. I like the nighttime/neon feel more than the original.
pushplay raises a good point re: theme. It's improved, but it still feels like a lot of other techie maps. I like the bars/columns that you have in a few places (e.g. near RL/RA) maybe add something similar in a few more spots? Some over/under areas with barred floors often provide interesting combat--it would be pretty easy to add a room under PG with a barred floor, accessible from RL area and from central courtyard somehow. Ignore me, of course, if you don't want to mess with changing layout at this point. (But if you did, you could maybe *add* a YA instead of switching RA <--> YA . . . :))
I'd also consider narrowing the space between the bars, at least at RA, to force people to go around, rather than just jumping up from the floor.
Teleporters seem a little blah. A good place for maybe a model of some kind?
 Not Quite Screenshots, But...
#1095 posted by . [68.23.78.83] on 2004/05/29 23:27:10
still a preview of whats to come:
http://ante.phait-accompli.com/art...
they're not perfect, but I just wanted to get the ideas across. I could do better with more time if I needed to.
 Phait
#1096 posted by Mr Fribbles [203.113.204.23] on 2004/05/30 01:10:41
I'd offer to help out on your mod, but "I don't think Q1 justifies my capabilities honestly."
#1097 posted by . [68.23.78.83] on 2004/05/30 01:56:49
it's fine.
 Update!
The map is updated! Check it out at http://chop.ond.se/dethscreens/det...
Decided to follow a lot of the forum members crits, but I am not sure about the MH, maybe there should be a YA there instead? Also, if anyone knows any cool teleporter models I would appreciate if they threw a link my way. I would also appreciate some good C&C about it.
 Looks Better
#1099 posted by R.P.G. [24.136.230.101] on 2004/05/31 12:54:33
But do you think you have enough lights in shot0021?
It looks like you could work a little more on the theme, too. But in general, this is a problem new mappers have, so don't worry about getting it perfect on your first attempt.
It looks like you're trying to put in too many colors, too. Blue, yellow, green, and red all in the same map? It might work out okay, but there are several areas that feature three or four of those colors (shot0019 and shot0020).
The curved beams in shot0021 look thinner in the middle, but that might be an intentional stylistic choice.
You might consider adding some additional details on the floors -- it looks like shot0024 would especially benefit from that. Somemore contrast in the lighting (such as spotlights) might help in that area too, but at the moment you might be more interested in architectural details than lighting.
 It Just Occured To Me
#1100 posted by R.P.G. [24.136.230.101] on 2004/05/31 12:56:48
Alcatraz used to have some excellent column entries detailing his experience building his first map. Too bad those are perhaps eternally lost to the internet daemons.
 Restarted Work On This:
#1101 posted by Scampie [216.220.241.97] on 2004/06/01 08:26:26
This is one of the last few areas I've had to finish. This shows last night's work, and is still a ways from finishing.
http://scampie.spawnpoint.org/scre...
This shows various additions to the exterior area since I last showed screens here.
http://scampie.spawnpoint.org/scre...
 Scampie
#1102 posted by nitin [138.217.5.134] on 2004/06/01 08:50:54
2nd screenie looks ace, 1st screenie shows nothing.
 Atonofpotential
#1103 posted by eggman [68.161.138.190] on 2004/06/01 09:39:18
2nd screenie looks awesome. I love the differing subtle texture and light shades in the shot. 1st shot needs more vertical elements, white lights, broken pipes/water pools, and that greenish/yellowish texture thats in the lower-right of the 2nd shot. although if you really wanna do something, the base is built into a mountain righ? build an interior area that has suffered a cave-in/collapse, with exposed rust/metal cross sections of walls cielings and floors being cut open by large rocks.
Keep the sky, love the color theme. this one looks to be shaping up very nice
 Looking Cool
#1104 posted by pjw [63.236.226.222] on 2004/06/01 10:11:19
beta?
 No Beta Yet.
#1105 posted by Scampie [216.220.241.97] on 2004/06/01 12:28:02
i'll put you on the list though. want to try and get things together for a beta before the speedchainmap. this map has sat for far too long.
eggman, nitin: white lights will def. be in. the lighting there was just lights I copied from elsewhere so I could see. and yeah, I'll do some rocks there. Not much there really, the only major thing there I really wanted to show off was the angled stairs and trims. :D
thanks for all the comments
 Self-Pimpage
#1106 posted by R.P.G. [24.136.230.101] on 2004/06/01 13:20:40
While we're on the topic of self-pimpage, I thought I'd break in and offer some screenies of a map I worked on for a bit last year.
http://rpg.spawnpoint.org/images/b...
http://rpg.spawnpoint.org/images/b...
I really like the architecture and some of the lighting, but r_speeds were getting too high so I decided to start over in a different set. Maybe I'll re-use the architecture in a SP map some point.
 Nice.
#1107 posted by Shambler [82.38.194.13] on 2004/06/01 14:37:30
Nice.
 Eggman Said It Best
#1108 posted by HeadThump [65.140.54.115] on 2004/06/01 15:01:28
I'll just second him that that is shaping up nicely, Scampie.
 I Was Reading About QRad,
#1109 posted by HeadThump [65.140.54.115] on 2004/06/01 15:07:11
a utility that I am not familiar with on Fatty's site the other day. It allows for Quake 2 style texture lumination in Quake. It looks like your map may be the perfect candidate for that approach, RPG.
 Speaking Of R_SPEEDS...
#1110 posted by Jago [81.197.206.67] on 2004/06/01 15:31:08
What´s considered to be "good average" and "max peak" r_speeds these days?
 Depends
#1111 posted by R.P.G. [24.136.230.101] on 2004/06/01 15:46:59
Some people still stick with 600-700 tops. SP maps are much less likely to adhere to this guideline. DM maps usually stay below 700.
 New Pimpage
http://chop.ond.se/chop3tourney1/ <- has new screens and beta in it.
I want to send out "GJ" packages to scampie and rpg for impressive work :D (especially scampie)
 Redone Concept
#1113 posted by . [68.23.78.83] on 2004/06/01 22:05:44
 Scampie...
#1114 posted by distrans [203.29.11.112] on 2004/06/02 00:05:18
...looking good! That misaligned yellow light texture in the first shot is on purpose, yes?
 Distrans:
#1115 posted by Scampie [66.231.198.188] on 2004/06/02 00:06:54
the lighting there was just lights I copied from elsewhere so I could see.
already removed as of tonight.
 See And Test ...
#1116 posted by here [213.36.52.123] on 2004/06/02 13:24:46
 .
#1117 posted by necros [66.185.84.208] on 2004/06/02 13:33:38
the brushwork looks good, and i like the textures. don't know where they're from...
lighting could use a bit more 'attitude'... i'd suggest these settings for the wall torches:
delay 5
wait 2
light 330
 .
#1118 posted by starbuck [82.33.89.24] on 2004/06/02 15:18:36
i agree that the brushwork and texturing look quite good, and this shows good potential, but that lighting really needs work.
It's hard to define 'good lighting', but I feel it's important to get the right balance between contrast and plainness. That is, you shouldn't have areas which are all the same brightness; even if the area is outside, try to include some other light sources, so the light level varies. Also, you shouldn't have excessively contrasting lighting... lighting can be dramatic while still looking smooth and having gradual changes in brightness.
or something.
 Heresp3
#1119 posted by aguirRe [62.127.47.206] on 2004/06/02 16:28:09
Nice architecture and textures, but lighting is awful. Fullbright next to pitch black will not promote anything in your map except headache, especially with the bright snow theme.
Just to get a different view, try relighting it with the following line:
light -fast -soft -extra4 -light 40 -addmin -range 0.15 -dist 0.9 heresp3
Or even better, follow necros' advice by using better falloff formulae, e.g. the new delay 5.
Gameplay was pretty good, maybe a bit too much teleport ambushes in really cramped corridors. Also, I'd suggest changing the now partly solid sky brushes into real sky by using the sky texture on all faces.
 Heresp3
#1120 posted by JPL [192.91.75.29] on 2004/06/03 02:25:31
Nice screenshots !! But like necros, I just ask me where did you find this cool grey brick textures ?? Did you made it by yourself ??
 Lol
#1121 posted by here [213.36.52.38] on 2004/06/03 07:19:08
ok, thanks I take advices and go map =)
I think u know these textures. ( I steal it on rtcw ) I know I haven't the right ... but the render is cool ...
I will be back in a little moment ... I put new beta edition when i finish it ...
 Heresp3
#1122 posted by Kinn [81.7.56.241] on 2004/06/03 07:44:51
Some texture observations.
Firstly, What texture scale are you using? It's difficult to be sure, but they look kind of hi-res. I would advise against using scaled down textures if poss.
You mention using RTCW textures, which are designed for a higher texture resolution than standard Quake. I would recommend resampling the textures in Photoshop (or whatever image editor you use) eg. 256x256 -> 128x128, before you do the q1 palette conversion. You can then use them in Quake with normal 1:1 scale.
RTCW textures are notoriously grey. If you have oodles of time to spare, you may also want to "brown-them-up" with a levels correction and/or brightness/contrast correction before fitting them to the q1 palette, although that is a matter of personal taste.
Also, looking at some of the wooden beam structures, it looks as though you need to rotate some of the textures 90 degrees, to "align the grain". The ceiling beams in the first screenshot for example could use this.
I won't dwell on the lighting, as much has already been said, but it needs to be completely redone.
 Forgot To Add
#1123 posted by Kinn [81.7.56.241] on 2004/06/03 07:49:17
I haven't actually played the beta yet, so all my comments are based solely on the screenshots.
 Another Version!
 The Curved Lights Still Seem Too Bright IMO
#1125 posted by R.P.G. [24.136.230.101] on 2004/06/06 16:52:56
.
 Well, The Obvious...
#1126 posted by necros [66.185.84.208] on 2004/06/06 19:24:19
align the texture...
 Voodoochopsticks
#1127 posted by pjw [24.196.89.214] on 2004/06/06 22:19:11
I'm becoming fond of this map. :)
Screenshots:
http://www.planetquake.com/pjw/scr...
http://www.planetquake.com/pjw/scr...
http://www.planetquake.com/pjw/scr...
http://www.planetquake.com/pjw/scr...
http://www.planetquake.com/pjw/scr...
http://www.planetquake.com/pjw/scr...
Also, I'm still a little hesitant re: item load and health load . . . it certainly seems like there's too much health in there now for a tourney map (mega + 2x50 + 25s), and I suspect that two armors + a mega might be too much (in combination with all the health) for this size map. Plus the +50 right above the mega is a little weird . . . I wouldn't mind seeing the mega a little more risky to get as well--it's easy enough to snag it and teleport right out to a tele_dest that gives a lot of movement options as it is right now.
If it were my map, I'd try the following (in other words, feel free to ignore this part if you don't want blatant opinion)
a) remove the +50 above the mega and put a few shards there instead.
b) move the tele_dest for the mega tele to a slightly more dangerous place--my first inclination would be to make a short passage sunk into the wall off the bottom outside room (where the SG ammo is) and put it there. Make this a one-way tele.
c) replace the YA near the RL with some shards (and/or a CPMA jacket armor).
d) remove the +25 near the RG.
 Ghost Recon
#1128 posted by H-Hour [24.20.212.99] on 2004/06/07 17:01:58
Not really you guys' cup of tea, I know, but I've been doing a lot of mapping for Ghost Recon. Here's some shots from a few different maps I'm working on. I did not build the trees and shrubbery in the last shot, they're included with the game.
http://www.notthisway.com/temp/tg_...
http://www.notthisway.com/temp/tg_...
http://www.notthisway.com/temp/tg_...
http://www.notthisway.com/temp/tg_...
 Hey
#1129 posted by . [68.23.78.83] on 2004/06/07 17:07:44
I liked Ghost Recon.. I've never played around with the editor though. Let me know when you finish this.
 The Maps
#1130 posted by H-Hour [24.20.212.99] on 2004/06/07 17:10:58
will go into the Tactical Gamer 3.1 Mod Update (www.tacticalgamer.com) when it's done.
 PJW-improved New Version!
Took most of pjw's suggestions into mind and made a new version:
http://chop.ond.se/chop3tourney1/z...
(too tired to arse up new screenies and shit)
I want to send a hug your way for all your excellent and wonderful tips :D
(I am aware that you can get in between two of the bars, this was a mistake, but not sure if I want to change this, very hard to go in from below this way anyway, since it is just big enough to fit a player.)
 Screenies
http://chop.ond.se/chop3tourney1/ <- got my arse in gear and took some screenies.
 Industrial Pictures
#1133 posted by DaZ [80.189.45.122] on 2004/06/08 19:26:26
taken from an abandoned cement works near were I live...
http://www.planetquake.com/dazdran...
Inspiration for mappers mainly... Very STALKER in style.
 Err
#1134 posted by R.P.G. [24.136.230.101] on 2004/06/08 19:32:44
Shouldn't that go in the Inspiration and Reference thread?
 Good Point
#1135 posted by DaZ [80.189.64.163] on 2004/06/08 22:03:00
just had to find the damn thread... Need a search function :D
 Voodoo...
#1136 posted by distrans [203.32.39.126] on 2004/06/09 00:34:55
...your humility is an inspiration. Keep up the good work.
 Beta 7!
Another beta is out! This is quite a bit improved IMHO, it can be found at http://chop.ond.se/chop3tourney1/ as usual.
Thank you for your comments as well distrans.
 Erm
#1138 posted by starbuck [82.33.89.24] on 2004/06/09 18:17:36
Inspiration for mappers mainly... Very STALKER in style.
i also have many pictures which are Stalker in style. Probably not the same kind of stalker though.
But she was so pretty.
 Rofl...
... to the mao :D
#1140 posted by Vodka [195.208.123.213] on 2004/06/10 08:16:46
Starbuck, post in the 'inspiration' thread
 Goodbye?
Guess my goodbye was aimed more at tf, as func msgboard has helped me alot during the making of this map, and it wouldn't be the same without this thread.
It can be found at http://chop.ond.se/chop3tourney1/ once again. Added a new route and I ALPHABLENDED the terrain outside. (New small screenshots as requested)
 That's The Way Voodoo
#1142 posted by VoreLord [144.131.203.172] on 2004/06/16 02:56:31
Hang in there, Func_'s a good place to be 99% of the time. Generally a cool bunch of people, and IMO, some of the best mappers around, for any Game. Looking forward to the final version of your map. Looks good
 Update Again
This thread has slacked off a bit I've noticed? Once again an update, with some touch ups and fixes, and another new route.
http://chop.ond.se/chop3tourney1/ as usual.
 Nice
#1144 posted by VoreLord [203.51.236.242] on 2004/06/19 22:20:10
You do know about the missing sound file for the lift, and the missing textures? like those 2 pipes in the 3rd screenshot, and on the larger of the 2 pipes near the yellow armour, that run around in the wall cavity.
#1145 posted by Zwiffle [67.39.43.232] on 2004/06/19 22:24:48
Looking a lot better voodoo, the lighting has improved A LOT imo. The 1st and 5th pics blew my mind away, the details are also starting too look a lot better. keep up the good work
 !
#1146 posted by necros [66.185.84.208] on 2004/06/19 23:23:45
hey cool! i thought you were leaving? i'm glad your not though. your map is starting to look pretty good. the lightning is much much better now and i like the funky light design on the wall.
 Thanks
Thank you for your comments, sorry about the missing texture, will be corrected!
 Updated The Link Now
Fixed the missing textures(I think!) and the link now points to the fixed texture version, dl if you feel like it.
 Looks Much Better
#1149 posted by starbuck [82.33.89.24] on 2004/06/20 05:49:46
than it did at first. Shows that just working on it a bit more can change a map from being just 'ok' to actually being good, congrats.
Generally i still get a feeling the theme isn't fully coherent, not enough continuing underlying elements to hold it together as well as some maps. But... its not worth redoing stuff for, the next map will be better still anyway.
The one thing i would suggest is making sure you have some variation in height in areas which are open to the sky... it looks like its all the same height in some places... you could raise the wall over the doorway for example, or add a few towers behind the edge. Good work though, carry on!
 Yes,
#1150 posted by VoreLord [203.51.197.166] on 2004/06/20 07:23:25
The lift sounds and the pipe textures are there now, just some missing textures, sought of outside the map, behind the lift area.
 Missing Textures?
Thanks starbuck, will try to add some variation in height!
I am not sure which area you are are describing, would be very happy if you felt you could take the time to take a screenshot of which areas are missing textures?
 Missing Textures
#1152 posted by VoreLord [144.131.202.110] on 2004/06/21 02:56:00
If you stand facing the lift, with the yellow armour behind and to your left, you have 3 openings/windows, to the outside on your right, if you look out the opening/window, closest to the lift, you should see what I am talking about. I will send you a screenshot, but I can't do it now, but will in about an hour from the time of this post.
The only other problem for me is there seems to be a lot of dead ends, hindering the flow. One in particular can be problematic, at least with bots. If you are down in the section below the lift, where the mega health is, and a bot decides to hang about at the top of the lift (which they tend to), the lift will remain up, and you are stuck down below with no way out.
 Screenshot
#1153 posted by VoreLord [144.131.202.110] on 2004/06/21 04:12:08
Voodoo, I sent off the screenshot to the email address you used to register with. I dropped the quality of the jpeg down alot to make the file size smaller.
there seems to be a lot of dead ends Sorry about that, there are only 2, but being a small map it felt like a lot :). But after playing some more, it's not to bad. Except for the little prob with bots mentioned before
 Vodoo...
#1154 posted by JPL [192.91.75.29] on 2004/06/21 04:16:31
Rather good screenshots... Cool lightning effects and archtecture..
Keep it up !!
 Thanks For All.
Thank you for the screenshots and everything, if you play the map in cpma you can pull a doublejump off of the little box-thing on the opposing side from the elevator. Don't know how to fix the bot being bad with the elevator, but will botclip some and make sure they act better with the YA and stuff as soon as I get it back from pjw.
Thank you for your compliments jp, is your name taken from SiN's main character? I think his name was JP Lambert? Or maybe it was JC Denton? :D Can't remember :/
 Voodoo...
#1156 posted by JPL [192.91.75.29] on 2004/06/21 10:51:26
No, this is my real name: Jean-Philippe LAMBERT... I don't use pseudo... and I didn't play SiN game.. sorry ;-)
Bye
 Ah
Ah, parleur francais? Je francais se mal :D
Guess the sin dudes name was JC Denton then :D
 Voodoo..
#1158 posted by JPL [192.91.75.30] on 2004/06/22 02:03:52
Wow... Nice try, but I hope my english is better tahn your french.... sorry....
 Ahhh
#1159 posted by VoreLord [203.51.205.140] on 2004/06/22 03:20:37
CPMA, yes, I stoped playing that a while back, just play vanillaQ3 now. Guess you can't please both crowds, but it's no problem if you have the RL. Hope you can pull those bots into line ;).
 HD DEATH
sadly, my harddrive died about 3 days ago, being as dumb as I am I didn't have any off-hd backups, and the .map file is now lost in eternity :/
Development of the map will stop here, and I will probably start anew with another map soon.
Thank you for all your tips and feedback about the map, because it has not been in vain, you have taught me alot and improved me as a mapper, expect more stuff in the future.
 Shit
#1161 posted by DaZ [80.189.56.224] on 2004/06/26 15:09:22
HD failures really suck :(
Good to hear your still gonna keep mapping though!
 Sorry To Hear
#1162 posted by VoreLord [203.51.221.158] on 2004/06/26 18:30:39
But didn't pjw have a copy?
but will botclip some and make sure they act better with the YA and stuff as soon as I get it back from pjw.
Or am I misunderstanding?.
Thankfully I have never experienced a HD failure, I have had a couple start making a few odd noises that I thought were going down, so I replaced them. Now days, apart from regularly backing everything up on a DVD, every 6 months I just rip out the old HD and replace it with a new one. Kind of puts the odds in my favour a bit, cutting down the chance of loosing everything.
Anyway look forward to your next, best of luck
 He Did.
He did have a copy, but I had built quite a bit since then, and I really don't feel like redoing about 5-6 hours of work all over again, maybe some other day.
 Anyone
#1164 posted by ProdigyXL [24.231.203.158] on 2004/07/11 22:38:15
doing anything? feed me screens!
 Screen My Feets
#1165 posted by MadFox [82.73.134.42] on 2004/07/11 23:13:56
 You Better? You Bet
#1166 posted by MadFox [82.73.134.42] on 2004/07/11 23:23:49
 Predatormanland
#1167 posted by Vodka [195.208.123.213] on 2004/07/12 08:10:16
 Bastion II: The Marcher Fortress
#1168 posted by Kinn [81.7.61.58] on 2004/07/15 16:46:36
Time for a little pimpage of my next Q1SP map. As it stands, I'm afraid this bad boy will probably have to be custom engine only, but in any case, I'll supply an engine with the download to at least ensure a consistent experience (a lesson I learned the hard way with the first map). I'm currently finalising the architecture and lighting; I haven't added any monsters yet, but you can expect a similar type of combat to the first one.
The main differences this time around are the terrain elements, less linear exploration, and more epic architecture >:D
Here's a quick trio of screenshots - I'd have more but the lighting is still being worked on in most places.
http://photopile.com/photos/slooch...
http://photopile.com/photos/slooch...
http://photopile.com/photos/slooch...
 Speechless
#1169 posted by Blitz [24.218.135.18] on 2004/07/15 16:48:49
[nt]
 No
#1170 posted by Zwiffle [67.39.44.89] on 2004/07/15 16:54:51
 Fucking
#1171 posted by Zwiffle [67.39.44.89] on 2004/07/15 16:55:14
 Way
#1172 posted by Zwiffle [67.39.44.89] on 2004/07/15 16:55:33
that first yellow road tex is ugly tho
 Zwiffle
#1173 posted by Kinn [81.7.61.58] on 2004/07/15 17:00:54
good point re: yellow texture. It does tile badly from a distance :/
 Kinn
#1174 posted by cyBeAr [213.65.179.30] on 2004/07/15 17:23:28
uhm that water is like really bright...
 CyBeAr
#1175 posted by Kinn [81.7.61.58] on 2004/07/15 17:35:55
oh that's just the contrast correction i applied to the screenshots. It looks normal ingame :)
 Pic #3 Is A Beauty
#1176 posted by HeadThump [65.140.55.191] on 2004/07/15 17:39:33
 Pic #2 Is A Beauty
#1177 posted by HeadThump [65.140.55.191] on 2004/07/15 17:39:40
 Er, I Can't Decide
#1178 posted by HeadThump [65.140.55.191] on 2004/07/15 17:41:53
I meant #2, I tried to erase #1176 before it posted
 OMFG
#1179 posted by DaZ [80.189.45.56] on 2004/07/15 18:01:49
Shot 1 is truly epic, amazing stuff SB!
I am eagerly awaiting release.
 I Told You
#1180 posted by starbuck [82.33.89.24] on 2004/07/15 18:09:15
i cancelled the project, it was too GAY
 Kinn,
#1181 posted by necros [66.185.84.208] on 2004/07/15 18:09:28
what the fuck is wrong with you? you must be possesed by the devil to map in such a fasion!
whatever you do, don't stop! ^_^
 Err Lol Etc
#1182 posted by DaZ [80.189.45.56] on 2004/07/15 18:09:36
Of course I meant Kinn not starbuck, I think I am going insane...
 CUM IN MY PANTS!
#1183 posted by cardo [62.253.96.44] on 2004/07/15 18:11:06
sorry for that outburst but considering that's q1 and handbuilt terrain u say! it's stunningly erotic. Probably the most amazing q1 outdoor screenie i've ever seen. Keep up the stiffy!
 Ahhh
#1184 posted by DaZ [80.189.45.56] on 2004/07/15 18:11:33
Kinn and starbuck have the same sorta nick colour, thats why I got them mixed up...
(what? you mean the strange squiggly lines have something to do with it too? Gah...)
 Thank You Guys
#1185 posted by Kinn [81.7.61.58] on 2004/07/15 18:24:55
Yes the terrain is all handbuilt. It's actually hollow (i.e. there's an underground cave network), so an "instant terrain" tool like gensurf would have been of little use. Besides, I much prefer the level of control you get with handbuilding terrain vertex-by-vetex.
#1186 posted by . [68.251.201.231] on 2004/07/15 18:41:22
vonsp1 is bettar
#1187 posted by HeadThump [65.140.54.89] on 2004/07/15 18:54:36
Hip2m2 by Levelord is better, but only in the third main area after the second Shambler. Otherwise, Kinn has us all beat.
 Then
#1188 posted by . [68.251.201.231] on 2004/07/15 19:00:25
everyone's job is to outdo Kinn.
 BTW
#1189 posted by . [68.251.201.231] on 2004/07/15 19:01:08
Levelord is talking at 3DRealms.COM forums.
 All Right! Thanks For The Heads Up Phait
#1190 posted by HeadThump [65.140.54.89] on 2004/07/15 19:30:01
BTW I love what Kinn is doing to extend the Quake mapping scene, but there are a number of mappers who are as talented.
I recently played some levels by Than and Kell that blew me away.
I'm just glad to be in the vacinity of some really superb artist.
This Scene Ownz!!
 Yeah
#1191 posted by . [68.251.201.231] on 2004/07/15 19:41:45
It seems like Kinn is a refreshing mapper or something. I haven't seen that kinda praise in a long time or ever.
 Kinn
#1192 posted by LTH [81.86.254.236] on 2004/07/15 19:45:56
Nice. If you're going to be using a custom engine though, you might as well do something about q1's ugly water texes.
 Actually,
#1193 posted by necros [66.185.84.208] on 2004/07/15 19:57:49
i was wondering it it'd work in fitzquake.
technically, it is a custom engine, but it still shares some of the limitations of the original glquake such as the 600 edict limit.
also, upon furthur lookage, i find the third shot decidedly underwhelming when compared to the grandeur of the first and second shot.
i think a bit of something is missing in the third shot to make it consistent with the level of visual quality present in other areas of the map.
good map. ;)
 Custom Engines Etc.
#1194 posted by Kinn [81.7.63.104] on 2004/07/16 03:00:52
Well, I got the latest build to load in WinQuake, so it may be cross-engine after all :) although obviously you miss out on Kell's lovely skybox. Edicts shouldn't be a problem, either - I'll just do Bastion-style spawning if they get out of hand.
Necros - appreciate the comments. The third shot is from inside the fortress; the architecture becomes more traditional there. Overall, there's a quite a bit of variety in the architecture, with some nice watery areas, caverns and dungeons to contrast with the epic hugeness of the fortress exterior.
 Does Look Very Impressive
#1195 posted by nitin [138.217.0.118] on 2004/07/16 05:53:52
but the lighting does need a lot of work.
 OMG
#1196 posted by mwh [80.176.250.100] on 2004/07/16 09:27:42
Shot 3 is a bit less impressive than the others -- it only looks slightly grander than gmsp3!
 Kinn
#1197 posted by Kell [82.41.218.44] on 2004/07/16 12:43:14
Ah, dude. Welcome. I lay down the carpet of red viscera for you. Finally, someone who can outgoth me ;)
Superb handling of the proportions of the fortress exterior; reminds me of Bruegel's Tower Of Babel. A tangential influence maybe?
On the subject of textures: if you are going to use the Q3A gothic wad, please delve as deep as you can. There are some superb gigeresques in there as well as multiple trims and such. The blandness of the same blocks_c texture covering vast acreages of brushwork unrelentingly was my only disappointment with Bastion. Palette conversion is always a limitation, but there must be more you can get out of the wad.
Also, if you're going to have pools of water on a brownish landscape, near brownish buildings under a brownish sky...you should consider having brownish water. That clean blue id water makes for a visual oxymoron, since there's no blue in the sky that it would be reflecting.
That would be the mpterra1 rock tex on your terrain too. Not a bad choice I must say, though palette conversion seems to have messed the saturation about. There are plenty of others available that may be worth trying on your terrain. Many of them on my HDD as it happens :P
Finally: it's very satisfying to see my skyboxes associated with such impressive mappage. Regarding dragonheart specifically - it has hills in it that will be parallaxed behind the actual brushwork hills of the map. this may be your intention, but if you'd like I can always re-render the sky sans terrain. I also have a couple of other 'infernal' skies you won't have since SoK went down, which may be of interest to you.
You are a man after my own heart. On a spike. Over a gatehouse probably. Mmm, mapobjects...
 Cheers Kell!
#1198 posted by Kinn [81.7.57.248] on 2004/07/16 13:44:52
Great post. I'd never heard of Bruegel's Babel before, but a quick google yielded this pic:
http://images-jp.amazon.com/images...
Actually, I was influenced more by the LOTR films, specifically Helm's Deep (the valley and the stone road up to the the main gate). Actually, the road undulates quite nicely, a feature not readily apparent from the high vantage point in that shot. The tiered construction of the fortress was a nod to Minas Tirith, whilst the huge beacons were inspired by, well, the beacons. Only just visible on the grassy court above the main entrance, partly obscured by the spiky turret is The Brown Tree of Kinndor >:)
Totally agree with the points you made regarding the textures. I'll definately work on getting some more variation in there. My biggest problem with the Q3 textures are that they aren't the best tiling textures in the world. Take the yellow road texture for example; it's scaled 2x in both axes on the road, and the tiling is still pretty bad; i'll likely replace that. Damn good point with the water as well - that'll be replaced.
The rock texture will stay as it is; in fact I think it looks even better from the ground, and it really blends in nicely with the mountains in the skybox, which I think is perfect as it is :)
Of course, I'd love to see some of your recent skies, but I think I've settled on the sky for this map.
#1199 posted by Kell [82.41.218.44] on 2004/07/16 16:51:21
Cool. Glad to see dragonheart used anyway :)
I'll mail the other skies I mentioned for you to peruse. Might provoke some inspiration.
The Q3 textures do have a lack of tileability ( is that a real word? I'd say 'tessellation' but then I sound pretentious ) which is due to the double scale of the engine. I'd offer my Q3 kothic wad as a substitute, but it's too limited to really add much more variation :/
Of course, I can see the LotR influences now. Odd that Minas Tirith didn't occurr to me because I mucked around with a Q3CTF terrain map using white terraced architecture. Must be all the daemonic redness in your map.
The Brown Tree of Kinndor
Probably a species related to the Black Ash of Kelluria
xi dingir xul kanpa
 ...
#1200 posted by underworldfan [128.195.64.98] on 2004/07/17 13:20:35
only just seen Kinn's screenshots, 1 especially looks amazing.
I think you may be joining the rareified company of glassman, kell, et al. hehe.
 Q3
#1201 posted by Vodka [195.208.123.213] on 2004/07/19 03:31:34
q3
 Pipeline?
#1202 posted by Shadowdane [69.140.112.15] on 2004/07/25 23:29:40
 Shadowdane
#1203 posted by inertia [24.164.65.166] on 2004/07/26 00:27:29
http://www.fov120.com/
fov120 had a hard drive crash and it is currently in repair
 Q1sp
#1204 posted by Jago [81.197.206.67] on 2004/07/28 07:45:37
http://img62.exs.cx/img62/3209/jqs...
A little something I´ve been working on for a long time and something I will probably continue to work on until the cows come home.
 Looks Solid
#1205 posted by starbuck [82.33.89.24] on 2004/07/28 07:59:59
i hereby give you the title of 'ikbase hero'.
Also, did you noclip into the floor to take that shot? :)
 Stars In His Eyes
#1206 posted by NotoriousRay [68.48.66.194] on 2004/07/28 08:03:52
tall base structures make me swoon, looks good :)
i'll forgive you for using ik over idbase though.
 I Like It, Jago.
#1207 posted by R.P.G. [24.136.230.101] on 2004/07/28 17:51:48
Although if it were my map, I would be tempted to add more detail. Some of the walls look kind of plain to me.
 Q3 Map Screenies
#1208 posted by Shadowdane [69.140.112.15] on 2004/07/30 12:17:39
hey ppl.. been away from mapping for quite some time, and well I'm cooking up a port of my Q2DM map - Deep Freeze for Q3A. The level is getting quite an update, better architecture, improved layout, ect...
Here are 2 pics:
http://shadowdane.shackspace.com/s...
http://shadowdane.shackspace.com/s...
 Shadowdane
#1209 posted by pushplay [68.148.157.110] on 2004/07/30 21:32:26
Looks good. I like the trim on the walls, but I'm not crazy about the use of brick texture on the ceiling in shot 2. I can't think of when I've ever seen exposed brick in a building on a ceiling.
 Cheese
#1210 posted by cheese [66.143.170.102] on 2004/08/04 21:15:03
motzerrella,goat,swiss,canned,pepp...
limburger,american and of course chedder.
 New Quake2 DM Map With Almost Finished Structure
#1211 posted by zorius [193.225.82.163] on 2004/08/07 16:49:44
Hi all Quake fans!
In a post before (two weeks ago I think) a guy here (Zwiffle) told that my new map is totally bland and the grayscale colours also sucks.
So, I replaced the lights with a smoother, warmer colour, and put in a few more details.
Check out, tell me everything about them! Good and bad points are all highly appreciated!
Here are the pics:
http://zorius.dionussos.com/images...
http://zorius.dionussos.com/images...
http://zorius.dionussos.com/images...
http://zorius.dionussos.com/images...
http://zorius.dionussos.com/images...
http://zorius.dionussos.com/images...
 Quake 2 Map
#1212 posted by Grieve [62.47.201.193] on 2004/08/07 21:20:04
Epic gothic map for Quake 2, with Q3 textures ??
Could still need some more ornaments.
Glowing gothic crosses, maps like this one need
tons of glowing gothic crosses :)
Or pentagrams and stuff ...
It still looks a bit empty.
#1213 posted by Scampie [66.231.198.188] on 2004/08/07 23:47:12
Let's be honest and blunt.
The textures you've used are completely bland and boring and you've used them as such. The scale is hideously huge for no reason and everything looks empty. Beta4 shot is the best one becuase it shows some detailing and has a somewhat interesting peice to look at.
Sorry, I just don't like the pics at all :(
 .
#1214 posted by necros [66.185.84.80] on 2004/08/08 00:14:04
yeah...
ditto what scampie said. the thing is, aside from the crosslights, there doesn't appear to be any details whatsoever... definatly needs more texture variety on walls, some trim here and there, maybe some curves, or at least some angles other than 90.
plus, the lighting on the crosslights is just bad... the light appears to be emitted 16 units above the actual source, and the source's texture is dim while the wall is bright. lower the lights so that they are near the source face as a starter. play around with attenuation to get a more realistic falloff.
right now, you've got the barebones -- let's see some meat. :)
 In-editor Short Of A Work-in-progress:
#1215 posted by Jago [81.197.206.67] on 2004/08/08 14:08:10
http://img32.exs.cx/img32/2899/jqs...
This is the same ikbase map I posted am in-game screenshot of about 25 or so posts ago in this thread.
 What Version Of...
#1216 posted by Blitz [24.218.135.18] on 2004/08/08 16:23:36
Radiant is that, that you were able to load the .wad??
 RE: What Version Of...
#1217 posted by Jago [81.197.206.67] on 2004/08/08 16:48:59
GTKRadiant 1.5 has had WAD support for a long time now.
 Commnets On My Map
#1218 posted by Zorius [193.225.82.190] on 2004/08/09 20:09:31
Hi. Thanks your comments Grieve, Scampie and Necros!
Need som more ornaments and detail? Ehh. I can do that maximum with the textures, because the r_speeds already touches 1500..., so I can't really put in more detail.
The scale is not so huge, just the shots shows that, because I used fov 100 to make a better view of the areas.
There ARE curves, though You don't see them on the shots (and remember, it's quake2 and not so much curves are enabled in this engine...), but there aren't really trims and texture blends, I see.
And don't be so clever with those lights! They are texture emitting lights, so don't tell me craps like "emitted 16 units above the actual source", because the engine makes them look lke, but they have a little trick, that's why they look a little weird. So I can't lower them (lower what? Attenuation? Craps. They are naked texture lights!). Maybe they aren't realistic, but they are interested!
Anyway thanks. That's the maximum I can do. I'm not a professional mapper, so this will be the map You will download and play free, or You will skip it! Maybe the next one will be more good...
bye Quake fans
 Ummm...
#1219 posted by Shambler [82.38.194.13] on 2004/08/10 03:58:11
That's the maximum I can do.
Maybe the next one will be more good...
Well, if the next one might be more good, then obviously this might NOT be the maximum you can do...
 A Couple More
#1220 posted by Kinn [217.140.39.252] on 2004/08/11 05:22:16
In #tf, Blitz requested a couple more shots of the fortress exterior; I figured I might as well post them here as well:
http://photopile.com/photos/slooch...
http://photopile.com/photos/slooch...
http://photopile.com/photos/slooch...
Note that the water and the road texture has been changed from the previous pimp shots.
 Kinn / Blitz
#1221 posted by JPL [192.91.75.30] on 2004/08/11 06:18:29
Wow... Nice screenies really... I like the architecture, and the textures use, even if it's a little bit too much "red"... This sensation is reinforced by the red-falling sun-sky in the backward... and I feel a "bloody" after looking at the screen... Anyway, I hope my rookie comments are not discouraging you... It's a nice work however... Keep it up !!
 Shots 2 And 3
#1222 posted by nitin [138.217.0.118] on 2004/08/11 06:31:29
are fantastic!
 Omg Kinn
#1223 posted by Vondur [81.195.21.183] on 2004/08/11 07:19:58
you rock!
 Teh Pwnage!!
#1224 posted by Shambler [82.38.194.13] on 2004/08/11 10:29:56
Personally I think #1 is the best as it shows how really impressive it will be when you;re actually approaching it, plus how well the lighting works with that skybox (might even have to try custom engine shizznaz for this one).
P.S. Vondur get back to the dark forests :P
 Thanks Guys
#1225 posted by Kinn [217.140.36.192] on 2004/08/11 10:47:34
Shambler - that's very true - #1 (view from the road surface) is representative of an actual in-game view, whilst I flymoded to take the others.
A couple of people have mentioned that coloured sky lighting may further compliment the scene (although the brownish textures give the illusion of coloured lighting to a certain extent anyway), although I don't want to stray from using aguirRe's light tool (which currently doesn't support colour).
 .
#1226 posted by necros [66.185.84.80] on 2004/08/11 11:31:19
i don't think coloured lighting is needed. as you mentioned, the textures already lend to a orangeish appearance. making the sunlight yellow or orange (i'm guess that's what you'd do...) will probably make the textures look over saturated or something.
but either way, good work :)
i like the new texture used on the path's floor. tiles nicely and looks good.
am i looking at external tga textures? the green in the 2nd and 3rd shots is really vibrant and seems to be colours missing from quake's palette.
 Necros
#1227 posted by Kinn [217.140.36.192] on 2004/08/11 11:40:08
no externals - just a standard q1 palette. I did a gamma correction to the screenshots before exporting to jpg, so that may be the reason.
 More Work-in-progress...
#1228 posted by Jago [81.197.206.67] on 2004/08/11 18:00:43
 Lookin' Good
#1229 posted by HeadThump [65.140.55.118] on 2004/08/11 18:24:28
If you are going for the low lit IkBase look that Than perfected, Jago, I'll be very pleased to play it.
 Oh, Kinn,
#1230 posted by HeadThump [65.140.55.118] on 2004/08/11 18:35:16
I am soooo jealous looking at those pics . . .
 Jago:
#1231 posted by R.P.G. [24.136.230.101] on 2004/08/11 18:43:39
Interesting. I haven't before considered combining SpeedBz and IKBase. Your results look good enough, though. It might not look good in large quantities, but I'm sure your judgement would distinguish between good and bad.
 What RPG Said
#1232 posted by Blitz [24.218.135.18] on 2004/08/11 20:10:09
[nt]
 Nnnnggh...
#1233 posted by distrans [203.32.39.126] on 2004/08/11 22:58:21
...Kinn rocks my world.
Jago: considering all the rust and drippage off those walls, do you think a murkier water tex might be more appropriate? BTW, I'm really looking forward to jqsp1 (?), your interpretation of 'base' looks very impressive.
 Doom3 Dm6 Remake
#1234 posted by nitin [138.217.0.118] on 2004/08/13 07:39:34
 Nitin
#1235 posted by JPL [192.91.75.30] on 2004/08/13 07:45:53
Yes, I agree with you, these screenshots are really cool.. Just a question, when you say Doom3 Dm6 Remake, you told about dm6 from which game ??
 Jplambert
#1236 posted by nitin [138.217.0.118] on 2004/08/13 07:49:22
quake1.
 Nitin
#1237 posted by JPL [192.91.75.30] on 2004/08/13 07:53:22
Quake 1 ?? Really ??? I will take a look this evening, cause I don't recognize the map... It seems that the architecture layout has been modified a lot, by adding extra pipes, lights, ... and many others things so ... Anyway, thanks
 Yay!
#1238 posted by necros [66.185.84.80] on 2004/08/13 08:33:18
doom3 mapping crisis is over!
 Looks Good...
#1239 posted by Shambler [82.38.194.13] on 2004/08/13 08:55:31
...looks nothing like DM6.
 Good Choice For A Remake Though
#1240 posted by HeadThump [65.140.55.238] on 2004/08/13 11:06:49
 Argh
#1241 posted by starbuck [67.137.45.145] on 2004/08/13 17:29:11
maps that good already?!
truly depressing....
I mean, I thought we might have a MONTHS grace.
 Starbuck
#1242 posted by Kinn [62.253.32.7] on 2004/08/14 04:53:19
Remember, people have been mapping for Doom3 since the leaked demo - also I would imagine a lot of people have been making generic maps in the Q3 format, with the intention of converting them to Doom3 when the game comes out.
 Nitin
#1243 posted by DaZ [80.189.51.157] on 2004/08/14 11:43:58
is there a dl link for that map?
 Dm6 Remake
#1244 posted by Shadowdane [69.140.130.199] on 2004/08/14 12:51:21
that remake is of Q3DM6.. :)
 Dm6 Remake
#1245 posted by Shadowdane [69.140.130.199] on 2004/08/14 12:52:46
that remake is of Q3DM6.. :)
 ----
#1246 posted by Shadowdane [69.140.130.199] on 2004/08/14 12:56:30
woops.. double post. And according to the Quake3World forums, the map isn't completed the author believes it will be over 1 month till he is done with it.
 Almost Stopped Mapping
#1247 posted by MadFox [84.31.152.41] on 2004/08/16 19:09:32
After seeing Kinn's screenshots.
It felt as seeing Quake3 architecture in Quake1.
Surely did a good job!
A much simpeler example:
http://members.home.nl/gimli/quake...
 Courtesy Of Friction:
#1248 posted by Jago [81.197.206.67] on 2004/08/16 19:30:52
http://www.kolumbus.fi/ville.niemi...
I am not so sure I would open that...
 MadFox & Jago
#1249 posted by JPL [192.91.75.29] on 2004/08/17 03:48:13
MadFox: I've just took a look at your screenshot, and it's not bad at all... I agree with you: it reminds a Q3 architecture remake for Q1, and I like this gothik-like castle, with its central huge area, its many pillars, and its "head" in the bottom center of the screenshot... Texture use is cool as well... I just feel a little desappointed by lightning effect that shouls be really better... Anyway, nice work...
Jago: are you afraid of bees ???
 MadFox & Jago
#1250 posted by Shambler [82.38.194.13] on 2004/08/17 04:21:31
Madfox: Looking a lot better than your usual esoteric work, the strong theme and much better textures is an improvement. The face is a bit naff IMHO, but this is showing a lot more promise.
Jago: ROFL!!
 Madfox
#1251 posted by nitin [138.217.0.118] on 2004/08/17 05:44:43
better architecture, better texturing.
Lighting still needs to be better, seems to be either fullbright or fulldark.
 JPLambert:
#1252 posted by Jago [81.197.206.67] on 2004/08/17 06:16:54
The bees thing is an "inside joke" from #tf.
 Jago...
#1253 posted by JPL [192.91.75.30] on 2004/08/17 06:19:15
.. I've understood it was a joke... Anyway, I glad to hear you are not afraid of bees... 8P
 Uhhh
#1254 posted by Kinn [217.140.37.148] on 2004/08/17 06:25:48
"Bees" is a joke? Then what the hell have I been playing for the last week? Bees III rocks!
 Kinn...
#1255 posted by JPL [192.91.75.30] on 2004/08/17 06:31:25
Stop dreaming please, wake-up !!! Bees are really bees !! you are just sleepping into a honey apiary ...
 Hey!
#1256 posted by necros [66.185.84.208] on 2004/08/17 12:24:20
come on, jplambert! there's no need to be insulting just because you haven't been able to play Bees III yet.
 Necros... And Others As Well..
#1257 posted by JPL [192.91.75.30] on 2004/08/18 02:03:52
Oh, I'm so sorry if I hurted all of you guys who play Bees III... That wasn't my goal.... Thousands apologies...
Now seriously... where can I download Bees III game ?? And why I didn't heard about Bees ans Bees II ??? ... ;-)
 Download It??!!
#1258 posted by Kinn [81.7.56.115] on 2004/08/18 04:01:27
You've got to pay for it like the rest of us, sonny jim.
 So...
#1259 posted by JPL [192.91.75.30] on 2004/08/18 04:06:47
.. could you find me a "sale point" in France please ???
 Q1SP
#1260 posted by Blitz [24.218.135.18] on 2004/08/21 19:14:55
 404
#1261 posted by R.P.G. [24.136.230.101] on 2004/08/21 19:33:55
Page URL Not Found
 Same
#1262 posted by Zwiffle [67.39.44.156] on 2004/08/21 21:42:04
me want screenies :(
 Edit
#1263 posted by Blitz [24.218.135.18] on 2004/08/21 22:11:27
 Edit 2
#1264 posted by Blitz [24.218.135.18] on 2004/08/21 22:12:49
 .
#1265 posted by necros [69.193.222.114] on 2004/08/21 22:59:42
i think i like it... hard to tell because the high saturation looks wierd... but fairly nice brushwork nonetheless. ^_^
lighting looks bland, but i think that's due to the high saturation...
maybe go a bit darker anyway though?
 Skyscraper Captains Beta 2
#1266 posted by pushplay [68.148.157.110] on 2004/08/23 01:57:17
 Pushplay
#1267 posted by JPL [192.91.75.30] on 2004/08/23 02:35:01
Amazing screenies !!! The lightning effects are really cool, and the architecture of this egyptian-gothik temple rocks !! Great job...
 Pushplay
#1268 posted by nitin [138.217.0.118] on 2004/08/23 03:11:02
that looks infinitely better than the last beta. I'll let you knwo some comments when I've had a run around.
 Bliotz:
#1269 posted by Shambler [82.38.194.13] on 2004/08/23 05:04:33
Pretty hard to get the vibe of the map just from that small shot. However it shows decent build quality and theme so that's good.
I like the alcove in the distance, that works well and is quite effective with the lighting. However I don't like the texture combination over all, with the base + orange bits + blue floor - doesn't really work in the foreground.
Keep it up though - go map =).
 Push.
#1270 posted by Shambler [82.38.194.13] on 2004/08/23 05:09:07
Looks pretty good however it doesn't really do it for me. Hard to get a grasp why but it's probably a combination of the arbitraryness of the architecture and the funny blue detailing on the textures. I prefer my Egyptian style to be a bit smooth texturally with more traditional designs.
Having said that it does seem well built, well textured, well lit etc etc. I find the blue lighting a bit strong but the yellow/orange lighting nicely warm and subtle. The first shot is the most appealing. Looks like it's pretty easy to get around too.
 Push:
#1271 posted by Zwiffle [68.78.48.23] on 2004/08/23 10:24:58
I agree with SHambler, it looks OK, but not really good. Architecture seems random and usually out of place in an Egyptian map to me. The layout also seems random in places; take the third screenshot for example. THe stairs are at a 45 degree angle leaving the pillar in a very wierd relationship with them. It doesn't quite line up, so part of it is sticking out of a stair that it doesn't seem it should be doing.
I would try to make things a little more coherent, focus a little more on a particular style, and not spread thin on a mishmash of interesting-but-wierd details. GL. (good luck)
 Screenshot Of My Inprogress D3dm Map!
#1272 posted by Scampie [216.220.241.97] on 2004/08/23 14:57:35
 Scampie
#1273 posted by Kell [82.41.218.44] on 2004/08/23 15:06:53
please don't post pornographic pictures.
in fact, please don't even post until you have something to add besides your idiocy. thanks.
 Roflmao
#1274 posted by necros [69.193.222.114] on 2004/08/23 15:07:06
excellent use of corpses, scampie. ;)
#1275 posted by Scampie [216.220.241.97] on 2004/08/23 16:13:54
Kell: you're not helping encourage our community! :(
 Hehe
#1276 posted by Kinn [81.152.168.224] on 2004/08/23 17:08:59
 Actually...
#1277 posted by Shambler [82.38.194.13] on 2004/08/23 18:39:41
I think slagging off Scampie IS encouraging the community =).
 Ok Ok :D
#1278 posted by Scampie [66.231.198.188] on 2004/08/23 20:25:01
for real now.
before I added the bridge:
http://scampie.spawnpoint.org/d3/s...
after the bridge:
http://scampie.spawnpoint.org/d3/s...
there's been a slight bit more work done to it, but nothing much more screenworthy. Going to be 2 floor, 3 room affair. Pretty standard DM fare really, just as a way to get into the editor and quirks of the game.
 Bees!
#1279 posted by starbuck [67.137.45.145] on 2004/08/23 22:12:42
awesome use of bees. What game is that for?
 Um
#1280 posted by nitin [138.217.0.118] on 2004/08/24 02:56:34
that looks really bland, dont what it is exactly but the whole looks isnt too exciting.
 Scampie
#1281 posted by JPL [192.91.75.29] on 2004/08/24 03:20:52
Yeah, screenshots looks good, and sure it's for DooM3 !!! (cause of UAC logo, etc...)
 Well, It's A Start...
#1282 posted by Shambler [82.38.194.13] on 2004/08/24 06:02:21
...but as Nitin says pretty bland at the moment. But hell you know that and you know what to do to make it good, I'm sure =).
Quite like the "pod" wall lights. TBH don't find the bridge adds that much to it, kinda looks intrusive given the rest of the room is high. But if it's a proper bridge then obviously could be a good gameplay feature.
I think with such grey textures, very subtly coloured lighting could be good.
#1283 posted by Scampie [216.220.241.97] on 2004/08/24 09:02:58
Shambler: The bridge is part of the planned layout.
 Fuck Subtlety
#1284 posted by starbuck [67.137.45.145] on 2004/08/24 13:00:38
GIVE ME DISCO
 K
#1285 posted by Scampie [216.220.241.97] on 2004/08/24 15:56:18
http://scampie.spawnpoint.org/d3/d...
The blinking red and blue lights and yellow spotlights with cloud effects are what really make it.
 You're Wrong
#1286 posted by Kell [82.41.218.44] on 2004/08/24 16:55:30
it's where the red and blue lights overlap to produce crimson; now that's class ^_^
 Yet MORE Work-in-progress...
#1287 posted by Jago [81.197.206.67] on 2004/08/25 17:15:23
 I Like The Cut Of Your Jib, Jago.
#1288 posted by Kinn [217.43.151.62] on 2004/08/25 17:26:49
And I like the way you cut gibs even more >:D
 RE: Like The Cut Of Your Jib, Jago.
#1289 posted by Jago [81.197.206.67] on 2004/08/25 17:27:35
Err?
 Jago
#1290 posted by R.P.G. [24.136.230.101] on 2004/08/25 17:35:51
Lighting needs work there. Too bright up top, too dark at the bottom. That architecture could be very interesting depending on how it's lit.
Also, if you knew this, please excuse the obvious.
 Jago
#1291 posted by Kinn [217.43.151.62] on 2004/08/25 17:39:46
Just stating that I appreciate a well-cut jib when I see one, really :)
(btw, nice screens :)
 !
#1292 posted by necros [69.193.222.114] on 2004/08/25 17:49:06
looks good! i actually like the ground being dark... maybe a few lights on the floor here and there could be nice, but for the most part, i'd leave it like that...
 Jago...
#1293 posted by Shambler [82.38.194.13] on 2004/08/25 18:27:25
That's looking good, more interesting than before.
Sorry can't comment much more my retinas are burnt with D3 goodness.
 Cough Cough
#1294 posted by HeadThump [4.136.54.227] on 2004/08/25 18:43:22
evilness, Shambler, evilness!
 Perhaps...
#1295 posted by distrans [203.32.39.126] on 2004/08/25 21:22:19
...an APSP1 killer?
/me runs away quickly.
 Beta - The High Place - Pjw3tourney4
#1296 posted by pjw [68.117.134.244] on 2004/08/26 01:08:52
Hi folks! This is probably my last Q3 map, before I move on completely to Doom 3 engine stuff, but I wanted to get it finished up.
It has two completely different item layouts for Tourney and FFA. FFA has Quad, RG, and an extra YA, while tourney does not. The map is so open that I figured tourney would be completely about the RG if it were included, and thus much less interesting.
This is far from your typical tourney map, and may not be very satisfactory to "purists", but I had a lot of fun on layout on this one, and the RA placement shows that. :) There are various obvious and not-so-obvious movement tricks and possibilities that can be discovered.
Props to Evil_lair for the textures, ydnar and Hipshot for the sky, Rungy for the waterfall, Death2UAll/RKone for the waterfall sound, and Finko for the ceiling light.
Still to do:
-some detailing
-some bot optimization
-improving lighting (which is a little assy atm)
Let me know what you think re: movement/layout and item placement (and please specify if you're talking about FFA or tourney play). Any feedback is welcome.
http://www.fileplanet.com/dl.aspx?...
(~2.3 meg)
Screenies:
http://www.planetquake.com/pjw/scr...
http://www.planetquake.com/pjw/scr...
 A Quick Note . . .
#1297 posted by pjw [68.117.134.244] on 2004/08/26 01:20:14
pjw3dm6 ("Guns") was a tourney map in it's early stages . . . pjw3tourney4, in fact. So if you already have a "pjw3tourney4_b1" in your baseq3, delete the old one; it's senile and starting to become stinky.
 Pjw
#1298 posted by Shadowdane [69.140.130.199] on 2004/08/26 02:58:28
i must say very interesting map, not really my style but I can see how some would like it. I played it FFA with some bots, its a fun map and they play it decently.
My only complaint really is the kinda bland texturing in some of the hallways. I assume you want to keep the walls pretty much flat, but maybe some trim or something to make it look a little more interesting. Or maybe some of those hallways with the 90 degree turns, you could do this -- http://shadowdane.shackspace.com/4... ?? My brain is falling asleep and couldnt describe it so just decided to map it, LOL.
But other than that, I felt it was good.. a nice change from most of the other maps I've played.
 Bloody Hell
#1299 posted by Shambler [82.38.194.13] on 2004/08/26 03:17:03
I thought either you'd got the URL wrong or my monitor had decided to display some random image off www.architectsdrafts.gr....
Well. Very original obviously. Indeed. I think it looks pretty intriguing, I'd definitely give it a look if I had Q3A. Looks like it would play pretty fun as long as it's not too easy to fall down the chasm. I quite like the style. The one thing I'd do, since it's like some weirdo fucked up temple thing, is try to accentuate that a bit with a bit more "realism" in designs. For example, the ramp thing looks a bit out of place.
Nice one anyway.
 Pjw
#1300 posted by Gom Jabbar [217.237.151.233] on 2004/08/26 03:36:25
This map looks... uhm... interesting to say the least. From the screenshots it looks like you've been on crack while mapping this but I hope playing the map will prove me wrong... it was acid after all, wasn't it?
I don't have Q3 installed at the moment but this screenshots might make me do that. I'll see if I'm able to look at this later today...
 D3 Wip
#1301 posted by Gom Jabbar [217.237.151.233] on 2004/08/26 03:47:10
I already posted those on #tf and on doom3world but for those of you who haven't seen my Doom3 work in progress screenshots... here they are:
http://www.gomjabbar.de/_stuff/scr...
http://www.gomjabbar.de/_stuff/scr...
http://www.gomjabbar.de/_stuff/scr...
 Simple...
#1302 posted by Shambler [82.38.194.13] on 2004/08/26 05:05:40
...but effective. Has appropriate D3 feel. Good start.
 Gom Jabbar
#1303 posted by JPL [192.91.75.29] on 2004/08/26 05:48:44
Well, architecture looks good, even if rather "simple".. Texture use is a too much "flat" IMHO... As well, i think that lightning effects can be really improved: it's a little bit dark I think... Anyway, for a first D3 map, it's a good start... Keep it up !!
 Thanks Guys!
#1304 posted by pjw [63.236.226.222] on 2004/08/26 10:42:17
Yeah, the design is a little . . . "different". No drugs involved--more just not really giving a crap about it looking like anything in particular and just mapping for the fun of it and playing with layout.
Shadowdane--good suggestion. Yeah, more detailing needs to be done, but since there's not much vis-blocking, I'm trying to keep things lean.
I did notice while playing more last night that it's pretty quick to go RA --> MH. I'm thinking about removing the MH, from Tourney at least, and maybe altogether . . .
 Pjw
#1305 posted by pushplay [68.148.157.110] on 2004/08/26 20:06:04
the good: the waterfall, the rocks, the broken path is convincing
the bad: a lot of platforms feel poorly defined because of a lack of trim, holy 90degrees batman
the ugly: that damn grate texture
 Thanks Pushplay
#1306 posted by pjw [68.117.134.244] on 2004/08/26 20:45:32
Yeah, the lack of trim and the 90-degreeness are both the result of making the map too damn open. :(
I'll try to dress it up a little more before it's done.
 New Pics
#1307 posted by Shadowdane [69.140.130.199] on 2004/08/27 19:03:21
#1308 posted by pjw [68.117.134.244] on 2004/08/27 19:41:18
Shadowdane, pics look cool, but possibly a bit dark overall (almost certainly so, if those were taken at anything but r_gamma 1.0).
 Sexy Is What Sexy Does
#1309 posted by HeadThump [65.140.59.29] on 2004/08/27 20:27:27
Nice looking map, Shadowdale. As far as I can tell, as someone who has downloaded about everything from .:lvl over the past three years, this is an original looking map. Bluish lighting and brick, very sedate mood like shooting skeet in the Bunker with William Burroughs while throwing back some whiskey and 'ludes.
One slight quibble. In the upper left hand corner of shad3dm2_pic2.jpg two adjacent textures that do not match up well. I would suggest lowering the texture with the square patterns down to where they meet the adjacent texture's verticle line. It may be just a visual trick from that pic's perspective but to my eyes it calls attention to itself.
 Heh
#1310 posted by pjw [68.117.134.244] on 2004/08/27 22:01:12
"Shadowdale" = Chip's evil *other* buddy, created by the anti-Disney.
 Pjw
#1311 posted by Shadowdane [69.140.130.199] on 2004/08/27 22:23:07
yah the pics are at r_gamma 1, I do all my mapping to look best at that setting. The light levels pretty much match that of the stock Q3 maps. Except for the basement area, pictured in pic5.. I want it to be dark.
Also the level looks darker in screenshots than it does in game.. dunno exactly why.
 ...
#1312 posted by Shambler [82.38.194.13] on 2004/08/28 04:22:01
Nice style, slick execution, great lighting....but get rid of the damn bricks on the ceiling structures :P
 SHadow
#1313 posted by ProdigyXL [24.247.207.25] on 2004/08/28 10:34:58
Diffenently looking better. Screens look a little dark, but thats already been adressed. Keep it up.
 Re: Shambler
#1314 posted by Shadowdane [69.140.130.199] on 2004/08/29 17:16:10
I assume your talking about pic #4 right with the brick on the ceiling. Never really liked it myself, and couldn't figure out what to do with it so had left it for a while. But finally re-worked it slightly, better/worse?
http://shadowdane.shackspace.com/s...
(its from a different angle, but u get the idea)
 Release Candidate
#1315 posted by pjw [68.117.134.244] on 2004/08/30 00:02:30
Okay, I worked on the release candidate all weekend and it is now uploaded.
Changes include:
-better framerate
-better lighting
-better item/weapon placement
-various bot optimizations
-all grate areas except the two large ones changed to solid to make RL/GL more useful
-MH is not as fussy to get
-no more MH in Tourney
-more detailing
-misc. texture screw-ups fixed
-custom bot added
Bots will now go for the RA, but still get retarded and fall to their deaths upon occasion. Human players probably will too, until they get a feel for things.
Oh yeah, and I changed the mapname. It's now "Cremaster Conditioning", which is a bit of an obscure joke . . .
Let me know if something sucks; I'll probably wait a week or so before going final.
http://www.fileplanet.com/dl.aspx?... (~2.5 meg)
 May The Bee Be With You.
#1316 posted by Friction [80.186.20.119] on 2004/08/30 01:11:11
http://www.taltec.fi/friction/muhe...
It's exceedingly silly that the cable doesn't follow physics properly, but i'm a silly mapper like that.
 Fric
#1317 posted by Mr Fribbles [220.253.10.85] on 2004/08/30 06:15:41
Now that looks sweet. Respect the uberpipe!
 Sexy Even
#1318 posted by ProdigyXL [141.209.29.136] on 2004/08/30 09:27:36
Looking good there Friction. Quality stuff, got any more shots from various locals within the room? Looks like there is some quailty pipe work and I'd like to admire it more. Feed me more.
 Friction:
#1319 posted by Zwiffle [69.210.46.1] on 2004/08/30 11:10:01
Nice.
 Friction
#1320 posted by R.P.G. [24.136.230.101] on 2004/08/30 11:46:28
It needs barrels.
 ...
#1321 posted by Jago [81.197.206.67] on 2004/08/30 11:47:59
 W3rd
#1322 posted by Shambler [82.38.194.13] on 2004/08/30 17:02:53
Shadow - looks better, a little plainer of course, but more natural if you get my drift. Bricks aren't a prominent ceiling material...
Fric - cool stuff, like the brown theme. Do you have a "big pipe" fetish eh boy! P.S. If you release a map WITHOUT the Bees crate, you will be forever ostracised from the mapping community =).
Jago - good stuff, coming along nicely there, keep it up.
 *AHEM* More Q1SP Mappage...
#1323 posted by Jago [81.197.206.67] on 2004/08/30 18:31:44
 I've Got The Blues
#1324 posted by Friction [80.186.156.83] on 2004/08/31 04:07:09
This might end up in a separate map. I've been using quite a lot of textures so far. People like multi map SP missions better anyways. Right? Right?? :(
http://www.kolumbus.fi/ville.niemi...
 Same As Before...
#1325 posted by Shambler [82.38.194.13] on 2004/08/31 04:49:37
Jago, looks good. I like the white lights although they need to give off a little more light.
Fric, looks good, for a small area. Looks "convincing" which is important in D3...
 ...more...
#1326 posted by Jago [81.197.206.67] on 2004/08/31 05:38:27
#1327 posted by Zwiffle [69.210.46.1] on 2004/08/31 09:37:39
Friction: Nice. Again.
Jago: Post pics of different areas please. But looks good.
 Re: Screenshots
#1328 posted by R.P.G. [24.136.230.101] on 2004/08/31 13:34:28
Friction: Nice.
Jago: Nice also. I really like that area.
 Jago
#1329 posted by Scampie [66.231.198.188] on 2004/08/31 18:30:02
biggest issue I have is with that ladder... looks way too bulky. perhaps if you either made the siderails smaller, or did like in efdmX maps and chopped the outer edges a bit that would help.
 Fric
#1330 posted by than [62.189.9.161] on 2004/09/05 08:38:37
definitely the best looking custom d3 shot I've seen so far. SP or DM?
Either way, at least it's not for q3 :)
 D3
#1331 posted by pope [207.6.244.93] on 2004/09/05 19:09:40
what i've been noodling with...shots are a couple days old now but you get the idea
http://www.jesselawrence.com/image...
http://www.jesselawrence.com/image...
 Lol
#1332 posted by pope [207.6.244.93] on 2004/09/05 19:11:09
friction, I saw your pic on the d3world forums when browsing through some of the tripe there. And thought to myself... well this 'ere looks like the only thing worthwhile so far...
I didn't bother to check who posted it at the time...
 Bp
#1333 posted by pushplay [68.148.157.110] on 2004/09/06 00:44:44
Looks pretty Q3ish. I think you need to ask yourself what the purpose of this building is. We don't need to necessarily know what goes on here, but it's nice to get the impression that this really is a useful building.
 That Looks Suspiciously Like Pope4
#1334 posted by R.P.G. [24.136.230.101] on 2004/09/06 09:35:27
.
 Yeah
#1335 posted by cyBeAr [213.65.179.30] on 2004/09/06 11:31:35
it looks like the quake map it's a remake of!
 Bp
#1336 posted by nakasuhito [67.42.26.11] on 2004/09/06 17:19:59
reminds me of jesus
#1337 posted by Zwiffle [69.210.46.1] on 2004/09/06 17:27:26
You knew Jesus?
 I Knew Him On A First Name Basis
#1338 posted by starbuck [82.33.89.24] on 2004/09/06 17:45:24
he was brilliant at pinball
pope: the doom 3 stuff looks solid, maybe needs more contrasting lighting? More detailing/pipes/crates/crates/pipe...
 оу
#1339 posted by lightR [195.208.123.213] on 2004/09/07 07:26:47
 Pjw
#1340 posted by lightR [195.208.123.213] on 2004/09/07 07:34:35
gets worse with every map
that a ture phenomenon
 LightR
#1341 posted by Vondur [195.128.65.237] on 2004/09/07 08:23:44
go map please
 Nt
#1342 posted by lightR [195.208.123.213] on 2004/09/07 08:35:00
after shambler
 пф
#1343 posted by Scampie [216.220.241.97] on 2004/09/07 08:44:51
 Wow
#1344 posted by JPL [192.91.75.30] on 2004/09/07 08:54:38
It turns to gay contest !!!
 Oh, Case Solved, Everyone Move On...
#1345 posted by Scampie [216.220.241.97] on 2004/09/07 11:02:33
<scampwork> Vondur, you here?
<biff> 9:53 <Vondur> And if scampie shows up looking for me, tell him to fuckov!
<scampwork> :(
<biff> heheh, I kid!
<scampwork> just wanted to let him know, our friend lightR is Speedu.
<biff> lightR?
<Vondur> scampie?
<scampwork> lightR [195.208.123.213] Speedu is ~Doom@VZLAB-gw.RUSnet.ru Dns resolved VZLAB-gw.RUSnet.ru to 195.208.123.213
<Vondur> haha
<scampwork> this is after Speedu claimed not to know the architecture article and that he doesn't read func_qmap
<scampwork> i had searched google for lightR's ip, just to see if he was a troll on other places or something... only results I got were old posts on func_qmap by speedy
At least it's one of our own being an asshole.
#1346 posted by lightR [195.208.123.213] on 2004/09/07 13:08:04
oh no! internet police got me! haha
well, posts here are real (if u only had a clue shrimpy) , the other thread is obvious trolling, but that article sure needs pics neway
#1347 posted by lightR [195.208.123.213] on 2004/09/07 13:08:07
oh no! internet police got me! haha
well, posts here are real (if u only had a clue shrimpy) , the other thread is obvious trolling, but that article sure needs pics neway
 Dupes Rule
#1348 posted by lightR [195.208.123.213] on 2004/09/07 13:08:33
 O Rly
#1349 posted by pjw [63.236.226.222] on 2004/09/07 13:37:18
gets worse with every map
http://www.planetquake.com/pjw/gra...
Hope that helps.
 I'm Bored Damnit
#1350 posted by Megazoid [82.10.6.75] on 2004/09/07 17:17:24
I demand somebody up a Q1 SP beta map immediately.
 RE: I'm Bored Damnit
#1351 posted by Jago [81.197.192.119] on 2004/09/07 18:01:01
I would... if I had some webspace to upload the map to. I might want to spend some more time working on the first few rooms of the map (improve lighting, texturing and add some more detail), but my Q1SP I have in the works is geometrically about 70% complete so I want to have a couple of people give me some feedback on it.
 I Can Host It If You Like.
#1352 posted by Megazoid [82.10.6.75] on 2004/09/07 19:15:03
I have just got admin back on my site, so I can host your beta, and finished map too if you want :)
Mail me : megazoid (Ã) ntlworld.com
 Yet More Work-in-progress...
#1353 posted by Jago [81.197.192.119] on 2004/09/07 20:35:24
 And More...
#1354 posted by Jago [81.197.192.119] on 2004/09/07 21:06:22
 .
#1355 posted by necros [66.185.84.208] on 2004/09/07 23:36:02
i have a map that needs beta testing, but i'm too busy with other projects to care about that right now...
 Jesus?
#1356 posted by pope [207.6.244.93] on 2004/09/08 01:46:10
wtf is wrong with you people :D
yes rpg, your observation is correct
 Jago
#1357 posted by JPL [192.91.75.30] on 2004/09/08 02:09:20
Nice screenshots !!! When it will be released ???
 Well,
#1358 posted by HeadThump [65.141.73.218] on 2004/09/08 02:40:34
wtf is wrong with you people :D
I can only speak for myself, but I was dropped on my head as a baby. I still have the stitch marks.
 Betas
#1359 posted by nb [203.109.254.50] on 2004/09/09 11:23:36
I have some beta-ish q3 maps that have been lying around for awhile; I'd probably better polish them off (or release them as-is) before I get totally distracted by Doom3. Two small DMs, one old CTF, one rail arena; comments welcome: http://quantumtreefrog.tripod.com
 Hate Tha Us
#1360 posted by chris aka topher [68.186.180.17] on 2004/09/09 14:01:10
i hate it when people from the us think that all alabama people are red necks and all of them have accents like a hick and it pisses me off so fuck yall or think other wise
 K
#1361 posted by Scampie [66.231.198.188] on 2004/09/09 17:48:03
 Im Not From The Us
#1362 posted by starbuck [82.33.89.24] on 2004/09/09 18:30:21
and i do not hold that view, but let me apologise on behalf of my brother man for such disrespectful comments. When I come to a fork in the road and the land is filled with darkness, I think 'What Would Jesus Do?' and merciful lord god tells the messiah to keep me in the path of righteousness and light.
let Jesus into your heart, Chris aka Topher, and you will reach the promised land, for Christ doesnt care if you're a gay, an oriental, or a regular guy, he will forgive your sins :) :)
take care
 Starbuck
#1363 posted by Kinn [81.152.225.119] on 2004/09/09 18:37:12
This delightful little painting seems appropriate here:
http://disturbingauctions.com/view...
 Thank You Kinn
#1364 posted by starbuck [82.33.89.24] on 2004/09/09 18:56:21
trucks are people too, and we should respect them
 Nb
#1365 posted by pjw [66.188.96.166] on 2004/09/10 00:15:11
I checked out the two DMs, and I'm quite fond of Hothouse--pretty cool theme you put together there, nice layout too. It's late and I have other shit to get done tonight, but I'll get you some decent feedback sometime in the next day or two.
 Nb
#1366 posted by JPL [192.91.75.29] on 2004/09/10 02:11:56
Cool screenies nb. I like more the first one than the others, which are less beautiful, IMHO..
In the first screenshot, the yellow/orange walls with its top glass ceiling is a cool idea...
The second screenshot is more basic, and I rather see nothing of the level.. not more than the external part...
About the third, it remind me a Q2 like base, but the lightning effect are really well done on this multi-platform grey architecture..
The fourth and last one offers a good overview of the global architecture...
Well, even I'm not able to play Q3 levels, it's rather good.. go mapping now !!
 A Bit More Hothouse Feedback
#1367 posted by pjw [68.114.222.105] on 2004/09/10 22:25:33
Suggestions/Observations:
1. You're missing a texture--the one on the end of all the small lights. Let me know if you need a name and I'll check.
2. You can rocket-jump up from where the MH is and stand on the very lip of the glass, and jump up from there and see various ugliness. Just need to clip it a bit cleaner.
3. I love the jumps up to and up from the RG.
4. YA seems a bit close to MH. If you don't want to change map geometry and make a farther-away area for it, I'd at least consider moving it on up the stairs and in that highest perch.
5. The water bugs me. Granted, Q3 isn't exactly the icon of realistic physics, but how about having water in the lowest part of the level only, and adding some sort of flow marks or decals or something for the rest of the area where the water is now (and maybe some pipe outlets at the top)? Slanty water is bleh.
I love the layout and look of this level, and am looking forward to the final.
 Or...
#1368 posted by pjw [68.114.222.105] on 2004/09/10 22:27:16
Some moss here and there in the channel where the water is now (and water at the bottom)?
 Thanks
#1369 posted by nb [203.109.254.50] on 2004/09/12 08:36:25
Let me know if you need a name and I'll check
If you could, please. I can't reproduce it, which means it's somewhere not very obvious. There's always one...
Water - I was planning on at least changing the shader and making it flow downhill; probably adding some grates at the top too. Drying out the upper area and putting stain decals or moss there is an interesting idea; I will investigate further. I think I have some moss photosources somewhere...
MH clippage - noted; thank you.
RG jumps - :D, pity the bots disagree. Though the jump from the RG to the current YA carries a serious risk of bumping one's head on the low ceiling, which is kind of annoying, but the geometry seems to work so I kept it. 'Known issue', I guess.
YA/MH - Mm, true. That'd be whoreage waiting to happen in a 1v1. The high overlook should do for now; it's quite exposed to the main room, which should make things a bit more interesting.
 An Old School Beta...
#1370 posted by MadFox [84.31.152.41] on 2004/09/12 09:41:57
The func_msgboard be thanked for this.
I don't know where to start, in fact I can't stop at all.
You can find me on the Anapurna, considdering what I have done.
http://members.home.nl/gimli/aband...
Hope to become an alpha soon.
 Ps
#1371 posted by MadFox [84.31.152.41] on 2004/09/12 09:45:53
this one won't use GL, pure Quake1 as it is.
 Yaaaay...
#1372 posted by distrans [144.134.127.167] on 2004/09/12 10:31:40
...nightbringer might release!
More importantly 0.00 0.00 and -1
To be expected from an egoist.
 .
#1373 posted by Kinn [81.154.192.156] on 2004/09/12 11:05:04
Forsooth, the clenching brings me, to the extrapolating of a Demon? That is the gift, if indeed a truth.
^_~
 I'm Shocked
#1374 posted by czg [80.202.218.246] on 2004/09/12 13:46:58
I just don't know what to make of the world anymore.
 Hmm
#1375 posted by nonentity [213.208.100.240] on 2004/09/12 23:45:46
 Yay
#1376 posted by Scampie [66.231.198.188] on 2004/09/12 23:58:20
looks nice new with the thinner railings like we spoke about earlier tonight. good work.
 Very Nice Nonny
#1377 posted by pope [207.6.226.148] on 2004/09/13 02:57:04
We need more inspiring shots like such in here
 Nonentity
#1378 posted by JPL [192.91.75.30] on 2004/09/13 05:55:21
Yes, looks nice... but just a question: what the "yellow logo" on the platform ?? Is it a lightning effect or something else ?
 Missing Light Texture
#1379 posted by nb [203.109.254.50] on 2004/09/13 07:35:17
Never mind; found it. nblights.shader missing from the pk3. Still, better than the previous beta - I forgot the sky...
 Rewired!
#1380 posted by Gom Jabbar [217.237.150.237] on 2004/09/13 07:58:54
nonentity:
The screenie looks quite nice, I just can't say anything about the ceilingdesign because it's a bit dark up there...
One thing that looks quite odd to me is the railing. I don't like how it's seperated into three parts (bended one at the platform and two for each stair section). Imho it would look better if it's one continuous railing. I hope my babbling makes sense to you...
JPLambert:
That "yellow logo" is a glowing rune, something quite common in D3...
 Gom Jabbar
#1381 posted by JPL [192.91.75.30] on 2004/09/13 08:55:51
Thank you... I didn't know glowing rune, because I still haven't found time to buy Doom3 :( ... but it will come sooner... I hope...
 Hmm
#1382 posted by nonentity [217.41.19.241] on 2004/09/13 12:09:21
Yeah, it's one of the large set of runes in the decals folder.
And happens to be being used as my RL marker
 Large Areas Consume My Soul
#1383 posted by Friction [80.186.129.148] on 2004/09/17 20:10:31
http://www.kolumbus.fi/ville.niemi...
Old shot, looks better now. Honest. Crates.
 Fric.
#1384 posted by Shambler [82.38.194.13] on 2004/09/18 05:32:15
Nice one, certainly tis' a large area, larger than most in D3. Good style. Brown is the new brown. The crate entrance looks ominous. This one is looking good.
 Looking Good Fric
#1385 posted by ProdigyXL [216.111.202.25] on 2004/09/18 10:18:25
Nice stuff there. Like sham said thats larger than most indoor bits in D3 that I can remember. Keep it up.
 Friction:
#1386 posted by metlslime [64.124.188.211] on 2004/09/18 21:49:37
looks good mostly, but i see the same problem with the lighting that i saw in some of the id maps -- you have a large area lit by a whole bunch of really small lights, and the result is that the screenshot doesn't gel as a whole. We see a bunch of little bits of architecture, and assume they are connected, but to me they look like they are all sort of swimming in this black soup or something. Like they're a collage put together from various screenshots.
Fewer lights that stretch farther would solve this problem, but i understand that there is a tricky balance with how many light volumes overlap and how many passes there are on a surface. Anyway, that's my complaint.
P.S. I noticed the alpha labs and levels in that part of the game seemed to have the worst problem with this, and starting with the delta labs things seemed to improve a lot in this regard. Not sure if it was just a different mapper or what.
Anyway, if you want more info about this, i can try. It seems like a pretty important part of getting lighting to look good in doom3, but it's hard to explain exactly why it looks wrong when you don't do it.
 I Know Exactly What You Mean
#1387 posted by Friction [80.186.160.129] on 2004/09/19 10:35:54
And i've taken some measures to fix the issue already while doing light optimizations. Color of the day is GREEN and lots of it. Using huge lights with flares up at the ceiling and then illuminating the floor area just with one non-shadowcasting light gives quite good illusion of proper radiosity lighting. Especially when beefed up with shadow casting local lights at logical places. This of course won't keep lightcounts in the red, but careful planning keeps them at least in the green zone. The walkways surrounding the lower area are actually much worse offenders than the pit, pillars or ceiling, but it's not that apparent from that (old) picture. 30FPS at worst at this point.
Btw, ID kinda cheats and uses fog in almost all really large spaces. And go totally overboard with lightcounts at times.
 Been Fixing The Issue, Not Done Yet...
#1388 posted by Friction [80.186.160.129] on 2004/09/19 16:49:01
...but better. (levels adjustment done in photoshop for those unlukcy ones with shitty dark monitors)
http://www.kolumbus.fi/ville.niemi...
 Texturing
#1389 posted by nb [203.109.254.50] on 2004/09/20 02:31:42
If you're using D3Radiant, how do you align textures nicely? I've only played with it for a bit, but it seems overly reliant on fit-to-brush. Not being able to move textures texel-by-texel is irritating.
 You Can Do That Actually
#1390 posted by Friction [80.186.160.129] on 2004/09/20 03:01:03
Shift+arrow moves the texture unit by unit to desired direction. Works best on single faces. Rotate with 1 or 0.5 degree increments and then adjust the texture. Scaling is broken on angled textures tho, so you have to do proper scaling before you start to rotate (If you need scaling, that is).
 Forgot
#1391 posted by Friction [80.186.160.129] on 2004/09/20 03:04:58
You can also use FIT to get texture to fit (duh) on slanted faces that don't encompass the entire lenght of the texture. like those warning stripes. FIT 0.75 vert there i think. Then just fit the straight part with 0.25 and see how they line up perfectly. You might have to do some flipping if texture is mirrored.
 Etc
#1392 posted by nb [203.109.254.50] on 2004/09/20 05:43:41
Shift+arrow moves the texture unit by unit to desired direction.
I think I've broken something in the config; shift+arrow moves in grid-size unit increments.
Scaling is broken on angled textures tho, so you have to do proper scaling before you start to rotate
This was what was confusing me, I think. I hope the patch fixes the editor as well as the game :\
 Nb
#1393 posted by Mr Fribbles [220.253.0.162] on 2004/09/20 05:48:16
I think I've broken something in the config; shift+arrow moves in grid-size unit increments.
That's a nice feature nb, get used to it and it will save you a lot of time... however, if you don't like it that way, look for an option like 'texture increment matches grid' in your preferences. That way you can use whatever increment setting you like all the time.
It would be worth getting used to changing grid sizes as needed to more or less finely adjust the texture using the arrow keys, its pretty fast considering that you can just use the 1-9 keys to quickly adjust the grid setting. It will save you time in the long run.
 Things Learned In The Last Five Minutes
#1394 posted by nb [203.109.254.50] on 2004/09/20 06:25:09
however, if you don't like it that way, look for an option like 'texture increment matches grid' in your preferences.
Since I'm using D3R, such a preference doesn't exist. I figured that the num-keys were the best thing to use; certainly easier than hammering [].
 I Need
#1395 posted by Tronyn [70.64.188.34] on 2004/09/20 18:51:42
some testers for a Q1SP beta. System requirements are fairly high for a Q1SP. Please post here or email me (netgames@netdp.com), as I'll need to make sure the public finds the map playable before I release it.
 Hmm
#1396 posted by nonentity [217.41.19.241] on 2004/09/21 03:50:02
nb, just memorise 1/(2^x) for x from 1 to 8
 RE: I Need
#1397 posted by Jago [81.197.201.94] on 2004/09/21 06:26:00
I am up for it.
 Tronyn:
#1398 posted by necros [142.150.5.189] on 2004/09/21 13:17:24
email me with whatever.
 Tronyn
#1399 posted by MikeWoodham [81.155.236.41] on 2004/09/22 13:27:09
Sorry to hang out the dirty washing but my e-mail is kaycuffed.
Following error occurs:-
'mapversion' is not a field
'mapversion' is not a field
call1 464(precache_model(precache_model ()
demon.qc monster_demon1
(no function)
pf_precache_model: overflow
host_error: program error
I remember SOA now I've seen it!
 Mike
#1400 posted by aguirRe [213.101.72.24] on 2004/09/22 16:43:26
Old QMap thread 2001 (also available zipped at my site), GlassMan posts:
too many precached models. Only 255 allowed including brush models. Remember each individual func_movewall, func_illusionary etc etc will count towards that maximum. Use mcache to list them. The items marked *1,*2, etc are your brush models.
it will include all the weapon models, health etc etc..use mcache & you will have them listed. 195 is a _lot_ of brush models.
Also Includes trigger_* brushes
The limit is not 256 'bmodels'. Its 256 models of all kinds. That includes sprites, each type of monster, monsters heads, the bsp of the map itself, weapon models, the rocket model, the nail, gibs the lot. I doubt you would have enough space left for all these models if you have 200 'bmodels'.
 Ok...
#1401 posted by Tronyn [70.64.188.34] on 2004/09/22 18:15:42
I don't mind. See on my system this map runs perfectly fine under Darkplaces without lag or errors, and when I play it it seems like the difficulty is reasonable enough... hehe. See, that's why I have testers, as for everyone else it's undoubtedly buggy and impossible :)
So, I guess I could try to reduce the amount of models in the map, but given as it has so many monsters and it is so large, I don't know if it's feasible. Hmm.
 ...
#1402 posted by necros [66.185.84.80] on 2004/09/22 18:24:23
fek, looks like i'll need to use darkplaces too...
 Yes
#1403 posted by Kinn [81.154.192.135] on 2004/09/22 18:51:37
As I mentioned in my email (to Tronyn), DarkPlaces was the only engine I found that could run this map.
 Newest Work.
#1404 posted by Fjoggs [80.203.70.123] on 2004/09/23 13:53:06
Here's my newest quake3 work. Been using the oxide textures from Lunaran.
Enjoy :P
http://www.infosprite.com/members/...
http://www.infosprite.com/members/...
 Hmm
#1405 posted by nonentity [217.41.19.241] on 2004/09/23 16:04:42
The walls in the first shot are a bit too grid like imo, try making the insets wider than the supports, atm it's too many 64x64 panels which make it look overly repeative.
Second shot looks nice, but you might want to think about making some of the insets a different colour (especially the set in curved bit going down the wall and along the ceiling on the left corridor), again to break up the repeative look a little bit.
 What Nonentity Said...
#1406 posted by Shambler [82.38.194.13] on 2004/09/23 16:23:29
...but I would add that the theme, build quality, and lighting are all looking good. The second shot is particularly sweet lighting-wise.
But yes, a less panelled look is worth striving for.
 Tronyn...
#1407 posted by necros [66.185.84.80] on 2004/09/24 21:34:49
did you get my feedback?
 Shad3dm2 - Deep Freeze (Beta 1)
#1408 posted by Shadowdane [69.140.112.187] on 2004/09/25 20:57:26
Well my Q3A port of my Q2 map - Deep Freeze is finally ready for testing!
This is a beta release, as a few things aren't quite completed but I wanted to get this out for a bit of testing to refine it before going further.
COMPLETED
- Layout
- Architecture/Details (May add a few more details/effects)
NOT COMPLETED
- Clipping (Clip / BotClip Brushes)
- Ambient Sounds (There are none)
- Lighting (Nearly perfect, but might need to touch up a few areas)
- Bot Optimizing
- Weapon / Ammo Layout (Would like suggestions if any on this)
Download: http://shadowdane.shackspace.com/s...
 Shadowdane
#1409 posted by nitin [138.217.0.118] on 2004/09/25 21:29:18
has it been optimised? I get severe slowdown in the main atrium.
I like the layout and look though, nice detailing and brushwork. Texturing is pretty well done, it's good that you havent restricted yourself to just some of th emore common textures from that set. Lighting wise I think the blue lights could be 'colder', they dont lookr ight ATM.
I didnt play it, mainly because of the slowdown I mentioned above so cant really comment on the items.
 Thanks
#1410 posted by Fjoggs [80.203.70.123] on 2004/09/25 22:29:28
Thanks for the comments noentity and shambler. I'll take them for revision ;)
 Nitin
#1411 posted by Shadowdane [69.140.112.187] on 2004/09/26 00:47:47
yeah its about at optimized as its gonna get.. Due to it being pretty open level r_speeds average around 10,000 - 12,000 in the main atrium.
What kinda hardware you running??
I get no slowdown at all
about the blue lights being colder, what do you mean by that? More blue, softer, more saturated?
 Shadowdane
#1412 posted by nitin [138.217.0.118] on 2004/09/26 01:06:39
darker and more blue.
I'm running a p3-733 with a GF2, pretty old stuff but most q3 levels run fine on it.
 Nitin
#1413 posted by Shadowdane [69.140.112.187] on 2004/09/26 01:20:26
cool.. I'll have to adjust the lighting that and see how it looks.
I'm still going to tweak things a bit, see if I can bring down a few hot spots. There is a few spots where r_speeds can jump to 20,000+ O_O
But honestly I was aiming this level at a more mid-range to high-end setup. But I'll see if I can bring r_speeds down a bit without doing anything major. I really dont want to cut detail or change the layout.
 Yup, Necros, I Got Your Feedback
#1414 posted by Tronyn [70.64.188.34] on 2004/09/26 16:21:35
& thanks for it
 New Q1SP Preview
#1415 posted by JPL [192.91.75.29] on 2004/09/27 02:08:57
Well, after 6 months of work, please find here 4 screenshots about my new incoming Q1SP map... There are not yet monsters even if some life and ammos are already present, perhaps layout and lightning effects can be improved, but the global architecture is fully built...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
All feedback and comments are welcomed..
 Cheers
#1416 posted by Tronyn [70.64.188.34] on 2004/09/27 02:31:23
hey man, looks really cool.
you should rip some HL textures or something and put some vehicles in there (parked of course).
looking forward to it.
 JPL.
#1417 posted by Shambler [82.38.194.13] on 2004/09/27 05:34:43
Interesting, some good design features in there. Obviously not particularly quakey but suitably gritty and grimy so it should work.
I think you could improve the consistency between the shots tho, some of them don't seem to be related to the others, thematically.
It's a good start though.
 Shambler / Tronyn
#1418 posted by JPL [192.91.75.29] on 2004/09/27 05:46:20
Shambler: To explain a little more: This map is a base-based map. You start the level from screenshot 1, and you have to progress throught different level (0, -1 and -2, using a lift) to screenshot 4... and this relates only the Silver Key Card search... 1st and 2nd screenshots show the first part of the map (the "chicane" entry and the "garage" parts).. here you are at level 0. The 3rd and the 4th screenshots show respectively the room with the Gold Key Card Door and Silver Key Card location (level -2 and -1 respectively).. As the scrennshots relates some different zone of the map, it seems normal that they can't be related to the others, thematically ;)
Tronyn: Very good idea !! I found some good prefab on the web, and sure I will try to add them ASAP
Thanks for the feedback.
 JPL
#1419 posted by nitin [138.217.0.118] on 2004/09/27 07:17:51
sorry I dont really like it much. It looks a little plain, maybe its just the areas in the screenshots.
 Omg
#1420 posted by lightR [195.208.123.213] on 2004/09/27 11:08:53
ppl are still making quake1 maps
 Shut Up Speedy
#1421 posted by DaZ [80.189.45.177] on 2004/09/27 13:30:12
 Nice, Subtle Use Of Angles, JPL
#1422 posted by HeadThump [65.140.59.158] on 2004/09/27 14:03:07
On the first shot.
Lighting is layered in a very pleasing way in the second shot. Like Tronyn said. it has a Half-Life 'realism' feel about it.
Third shot looks like a classic Quake base design on the lines of Jawbreaker or Genetix. Maybe that explains the transition of theme effect Shambler mentioned. I kind of see it too. However, the lighting and textures are of the same variety so in game will most likely still be consistent.
This is high on my list of levels that I am loking forward to.
 Keep The Q1 Mapping Strong!
#1423 posted by MadFox [84.31.152.41] on 2004/09/27 14:21:37
Rather "pale" in texturing, but quite spacious.
You're on the right way, JPL, looking forward to it.
Talking of textures...the people of Tenebrea did a tremendous job retexturing all those Q1
textures! Really thanks for that!
 Mmmf..
#1424 posted by necros [66.185.84.80] on 2004/09/27 14:29:11
can't say i really like it... sort of like a lesser half life...
walls are plain and bare, chunky and fat looking...
the lighting is pretty good though. nice shadows and such.
sorry, :\
 JPL
#1425 posted by underworldfan [128.195.64.98] on 2004/09/27 19:00:20
as others have hinted at, i think the texturing might benefit from more detailing and variation.
 Well...
#1426 posted by JPL [192.91.75.30] on 2004/09/28 02:20:39
Thanx for comments and advices... I will try to add some detail to "break" plain walls, by adding some details, or retexturing some part of it... I tried to do my best to build a base as more realistic as I can.. Concrete walls (like in the 1st shot) have for sure the most boring look of the map! ... Anyway, I will make some tries to improve the stuff, while I think it will be rather difficult to do something good with huge areas...
BTW, Tronyn give me the good idea to add some vehicules (car, truck,..) in the garage part (2nd shot). I found some good prefab on the web, but all dedicated to HalfLife... Is there anybody how knows where I can find this kind of prefab (car, truck...) for Quake ??
Thanks again...
 JPL
#1427 posted by HeadThump [4.136.90.127] on 2004/09/28 03:48:23
http://prefabs.gamedesign.net/game...
Has a good collection for Quake 2 & 3, Half-Life and KingPin. Only a handful are native Quake.
All of these can be used in Quake. All you need to do is strip out the entity definitions that the brushes have. In GTKRadiant it is easy to do without losing the brush.
Also, if it is a Quake3 prefab, the texture scale will be .5 instead of 1.0 on the brushes, something to keep in mind but shouldn't be a problem.
 One More Thing,
#1428 posted by HeadThump [4.136.90.127] on 2004/09/28 03:50:28
Dont go to that site without a good firewall. Mine was just having a field day when I double checked the sight.
 HeadThump
#1429 posted by JPL [192.91.75.30] on 2004/09/28 03:55:07
I made some try yesterday night with other prefabs found on planetquake, but the major problem I found is the loss of textures, because I don't have Q2, Q3, HL on PC.. so textures are unknown... I was able to reuse the map file, but I need to re-apply texture to polygon... but only Q1 texture, not the real one...
So what I'm looking for now is prefab with .map and its corresponding .wad file !!
Anyway, thanks I found the website, and I will take a look as soon as possible..
 Bleh
#1430 posted by Vondur [195.128.65.237] on 2004/09/28 04:09:32
prefabs must be prohibited and destroyed....
 More Q1 Preview
#1431 posted by Hrimfaxi [83.92.1.72] on 2004/09/28 07:08:24
Some pictures from a base map I have been working on. The map became so large I had to split it in two. The pictures here are from the first map.
http://www.hrimfaxi.dk/Who/preview...
 Hrim.
#1432 posted by Shambler [82.38.194.13] on 2004/09/28 07:39:37
Excellent, looks very good throughout pretty much all the shots.
The only issue I can see is that the large amounts of metal trim and those small pillars can get quite repetitive, especially in the 1st/2nd and 4th/6th shots.
But overall very good.
 Hrimfaxi
#1433 posted by JPL [192.91.75.30] on 2004/09/28 08:25:30
Nice screenshots !!!
 Hrimfaxi
#1434 posted by Jago [81.197.201.94] on 2004/09/28 15:56:52
Shot 1: I agree with Shambler on the metal trim issue, it's too repetitive. Look into introducing more texture variety. I would also change the rock texture to a darker one and introduce some "floor terrain" variety on the Z-axis.
Shot 2: Again, needs more texture variety.
Shot 3: The white trim/pipe/whatever texture seen in the top-left corner of the screenshot looks out of place, you might want to try some other texture there. Also, the areas in which the ceiling texture meets the walls look akward. I would suggest either adding some detailing to those areas near the ceiling or change the ceiling texture.
Shot 8: The ceiling details look to repetitive. Try introducing more varied geometry in that area. Also, the big wall at the back is using only one monotonous texture.
Shot 9: The rock "wall" on the left looks just like a "wall" and not a "rock". Add some geometry variation to it.
Other than these issues, looks pretty good to me.
 Pipes Are The New Crates
#1435 posted by Friction [80.186.132.20] on 2004/09/28 17:26:57
 RE: Pipes Are The New Crates
#1436 posted by Jago [81.197.201.94] on 2004/09/28 18:16:01
Friction: Out of all the screenshots you've posted of your D3 map, this one looks to be the most atmospheric.
 Yeah...
#1437 posted by metlslime [64.124.188.211] on 2004/09/28 20:42:54
you're making progress.
 Amazing
#1438 posted by JPL [192.91.75.30] on 2004/09/29 02:06:24
I like the pipes into the lift cage. The light with this kind of "foggy effect" are really cool too !!! Very good !!
#1439 posted by lightR [195.208.123.213] on 2004/09/29 05:37:14
Friction makes babymappers cry
u are too good
 LightR
#1440 posted by JPL [192.91.75.30] on 2004/09/30 05:29:09
"babymappers" don't cry... they are just very interested by these kind of very good screenshots.. They realize they can really improve their "mapping style" and it really motivate to be as good, or perhaps one day better, as (pseudo ??) pro mappers are...
I guess I'm not talking just for me here... ;)
#1441 posted by babymapper [70.57.81.175] on 2004/09/30 05:46:40
*cries
 Babymappers... Or I Might Say [70.57.81.175]
#1442 posted by JPL [192.91.75.30] on 2004/09/30 06:10:41
.. is again a jackass which have not enough bollocks to stand in front of me and use his real name... meany bastard you are....
#1443 posted by babymapper [216.220.241.97] on 2004/09/30 10:04:30
*pulls JPLambert's hair and cries more
#1444 posted by babymapper [81.155.131.197] on 2004/09/30 10:16:30
*poos in his potty and then picks up the poo
 Empty Can't Be A Title
#1445 posted by MadFox [84.31.152.41] on 2004/09/30 13:18:17
Doesn't stand for funk_name and brushes its shoe
 He He He ..
#1446 posted by JPL [192.91.75.29] on 2004/10/01 02:54:55
babbymappers had his bottle of milk, made his belch, his mother changed his napkin, and then put him to bed... sleep baby sleep...
 FMB100: Nearly There
#1447 posted by Mike Woodham [81.153.114.38] on 2004/10/01 13:50:36
 Mike
#1448 posted by Kell [82.41.8.22] on 2004/10/01 13:58:56
Spooky thing going on there with the faces, nice features. All very palatial and neatly structured. The terrain has piqued my curiosity too.
 Mike
#1449 posted by Shambler [82.38.194.13] on 2004/10/01 15:03:09
Looks good so far - not fantastic, but that's obviously down the architectural bits your working with. But definitely good, the 3rd and 4th shots being the most appealing, I like the gothic touches in 3 and the proper temple shiiz in 4. Like Kell, I like the faces too, their quite unnerving.
Nice one, look forward to it.
 Mike
#1450 posted by R.P.G. [24.136.230.101] on 2004/10/01 15:05:14
Good stuff. Pretty much each subsequent shot is better than the last. I don't like your choice of a rock texture, though.
 No, Me Neither.
#1451 posted by necros [66.185.84.80] on 2004/10/01 15:31:08
the terrain itself is nice though.
yay, spikes! i wouldn't say the map looks spectacular, but it does look consistently, decently good. nice work.
 Wow
#1452 posted by . [68.77.197.145] on 2004/10/02 04:34:23
I forgot I had this site up when my main host was down:
http://www.angelfire.com/scary/ph8...
 And
#1453 posted by . [68.77.197.145] on 2004/10/02 04:46:09
 Rocks
#1454 posted by Mike Woodham [81.154.145.105] on 2004/10/02 12:30:22
Point me to some nice rock textures then...
What you cannot see in the screen shots is the sandy shore. This grates badly with the brown/green Quake rock textures, which is why I stuck to the one shown. But hey, I'll change it.
 Re: Rocks
#1455 posted by R.P.G. [24.136.230.101] on 2004/10/02 12:49:45
Mike, what about the one from RPGDM1? Similar color, but it doesn't look as camp (which is expected from a Lunarian-based texture). Here's a screeny from RPGDM1 where you can't really see the rocks at all: http://rpg.spawnpoint.org/images/m...
 I Liked The Rocks
#1456 posted by aguirRe [213.101.74.88] on 2004/10/02 13:37:08
actually ...
 Rocks
#1457 posted by Mike Woodham [81.154.206.171] on 2004/10/02 14:32:42
http://www.mikewoodham.com/Screens...
http://www.mikewoodham.com/Screens...
http://www.mikewoodham.com/Screens...
The only thing is:-
1. they don't go with the beach so I will have to change that
2. do we really want to upset aguirRe, of all people?
 Bleh
#1458 posted by Vondur [81.195.21.42] on 2004/10/02 16:19:20
08 is the best imo ;)
 Phait
#1459 posted by Blitz [24.218.86.166] on 2004/10/02 17:58:08
Can't see those shots, mate.
 Copy And Paste
#1460 posted by VoreLord [203.51.236.236] on 2004/10/02 18:09:07
To see with haste
 I Thought The First Rocks Were Fine
#1461 posted by Tronyn [70.64.188.34] on 2004/10/02 18:42:05
but shot 08 is also good. 07 I think stands out way too much.
 I Quite Like
#1462 posted by pope [207.216.236.96] on 2004/10/04 01:43:07
#6 myself...
 Mike
#1463 posted by JPL [192.91.75.30] on 2004/10/04 05:15:40
Nice screenshots indeed (I've just seen the first 4 ones...)!
Relating to rocks texture: the better shot is 07 in my humble opinion...
Keep it up !
 Phait
#1464 posted by JPL [192.91.75.30] on 2004/10/04 05:19:00
Sorry but related screenshots link doesn't allow us to view them... Using your first link (see post #1452), it works fine...
Id rather prefer misc2 shots than misc1 shots.. They remind me more standard Id quake levels than first serie..
 Bottom Of The Thread
#1465 posted by nitin [138.217.0.118] on 2004/10/04 20:01:36
impressive looking new q3 level from sock.
http://www.quake3world.com/ubb/For...
 Sock's Map
#1466 posted by R.P.G. [24.136.230.101] on 2004/10/04 22:04:59
Is definitely cool looking.
 Sock's Map
#1467 posted by VoreLord [144.137.186.48] on 2004/10/05 02:39:26
That first pic reminds me alot of a UT2003 or 2004 map, can't recall it's name though.
 Screenies...
#1468 posted by Gom Jabbar [217.229.30.148] on 2004/10/06 13:14:23
 Needs To Be Darker...
#1469 posted by Shambler [82.38.194.13] on 2004/10/06 17:13:29
...I can still see stuff...just...
 Gom Jabbar
#1470 posted by Zwiffle [69.210.70.215] on 2004/10/06 17:24:59
Get your own style please. Thx.
#1471 posted by Scampie [66.231.198.188] on 2004/10/06 19:13:44
zwiffle, be helpful and try not to be a doom3 map troll or you'll go on 'the bad list'.
 Heh
#1472 posted by nitin [138.217.0.118] on 2004/10/06 20:13:22
it looks very q1 baseish to me. Coul do with more etailing though, but nice start.
 Actually
#1473 posted by Jago [81.197.201.94] on 2004/10/06 20:15:52
Both the lighting and the architecture look Quake2'ish. Which is NOT a good thing.
 Gom Jabbar
#1474 posted by JPL [192.91.75.30] on 2004/10/07 02:56:59
It's perhaps a little bit too dark, but rather nice job: It reminds me the Nostromo lightning ambiance..;) But like the other guys, I think you might add more details to avoid this sensation of Quake (or Quake2) "deja vu".
Anyway, nice screenshots indeed, and a good start for a Doom3 map.. Keep it up !
 Well Then...
#1475 posted by Gom Jabbar [217.83.95.3] on 2004/10/07 13:14:43
Shambler:
I know that those shots are very dark but you reach this part of the map during a poweroutage (OMG! Innovative!) so I didn't want to put alot of pretty bright lights into it.
Zwiffle:
Drink a bottle of ricin please. Thx.
nitin / Jago:
Could you please be more exakt on what is looking Q1/Q2-ish? I know that I'm still not totally into the D3 look so knowing what exactly is wrong would help me a lot.
 Gom Jabbar
#1476 posted by Zwiffle [69.210.56.234] on 2004/10/07 13:23:30
I have googled ricin, and I find your comment offensive. Surely I am of cyanide-class poison.
Scampie: Clarify your doom3 map troll comment, please.
 Zwiffle
#1477 posted by Gom Jabbar [217.83.95.3] on 2004/10/07 15:33:19
Yeah you are but I didn't want to deprive you of the joys of googleing.
 Gom Jabber
#1478 posted by HeadThump [65.141.73.247] on 2004/10/07 16:27:26
I am absolutely jealous of your FPS rates. 77! with Doom3 -- it is unfair, unfair, unfair.
 GomJabbar
#1479 posted by Jago [81.197.201.94] on 2004/10/07 17:11:36
The first thing that SCREAMS Quake 2 at me is the yellow lighting. Pure yellow lighting just looks bad. You could change the light color and add some smaller yellow lights here and there, but having yellow lighting dominate entire areas is plain ugly.
The most Quake2'ish screenshot of all 3 is the last one. The design of the computer panels reminds me of some stock Quake 2 base maps. You would also want to do something about the upper part of that room being pitch black. You have a room with computers, with yellow lights on the floor and pitch black in other parts. How does that make any sense? Would anyone consider actually working on a computer in such an area? You could argue that "stuff has gone bad in the base", but static yellow doesn't work well as alarm light.
Hope this helps.
 Jago
#1480 posted by Gom Jabbar [217.83.95.3] on 2004/10/07 18:41:58
Yeah, that helps a lot, thanks. At least I know what you mean now :).
I'm gonna check into the things you mentioned and see what I can do about them.
 Yellow Lighting.
#1481 posted by Shambler [82.38.194.13] on 2004/10/08 03:46:49
I like it in this case. Hush Jago :P.
 Sojourner
#1482 posted by DaZ [80.189.51.116] on 2004/10/09 01:37:44
I popped a new page onto my site with some backstory for the episode and 11 screenshots (you may have seen them all already if u browse doom3world.org
http://www.planetquake.com/dazdran...
 Fuckin A, Daz
#1483 posted by starbuck [129.215.13.83] on 2004/10/10 04:37:18
excellent plot line, make sure you include a holodeck too. And fill it with virtual hookers.
 Note:
#1484 posted by metlslime [64.124.188.211] on 2004/10/11 07:34:28
I just talked SleepwalkR into fixing pipeline, so now it's back up.
 Awesome.
#1485 posted by Zwiffle [69.210.56.234] on 2004/10/11 09:12:24
nt
 Some Progres...
#1486 posted by Jago [81.197.201.94] on 2004/10/17 12:22:05
I've made some slight progress on my Q1SP map, but please, stop asking me for release dates. The only release date I cannot possibly miss is " when it's done".
http://img97.exs.cx/img97/2610/jqs...
 Jago
#1487 posted by R.P.G. [24.136.230.101] on 2004/10/17 12:46:23
The only release date I cannot possibly miss is "when it's done".
Bal has missed that date on Bal3DM5.
 Looks Nice!
#1488 posted by necros [66.185.84.80] on 2004/10/17 13:56:16
i think some small 32x32 (or 16x16) lights running along the edge of the floor where the trim is shining upwards would look good and help to equalize the lighting. right now, it's super bright up top and the floor is fairly dark which looks odd.
i like the detail on the trim on the ceiling. not many take the time to extrude trim like that and it really does make stuff look better.
 Larf
#1489 posted by Lunaran [69.41.96.11] on 2004/10/19 01:06:11
Bal has missed that date on Bal3DM5.
Now go away, you seely eenglish peeg dogs!
#1490 posted by starbuck [129.215.16.12] on 2004/10/19 06:00:19
Bal has missed that date on Bal3DM5.
Low blow! But one that had me laughing out loud, nice insultry, RPG.
 /me Hugs
#1491 posted by pope [207.216.236.96] on 2004/10/20 01:00:48
his blackmarket beta of bal3dm5
 More Progress...
#1492 posted by Jago [81.197.201.94] on 2004/10/20 15:58:46
http://img54.exs.cx/img54/2997/jqs...
And yes, I know that ladder has to be redone.
 Jago
#1493 posted by Mr Fribbles [202.161.117.131] on 2004/10/20 19:02:20
That celing on the right of the ladder looks like it needs more support, I'd whack in some poles or something there to look like they're holding it up. Its not a big deal but its a tad unrealistic as it is now.
 Nice
#1494 posted by Vondur [195.128.65.237] on 2004/10/21 03:55:28
jago that looks good and what mister fribbles said...
 Jago
#1495 posted by JPL [213.30.139.243] on 2004/10/21 06:28:37
It looks cool, and it's an interesting architecture... I just chave to omplain about the lack of light near the floor, whuch is a little bit too dark IMHO.. Anyway, it's rather good... Keep it up !
 Bp
#1496 posted by cyBeAr [213.65.179.30] on 2004/10/21 13:39:15
I win because I deleted my blackmarket copy because I thought it would be released soon...
 Still Got Those Dark Floors...
#1497 posted by necros [142.150.5.189] on 2004/10/21 13:48:55
still recommend putting some spots shinning upwards along the walls there. ;)
rest (besides the ladder) looks nice.
 CyBeAr Is Teh Win!
#1498 posted by R.P.G. [24.136.230.101] on 2004/10/21 16:21:19
I win because I deleted my blackmarket copy because I thought it would be released soon...
LOL kthx.
 Worst Ladder Ever.
#1499 posted by Megazoid [62.252.32.14] on 2004/10/21 17:30:57
Ten dollars? I laugh at you. Please to note that this is no ordinary comic book.
 Progress Without Ladder...
#1500 posted by MadFox [84.31.152.41] on 2004/10/26 01:01:27
 Shots
#1501 posted by nitin [138.217.0.118] on 2004/10/26 01:05:12
actually look pretty ok. Break up the flat walls with some angles to avoid repetition.
 Whoa...
#1502 posted by necros [142.150.5.189] on 2004/10/26 12:03:35
it's a normal madfox map! cool!
is this a new map and not one of the older scraps?
 Grid
#1503 posted by MadFox [84.31.152.41] on 2004/10/27 08:42:42
There's a bridge-walk in the middle, which I left out. Reason it looks rather flat.
...if you played the older scraps you might know...if it's worth mentioning.
 MadFox
#1504 posted by JPL [213.30.139.243] on 2004/10/28 09:57:17
Rather nice screenshots with cool lightning effects... Perhaps you should use a different texture in the middle part of the walls to break its uniformity... Like nitin, I also think that some angles will increase the map design quality... anyway, it's a good work...
 Carving Like A Piece Of Cake...
#1505 posted by MadFox [84.31.152.41] on 2004/10/29 14:33:24
It's my first attempt on working grid-attitude.
I wondered, how it would look like, if the texture design was carved out...and at the same time create decent "inner" textures.
Creating good carving tools, ie texture sides.
 MadFox
#1506 posted by Kinn [217.43.101.120] on 2004/10/29 15:25:44
Don't use the carving tool. It will only cause grief. What editor are you using now btw?
 Shhhhh
#1507 posted by HeadThump [4.136.111.3] on 2004/10/29 18:28:52
that is something you have to learn from experience ;}
 HT,
#1508 posted by necros [66.185.84.80] on 2004/10/30 00:58:23
we're talking about madfox here.
 Yeah
#1509 posted by Kinn [81.155.131.169] on 2004/10/30 04:10:09
Because, MadFox, if you're using that piece-of-shit "Deathmatch Maker" non-editor, like you implied earlier, then no, you are NOT using the grid.
Deathmatch Maker doesn't use the grid, it uses it's own arbitrary decimal grid (i.e. increments of 10), with no way of changing it, because the creator obviously assumed that it's users would be too stupid to understand the concept of a binary grid system.
Deathmatch Maker is useless for mapping. Don't use it.
 Oh Well...
#1510 posted by MadFox [84.31.152.41] on 2004/10/30 12:43:10
Thanks for your response.
I am making the best of the less. I bought this Deathmatch maker, because I thought it would comfort me in mapping. Now I worked some time with it, and it surely has a bunch of tricky errors in it. But I must admit it's more than the Qmap I was working with in that time.
So now I am gathering the goodies in it, like the bright textures, and the prefabs, which are realy worthwhile.
The carving tool, I was making, relates to Quark. I hope this editor uses the grid well.
I got some interesting results, with polygons
extracted from leaks.
Is it true that the carving tool only causes grief? I thought it works quicker carving a cube, than adding six walls.
Or are you reffering to the fact, they could cause microbrushes?
 GODSPEED MADFOX
#1511 posted by Lunaran [68.51.209.251] on 2004/10/30 12:48:42
We're all behind you!
/me waves a little flag
 The First Rule Of Carving:
#1512 posted by necros [66.185.84.80] on 2004/10/30 17:07:45
don't carve.
 Don't Listen To Them!
#1513 posted by Mike Woodham [81.153.72.24] on 2004/10/30 17:14:12
...nothing wrong with carving. Know your scale, know your shape, know your editor, and carve and be happy.
This is carving and NOT subtracting.
 Mike:
#1514 posted by metlslime [66.135.131.90] on 2004/10/30 18:17:20
what's the distinction?
 I Use Worldcraft
#1515 posted by Megazoid [194.168.3.4] on 2004/10/31 07:31:28
I use Worldcraft (very occasionally) for Quake 1 level building.
They do say in their tutorial - " Carving, or subtraction as it's sometimes called, is a fundamental feature of any Quake editor. However, it is also the most likely to cause map errors if used wrong, and sometimes even when used right. The most experienced level editors tend to avoid this feature whenever possible. "
Links :
http://www.planetquake.com/worldcr...
Actually, I've been trying to find WorldCraft 1.6a Registered on the Internet and it's impossible to find. I'm uploading it to my website when I get home. It should be freely available now concidering you can't actually buy it even if you wanted to. Stupid :P
 Carving
#1516 posted by Kinn [217.42.34.227] on 2004/10/31 09:52:50
Well, as far as I know, the only situation where carving (or "subtracting" if you like) produces desirable (or predictable) results, is when you want to punch a simple rectangular hole into a simple rectangular brush.
And quite honestly, in that situation the end result would only take a couple of seconds longer to build the usual way. You're far better off using the clipping tool.
 What I've Lurnd From Experience
#1517 posted by Zwiffle [69.210.56.234] on 2004/10/31 10:03:04
Carving: :(
Clipping: :)
 ...
#1518 posted by necros [66.185.84.80] on 2004/10/31 10:39:47
they only place where i found it useful was for taking corners off of square brushes. but then i started using gtkr and i could use 3 point clipping which totally roxors.
 Carving
#1519 posted by Mike Woodham [81.153.72.24] on 2004/10/31 12:13:36
OK, this is where the editors seem to use different terminology. In BspEditor you have two distinct functions - Carving and Subtraction.
Carving is the act of determining two points on a face of a brush and 'slicing off' the denoted section, as per necros above.
Subtraction is the act of removing the shape of one selected brush/s from an overlaping brush/s.
Carving affects the one brush only and is therefore not in the slightest bit dangerous (besides, you have an Undo in the Edit menu?).
Subtraction can be a dodgy tool as it (usually)affects several brushes. As an example, in Fmb100 I inserted Tronyn's map VII right into my terrain. The terrain was larger than the imported map and therfore blocked the passageways in the buildings. So, select everything in VIII (it was imported straight into a Group and was therefore selectable en'masse) click Subtract and the shape of VIII was 'subtracted' from the terrain. The passageways were still blocked, but only by the parts of the original brushes that had not been subtracted - this was empty space before and not affected by the 'subtraction'.
Now, move through the passageways selecting and deleting the bits of terrain that were blocking the path. Very quick, and besides, you didn't think that I fitted all of that terrain to the buildings did you?
So, carve and be happy; subtract with care.
Not really a Scrrenshots and Betas topic, sorry.
 Subject Receives A Ladder Of Progress...
#1520 posted by MadFox [84.31.152.41] on 2004/10/31 13:00:34
Thanks for your pricisly subscription of the subject. Makes the mapping help toppic great!
In my screenshot i had a stamp sized in the shape of a walltexture. This were two polyhedrons, used as a stamp group, which i carved into a new cube of the same texture.
As long as the 2 poly's of the stamp fit exactly, they create 4 new with diagonals.
If they don't fit, they create triangle poly's
and microbrushes which mostly create errors.
Reading more of this subject encouraged me, because when the stamp is textured well, it makes pretty sideblocks.
 Oh My God
#1521 posted by Lunaran [68.51.209.251] on 2004/10/31 14:12:17
So, select everything in VIII (it was imported straight into a Group and was therefore selectable en'masse) click Subtract and the shape of VIII was 'subtracted' from the terrain.
/me turns pale and begins to shake
somebody hold me
 Oh My God II
#1522 posted by Kinn [217.42.34.227] on 2004/10/31 14:26:55
Jesus Christ on a bicycle, Mike! o_O - Do you think that might have had something to do with the #clipnodes problems you were getting?
 Oh My God III
#1523 posted by pjw [24.158.14.194] on 2004/10/31 14:34:09
Ahahahahahahahaha*
*hahahahahaha (etc)
 Oh My Fucking God IV
#1524 posted by Vondur [81.195.20.47] on 2004/10/31 15:56:52
oh no!! that's ... uh fucking satanic!
mike...omg!....
/me faints
 OH MY GOD V!
#1525 posted by pope [207.216.236.96] on 2004/10/31 16:19:33
Rockys Revenge
 Kinn Et Al
#1526 posted by Mike Woodham [81.153.72.24] on 2004/10/31 17:07:57
No, absolutely nothing to do with the clip_node problem, which I believe is related to the complexity of the terrain brushwork and the limitations of the compilers, not subtraction. This is bourne out by my experimenting with terrain over the last nine months.
The clip-node issue is clearly apparent in a terrain map long before any other brushwork is added. Once extra brushes are added the clip-node problems either remain or REDUCE. I did not find any clip_node problems remaining in Fmb100 during testing, although some were reported by necros after release. (Mind you, he was probably using the ramp on the island nearest the third building and is misunderstanding the power of the launch - it's easy to overshoot)
The only real issue with Subtraction is the possible creation of extremely small or acutely angled brushes, which the compilers do not like. But these can be routed out by the Merge Brushes function or by manual deletion.
Have a look at Fmb100 in an editor and check out the brushwork: delete the buildings, compile and count the clipping errors. Reinstate the buildings, compile and count the clipping errors.
Subtraction is a tool, not heresy :-)
But then, I never did wear drainpipes either!
 Me Marvels At Woodham's Balls
#1527 posted by Megazoid [62.252.32.14] on 2004/10/31 19:14:52
Even as a newbie mapper I have to stare in awe at somebody who would grab somebody's whole map and use it as a carving tool - lol.
 Nah,
#1528 posted by necros [66.185.84.80] on 2004/10/31 20:14:28
i noticed a bunch of the "invisible wall" things when climbing the terrain in the first area.
 Mike
#1529 posted by Kinn [81.138.30.1] on 2004/11/01 03:01:17
Sorry, I just don't believe that basically butting two whole maps into each other and subtracting one from the other will not lead to thousands of extraneous splintered brushes, and horrific compile problems.
How many brushes did you say Fmb100 had in the end?
 Necros
#1530 posted by Mike Woodham [81.153.72.24] on 2004/11/01 03:14:53
See my previous post on the subject of the use of clipping_brushes to reduce clip nodes. There is extensive use of these where I did not expect/want the player to climb.
You can climb up to the LG and you can climb from the LG to the narrow (slightly hidden) path to the second building: or you can slide down the terrain without losing health and use the secret short-cut. You can also climb from the second building all the way round to the roof of the third building and drop down onto the platform. You cannot climb around from the third building to the back of the first building. You cannot climb from the LG all the way to the roof of the first building. Lastly, you can jump onto the island and then onto the platform of the third building.
If you look at the map, you will see that this is very deliberate.
The only clipping problem that I found prior to release was between the health and the rockets on the 'beach' area. This was removed by the addition of a clone brush - you will see that there are two triangular brushes jutting-out slightly, whereas there was originally only one.
I have yet to find a clipping error on the map but I cannot say that there are none. I can assure you that I could provide a non-subtracted version of the map that is rife with clipping errors and the final Fmb100 has so few(?) that I still cannot find one.
Any-road-up, subtraction can be used with care, is not heresy, and can by beneficial without side-effects. I will admit that my use of it in Fmb100 was extreme but this is what happens when you play around with completed maps as there was no other way I could have achieved the joining. Note that I join maps, I do not build them from scratch and haven't done since Fmb1. I have used subtraction since Fmb2 and I had my pointed tail long before that!
If you enjoyed the map, all well and good. If you did not and the clipping errors spoilt it for you, I am sorry. Will I stop Carving and Subtracting - I guess you know the answer.
And what a long post again... and still in the wrong area :-)
 I Enjoyed FMB100
#1531 posted by aguirRe [213.101.73.96] on 2004/11/01 06:30:49
and I don't think it matters much how you built it, although I must admit it's an unusually bold way of merging two maps.
I've actually done similar operations to test the compilers. I've taken several huge finished maps and just merged their brushwork sections (not entities) in the text map file to produce gigantic brush-heavy scenarios. The biggest had around 28k brushes and still compiled, although with excessive memory consumption, processing time and bsp values (clipnodes etc). The resulting maps looked a bit odd in-game though ...
I'm still surprised at how well most compilers can handle "messy" maps, i.e. maps off grid or decompiled with a huge amount of microbrushes, gaps and warped planes. I guess it's the same reason that the build process is a bit fuzzy; it's not entirely deterministic and therefore even clean and tidy maps sometimes have build problems that can't really be explained.
 Off-grid...
#1532 posted by Mike Woodham [81.153.72.24] on 2004/11/01 06:51:58
...that's another good point: I never build/join off-grid. When adjusting maps for joining you may find that a non-rectangular brush (chamfered, bevelled and/or tapered) ends up off-grid. So, and this is where I also use Subtraction, you line up your joining brush on-grid and overlapping the off-grid brush, and subtract. You now have two on-grid brushes with no visible join in the map. And is this not one of the things that compilers like?
 Mike:
#1533 posted by necros [66.185.84.80] on 2004/11/01 09:55:54
an 'invisible wall' clipping problem is where you can walk past an edge, but can only jump over. the barrier is only present when you are in contact with the floor. this can also happen on walls. you jump, hit the wall and start sliding down the side, and all of a sudden stop moving, seemingly hovering in the air.
i wasn't talking about running into clip brushes. come on man, i'm not that stupid.
also i liked the map... no need to get hot and bothered... O_O
 Cripes:
#1534 posted by necros [66.185.84.80] on 2004/11/01 09:56:32
problem is where you can't walk past an edge
 Not Hot And Bothered, Don't Worry...
#1535 posted by Mike Woodham [81.153.72.24] on 2004/11/01 12:20:12
... I just can't find the clipping errors and without finding them, I can't correct them.
And I am assuming here (I know I shouldn't) that we are talking clipping errors generated at compile time and not simply getting snagged on brushwork where the player 'expects' the mapper to have put handy clip brushes in the map to stop the snagging?
I mean, if I have left a jutty-out brush in the map, I am happy for you to get stuck: it may aid MY monsters in killing you :-)
 Aguire Said It Best...
#1536 posted by distrans [131.172.4.45] on 2004/11/01 23:54:46
"...I must admit it's an unusually bold way of merging two maps."
You did it without giving up or going insane, more power to you.
 Now I Really
#1537 posted by HeadThump [65.140.59.155] on 2004/11/02 02:25:33
want to play FMB100. It is only a matter of finding the time.
 And I
#1538 posted by underworldfan [128.195.64.98] on 2004/11/02 03:02:46
want to play [and review] FMB100. It is only a matter of finding the time.
 From A Non Mapper Point
#1539 posted by nitin [138.217.0.144] on 2004/11/02 06:06:53
FMB100 was a very enjoyable and good looking map no matter how it was built, and it was relatively bug free unless you went looking for them. Frankly, if you go looking for bugs specifically, you can find them in any map.
 So Like
#1540 posted by ProdigyXL [141.209.169.238] on 2004/11/02 13:02:17
screenshots?
 Prod:
#1541 posted by metlslime [64.124.188.211] on 2004/11/02 14:17:07
screenshots should be posted in the fmb100 thread, to keep everything balanced.
 Screenshots Are At The Top Of The Newsthread Q1SP FMB100
#1542 posted by Mike Woodham [81.153.72.24] on 2004/11/02 14:24:35
 Mike:
#1543 posted by metlslime [66.135.131.90] on 2004/11/03 04:23:26
no, i mean screenshots of other maps.
 Metlslime
#1544 posted by Mike Woodham [81.153.72.24] on 2004/11/03 10:24:22
Ooops! I'm a bit slow.
 That Great Quake Engine...
#1545 posted by MadFox [84.31.152.41] on 2004/11/03 13:40:24
Changed the progress status to released in the pipeline.com
Now everything is vanished, strange work in the pipeline...
http://members.home.nl/gimli/Quake...
http://members.home.nl/gimli/Quake...
http://members.home.nl/gimli/Quake...
 3rd Pic
#1546 posted by nitin [138.217.0.144] on 2004/11/03 21:26:34
looks decent, but break up the texturing because it looks repetitive.
1st and 2nd pics also look ok, but remove that stained glass texture or whatever that is from the 2nd pic.
 MadFox
#1547 posted by JPL [213.30.139.243] on 2004/11/04 01:52:04
I really like 1st and 2nd screenshots: The red-base texture is used in a cool way.. The 3rd remind me more some "metal" world from the Quake's episode 3... Well, it's ather a good work, so keep it up guy !!
 I Like That Third Shot. MadFox
#1548 posted by HeadThump [65.141.73.148] on 2004/11/05 12:12:57
 Empty Titles Don't Like Me
#1549 posted by Jago [81.197.201.94] on 2004/11/06 15:21:35
#1550 posted by Zwiffle [69.210.56.234] on 2004/11/06 15:58:16
Very nice. Light the floor and you're golden.
 Lol,
#1551 posted by necros [66.185.84.208] on 2004/11/06 19:21:50
i think every screen shot you've posted, someone has mentioned that the floor needs to be lit. ^_^
 Well,
#1552 posted by HeadThump [65.140.58.187] on 2004/11/06 20:31:50
in my case they always say the mapper is lit, so you are doing good. Those Ikbase panels look good enough to eat off of, Jago.
 Hmm
#1553 posted by ProdigyXL [24.247.207.25] on 2004/11/06 21:50:10
Maybe some fribbles inspired floor washers would do good, from each side of the room.
 Doom3 XP Screens
#1554 posted by Zwiffle [69.210.56.234] on 2004/11/08 16:18:37
I'll post it here cuz it seems the place to go.
http://www.gamebiz.com.au/news.php...
Looks good to me.
 Looks Quality
#1555 posted by ProdigyXL [216.111.202.25] on 2004/11/08 16:59:04
I just saw those myself. They look good, it might be the first expansion pack I ever purchase. The one monster, that stands upright and has the things hangin from the torso, I think I've scene ealier Doom 3 shots with him in it. Looks like they might of pushed him out to the expansion and used more imps instead.
Besides that, looks like it's full of quality mappery from what is show. Who else will pick up this? I am the only one that doesn't like expansion packs?
 There Are Some Good Shots In There
#1556 posted by pushplay [129.128.23.141] on 2004/11/08 18:07:34
The problem with fps expansion packs is that it almost always means more guns for the sake of having more guns. If you're holding ten weapons at any given moment, at least five of those are useless unless ammo supplies dictate otherwise. I'm worried that the D3 expansion will follow in the footsteps of Turok and have increasingly ridiculuous weapons of armagedon-sized levels of destruction, but with ammo you can only find if you're so good you didn't need it anyways.
 There Are?
#1557 posted by Lunaran [68.51.209.251] on 2004/11/09 02:20:24
That link has no Doom3 screenshots whatsoever.
The one monster, that stands upright and has the things hangin from the torso
Uh ... maybe it's best I not see this?
 Doom3 W3rdage...
#1558 posted by Shambler [82.38.194.13] on 2004/11/09 06:35:34
Shots: Yeah they look cool to me, looks like more doom and some nice enviroments and cool monsters and stuff.
Prod: You didn't buy Scourge, The Reckoning, and Na Pali?? Shame on you boy.
Push: I agree, it is a worry for me that this will add more shit for the sake of it, in fact I get that a lot with mission packs, the stuff added never quite feels like it blends in, it always feels a bit extra. Scourge was probably the best at avoiding that, everything it added was different and worthwhile. Well, we can hope....I'd just rather have more D00m3...
 Hmm
#1559 posted by Jago [81.197.201.94] on 2004/11/09 06:36:14
Apparently the article has moved. It was there yesterday.
 New QW Mod And Map Running.
#1560 posted by codeboy [64.47.34.180] on 2004/11/09 11:55:28
Day\nite cycling, helicopters, AAGUNS, laser ball...too much to list check it out.
parachute = bind key to chute
flashlight = bind key to flashlight
http://www.angelfire.com/pe/skunkw...
 Ummm Yeah.
#1561 posted by Shambler [82.38.194.13] on 2004/11/10 04:05:39
That makes me want to uninstall Quake and then commit suicide.
 Never Know...
#1562 posted by Megazoid [194.168.3.4] on 2004/11/10 09:05:45
I'll play the Devils advocate here and say - It might play more fun than it looks.
 What!
#1563 posted by pope [207.216.236.96] on 2004/11/11 02:47:02
what!
what!?
 Doom 3 Expansion Screens - The Revenge
#1564 posted by Shallow [84.12.29.165] on 2004/11/11 08:46:53
I was one of the ones who missed these on Gamebiz the other day... I just noticed that Tiscali Games also posted a set of images on the 8th, which I presume are the same ones. So for the benefit of anyone that hasn't seen them yet:
http://games.tiscali.cz/clanek/scr...
Hopefully it will have helicopters and parachutes.
 I Must Say
#1565 posted by Zwiffle [69.210.60.218] on 2004/11/11 12:36:34
I love that TV-Mouth monster thing. Reminds me of the meatbag people from silent hill 3 sort of.
#1566 posted by necros [142.150.107.117] on 2004/11/11 13:15:20
Hopefully it will have helicopters and parachutes.
o_O
 New Texture Set
#1567 posted by nitin [138.217.2.9] on 2004/11/11 19:27:04
industrial type stuff. Tex set is for UT1 and UT2004 but I'm sure its easily portable.
pics : http://www.planetunreal.com/phalan...
info : http://www.planetunreal.com/phalan...
 Yea, Helicopters,parachutes And Mini Subs
#1568 posted by codeboy [64.47.34.180] on 2004/11/12 11:53:47
It supports mini subs too. I just need to make
the map...its coming
http://www.angelfire.com/pe/skunkw...
Next is tanks....just need to make maps
 ...
#1569 posted by pope [207.216.236.96] on 2004/11/13 01:20:15
mini subs?
so these arent like... full footlongs?
 Ut2k4 Maps Screens
#1570 posted by nitin [138.217.2.9] on 2004/11/19 20:19:10
 A Night At The Opera
#1571 posted by R.P.G. [24.136.230.101] on 2004/11/19 22:02:28
That map looks like something Glassman would make.
Cool stuff.
 Very Nice
#1572 posted by VoreLord [144.137.189.72] on 2004/11/19 22:35:09
especially the first shot.
 Pretty
#1573 posted by starbuck [129.215.13.83] on 2004/11/20 06:32:47
looks like a painkiller level
 Small Concern
#1574 posted by MadFox [84.31.152.41] on 2004/11/22 11:39:28
I've updated the Abandon sequel, the secret level wasn't playable in FitzQuake.
So now the whole thing can be played within that modification.
Thanks to Aguire, who scaled the brushes, so after some retexture it all fits well.
I didn't give it another version name, otherwise the links are dead. Tried to start a new toppic about it, but my messages were bounced.
More for my curiosity, I was wondering what youre opinion was, best level, worst texture...
If I see what people are talking about one level, I could use some feedback to enhance the PAk file.
 Abandon Sequel?
#1575 posted by Megazoid [62.252.32.14] on 2004/11/23 18:54:58
hmmm, I must have missed something.
 ...too
#1576 posted by MadFox [84.31.152.41] on 2004/11/23 20:49:25
for being sick and twisted, but I'll be your good laugh...
if you turn 187 posts back.
 Or
#1577 posted by MadFox [84.31.152.41] on 2004/11/23 20:51:53
find #1370
thank you.
 Some Pictures From My Q1 Level
#1578 posted by Ankhgod [212.121.135.226] on 2004/11/25 05:56:01
 Bleh
#1579 posted by Vondur [195.128.65.237] on 2004/11/25 06:36:18
looks oldskool but quality ;)
go finish and release it :>
 Ankhgod
#1580 posted by JPL [213.30.139.243] on 2004/11/25 06:37:31
Well, it looks cool, but you should increase kpeg gamma! Your shots are very dark and its pretty tricky to see anything without increasing screen brightness up to its maximum...
 JPLambert
#1581 posted by Jago [81.197.201.94] on 2004/11/25 07:13:42
I can see them just fine.
 O0?
#1582 posted by JPL [213.30.139.243] on 2004/11/25 07:25:12
So I've to change either my screen, either my glasses ... BTW I don't have glasses so perhaps I need ones 8/
 Ankh
#1583 posted by Zwiffle [69.210.74.57] on 2004/11/25 09:12:28
Some screenies look good, some look quite bad however. 6 and 4 look awful to me, but some of the others look really good. It doesn't seem like the map stays consistent, but you can't really judge it from screenies anyway. So, do what Vondur said and release it. Oh, finish it first, of course.
 DKT Compo Map
#1584 posted by Jago [81.197.201.94] on 2004/11/25 12:04:01
http://img111.exs.cx/img111/9684/d...
Finally got started. I am not sure I'll manage to meet the competition deadline :/
 ...
#1585 posted by necros [142.150.107.159] on 2004/11/25 13:33:25
what's with the disco nailgun? O_o
 Ankghod...
#1586 posted by Shambler [82.38.194.13] on 2004/11/25 13:59:32
Shots look okay overall but need some improvement.
But man, your weapon models and HUD are fucked, that's some serious glitch/bugs you got there. I'd reinstall Quake if I were you!
 1000brush Map
#1587 posted by Zwiffle [69.210.74.57] on 2004/11/26 00:38:58
I'm betatesting for my 1000brush map if anyone would like to help.I just need 1 or 2 people to help go through and squeeze out anything that's not good, and scrupulously desolve my self-esteem by pointing out mistakes I've made. Any takers?
 RE:
#1588 posted by Ankh [212.121.135.226] on 2004/11/26 03:41:50
Vondur - it's oldskool i think, made with worldcraft
Zwiffle - I will check if another texture mix in shot 4 can help.
Shambler - those are different models than the standard ones. Have installed them recently. On the shots the HUD is hidden. Only the speedbar from qdqstats is visible.
Thanks for opinion.
PS. From this moment "Ankh" :)
 To The Artist Formerly Known As "Ankhgod":
#1589 posted by Kinn [81.138.30.1] on 2004/11/26 07:57:34
I hope that custom model/engine stuff is optional - that kind of jazz doesn't usually recieve a very warm reception 'round these parts.
 Custom HUD
#1590 posted by Kell [82.41.8.22] on 2004/11/26 08:15:26
doesn't usually recieve a very warm reception 'round these parts
KILL THE HERETIC! BURN HIM AND HIS BLASPHEMOUS WEAPON MODELS!!!
 :)
#1591 posted by Ankh [212.121.135.226] on 2004/11/26 08:39:19
Don't worry. The models won't be included. These are only for my viewing pleasures :). The release will contain bsp and txt file.
If someone however likes the models you can find them here http://members.optusnet.com.au/~pl...
 Zwiffle
#1592 posted by R.P.G. [24.136.230.101] on 2004/11/26 08:46:18
Err, I probably shouldn't, but I might be able to squeeze in some beta time on your map.
 Zwiffle...
#1593 posted by the silent [82.52.29.101] on 2004/11/27 04:46:42
...I'd love to help you betatest your map, if the ranks are not full yet...
 Some Progress On The 1000b Map...
#1594 posted by Jago [81.197.201.94] on 2004/11/29 20:20:32
 And Some More...
#1595 posted by Jago [81.197.201.94] on 2004/11/29 21:44:27
 Jago
#1596 posted by JPL [212.96.74.20] on 2004/11/30 03:56:58
It looks cool... good work..
 Zooloo-Mooloo: 1000b Map
#1597 posted by Jago [81.197.201.94] on 2004/12/05 16:04:34
 Ah
#1598 posted by Zwiffle [69.210.49.54] on 2004/12/05 16:21:55
You changed it! I hope it's a little tougher now.
 This Looks Promising...
#1599 posted by . [68.255.59.15] on 2004/12/11 23:52:00
 ...
#1600 posted by necros [66.185.84.74] on 2004/12/12 02:22:49
can't people ever come up with new ideas instead of doing remixes of previous games?
 Heh.
#1601 posted by Blitz [66.31.112.116] on 2004/12/12 03:29:16
You should have been there for my rant on "new ideas" in #tf.
 To Be Fair
#1602 posted by starbuck [129.215.16.12] on 2004/12/12 07:18:24
the newer shots for this look really good. I've nothing against conversions if the team actually puts in a bit of effort. Of course, it would be better if they put that effort into an original idea.
 Re: Why Not Do An Original Idea?
#1603 posted by metlslime [66.135.131.88] on 2004/12/12 18:11:33
Becuase everybody has their own original idea. By doing a remake of an existing game, you have a better chance of getting a team of people willing to do that instead of pushing for their own ideas.
 Waste Of Time.
#1604 posted by Megazoid [62.252.32.14] on 2004/12/13 15:01:05
Hexen conversion for D3 - go play Painkiller. Plus, how many set-in-stone die-hard hexen fans are around these days?
 Megazoid
#1605 posted by Zwiffle [69.210.49.54] on 2004/12/13 15:23:03
Me, for one. I love Hexen. LOVE IT. Like a significant other. Almost as much as I love Quake.
Scampie, go make Hexen 3!!!
 HEXEN
#1606 posted by Jago [81.197.201.94] on 2004/12/13 17:00:36
I loved all the Hexen and Heretic games.
 I Stand Corrected
#1607 posted by Megazoid [62.252.32.14] on 2004/12/14 10:45:40
lol :D
 A Cool New Area I Am Working On:
#1608 posted by Jago [81.197.201.94] on 2004/12/19 15:25:21
 Jago:
#1609 posted by Scampie [68.117.129.117] on 2004/12/19 18:40:09
http://www.planetquake.com/greyvoi...
read it, love it. you got so many things off grid in places, which will only lead to more polygons being created.
 Scampie:
#1610 posted by Zwiffle [69.210.35.222] on 2004/12/19 19:01:00
dude, i've never seen that tut before. sweet jesus that explains a lot! thx a lot
#1611 posted by cant map [195.208.123.213] on 2004/12/21 09:59:43
great answer meltlslime
 Hexen!!
#1612 posted by truskoski [65.103.235.111] on 2004/12/27 03:35:48
http://www.wadsinprogress.info/ind... people do care about hexen, even if its 2 :)
 I Don't Get This...
#1613 posted by Jago [81.197.201.94] on 2004/12/28 14:26:48
I open a .WAV file in Soundforge, went to Special / Edit Sample, make the file a Sustaining Loop, saved. Opened a map using the file as an ambient sound in FitzQuake and it complains that "FILENAME is not looped".
 Hrm
#1614 posted by NotoriousRay [68.49.205.197] on 2004/12/28 15:00:56
Its not fitzquake AFAIK. I had a hell of a time getting custom sounds to loop in quake. It involves setting some sort of flag, and a bunch of programs had the 'loop' option but i think I ended up using cooledit pro which somehow made them work looped in quake. (Isn't soundforge the new cooledit?)
 Nah
#1615 posted by starbuck [82.33.89.24] on 2004/12/28 16:50:01
adobe audition is the new cooledit pro.
Good program, by the way.
 .
#1616 posted by necros [66.185.84.80] on 2004/12/28 19:04:26
looping sounds in quake has nothing to do with setting sustaining loops. you must set two cue points as a region to enable looping in quake.
 Hi Necros...
#1617 posted by distrans [203.32.39.126] on 2004/12/28 20:14:16
...could you expand a bit on that, or point me to a tute?
Please.
The other thing, I seem to remember someone in Qmap days explaining how to link mp3 files to quake. Was that ever made into a tute?
 ...and Sorry All!
#1618 posted by distrans [203.32.39.126] on 2004/12/28 20:30:34
...my post should've been in the mapping help thread.
 YES
#1619 posted by NotoriousRay [68.49.205.197] on 2004/12/28 21:04:28
Cue points, or something like that. Do elaborate, necros, as I'll be needing the info soon too 8-)
 ...
#1620 posted by necros [66.185.84.80] on 2004/12/28 23:34:20
well, there's really not much to it. you put in two cue points, one for the start of the loop and another for the end. that's all. it's just that there's a difference between the markers that he's using and these ones.
i don't know what the difference is, except that quake looks for one and not the other.
 So
#1621 posted by NotoriousRay [68.49.205.197] on 2004/12/29 11:12:58
What sound programs are capable of doing that? I didn't see an option in audacity.
 So
#1622 posted by NotoriousRay [68.49.205.197] on 2004/12/29 11:12:58
What sound programs are capable of doing that? I didn't see an option in audacity.
 Argh
#1623 posted by NotoriousRay [68.49.205.197] on 2004/12/29 11:13:06
I suck.
 Hm...
#1624 posted by necros [66.185.84.80] on 2004/12/29 12:39:14
CoolEdit2000, Sound Forge, Goldwave(?)
these are the ones i am aware of... probably others.
don't know about audacity -- never tried it.
 .
#1625 posted by Gib [81.178.68.125] on 2004/12/29 20:06:53
 Gib
#1626 posted by Jago [81.197.201.94] on 2004/12/29 20:25:58
Shot #1 looks interesting, even though you obviously haven't done any lighting work yet. I am not sure I would rotate that rock texture 90 degrees like you have in the middle though.
Shot #2 shows that you need to lit your floor better and also I don't think that the floor/stair texture you are using fits in with the ikblue textures you seem to be using. I would either add more non-ikblue detailing or change the floor texture to some blue one.
 Very Nice
#1627 posted by starbuck [82.33.89.24] on 2004/12/29 20:38:55
pretty stuff. I always like the more traditional gothic style. What textures are those by the way? They look great.
 Looks
#1628 posted by nitin [138.217.13.123] on 2004/12/29 20:45:10
like the UT set chicoruins to me.
 .
#1629 posted by Gib [81.178.68.125] on 2004/12/29 20:56:17
Most textures were ripped from 'schloss' map after I downloaded it a few days ago.
The lighting isn't finished just yet still experimenting.
However, I will be going away for a week, tommorow and mapping will be on hold, but I think I should be able to finish this map when I get back.
 Gib
#1630 posted by . [68.255.59.240] on 2004/12/29 21:23:47
Did you get my e-mail reply?
 .
#1631 posted by Gib [81.178.68.125] on 2004/12/29 22:16:21
Ah yea jsut noticed, ta
 Gib
#1632 posted by PuLSaR [80.80.111.129] on 2004/12/30 03:13:31
shot1 look really good. I like such a theme and texes. Shot2 is also rather nice, but I also think that floor texture doesn't fit the whole texture style good.
 Uh Huh
#1633 posted by R.P.G. [24.136.230.101] on 2004/12/30 08:48:07
Same comments as above, except I also have doubts about the wood texture in shot2.
I quite like shot1.
 Photography And All
#1634 posted by megaman [213.6.36.141] on 2005/01/03 17:48:39
 How Is This A Map Screenshot Or A Beta?
#1635 posted by Jago [81.197.201.94] on 2005/01/03 19:29:16
[nt]
 :P
#1636 posted by megaman [213.6.36.116] on 2005/01/03 21:30:44
:P
"This is the place to post screenshots of your upcoming masterpiece and get criticism"
the photos are digital, so they were on my screen...
hehe, feel free to delete the post, whatever :)
 Bleh
#1637 posted by metlslime [66.135.131.131] on 2005/01/04 03:08:29
 Nice Shots Though
#1638 posted by starbuck [82.33.89.24] on 2005/01/04 11:55:35
what sort of camera are you using?
 Bing
#1639 posted by megaman [213.6.36.118] on 2005/01/04 20:15:49
minolta dimage z1
#1640 posted by Zwiffle [69.210.39.210] on 2005/01/05 01:42:34
I posted this in sm40, but I need 1-2 testers for my sm40 map before I ship it off to RPG for completion. I probably won't change too much, but I'd like some feedback and any bugs people find. So lemme know if you'd like to test, thx.
 The Sands Of Time
#1641 posted by starbuck [82.33.89.24] on 2005/01/05 16:51:29
http://img53.exs.cx/my.php?loc=img...
Not my map, but I thought this shot made Quake look like Prince of Persia: Sands of time. You know, when time goes back and its all glooooowwwwwyyy.
 BlurQuake
#1642 posted by Kell [82.41.8.22] on 2005/01/05 17:08:31
when time goes back and its all glooooowwwwwyyy.
Coming soon to a bloated custom engine near you!
 For FUCKS Sake People
#1643 posted by ProdigyXL [216.111.202.25] on 2005/01/05 17:11:45
We've been discussing this in #tf some these past couple days, but this shot is just another example of a graphics feature getting out of control. Light blooming, when done correctly can add to a games experience and atmosphere. When done as above, it detracts from the experience and only hampers the players eye sight. That shot would look much much better had the bloom been reduced to near nothing. It should be used to accent certain features within the gamespace, not washout the playing field. Guild Wars seems to be another huge offender when it comes to the bloom effect. This feature seems to originated from graphics focused consoles, where every wiz-bang feature is needed to set a game apart from another. However, it would seem some console developers have gotten a grasp on how to utilize it properly. Examples of bloom done right include the Splinter Cell series, Rainbox Six, and more recently Burnout 3 on the road surface in the far distance because of the sun. Tenebrae used the bloom effect pretty well, I was suprised that we didn't see it in Doom 3. Regardless, people need to see that this is a graphics gimmick, just as the sun glare was years ago when it appeared in ever PSOne title.
/Rant Off
 ProdigyXL
#1644 posted by Kell [82.41.8.22] on 2005/01/05 17:16:51
while you exhibit no lense flare of your own, you are positively incandescent :)
 The Bloom Effect
#1645 posted by starbuck [82.33.89.24] on 2005/01/05 18:09:55
heh, should have mentioned that the shot was produced by me messing with settings, and actually looks fucking amazing when you run around with that on. Obviously that would only be used for a dream sequence, or using the dagger of time.
I took the time to take pics of the bloom effect being used more moderately. Before and after pics at:
http://www.planetquake.com/starbuc...
 Omg
#1646 posted by Jago [81.197.201.94] on 2005/01/05 18:18:34
those first 2 shots are my map :]
 Starbuck
#1647 posted by Kinn [81.138.30.1] on 2005/01/06 03:19:25
DarkPlaces I'm guessing, yeah?
 Actually...
#1648 posted by Shambler [82.38.194.13] on 2005/01/06 04:48:42
For an engine mod visual gimmick, that doesn't look half bad.
 In Bloom
#1649 posted by HeadThump [65.140.59.166] on 2005/01/06 10:54:28
It kills the illusion of depth. Where the light effect shines on the textures, they only appear flat or painted on.
 It Could Work
#1650 posted by HeadThump [65.140.59.166] on 2005/01/06 10:58:28
in monomaterial geocomps pretty well though. For it to be effective here, you would have to account for the individual darkness/contrast of the pixels to sustain the depth, and there you go: per pixel shading!
 Starbuck
#1651 posted by R.P.G. [12.221.57.86] on 2005/01/06 11:58:05
Yeah, what Kinn said--what engine?
I might have to use that for gimmicky shots of my maps on a future design of my site.
 RPG
#1652 posted by Jago [81.197.201.94] on 2005/01/06 12:02:49
That's the latest beta of Darkplaces. AFAIK, it's not avaible on DP site yet, so ask LordHavoc for the download URL.
 Yeah Its The DP Beta
#1653 posted by starbuck [82.33.89.24] on 2005/01/06 18:30:18
headthump: dude, huh?
the shots with bloom on are the 1st, 3rd, 5th...
It just gives a blurry glow around light stuff in the engine, like a lens flare (ish). Doesn't 'kill the illusion of depth' at all.
 ...
#1654 posted by necros [66.185.84.80] on 2005/01/06 18:31:26
how does it know why textures should be bloomed?
does it go by contrast or are there texture settings?
 .
#1655 posted by necros [66.185.84.80] on 2005/01/06 18:31:37
why = which
 ...
#1656 posted by starbuck [82.33.89.24] on 2005/01/06 18:47:55
i think it works it out itself, don't ask me how. Just seems that a fair bit of light on a really light surface will cause it.
 Necros
#1657 posted by Maj [62.3.244.192] on 2005/01/06 19:54:49
Take a screenshot into photoshop. Duplicate it to make two layers. In the top layer, use levels to cut out the dark parts, blur it, and change the blend to "screen"[*].
That's roughly how bloom works in most engines... and your eyes.
[*] At least, that's what jherax assures me.
 I'm Guessing
#1658 posted by ProdigyXL [66.188.62.216] on 2005/01/06 19:55:10
A bloom alogrithm takes takes pixel information from around a light source, and saturatuates the light onto the pixel and so many pixel around it. At least thats what I'm guessing. For lighter colored textures, you'll see the light and texture bleed together. I think. I'm just guess it's through a pixel shader type thing, more specficly a opengl fragment program (or fragment shader or whatever they are called).
 Okay,
#1659 posted by HeadThump [65.140.59.208] on 2005/01/06 20:45:07
I should have been more specific. The results on the Ikbase are pretty subdued, so no harm done and could be counted as a visual improvement, but the Slipgate Complex, well . . . maybe it is a judgement call but it appears to me the contrasting materials on the walls and the rivet supports bleed into one another.
 Although, To Be Fair,
#1660 posted by HeadThump [65.140.59.208] on 2005/01/06 20:51:12
take a look at the wall furtherest to the left on the slipgate shots with the rivets close by you. There is not much illusion of depth built into that texture in the first place ;)
 Oh
#1661 posted by starbuck [82.33.89.24] on 2005/01/06 21:14:13
think i see what you mean, on the ceiling, right?
pretty minor to be honest... not something i'd notice ingame. You can also change the amount it blurs and the opacity of the effect so you could adjust the effect till it suited you.
 I Would Agree
#1662 posted by HeadThump [65.140.58.242] on 2005/01/06 22:37:55
the trade off is only a slight one. What I said before was overkill.
Does the new Dark Places beta support pixel shaders as ProdigyXL mentions above?
 Err
#1663 posted by Jago [81.197.201.94] on 2005/01/07 00:35:13
another empty post in the Arcane Wizard thread...
 Argh
#1664 posted by Jago [81.197.201.94] on 2005/01/07 00:35:32
wrong thread
#1665 posted by . [68.74.217.49] on 2005/01/07 01:38:51
Take a screenshot into photoshop. Duplicate it to make two layers. In the top layer, use levels to cut out the dark parts, blur it, and change the blend to "screen"[*].
Or duplicate a layer, gaussian blur it and set it's mode to Lighten, get a dreamy/glowy effect.
 Head
#1666 posted by ProdigyXL [66.188.62.216] on 2005/01/07 10:28:51
It wouldn't support pixel shaders as it's an Opengl rendered. In Opengl they are called fragment programs, or pixel fragment programs or something. I can't remember the name off the top of the head, hope I didn't confuse anyone.
 Okay,
#1667 posted by HeadThump [65.140.58.221] on 2005/01/07 12:12:59
I thought it sounded like it was either a bit of a departure for where Dark Places was headed, or they were integrating Opengl 2.0 compliant code that I have not as of yet read up on.
 My Next Q1SP Project
#1668 posted by starbuck [82.33.89.24] on 2005/01/07 16:32:26
I've been torn recently over what Q1SP I should be working on. I've got a few projects with a substantial amount of work poured into them, and I'm currently flirting with all three, rather than sticking to one. So... I'm asking you to choose for me which one should be completed first. Cheers for looking.
http://www.planetquake.com/starbuc...
P.S. It feels weird, using this thread for its indended purpose.
 Starbuck
#1669 posted by Kinn [217.43.151.34] on 2005/01/07 16:41:52
The last one; the evil doomy gothic thingy. Hands down.
#1670 posted by Zwiffle [69.210.51.52] on 2005/01/07 16:49:39
I vote for Oxymoron or Necromodai. Oxymoron looks like a sleek update to original Doom levels - it has that style with the slime and stuff, and I would personally love to play it. Necromodai also looks really good, and it's not a base map, which will be fresh. Not a fan of egyptian, so I won't vote for that one.
 Starbuck
#1671 posted by Shambler [82.38.194.13] on 2005/01/07 16:51:49
The first one, the evil overscaled temple thingy.
If only because I like the sound of 12 secrets =). Nah seriously more temple would be cool. Also, you will get it out sooner which will give you confidence to tackle the others.
 I Agree,
#1672 posted by HeadThump [65.140.59.38] on 2005/01/07 17:48:38
the one that will take the shortest ammount of time to finish is the one I would recommend working on.
Though I too like the sound of the 3rd project the most in terms of personal interest.
 Starbuck
#1673 posted by Kell [82.41.8.22] on 2005/01/07 18:03:04
The Evil Temple Thingy.
I'm not a fan of egyptian texture themes either, but based on the screenshot and description it seems like the one that will offer a good solid chunk of mappage with the least additional fuss. More bang for the 'buck. Ahem.
Whereas Oxymoron with its complicated inception has a number of different elements you're trying to achieve that, while interesting, will take more time to consolidate. I'm also not desperately keen on a Doom-textured Q1SP, but that's merely personal preference.
Necromodai sounds like a major project, one that will require some heart and soul. It would be my advice/experience that you shouldn't try to get as committed to it as you'll need to be while unfinished bsps remain on your drive as distraction.
So, finish the Evile Temple Thingy where it's at. Refine and polish. The texture theme can be expanded, modified or completely changed more easily than brushwork and gameplay and it looks like there's still some flexibility in what you can do with the design.
I absolutely guarantee that you will learn something from completing the map that will aid you when you eventually come back to Necromodai.
 HOLY CRAP
#1674 posted by Scampie [63.236.226.222] on 2005/01/07 19:25:10
OXYMORON GOD KILL ME NOW SO MUCH BAD BRUSHES AND WEEKS OF COMPILING THAT CRASH AT 50% NO PLEASE SPARE ME
 Starbuck
#1675 posted by Jago [81.197.201.94] on 2005/01/07 19:30:53
#1: Temple
#2: Oxymoron
#3: Necromodai
However, you _REALLY_ need to work on lighting in Oxymoron. The shot of the map in it's state "a couple of years ago" looks heaps better than the newer one.
 Temple
#1676 posted by Blitz [24.218.175.131] on 2005/01/07 20:42:02
 RPG Spreads Wisdom From The Frozen Northern Lands
#1677 posted by R.P.G. [12.221.57.86] on 2005/01/07 21:57:03
Do 1 or 2 first and then do 3.
 Hmm
#1678 posted by nonentity [217.41.19.241] on 2005/01/08 19:31:57
I'd say finish them in the order you've list them.
From what you've said, finishing up the first one shouldn't be too much hassle, then fix and finish oxymoron, and then you can freely concentrated on the big project.
(Although in terms of how much they intrest me, it'd be the reverse order).
Oh, and Oxymoron is that map that it took half of #tf to compile right?
 Colors
#1679 posted by MadFox [84.26.103.133] on 2005/01/08 23:02:08
 Hehehe
#1680 posted by necros [66.185.84.80] on 2005/01/08 23:07:29
of all the engines to discover it in, it was fitzquake. hehe
 Well
#1681 posted by Zwiffle [69.210.35.14] on 2005/01/09 00:04:09
The thing of miracles is that they're miracles to some, and bad luck to others. Be careful how you use those things, k?
 Way To Go!
#1682 posted by HeadThump [65.140.59.102] on 2005/01/09 00:35:44
hover that green over some liquid and it will make for either some icky looking slime or some yummy Mountain Dew.
 Metl!
#1683 posted by Shambler [82.38.194.13] on 2005/01/09 05:23:44
Ban him, now!
 Thanks For Input
#1684 posted by starbuck [129.215.13.84] on 2005/01/09 10:50:24
i will take the popular advice and complete the maps in order, Temple 1st, then Oxymoron then Necromodai.
 Starbuck
#1685 posted by Kell [82.41.8.22] on 2005/01/09 10:52:25
Looking forward to it :)
 Yes Starbuck
#1686 posted by Vondur [81.195.0.1] on 2005/01/09 11:00:24
go map!
 SB!
#1687 posted by DaZ [80.43.73.253] on 2005/01/10 08:36:30
That temple map looks awesome! Not enough temple maps being made, bah to all of you! My 2nd pick would be the cool gothic thing at the bottom, looks awesome! Then oxymoron, it looks nice but the other 2 grabbed me more.
 Starbuck
#1688 posted by cant map [195.208.123.213] on 2005/01/10 09:46:17
bottom one is the bestest, nice textures
oxy - everyone seen it. some even played it
not worth really imho
top one - boring style
madfox, sorry for u
go get some clue
 Slope
#1689 posted by MadFox [84.26.103.133] on 2005/01/12 13:49:16
They all look good to me.
 Whoa!
#1690 posted by truskoski [70.57.81.211] on 2005/01/13 01:02:01
i had no idea fitzquake could do this.
 Ack...
#1691 posted by metlslime [66.135.131.134] on 2005/01/13 01:33:26
I guess I can stop writing such detailed documentation...
 Starbuck
#1692 posted by underworldfan [128.195.64.98] on 2005/01/13 04:56:34
oxymoron looks very cool to me.
 PH8DM2 Nearly Done...
#1693 posted by . [68.74.217.49] on 2005/01/25 03:51:42
Just waiting for testing from some of you in #tf (yes I'm actually caring about that now). Anyway, I've finished the rough layout, which has kinda became semi-rough. There's still some details to add and bits to fix and spice up, but here are some shots:
http://www.phait-accompli.com/q/pr...
 PH8DM2
#1694 posted by Kell [82.41.8.22] on 2005/01/25 05:28:18
Just a couple of things:
In shots 1 and 3 there are 64x128 surfaces with 128x128 'hexagon' base textures on them that are cut off at the halfway line. Retexture those surfaces with a 64x128 riveted panel, or if you can't find one, use the 64x64 riveted panel instead. There's something similar in shot 4 as well, either side of the ladder aperture. Texture alignment is a good thing.
Ramps are completely different to move over than stairs, and I would imagine are especially annoying when the walkway at the top immediately turns a corner after only 128 units. Make teh stairs kthx.
Other than that, looks very swanky - I especially like the skylight trim.
 Oh Yeah Forgot To Mention
#1695 posted by . [68.74.217.49] on 2005/01/25 05:37:19
Kell, firstly thanks for the feedback :D
The 64x128 textures suggestion is a good idea. I was thinking of either editing them and having them have a bevel/shadow along the halfway mark where they cutoff... but was still skeptical of how I was using them halved anyway.
The ramp, which comes down on a few steps ahead and to it's side - I was at first wondering if that whole idea might be annoying too - I'm going to try all stairs like you're suggesting.
One thing you may notice:
http://www.phait-accompli.com/q/pr...
Walkway on left just hangs there and meets w/ the 64x64 riveted texture, doesn't look right of course. That is currently how all walkways are in the rough, but I'm going to add a layer inbetween as you see on the right walkway - just logical and looks better.
I think this layout might have some good potential but I'm still waiting until it's tested. Either way it's gonna top PH8DM1 (pah!). Thanks again for checking!
 Ph8
#1696 posted by Shambler [82.38.194.13] on 2005/01/25 06:15:25
Looking promising, the textures need some serious fixing as you know, but it's looking like a good start. Stick with it man.
 :)
#1697 posted by . [68.74.217.49] on 2005/01/25 06:24:10
Glad to hear, thanks.
 Xl Posting Screenshots... Is This Right?
#1698 posted by ProdigyXL [66.188.62.216] on 2005/01/25 22:36:02
Hey thought I'd show of some shots of a test d3 map I'm playing with. I dunno if anything will come of this, but I'm starting to feel really comfortable with some textures and the editor. General feed back would be appreciated.
http://img189.exs.cx/img189/5594/s...
http://img189.exs.cx/img189/2735/s...
http://img189.exs.cx/img189/1696/s...
http://img189.exs.cx/img189/8590/s...
http://img189.exs.cx/img189/4971/s...
 Hmm.
#1699 posted by Shambler [82.38.194.13] on 2005/01/26 02:10:50
1. Any worthwhile D3 maps will need to break free from the constraints of dark-ish, tech-ish corridors that the game itself did plenty well enough.
2. See 1.
3. Looks like the actual build quality is fine though.
 Looks Alright
#1700 posted by starbuck [129.215.13.83] on 2005/01/26 08:02:21
doesn't look very inspiring, but the architecture does the job, quite solid looking map. I agree with Shamblers sentiment about how breaking the boring dark corridor convention would make the map more worthwhile, but it's often a positive experience to follow the norm once, just so you have a solid grounding when you deviate from it.
I say run with this, don't worry about making anything groundbreaking, and then next time start experimenting. Map on!
 On Textures In D3,
#1701 posted by necros [142.150.5.230] on 2005/01/26 10:45:35
do they need to have bump maps and specularity things and all that stuff, or would a texture in d3 look ok with just the diffuse part provided it was high res enough, say like 256x256 or 128x128?
 Nec
#1702 posted by ProdigyXL [141.209.169.227] on 2005/01/26 11:13:25
You can simply choose to have the lights not cast the bumps and specularity textures, but it's not pretty. Much of the textures look like ass (usually) without them. I'd recommend at least 256 if you weren't going to create bumps or specs.
 Errr
#1703 posted by DaZ [80.43.118.65] on 2005/01/26 11:15:06
well the textures without bump/spec maps would stand out like the ugliest of sore thumbs! Thats for sure.
 Well...
#1704 posted by necros [66.185.84.76] on 2005/01/26 14:31:33
say all your textures were like that.
 Necros
#1705 posted by Bal [83.199.87.239] on 2005/01/26 15:27:08
The map would look pretty bad, doom3 lighting doesn't feel so good without the bump and specular. =\
 Ah, Ok.
#1706 posted by necros [66.185.84.76] on 2005/01/26 15:29:10
i was affraid of that.
i guess i'll have to wait until some nice non d3 style texture sets come around with their own bump mapping and such.
 Or...
#1707 posted by Shambler [82.38.194.13] on 2005/01/27 01:32:12
Just dig deep in the D3 texture set and use your creativity...
 Nah...
#1708 posted by necros [66.185.84.76] on 2005/01/27 09:15:53
i'm not really a big fan of d3 textures... granted i haven't looked at every single one closeup, from what i remember in the game, none of them really were what i was looking for.
 One Possibilaty, Necros
#1709 posted by HeadThump [65.140.58.144] on 2005/01/27 13:50:06
is to use a displacement vertex painting script on an existing texture set that you do like.
http://www.elysiun.com/forum/viewt...
line the texture up neatly on a flat plane, work the shape over until you get the results you are after, and either take a high rez targa shot of it or export the new base model.
I haven't used this methodolgy with D3 but it works well with Irrlicht.
 Dooom3
#1710 posted by cant map [195.208.123.213] on 2005/01/30 07:48:08
actually turning of speculiar on some materials makes sense - gives more natural look instead of the usual plastic\metal of d3
btw turn off bump and spec in game prefs (dont have to vid restart) and see
HeadThump: need to fuck with Blender3d ?
necr: u want gothic texes?
 Slope
#1711 posted by HeadThump [65.140.59.12] on 2005/01/30 10:27:26
The material support in the 2.3x releases have been great for my texture creation, but the interface is still not the most intuitive in the world.
of course, if I could afford zbrush 2 I would pretty much ditch blender3d. A lot of the import/export scripts are buggy to put it mildly.
 Specularity II
#1712 posted by Lunaran [68.51.209.251] on 2005/01/30 13:14:06
actually turning of speculiar on some materials makes sense - gives more natural look instead of the usual plastic\metal of d3
From a texture artist's perspective, that's a no. Everything has at least a tiny bit of specularity to it, even wood and skin. Fleshy bits and the admittedly rare wood surfaces in doom3 all do have specular maps - the histogram never reaches above 8% for any of them but they are still there.
#1713 posted by cant map [195.208.123.213] on 2005/01/31 00:37:16
still, less specular would help to achieve more realistic look
btw in a game world u could pretty much round off small values since its not near perfect simulation
 Q1 DM Beta Testing Needed
#1714 posted by . [68.78.218.168] on 2005/01/31 15:51:15
http://www.phait-accompli.com/q/ph...
I was about to beta test this in #tf but that did not happen. I need 2 people if Kell is still able to help, else I'll need 3.
Anyways, in it's prior version it was beta tested between pope, blitz and zwiffle and I got some suggestions and have implemented most. Right now I am thinking of what to do with the main room as it's kinda bare.
If you want to help beta for the revision, you can message me:
AIM: itsphait
Yahoo: phait_accompli
MSN: thecarbonflaw@yahoo.com
Thanks.
 Yarr
#1715 posted by necros [66.185.84.76] on 2005/01/31 20:48:20
i'll help test. i don't have the first two message services and you aren't on msn.
but yeah. i don't get to play q1dm often, so it would be fun. ^_^ of course, _when_ you plan to do the test would matter...
 Phait
#1716 posted by Jago [80.222.165.133] on 2005/02/01 03:46:05
I can't test your map now since I don't have access to my PC atm (and won't have for at least another month), but shots 5.jpg and 7.jpg are showing much promise in the layout and style departments.
 Blitz & I Went Through It...
#1717 posted by . [68.78.218.168] on 2005/02/01 04:15:25
In a nice style throughout discussing possibilities and definite improvement/fixing suggestions. I'm going to work on that about a minute from now and then I'll be around throughout the day on and off to test. I get some bad ping though (120-200+) so I dunno... I don't recall having that problem last time I QW'd last year.
 BTW
#1718 posted by . [68.78.218.168] on 2005/02/01 05:54:49
Really fixed up that bare skywindow:
http://www.phait-accompli.com/q/pr...
 Phait
#1719 posted by JPL [213.30.139.243] on 2005/02/01 05:57:18
I've just took a look at the screenies, and yeah, it's really promising !! Nice architecture, good use of base-based textures, cool lightning effects, and good open area for DM contest.. Release it now please !!
 When It's Done.
#1720 posted by . [68.78.218.168] on 2005/02/01 07:09:47
 PH8DM2 Beta Test 3
#1721 posted by . [68.78.218.168] on 2005/02/01 15:15:50
Anyone interested again, it's 5:14 PM central I'll be on for a couple hours. There is only a few things I forgot to touch up in the map: a light stuck in a wall, 1 missing light source and some other trivial bit.
Again, contact me here, thanks:
AIM: itsphait
Yahoo: phait_accompli
MSN: thecarbonflaw@yahoo.com
 Phait...
#1722 posted by distrans [131.172.4.45] on 2005/02/01 17:02:52
...that's looking very cool. Solid, clean lines, detail at all levels. You will of course add some outdoor sections and some more built areas as you expand it into an SP adventure.
:)
 Glad To See You This Focused, Phait
#1723 posted by HeadThump [65.140.58.187] on 2005/02/01 17:09:36
keep up the good work!
 Yeah
#1724 posted by Kell [82.41.8.22] on 2005/02/01 17:39:21
Although your contact details put you out of my reach for playtesting, I had a run around in the map yesterday. It's a very nice piece of work, lots of cool details as well as an overall flow and continuity.
I'm with distrans - an SP map like this would be great.
 New CTF Map..
#1725 posted by Fjoggs [80.203.32.116] on 2005/02/04 15:08:00
As I strive to release a new beta of Fjo3tourney1, I started working on my first CTF map.
Bear in mind that there's not a single light entity yet, so the lighting is a bit cheap. :P
http://www.infosprite.com/members/...
http://www.infosprite.com/members/...
 Looks Funky
#1726 posted by nitin [138.217.7.78] on 2005/02/04 20:31:08
fjoggs!
 Btw
#1727 posted by nitin [138.217.7.78] on 2005/02/04 20:31:39
where is the q3 dm commuity hanging out now that q3w forums is gone.
 Mwahaha
#1728 posted by Lunaran [68.51.209.251] on 2005/02/04 20:40:05
 LOL!!
#1729 posted by Tronyn [70.64.168.129] on 2005/02/04 22:56:51
Ok Lunaran, you rule.
 Teh..
#1730 posted by Fjoggs [80.203.32.116] on 2005/02/05 06:56:28
Busted :P
Altough I don't see the reason why I should want to post old radiant shots. :P
 Fjoggs
#1731 posted by R.P.G. [24.136.230.101] on 2005/02/05 07:28:40
Well, to make you feel better about the old Radiant shots...
http://rpg.spawnpoint.org/images/b...
http://rpg.spawnpoint.org/images/b...
http://rpg.spawnpoint.org/images/b...
Now everyone tell metlslime to hurry up with that last bit on SM69 so I can get started on the gameplay.
 RPG
#1732 posted by Fjoggs [80.203.32.116] on 2005/02/05 07:32:13
Hehe, thanks. :P
nitin: some of them are at levelsource.com and others are at map-center.com.
The rest, I don't know. :(
 !
#1733 posted by . [68.78.218.168] on 2005/02/05 13:50:18
What is with people not gamma correcting their shots? The first is entirely black, the last 2 could use a little brightening.
 Phait
#1734 posted by R.P.G. [24.136.230.101] on 2005/02/05 16:03:42
#1 is indeed way way too dark. #2 and #3 seem fine here. There's just not much contrast to begin with due to no lighting.
 Another Thing...
#1735 posted by . [68.78.218.168] on 2005/02/05 16:09:36
viewing dark images on a white background affects the light/dark perception as well. Not that you need to create black pages for your preview images, but it'd help :)
 Phait
#1736 posted by inertia [134.53.210.41] on 2005/02/06 22:51:08
go map plz
 Inertia
#1737 posted by . [68.78.218.168] on 2005/02/06 22:57:16
Who the fuck are you telling to map, when I am mapping, and you're not?
 Phait
#1738 posted by necros [69.193.222.114] on 2005/02/06 23:07:42
go map plz
;)
 Phait
#1739 posted by gibbie [82.161.62.98] on 2005/02/07 01:09:59
GO MAP
bye
 Phait
#1740 posted by Shambler [82.38.194.13] on 2005/02/07 02:39:22
Go map.
 All
#1741 posted by JPL [213.30.139.243] on 2005/02/07 03:00:13
Everybody should go map instead of blaming Phait not to... ;) and me as well I go map, I know, I know....
 Every Time Someone Says "go Map"
#1742 posted by Lunaran [69.41.96.11] on 2005/02/07 06:28:37
I kill a kitten.
so please, think of the guy that has to clean my carpets
 Lun...
#1743 posted by Shambler [82.38.194.13] on 2005/02/07 07:28:20
Go m....oh nevermind =/
 Shambler
#1744 posted by Kinn [81.178.51.25] on 2005/02/07 09:28:05
Go map.
 Grunt !
#1745 posted by MadFox [84.26.103.133] on 2005/02/07 12:26:35
 ^_~
#1746 posted by Scampie [63.236.226.222] on 2005/02/07 12:34:52
Shub-Niggerath winks at that!
 ^_~
#1747 posted by Shub-Niggurath [217.43.54.104] on 2005/02/07 12:39:31
 YOIKS!
#1748 posted by Shambler [82.38.194.13] on 2005/02/07 15:04:22
That is pretty disturbing lol.
 Alright...
#1749 posted by distrans [131.172.4.45] on 2005/02/07 17:12:53
...grunts and enforcers that suddenly morph into fiends and shamblers! There's an idea for QuakeV
 Stuff
#1750 posted by ProdigyXL [66.188.62.216] on 2005/02/08 22:05:47
 Prod
#1751 posted by Bal [83.199.66.167] on 2005/02/09 03:40:20
You might want to add a bit of color too all these doom3 shots, too much black and white in my opinion.
 Prod:
#1752 posted by cant map [195.208.123.213] on 2005/02/09 05:35:51
and more detail too
and
Shub-Niggurath: go map!
 .
#1753 posted by necros [142.150.107.59] on 2005/02/09 06:59:34
for some reason, i really like the look of the second last shot in there... the white on grey... reminds me a lot of system shock 2. hm... that could be a good theme for a d3 map...
 Screenshots...
#1754 posted by JPL [212.96.75.28] on 2005/02/09 13:14:12
Well, here are some screenshots of my last map. It's currently build by 40% 5it remains me the main castle to start...), but I would like your opinion about it.
It was previously started for DKT3/Winter Pack, but due to many reasons, I was not able to finish at time...
My main idea is to have a night/foggy map, so it will be a little bit dark, so close the lights around you !!
The fourth screenies have black fog effect.. the last one have no fog, just to show as far as possible the overall layout of the map, and the terrain around 5built with NTG)..
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
 JPL
#1755 posted by Kinn [217.43.54.115] on 2005/02/09 13:22:57
Well, judging from the few non-pure-black pixels in those shots, i'd say it's looking rather tasty so far :D
 JPL
#1756 posted by Shambler [82.38.194.13] on 2005/02/09 14:36:53
What Kinn said. Also looks a little blocky in places, but good in others, nice arches and stuff.
 Hey Guys
#1757 posted by Lunaran [68.51.209.251] on 2005/02/09 22:07:07
This is a shot of a character model I did for Doom3:
http://lambert.jeanphilippe.free.f...
 That Is Very
#1758 posted by LunBROWan [62.132.1.121] on 2005/02/09 22:34:37
Low BROW humour, even coming from THE BROW
 Uh..
#1759 posted by MadFox [84.26.103.133] on 2005/02/09 22:37:07
doesn't look the real Floyd to me.
A good old medieval castle, I see.
Reminds me to the mist brush the Virtus wad had. Only strange to leave the mist with water sounds.
Black fog, my poor screen.
But yeah, map on!
 All...
#1760 posted by JPL [213.30.139.243] on 2005/02/09 23:55:59
Lunaran: Hey !! It's me just at the end of a big party, the last huge one before I got married !!! BTW this photos is 7 years old, so just add few white hairs on side, and it's me today, not drunk any more ;P
Kinn, MadFox, Shambler: I'm glad the dark fog effect didn't hurt you. I was afraid the low level of brightness of the shots will not let show anything about the map..
I'm still trying to find a good trade-off between sunlight level, minlightlevel, and fog density/color.. And I'm still trying some stuff... Thanks for the feedback..
 Lunaran
#1761 posted by Kinn [81.178.51.25] on 2005/02/10 00:13:32
Nice werk mate. You've got some good specular going on with that skin. Perhaps the look of the character is a tad "cartoony" for D3, but otherwise, yah, looking groovy :D
#1762 posted by cant map [195.208.123.213] on 2005/02/10 02:56:35
 Yeah, Not Bad Lun
#1763 posted by BlackDog [202.72.148.102] on 2005/02/10 06:47:50
I like the HDR above the ravening daemon's head. Qualitay.
Model's a bit ugly though.
 Don't Be Mean
#1764 posted by Lunaran [68.51.209.251] on 2005/02/10 10:52:38
it's an NPC you guys
 Don't Be Mean
#1765 posted by Lunaran [68.51.209.251] on 2005/02/10 10:52:44
it's an NPC you guys
 Bluh
#1766 posted by Lunaran [68.51.209.251] on 2005/02/10 10:53:03
metl, that icon thing isn't fixed
 Yes It Is,
#1767 posted by metlslime [69.110.17.26] on 2005/02/10 15:18:34
becuase your posts all show up.
 Well It's Not My Fault!
#1768 posted by Lunaran [68.51.209.251] on 2005/02/10 19:42:29
So it must be yours!
erm
 Only The Real
#1769 posted by MadFox [84.26.103.133] on 2005/02/10 21:35:22
luna ran for the eternal floyd mascotte, and now he got it, he's realy tacamotsushi-ed.
#1770 posted by Kinn [81.178.51.25] on 2005/02/11 00:06:25
Your search - tacamotsushi - did not match any documents.
No pages were found containing "tacamotsushi".
 You Even Bothered Searching? O_o
#1771 posted by necros [66.185.84.74] on 2005/02/11 00:10:53
;)
 MadFox / Kinn
#1772 posted by JPL [213.30.139.243] on 2005/02/11 00:13:07
Is it tamagotsushi instead of tacamotsushi ?? A genetic modification using tamagoshi DNA and sushi DNA ?? Is it really possible ?? ... weird thing indeed...
 Ment
#1773 posted by MadFox [84.26.103.133] on 2005/02/11 11:50:24
tamagotsi, but my memory left me.
SushiMaster and the Ape - Frans de Waal.
human behaviour.
 Okay
#1774 posted by Lunaran [68.51.209.251] on 2005/02/11 22:24:26
what does any of it have to do with me?
 No Thing
#1775 posted by MadFox [84.26.103.133] on 2005/02/12 07:07:39
just wondered why you're not content with the icons things.
 Some Screenshots
#1776 posted by Ankh [212.121.135.226] on 2005/02/14 07:04:15
This are some pictures from the starting outdoor area of my new map. It just shows the basic idea. Texturing, lightning, details and so on not done yet. Level will expand below the surface into base style architecture.
http://republika.pl/quake_1/projec...
http://republika.pl/quake_1/projec...
http://republika.pl/quake_1/projec...
 Ankh
#1777 posted by Shambler [82.38.194.13] on 2005/02/14 08:16:37
YOUR HUD AND ICONS ARE FUCKED MATE. I THINK THE GRAPHICS MIGHT BE CORRUPTED. I'D RE-INSTALL QUAKE IF I WERE YOU. ALSO CHECK YOU HAVE THE LATEST DRIVERS FOR YOUR GFX CARD.
P.S. map style looks nice. Roll on another map, w3rd/
 Ankh
#1778 posted by R.P.G. [24.136.254.248] on 2005/02/14 10:22:54
Evile. I like the concept, but I think it would look better if it had more of a visual flow to it, and the brush shapes were less recognizable.
 Mmm
#1779 posted by necros [66.185.84.200] on 2005/02/14 10:45:43
yeah... the brushwork seems ok, but the brimstone texture is terrible here. it's repeating all over the place. either use a bigger texture, scale it up 2x, (or 1.5x) or make more indentations into the rock to make lighting change more along the surfaces.
i do like how the light is low and close and you can't see the ceiling or walls. it makes it seem very large when it could be only a little bigger than the area itself.
keep it up! :)
 Betatesting (duh?)
#1780 posted by Zwiffle [69.210.43.29] on 2005/02/14 21:08:16
for my Lost Chapters map currently. Please have the necessary chapters files so you can test it properly, no offense to distrans but being able to fight the monsters is mandatory. :)
Preferably someone who has also worked with the content so that those who aren't making a map for it aren't exposed to it prematurely.
I should only need one, maybe two at the max to help betatest. Thx.
 I'll Beta Test. :)
#1781 posted by necros [66.185.84.199] on 2005/02/15 00:27:24
but being able to fight the monsters is mandatory.
yes... although it can be funny at times. ^_^
email me at the email listed here. :)
 Shambler, R.P.G, Necros - Thanks For Feedback
#1782 posted by Ankh [212.121.135.226] on 2005/02/15 00:54:06
Necros you are right about the brimstone texture, I will have to find another if rescaling won't give good effect. Maybe someone can suggest a better one. A set of red textures would help me a lot. Additional indentation would be problematic due to r_speeds I think.
Shambler don't worry about my HUD. It's ok (in the right corner you can read the time, kills and secrets count, the other parts are hidden).
 Ankh
#1783 posted by JPL [213.30.139.243] on 2005/02/15 00:57:39
I agree with necros, you should scale texture up by 2, in order to break this unifromity feeling I had when looking to the screenshots.
IMHO, some light effects near the ground with fire, or torches near pillar will help the player to find his way in this dark cave..
Nice work realy, keep it up !
 Title Goes Here
#1784 posted by Friction [213.243.160.111] on 2005/02/15 07:18:34
 Friction
#1785 posted by czg [195.204.39.141] on 2005/02/15 07:26:33
Blue & yellow wire texture sucks
 Friction
#1786 posted by starbuck [129.215.16.39] on 2005/02/15 07:48:05
use less textures please.
Also, go map ;)
 I'm Using Too Much Texture Memory
#1787 posted by Friction [80.186.186.75] on 2005/02/15 12:34:39
And it feels so good.
 Friction
#1788 posted by R.P.G. [24.136.254.248] on 2005/02/15 12:59:08
That's a really good start, but make sure you make the floor darker so the player has an even harder time seeing where he's going.
 Impressive
#1789 posted by Blitz [24.218.174.19] on 2005/02/15 14:04:41
Friction that looks like some kind of evile space station/spaceship. It looks somehow different from the rest of the Doom 3 maps out there...I think it might be the ceiling/upper wall detailing...anyway good work, keep it up.
 Necros
#1790 posted by Zwiffle [69.210.43.29] on 2005/02/16 12:54:38
Did you get my email? Just wondering, I don't think I've received anything from you yet.
 I Got It This Morning.
#1791 posted by necros [66.185.84.200] on 2005/02/16 14:08:23
i'll play it tonight and let you know tomorow.
 Friction
#1792 posted by JPL [213.30.139.243] on 2005/02/17 00:00:26
Like Blitz, I think this screenshot if so far the best I've seen for Doom3. Nice complex architecture of a spaceship/lab/or something like this, but really nice ! Well... as usually said here: go map ;)
 It Broke Down.
#1793 posted by Friction [84.230.181.6] on 2005/02/19 15:16:30
 Still Think Those Colorful Wires Are Gay.
#1794 posted by czg [81.191.27.124] on 2005/02/19 15:26:52
And since we know you are awesome Friction, we can be really picky with you. That texture in the top left corner is sad.
Not going to fawn because you know it's awesome yourself without me telling you.
 Add...
#1795 posted by . [68.74.215.170] on 2005/02/19 18:36:19
even more little debris, and some debris/dirt/bitgs decal on the floor and such.
 ^
#1796 posted by . [68.74.215.170] on 2005/02/19 18:36:42
bits, not bitgs
 .
#1797 posted by necros [69.193.222.114] on 2005/02/19 23:18:34
finaly, a d3 screenshot that isn't so dark i can't see anything!
some of the wires should hang down, possibly with some ripped completly out and sparking and swinging around. :) (if that's possible o_o)
the rest looks fine to me.
 Well.
#1798 posted by Friction [213.243.160.111] on 2005/02/20 23:52:35
Swinging wires and sparks definitely are doable, but as I just broke 100.000 r_speeds in that area, I'm bit worried about adding extra detail.
What are acceptable FPS rates anyawys? Did the ID maps cause framerates to drop below 20 when not in combat for anyone here? Because that's what happening here..
 Hmmm
#1799 posted by DaZ [80.43.79.80] on 2005/02/21 05:32:44
I would say try and keep fps at around 25-30 minimum..
The hard thing is that performance varies A LOT between each generation of graphics cards on doom 3 from what I have seen, and the best way to keep framerates up on lower gen hardware is to keep the lightcounts per face down as much as possible (yeah... duh).
Sounds obvious, but from all the systems I have tested my map on (geforce3, geforce4mx, radeon 9800se, radeon 9800xt) that seems to be the best way to keep fps up. good portaling comes next, followed by actual scene detail levels (polygon wise) ...
Err hope that helps someone!
 Random Doom3 Mappage
#1800 posted by metlslime [66.135.131.101] on 2005/02/22 02:33:03
These are from a map I built over the past week for a design test. The spec was to build a Maginot-Line-style bunker in Doom 3:
http://www.celephais.net/shite/bun...
http://www.celephais.net/shite/bun...
http://www.celephais.net/shite/bun...
http://www.celephais.net/shite/bun...
Overall it's a bit plain, but it's hard to make a map like this without lots of sppopriate models to scatter about. Oh, and the hazard striping is goofy as hell, I realized.
Note: textures are mine, too.
 Appropriate
#1801 posted by metlslime [66.135.131.101] on 2005/02/22 02:34:05
 Metlslime
#1802 posted by JPL [213.30.139.243] on 2005/02/22 02:51:14
Wow, really good screenshots. I visited in my youth a part of the Maginot-line (I'm native from North-East of france, so, it's a part of my "cultural" knowledges...). I found the screenshots very realistic, as far as I remember !! Nice textures as well...
Just take a look at (it's in french.. sorry...)
http://verpelliere.free.fr/hackenb...
http://www.le-site-web.com/onac57/...
http://www.ifrance.com/letunnel/ma...
The last web site is slow, but full of interesting photos... ;)
 Hey!
#1803 posted by Friction [213.243.160.111] on 2005/02/22 06:16:47
Nice textures there, subtle. With some more detail and junk thrown about, it would be quite HL2ish.
 Lonely Q1 Screenie
#1804 posted by BlackDog [202.72.148.102] on 2005/02/22 07:52:48
 I Like The Shapes ...
#1805 posted by . [68.74.215.170] on 2005/02/22 08:28:18
But some will peck you to death about using the same tex on walls and ceiling.
Do as you want, I say.
 On The Floor Too, Actually
#1806 posted by BlackDog [202.72.148.102] on 2005/02/22 08:41:24
wizmet1_2: the gift that keeps on giving.
I'll try not to overuse it.
 .
#1807 posted by necros [142.150.2.134] on 2005/02/22 11:09:32
i like the ceiling details and the 45 degree angles. :)
lighting is fine
 I Like That
#1808 posted by nitin [138.217.7.78] on 2005/02/22 13:27:31
looks good blackdog
 45 Degree Angles Make Everything Better
#1809 posted by Friction [213.243.160.111] on 2005/02/23 02:10:14
Seriously.
Lovely corridor that, but I want to see a junction and room entrance next. Making them to look good while using complex corridor designs is the hardest part.
 Metlslime:
#1810 posted by Scampie [63.236.226.222] on 2005/02/23 10:15:55
Awesome work!
 Lighting Needs More Drama
#1811 posted by Friction [213.243.160.111] on 2005/02/25 00:22:14
http://www.kolumbus.fi/ville.niemi...
Shame I didn't think of adding floor height variations here before it was too late (read: can't be arsed to re-map that much anymore)
 ,
#1812 posted by necros [69.193.222.114] on 2005/02/25 00:32:36
nice, it's not completly pitch black like most of d3's maps. ;) having proper lighting gives the chance to show off the brushwork a lot more.
also, the style feels different from the original game. still feels like doom, but not typical delta/alpha labs stuff. well, that could just be the lighting. ;)
nice work. :)
 Friction
#1813 posted by JPL [213.30.139.243] on 2005/02/25 00:39:29
Looks cool, rather a nice space-ship/base corridor, I like it ! ... and now go map.. ;)
 It Could Just Be That Angle And All The Bumpmapping
#1814 posted by nitin [138.217.7.78] on 2005/02/25 03:32:10
but that looks like it suffers from what I call "ut2004 syndrome". By that I mean that it looks 'overdetailed and cluttered' if there is such a thing.
then again, I havent played any new engine games so maybe they all look like that.
 Nitin Has A Point
#1815 posted by Friction [213.243.160.111] on 2005/02/25 05:23:19
I know I've went overboard on some of the wall details due to the lack of planning. Different kinds of trims and wall extrusions too near eachothers, especially in the corridor on left. I'll fixx0rate.
 Friction
#1816 posted by nitin [138.217.7.78] on 2005/02/25 06:52:26
"Different kinds of trims and wall extrusions too near eachothers, especially in the corridor on left"
thats what I was trying to say.
 Friction
#1817 posted by Kinn [81.178.51.25] on 2005/02/25 07:24:57
Looks very, very good; especially the lighting. I think I also agree with nitin, in that the wedge wall extrusions on the left corridor might be a bit too much.
#1818 posted by Zwiffle [69.210.35.110] on 2005/02/25 11:46:59
Looks like the Happy Days of Doom3 maps.
 MP Thomasc Teaser
 Wow
#1820 posted by DaZ [80.43.239.20] on 2005/02/26 04:03:46
really like the look of that T_Creutzenberg!
Are those new textures? I dont recall seeing them in doom3, and they are very sexy indeed.
Love the colour scheme too, very monotone but with the red lights adding some colour, makes the map feel very bleak and harsh.
Be sure to post back here when its released eh!
 Yah
#1821 posted by Kinn [217.43.151.51] on 2005/02/26 04:50:41
Looks nice, T :)
I'm glad we're starting to see some quality coming through now for D3
 That Is By Far The Coolest Looking Doom3 Map
#1822 posted by nitin [138.217.6.51] on 2005/02/26 05:11:08
that I've seen pics of.
how does it run though?
 Curious
#1823 posted by than [62.189.9.161] on 2005/02/26 06:04:31
The screens look great. I was just wondering how much of that comes from existing Doom 3 mapmodels and how much is new - did you make much in Max/maya/whatever?
 That Looks Great
#1824 posted by Zwiffle [69.210.35.110] on 2005/02/26 06:41:40
But it's MP, so I don't care.
 Looks Nice
#1825 posted by Lunaran [68.51.209.251] on 2005/02/26 08:48:57
for high spec machines
Meaning "I can't be arsed to optimize properly" I assume?
 Thanks For The Comments
DaZ: It's nearly all Doom 3 textures, I created a lot of decals myself though
nitin: It'll run a little bit slower than the multiplayer maps shipped with the game
than: I used a few model from the original game and created all the rest in Doom3Ed myself
Lunaran: Why not wait with such comment until the map is released? The map file is included and you can then check yourself what else to optimize.
 Like I Said In D3W Already
#1827 posted by Friction [80.186.111.151] on 2005/02/26 09:31:47
Kickass! I'm so going to stea... borrow your idea of decal usage.
That barrel trap is pretty neat idea btw.
 Comments
#1828 posted by Lunaran [68.51.209.251] on 2005/02/27 20:13:32
Why not wait with such comment until the map is released?
Because I'm commenting on what you said. Simply stating "this is a map for high end systems" is a copout, and it reflects the attitude of the mapper to go gonzo with looks without taking the responsibility of ensuring the map runs acceptably on the same spectrum of machines that the original game does.
Also, since I don't have a high end machine, maybe I won't be checking?
 Don't Listen To Him
#1829 posted by pope [207.149.188.1] on 2005/02/27 20:16:07
you just deflated his e-penis a little bit
#1830 posted by metlslime [66.135.131.101] on 2005/02/27 21:54:40
it's designed for high-end vaginas
 Oh Poo.
#1831 posted by Friction [213.243.160.111] on 2005/02/27 22:07:14
I somehow can't believe that map would be slower than the ID originals, atleast not when compared to some SP maps. Hell, i got less than 10FPS in combat at times. Looks it could be portaled up quite nicely, which helps a lot.
 Friction
#1832 posted by cant map [195.208.123.213] on 2005/02/28 00:47:33
try cubemaps on lights or swinging hang lamps?
 T_Creutzenberg
#1833 posted by cant map [195.208.123.213] on 2005/02/28 01:19:45
croud is demanding SP version!
('Large' and 'high spec' sounds scary tho :))
btw, are there any d3 servers for large player load (more than 4 per map) running
 Well ...
Lunaran: Well, then don't check it.
Friciton: id mp maps run with about 40 to 65 fps on my machine, mine does with about 30 to 65.
 Meh
#1835 posted by Kinn [81.178.51.25] on 2005/02/28 01:59:02
Who cares if the map is aimed at machines higher than Doom3's recommended spec? I know I certainly wasn't gunning for a Pentium 75 when I made my Quake maps :P
Anyway, T_Creutzenberg is a pro and I'm sure this map will rock.
 Kinn
#1836 posted by Lunaran [69.41.96.11] on 2005/02/28 09:16:36
Yeah, well, Quake wasn't released six months ago.
I'm not debating that the shots look nice - you've done an excellent job and I hope that when I finally have Doom3 maps to show off they look that nice. But saying "this map is for high end machines" says to me that you're either seeing slowdowns in-game and don't want to take the time to do anything about it, or you're covering for doing so in the future.
It's obvious nobody wants to make the mental leap of actually listening to me so I'll quit posting.
 Lunaran,
#1837 posted by necros [142.150.107.215] on 2005/02/28 09:34:36
that's not necessarily true.
if the original vision of the map was something that called for larger spaces and more "stuff" (let's use a general term here ;) ) than the original id maps, then no matter how much it is optimized it will still run slower than the id maps. it's just that optimized it might get 35fps as opposed to 25fps unoptimized, so you're argument isn't rock solid anyway.
 Another Thing...
#1838 posted by than [62.189.9.161] on 2005/02/28 12:35:18
if the map is designed for large player counts, then it must be designed to be played using mods which allow them, since the max standard player count is just 4 (unless a patch has changed that.) Obviously there must be an audience with pcs to run the map with lots of players.
I don't really see reason to criticise on the grounds that the map is designed for high-end machines anyway. Doom 3 doesn't really run acceptably on the p4 2.2ghz 512mb gf4 system I use at work - even in low detail 640*480. I consider this machine to be a decent enough games machine, but id obviously doesn't.
 Just For Clarification
#1839 posted by Lunaran [68.51.209.251] on 2005/02/28 15:59:37
by "optimization" I meant all the different mapping practices that fall under the realm of ensuring good performance, including designing and building from the ground up with an eye on such.
 Lun
#1840 posted by Blitz [66.31.115.80] on 2005/02/28 16:07:00
You know people have been putting that in their readmes since the days of Quake. Some people just like to build high-poly stuff, and there probably isn't too much he can do to comprimise r_speeds without the looks taking a serious hit.
Nehahra, for example, might have caused a slowdown for some on lower end machines, but would it be prudent to accuse them of laziness just to cater to the minority of people?
Unless Creutzenberg means that we need an X850 512MB to play the map, it's not really fair to say that he isn't doing his job as a mapper, just because the r_speeds are a little higher than normal.
fake edit: I see Kinn basically said the same thing in far fewer lines. He will receive a gold star for the day.
 Heh
#1841 posted by czg [81.191.27.124] on 2005/02/28 16:12:13
I was about to make the same statements Lun made. Thanks Lun for being a witch instead of me!
 I Don't See That It's A Big Deal Either Way
#1842 posted by R.P.G. [24.136.254.248] on 2005/02/28 16:19:26
People have been doing it a long time--czg himself with czg07--and if someone wants to map that way, let him.
However, having said that, poor optimizations (if they exist) and making something that is only playable by a small portion of the potential audience should be the foremost concern of all designers.
 RPG...
#1843 posted by distrans [131.172.4.44] on 2005/02/28 17:31:08
... how's the optimization on sm82 going?
 For Some Reason...
#1844 posted by Friction [213.243.160.111] on 2005/03/01 05:00:18
Mentioning the fact, that a map requires bit more beefy computer than usually tends to make mappers go silly.
I wonder if there is any "I MAKE MY MAPS TO RUN SMOOTHLY ON A SHOEBOX, WHICH IS ALSO MY COMPUTER" factor in it.
 Bleh !
#1845 posted by JPL [213.30.139.243] on 2005/03/01 05:15:21
Shoeboxes suck... go map ;)
 Distrans
#1846 posted by R.P.G. [24.136.254.248] on 2005/03/01 05:16:32
Well, your crazy Australian question has misled me and instead of actually answering your question I've typed this otherwise unreasonable response.
 I Just Answered That Blitz
#1847 posted by Lunaran [68.51.209.251] on 2005/03/02 05:24:55
You five posts ago: Nehahra, for example, might have caused a slowdown for some on lower end machines, but would it be prudent to accuse them of laziness just to cater to the minority of people?
Me five posts before that: Yeah, well, Quake wasn't released six months ago.
#1848 posted by cant map [195.208.123.213] on 2005/03/02 06:02:10
good point friction
btw gf4 was obsolete even at the time of doom3 release (if not before)
increasing load on the PC is fine if its justified by the enhanced visuals (or features)
Lun must be calmed down
 Bzzzzt!
#1849 posted by Friction [84.230.94.123] on 2005/03/05 13:29:06
 Looks Cool
#1850 posted by than [62.189.9.161] on 2005/03/06 11:01:31
looking forward to this (kinda, it is doom 3 after all :( )
#1851 posted by [84.204.122.182] on 2005/03/07 04:46:51
doom3 rockes!
(just set g_kicktime "0")
#1852 posted by [213.145.57.232] on 2005/03/07 04:56:05
doom3 rockes!
(just set g_kicktime "0")
 Dostoevsky
#1853 posted by cant map [195.208.123.213] on 2005/03/11 05:48:45
 Pfff
#1854 posted by JPL [213.30.139.243] on 2005/03/11 06:12:43
Shame on you, there is no merit to fight with an old woman... doh !!!
 JPL
#1855 posted by R.P.G. [24.136.254.248] on 2005/03/11 08:41:30
But what if she's possessed by Cthulhu? Is there merit to kill her then?
 Uh...
#1856 posted by necros [69.193.222.114] on 2005/03/11 09:25:06
what is that?
i don't recognize it.
 That's The Moneylender
#1857 posted by metlslime [209.213.199.133] on 2005/03/11 10:46:45
from Crime and Punishment
 R.P.G
#1858 posted by JPL [212.96.79.109] on 2005/03/12 09:04:20
Oh, if she's possessed by Cthulu, I have to apologize... Let's kill all Hell's gran'Ma ;)
 Why
#1859 posted by pushplay [68.148.157.110] on 2005/03/12 15:32:34
Is the moneylender wearing a vinyl vest?
 Mixom Performance Racing Exhausts
#1860 posted by Friction [84.230.176.57] on 2005/03/13 13:21:27
 Invertedpenguin
http://www.chimpans.se/ip/
I and a friend called Fjoggs are making this, its of course a WIP. Its a 2vs2 for quake 3 CPMA.
Btw, very nice engine there Friction.
 That Looks Good
#1862 posted by Zwiffle [69.210.46.94] on 2005/03/13 14:15:33
Being a WIP, I won't point out that some halls look kinda bland, cuz I figure you guys will fix that. But looks quality so far, gl with it.
 Voodoo
#1863 posted by Kinn [81.152.112.93] on 2005/03/13 14:33:34
Some interesting textures there - some look almost kothic-ish. Where are they from?
 Textures
flamel by http://www.planetunreal.com/undula...
(ut textures) if anyone wants them in jpg, just ask.
And then some textures by www.badmeat.com mixed from all over his maps.
I love kothic, but its a very narrow set, I would like a follow up someday :D
wait, I mean the textures for 'the color anger', the q3 version. Sorry for being stupido :D
 Bleh
#1867 posted by Shambler [82.38.194.13] on 2005/03/14 00:55:56
Fric, awesome! And pipes and everything.
Voodoo, you got some good ideas and nice designs in there. You need to work on the consistency so quality designing is prominent through the whole map.
 Vodoo.. Etc.. ;)
#1868 posted by JPL [213.30.139.243] on 2005/03/14 01:26:45
Screenies looks good, really nice work !! And thanks for the texture links !!
Oh, and welcome back on Func_: there was a long time you didn't post here ;)
 Yah
I haven't really have anything proper to show until now. But yeah, consistency is being worked on. Thanks for the comments.
 Yeah,
#1870 posted by necros [142.150.107.209] on 2005/03/14 10:04:55
the texture from Color of Anger are called Kothic.
well, at least, kell didn't correct me when i was calling them that. O_o
 Teh
#1871 posted by Fjoggs [80.203.37.30] on 2005/03/15 12:08:23
haven't pimped in here for awhile now so I thought it was about time ;p
My "latest" map, Fjo3tourney1 is nearing beta3. (It's not my first map ;p)
A few screens.
http://www.infosprite.com/members/...
http://www.infosprite.com/members/...
http://www.infosprite.com/members/...
Think i'll have the next beta ready in a few days.
 More Pimp
More pimpage by Fjoggs(and me).
No new screens, but a new beta for invertedpenguin is up at http://www.chimpans.se/map_inverte...
Still a WIP, so some areas are very sparingly detailed.
 Fjoggs
#1873 posted by Scampie [63.236.226.222] on 2005/03/15 13:01:30
Fuck dude, looks nice... now my own map textured the same will look ass whenever I decide to finish it :(
 Quite Neat Fjoggs
#1874 posted by Friction [213.243.160.111] on 2005/03/15 22:38:21
How about adding some pipes? Gotta have pipes!
 !
#1875 posted by Scampie [24.180.188.166] on 2005/03/15 22:51:30
MY MAP HAS PIPES! YOU WIN THE BATTLE, BUT I WIN THE WAR FJOGGS!
 Hmmm
#1876 posted by Shambler [82.38.194.13] on 2005/03/16 01:01:34
I tend to agree. Pipes are needed. Looks good although I personally find the texturing a bit....heavy. But build quality and lighting and all look great so that's cool.
 Damn, Fjoggs
#1877 posted by BlackDog [202.72.148.102] on 2005/03/16 02:07:04
Are you still grinding away at that map?
 Doggy!
#1878 posted by Fjoggs [80.203.37.30] on 2005/03/16 02:25:22
Huhey, good to see you again.
I'm missing you on q3w (it's back up) <3
Yeah, I took a break on it for like 4-5 months, due to the .map file being borked three times so I had to decompile it and clean it up alot. :|
Thanks for the feedback. :)
Regarding the pipes: Not sure where I should actually place them and prevent them from looking totally out of place. There's a few pipes in one area, but I can agree that they'r presence is missing. I'll see what I can do. ;)
 Omg Czg Is Making Hentai Doom
#1879 posted by cant map [195.208.123.213] on 2005/03/16 03:48:32
 Hentai Hardcore
czg will you be modeling the schoolgirl, or making her out of patches? My suggestion would be model, as you could make some hawt animations, more wank-factor on her that way. Btw a bukkake button is probably needed too.
 I Won't Try To Follow The Mighty Levelord In This
#1881 posted by czg [195.204.39.141] on 2005/03/16 05:26:09
 Hahaahha
Hahhahahahaahahhha, I wonder how many people missed that one :D
 OMG Tentacle Pipe Pr0n
#1883 posted by Shambler [82.38.194.13] on 2005/03/16 05:59:14
Friction you just got out-piped so badly I bet your ass is bleeding!
 Typo Mismatch
#1884 posted by JPL [213.30.139.243] on 2005/03/16 06:04:39
I should have been named ASShole, rather than ASSault...
doh !! o_O
 Oh... And
#1885 posted by JPL [213.30.139.243] on 2005/03/16 06:12:09
it also looks like a "spider head:.. like tarentula mouth...
 Yeah
#1886 posted by Kinn [81.178.51.25] on 2005/03/16 06:28:18
Cheers for that JPLambert, but I think the "ass" joke was kind of implicit in the original title.
 He He
#1887 posted by JPL [213.30.139.243] on 2005/03/16 06:29:40
I also have a thought for guys who understand quickly ... but after many long explanations... bleh...
 ... And Many Often...
#1888 posted by JPL [213.30.139.243] on 2005/03/16 06:40:05
.. I'm one of these "slow" guys ;)
#1889 posted by Scampie [24.180.188.166] on 2005/03/16 08:00:34
No one missed it who played it... the phallic jumppad used shooter_plasma entities for a spermy suprise for anyone bouncing off that way.
 ...much Like This Map
#1890 posted by Scampie [24.180.188.166] on 2005/03/16 08:01:15
 Haha
hahah, where do I get that? :D
 Bah
#1892 posted by R.P.G. [24.136.254.248] on 2005/03/16 16:03:00
You're all just in love with the original. Imitation is the most sincere form of flattery.
http://rpg.spawnpoint.org/images/b...
czg: pipe hentai porn? Cthulhu would be proud.
 Splinter Cell 3 Screenshots
#1893 posted by JPL [213.30.139.243] on 2005/03/17 00:06:57
http://www.splintercell3.com/us/sp...
There are less "ass-dick-cum", but it's rather interesting... ;)
 I Just Passed...
#1894 posted by . [68.74.214.198] on 2005/03/17 02:15:13
Splinter Cell: Pandora Tomorrow
It's way too short and not too replayable, and multiplayer interest seems to be lacking. From what I read Chaos Theory is supposed to pick up the slack with less linearity.
 Dm_carousel_beta
#1895 posted by slipi [85.76.120.166] on 2005/03/20 02:40:47
Hey peeps, check out my beta HL2DM map. I'd like to hear from you fockers before compiling the final build:
http://forums.steampowered.com/for...
 So...
Hawt! It's on fire!
 Looks Good Slipi
#1897 posted by Blitz [24.218.169.151] on 2005/03/20 15:54:46
I like what I see so far -- a nice interweaving town style DM map. The shots seem to have a competent build quality and well executed style. It looks like you're getting some advice on the Steam forums too from people that went through and played the maps. I read some of the commentary and I agree with what's being said -- the fog contrast against the tree models in the background doesn't look so hot, and you do need to optimize things for those on lower end machines. Other than that, it looks good and I can't wait for the final build :)
 Carousel (final)
#1898 posted by slipi [85.76.120.166] on 2005/03/20 23:09:07
Thanks,
The fog is taken care of, as are most of the issues brought up during beta. I am testing the final right now, should be up within six hours.
 Re: Carousel (final)
#1899 posted by slipi [85.76.120.166] on 2005/03/21 07:58:50
 Cool That Its Done...
#1900 posted by DaZ [80.43.114.62] on 2005/03/21 08:13:38
but can we have non gay download link that doesn't require me to signup to something shit please? :)
Map looks nice though, will comment more when (if! :D ) I get it
 In Time
#1901 posted by slipi [85.76.120.166] on 2005/03/21 08:20:46
I am still waiting for mirrors. Just keep checking the thread, I'll update it when people add their links.
 Carousel Mirrors
#1902 posted by slipi [85.76.120.166] on 2005/03/21 11:55:51
 Thank You :)
#1903 posted by DaZ [80.43.114.62] on 2005/03/21 15:01:37
:)
 Tubular Thingy
#1904 posted by Friction [213.243.160.111] on 2005/03/23 00:53:07
 Cool!
#1905 posted by R.P.G. [24.136.254.248] on 2005/03/23 09:58:29
I don't think Friction really needs more comments telling him how good he is.
Thanks for sharing, Fric. :)
 Friction You Suck And We Hate You
#1906 posted by Lunaran [68.51.209.251] on 2005/03/23 20:08:21
go back to espoo finland
 A-ha!
#1907 posted by Friction [213.243.160.111] on 2005/03/24 02:58:42
So that's why you asked if I still live in Espoo.
 No, That Was Just Curiosity
#1908 posted by Lunaran [68.51.209.251] on 2005/03/24 07:52:12
It became relevant because it was still in my short term memory.
 Demo
#1909 posted by MadFox [84.26.103.133] on 2005/03/28 09:01:32
I made a demo for the first map of The Abandon - Beta.
It's just my own way of playing the level.
http://members.home.nl/gimli/aban0...
Happy Easter!
 Quatrotski
#1910 posted by MadFox [84.26.103.133] on 2005/03/28 18:09:41
 Fjo3tourney1 - ECP - Beta 3
#1911 posted by Fjoggs [80.203.37.30] on 2005/03/29 06:51:53
Forgot to beta this last time, so I'll make it up now. xD
Hope this will be the final beta, starting to get tired of it.
Did alot of bot and player optimizing.
VIS is complete bollocks, due to ass construction in the beginning leaving it near imposs to hint and I honestly can't be arsed to do something about it.
Also did some work on the item placement, which I feel is quite good now, thanks Todt. :)
Shott'y's:
http://www.infosprite.com/members/...
http://www.infosprite.com/members/...
http://www.infosprite.com/members/...
Download link:
http://www.infosprite.com/members/...
 Re: Fjo3tourney1 - ECP - Beta 3
#1912 posted by czg [81.191.27.124] on 2005/03/29 07:54:20
Clipping on the grate under the rotating thingy is a bit weird.
The sound the platforms make is a bit weird, especially the stopping sound, and especially on the lift up to the RA.
Lighting is a bit flat.
The rocky corner area has what appears to be some brush cracks up towards the top, which brings me to...
I tried to noclip up there to see what was going on, but Quake 3 crashed with some error complaining about max_num_sky_vertexes or something like that. I dunno what's up with that.
I had a look in your pk3 file and you should sort out your textures and scripts folders. There shouldn't be anything 'borrowed' in there.
I DUNNO
WHATEVER
Nice map, Fjodor.
 One Complaint
#1913 posted by R.P.G. [24.136.254.248] on 2005/03/29 12:01:43
One complaint from the screenshots: The walls are all brown, and the floors are all green. It might work well to add a bit more variation.
 Q1 SP Screenshots
#1914 posted by JPL [213.30.139.243] on 2005/03/29 22:02:52
I'm not really about to finish this new map, but here are some screenshots of my last Q1SP... There is a foggy effect which I improved (I think) compared to my previous screenies... It's not dark any more, but more (dark-blue/green, with a lower density..)
As I already explained, this map was initially started for DKT3 Winter Pack, and because I was very (very very... etc..) late, I turned it in a bigger project..
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
So, verdict ??
 404
#1915 posted by Blitz [24.218.169.151] on 2005/03/29 22:03:47
Links are broken JPL
 Shit !!
#1916 posted by JPL [213.30.139.243] on 2005/03/29 22:05:02
 Looks Good
#1917 posted by Blitz [24.218.169.151] on 2005/03/29 22:32:11
I like the design, but the shots are kind of disorienting in that I can't really tell what's going on. I think this might be due to the fog, but it looks like it's underwater or something, and I can't really tell, but everything looks kind of disconnected.
Shot 2 looks the best because you can actually see the brushwork the best in it. That weird arch in shot 4 seems out of place with the style of the building.
Good work so far it seems, but try and take some shots without the fog, and also try and take a wider perspective shot, so we can get a better sense of what's going on.
 Q1 Shots
#1918 posted by necros [69.193.222.114] on 2005/03/29 23:05:23
for screenshots, could you cut the fog density to about half? it will probably work good ingame with the setting you have now, but for static images, it's hard to make stuff out.
i like the 4 shot with the cool pillar thing.
 Ja
#1919 posted by Vondur [195.128.65.237] on 2005/03/29 23:08:20
fog is too thick
 Ja
#1920 posted by Vondur [195.128.65.237] on 2005/03/29 23:08:24
fog is too thick
 More Infos
#1921 posted by JPL [213.30.139.243] on 2005/03/30 00:20:03
Fog is set to 0.05 0.6 0.8 0.8 (density-R-G-B). Due to its blue-green color and density, and for sure also due to the fact I increased brightness by 80%, it looks like underwater screenies... well, I will set fog density to 0 for future screenshots...
Concerning the pillar things, they have rather to be called "buttress"... It's typically a gothic design.. I try as far as possible to "match" the concept... I placed many of these around the "castle"... so even if you see one which seems to be alone... there are many others, and just one above the player in screenshot 4... ;)
Anyway, I will post more (better I hope) screenies later 8D
Thank for your feedback..
 Looks Good
#1922 posted by mwh [195.92.198.74] on 2005/03/30 00:30:57
you need to texture that flying buttress better, but I guess you knew that :)
Is it based on any particular church, or just general gothicness?
 Mwh
#1923 posted by JPL [213.30.139.243] on 2005/03/30 00:32:28
It's based on general gothicness, and the idea came when I saw Bal photos gallery.. I found the idea rather interesting...
 Mmmh!
#1924 posted by Spirit [213.39.223.59] on 2005/03/30 10:10:31
They look really nice! Good luck with the mapping!
 Fog
#1925 posted by necros [142.150.106.149] on 2005/03/30 10:19:06
well, for example, i have an outdoor map, and the density i use for fog is i think around 0.006, which makes a thin haze at around 800-1000 units and makes everything beyond 1000 blend smoothly away (instead of creating a thick wall)
but a thicker fog can have a more oppressive atmosphere, and if you don't mind shrouding your brushwork i'd say leave it as is for the playable version.
anyway, since you can change fog density ingame, it's not a big deal to simply fiddle with settings.
 JPL
#1926 posted by PuLSaR [62.33.55.98] on 2005/03/30 17:04:22
 JPL
#1927 posted by PuLSaR [62.33.55.98] on 2005/03/30 17:11:26
screens look very good. I like the theme.
Also it seems to me that you use the hexen2.wad. If it is so, I like your choice.
 Necros / PuLSaR
#1928 posted by JPL [213.30.139.243] on 2005/03/30 23:44:56
necros: A good fog effect is effectively quite difficult to find, and it's a trade-off between visibility and ambiance... I made many tries before finding these settings (fog 0.05 0.6 0.8 0.8). I think I will not change the fog RGB (dark blue-green color), but for sure the density should be decreased a little bit... As you said, it's really easy to change fog settings with the console command ingame.. Nevertheless, I will made further test to see how I can improve it ;)..
PuLSaR: I started the map for the DKT3 1000 brushes Winter Pack (launched in October/November 2004). I missed the "delivery date" in early December, due to the birth of my last daughter.. :) So I decided to follow the idea of this pack: mapping with only DKT3 texture set. But here I forget the 1000 brushes limitation... (I'm rather near 4000 now !! he he he...). Furthermore, there are no Hexen2 textures in the map, only DKT3 textures, and one extra textures (for "rockish generated terrain") coming from a wad file I found on "geneticrose" web site (which doesn't work any more...)...
In anyway, thanks to all for your feedback.. I will post more screenies later, with a better quality I hope.. ;)
 JPL
#1929 posted by Lunaran [68.51.209.251] on 2005/04/01 14:20:11
jeez, turn your brightness down :(
When someone with their brightness where it's supposed to be plays that it'll be dark as hell.
 :|
#1930 posted by Fjoggs [80.203.37.30] on 2005/04/02 18:20:43
 Fjoggs
#1931 posted by Kinn [217.44.228.109] on 2005/04/03 00:51:35
Linky no worky for me :(
 Worked
worked a few mins ago, sure it will be up in a short while...
 It's Empty
#1933 posted by Friction [84.230.88.197] on 2005/04/03 13:42:10
 Fric
#1934 posted by than [62.189.9.161] on 2005/04/04 05:32:09
looking great as always. Is it a single map or a whole episode? You've been posting shots for a while now :) Don't think I've seen the same areas many times either.
 I Take Too Many Screenshots
#1935 posted by Friction [213.243.160.111] on 2005/04/04 06:35:07
It is more than just one map however.
"Iv made a picture of many cool loking map screenshots tiled together. Custom maps from different fps (quake, q3 and ut mostly)
It looks nice, can be your backdrop, give some inspiration or just make you wonder what maps are those.
1280x960 (get this)
http://www.planetquake.com/speedy/...
Thats cool Vodka, wow even one of electro+I maps on there :D
 ^^^^
Also a shot of a map I never released hehehe
 Errrr
#1938 posted by DaZ [80.43.236.43] on 2005/04/05 02:11:54
the link it totally fucked :(
Killaz fix it now moran!!!! :D+
 Killazontherun
#1939 posted by Scampie [63.236.226.222] on 2005/04/05 11:20:38
welcome back!
now fix your fucking link you twit.
 Invertedpenguin "final"
http://www.chimpans.se/invertedpen...
This is what I would like to call a final, if there are any issues, please report. Made for cpma 2vs2.
 Haha
#1941 posted by DaZ [80.43.235.152] on 2005/04/06 06:27:01
lol @ the url.
But can we have some pics please? :)
some semi-new ones at http://www.chimpans.se/ip/
Lighting has been updated, and the corridor with blood under the fencing has also been updated. Will take new screens when I can be arsed.
 VDC
#1943 posted by R.P.G. [24.136.254.248] on 2005/04/06 08:53:11
You've got some good (albeit typical) details going on. However, I really don't think the theme is consistant enough; especially with colors and lighting. The textures include a lot of oranges and browns, but there are also lots of greens, blues, and reds.
And the lighting is predominantly pure white, but it also includes orange and blue. This is bad. In Quake 3, pure white lighting is a no no; and having such a wide variance in colors is rather gaudy. So if your lighting was mostly orange with a few complimentary colors spread around (maybe red or yellow) it would not only look better, but also more consistant.
 Hehehe
 A Lot Of Those Look Cool
#1945 posted by czg [195.204.39.141] on 2005/04/07 03:32:52
Though they mostly border on nonsensical...
They still look cool though.
 Oh
#1946 posted by DaZ [80.43.123.117] on 2005/04/07 03:37:26
TEU died? :(
Shame, there were some nice maps in that
 Killaz
#1947 posted by nitin [138.217.4.38] on 2005/04/07 06:21:50
they are some fantastic shots. What was the project? Mp or Sp?
 Killazontherun
#1948 posted by JPL [213.30.139.243] on 2005/04/07 06:27:01
Really nice screenshots !! But we need more informations, like required nitin.. Which games (Doom3 I guess...), which project, etc.. etc.. ??
 JPL
#1949 posted by Lunaran [68.51.209.251] on 2005/04/07 08:10:06
Does that look like Doom3 to you?
Klz, very nice looking. Also requesting more info on this TEU thing.
Also, can we steal the textures?
 Lunaran
It looks like alot of it is the andromeda set by Speed, but I dunno about the lower grungier areas.
#1951 posted by Scampie [63.236.226.222] on 2005/04/07 10:30:22
hmm. a few nice shots, a few crap shots. a month of polish on that and it'd look fantastic killaz
 Killaz:
#1952 posted by metlslime [209.213.199.133] on 2005/04/07 16:51:00
Overall the texture set is too monochrome for my taste, but otherwise the map looks nice. Are you planning on releasing this?
 TEU
#1953 posted by DaZ [80.43.230.225] on 2005/04/08 00:44:32
was a project that a year or so ago me, killaz, electro, etc were mapping for. All the textures are by speedy so if you want them then mail his arse :)
Shame the project has died, but when I left there was a certain amount of arguing going on so sadly it doesn't come as much of a shock :(
Shame to let the maps go to waste tho! Do something with it eh Killaz :)
err the TEU website (if its still up) : http://teu.quakepit.com/index.php
 TEU
#1954 posted by Friction [213.243.160.111] on 2005/04/08 02:36:04
Engine was basically a Q2 on steroids with the most subtle bumpmapping ever! Everyone told me it had sweet bumpmapping, but I only managed to witness it on one texture and even then only by splitscreen comparision. I loved to harass people about that.
 If Killaz's Shots
#1955 posted by nitin [138.217.4.38] on 2005/04/08 02:41:10
are in the q2 engine, then they are even more imprressive.
 Bleh
#1956 posted by JPL [213.30.139.243] on 2005/04/08 03:03:47
That's why I was guessing it was D3/Q3 screenies ;)
 DaZ
#1957 posted by Zwiffle [69.210.49.84] on 2005/04/08 05:22:37
Y'know, it seems like a crime that almost all the team projects you've worked on or led, which all look so awesome, end up not working out. Why must you tease with your pretty electronic flowers? Think of all the awesome gaming we do not get to play, but can only wonder about how awesome it is. THINK OF IT AND WEEP!!!
 LOL!
#1958 posted by DaZ [80.43.230.225] on 2005/04/08 09:40:59
I am a bad luck charm obviously =)
And to clear up confusion, that isnt the q2 engine, its completely ripped up and rebuilt q2 engine =) using q3bsp and curves etc. and shaders. Basicly its q3 with some added knobs on :D
#1959 posted by cant map [195.208.123.213] on 2005/04/11 06:08:13
sob
 Blarg
#1960 posted by Friction [213.243.160.111] on 2005/04/13 05:13:44
 Friction
#1961 posted by Vondur [195.128.95.36] on 2005/04/13 05:47:31
u rok
 Fric
#1962 posted by Zwiffle [69.210.38.168] on 2005/04/13 06:37:47
Unbelievability.
Good job, but please make something that can run on my computer.
 Could Just Be The Shot
#1963 posted by nitin [138.217.4.38] on 2005/04/13 06:54:08
but the foreground seems much more detailed than the rest. DO you have a different shot of that area?
 Friction
#1964 posted by Kinn [81.178.51.25] on 2005/04/13 09:10:37
<doom3world> "oMG TAHT SI TEH BSET LEVAL EVAR i AM CURENTLY HIRING LVEL DESINERS FOR MY MOD WUOLD YOU LEIK TO JOIN MY MOD TEEM" </doom3world>
Seriously though, it looks good (although I've being seeing shots of this map for so long now, I almost feel as if I've played it ^_~)
Looking forward to it :D
 Yeah.
#1965 posted by Friction [80.186.162.208] on 2005/04/13 13:16:10
http://www.kolumbus.fi/ville.niemi...
I guess I'll take a short break from abusing the F12, this is getting excessive.
 Heh
#1966 posted by Kinn [81.152.225.111] on 2005/04/13 13:28:32
now I *know* I've seen at least three different shots of that area now.
 I've Handed My F12 Key To CZG
#1967 posted by Friction [80.186.162.208] on 2005/04/13 13:38:23
Hope he's careful with it.
 Lighting
#1968 posted by ProdigyXL [66.188.62.216] on 2005/04/13 20:01:06
The map looks quality, but the light looks over bright for the room. I'd tone it down a bit, but besides, thats great sexiness.
 Friction
#1969 posted by JPL [213.30.139.243] on 2005/04/13 23:02:20
Really nice screenshot ! I love these blood splashes on the ground... terrific !
BTW, I agree with ProdXL, lower light level would increase insecurity feeling ... thought... ;)
Keep it up !
#1970 posted by Vigil [85.76.1.41] on 2005/04/14 00:19:19
That's it, I vote that the name of this thread is changed to something more accurate, like Friction's Screenshots.
 You Know There's Something Strange Going On
#1971 posted by Friction [213.243.160.111] on 2005/04/14 00:39:56
When a Doom3 map is being too well lit. So beware!!
 2nd Shot
#1972 posted by nitin [138.217.4.38] on 2005/04/14 01:53:57
is much better at showing off the room. The lighting level is not the issue IMHO, it's just that it seems to be at a constant level throughout the room. Otherwise, it looks very good.
 Rawr
#1973 posted by Blitz [24.218.169.151] on 2005/04/15 23:52:02
 Hmm
#1974 posted by DaZ [80.43.70.67] on 2005/04/16 03:30:27
Walls look a bit bare imo, maybe its just a dull texture to use? try slapping some posters or anything to liven it up a bit perhaps!
Trim on the raised floor looks a bit too thick as well imo.
Lighting looks a tad dark, maybe move the spotlights closer to the walls to get some cool "V" shaped spotcones hitting them.
Hmm overly negative I geuss, but all easy to fix imo. GG
 Aye
#1975 posted by Blitz [24.218.169.151] on 2005/04/16 03:44:02
Point taken on the trims, lighting is going to be relatively unchanged, gg.
 I Must Say
#1976 posted by Zwiffle [69.210.38.168] on 2005/04/16 06:45:40
I'm not impressed from the Screen shot.
But, like DaZ said, it could be easy to fix and add some detail. I would add yellow-ish lighting to it. Because I'm cool like that.
 Blitz
#1977 posted by R.P.G. [24.136.254.145] on 2005/04/16 06:54:27
I don't really have any complaints with the lighting, but I have to agree about the walls. Too flat and not enough details. It seems awfully clean, so maybe some additional slime decals?
 I Like It,
#1978 posted by HeadThump [65.140.59.156] on 2005/04/16 09:48:10
to me it looks uncluttered which is the opposite of most HL2 dm maps. RPG is right about the flatness of the walls. Something as simple as raising or lowering that right sided wall could help it feel like a fuller volume of space.
 Some Stuffage
#1979 posted by Kinn [217.43.101.99] on 2005/04/17 14:13:59
#1980 posted by R.P.G. [24.136.254.145] on 2005/04/17 15:18:30
Nice and dark instead of the usual bright and shiny stuff. Maybe could use a bit more brush detail on the supports and non-mechanical bits. And the floor is really dark (seems to be a problem with most screenshots of Doom 3 custom maps).
Now go finish the rest of this WIP!
 Why Haven't
#1981 posted by . [68.255.59.201] on 2005/04/17 15:21:48
People tried to do anything different apart from the usual Doom 3 base stuff?
 Because
#1982 posted by Zwiffle [69.210.43.123] on 2005/04/17 16:43:21
doom3 is mostly base stuff
 Yeah But
#1983 posted by . [68.255.59.201] on 2005/04/17 18:06:35
Isn't anyone doing any new textures, or is it too much work? I mean, I know it's alot of work, but with all the other texture effects and stuff it's even more...
 Yes
#1984 posted by Lunaran [68.51.209.251] on 2005/04/17 21:13:21
Isn't anyone doing any new textures, or is it too much work? I mean, I know it's alot of work, but with all the other texture effects and stuff it's even more...
I'm doing two new texture sets for my ship. And yes, it's a metric fuckload of work. :(
You'll get all my sexy spaceship textures, of course, when Byzantine is done.
Also, Kinn, please fix your monitor. If there's nothing wrong with the monitor, fix your brightness in Doom3. If there's nothing wrong with either of them, then you need to look again because as I said I cannot see a single thing other than light fixtures in any of those images.
 Dark Floors
#1985 posted by Friction [213.243.160.111] on 2005/04/17 22:56:53
This is actually because of the uneven lighting model of Doom3 stock lights. Light that extends 16 units beyond a wall, light up the wall much much brighter than a light extending 16 units into floor. So make those lights extra tall!
 What's Wrong With Base Stuff?
#1986 posted by Friction [213.243.160.111] on 2005/04/17 23:05:28
It rocks! Only thing it's missing is a full rust/waste set. The enpro/outside/recycle isn't quite enough. Also some 512x512 concretes. Then i'd be happy.
 Nothing Wrong With The Base Texes Themselves
#1987 posted by . [68.255.59.201] on 2005/04/17 23:50:57
I just haven't seen anyone doing much different from what we already have in Doom 3.
Except for that one outdoors DM map.
 I Cant See Much Either
#1988 posted by nitin [138.217.4.38] on 2005/04/18 02:58:57
so yeah what lunaran says.
 Kinn-hunny
#1989 posted by Zombie [220.244.110.190] on 2005/04/18 03:14:42
The angular parts are nice, you've got the right ideas for the lights and the normals are brought out fairly nicely, just need to light that floor up a notch and it'll be nice :)
Other then that, make more god damn it!
Z
 My Kingdom For A Sword
#1990 posted by MadFox [84.26.103.133] on 2005/04/19 16:39:27
replaced the axe in Quake1.
texturing is hard, because of no base dxf.
but it soars already.
http://members.home.nl/gimli/frame...
 Slash
#1991 posted by MadFox [84.26.103.133] on 2005/04/19 16:50:07
 Madfox
#1992 posted by Vondur [85.140.31.94] on 2005/04/19 22:35:05
did you try playing with gl_flashblend set to 0? that yellow globes around dynamic lights sucks, isn't it? you can disable them.
 More Screens
#1993 posted by Blitz [24.218.169.151] on 2005/04/20 02:24:11
http://blitz.circa1984.com/dm_orth...
rawr
still chugging away on my HL2DM!
 Blitz
#1994 posted by JPL [213.30.139.243] on 2005/04/20 02:40:52
Nice screenshots.. The "green-slimed" fog effect is really impressive. even if concrete texture used in this bunker-like architecure seems to be.. let's say too much "flat" IMHO.. but lightning effects, while there is not amount of lights, is really good... It sounds good !
 Thanks
for the comments way up there... yeh its a shame the project died but I guess that happens a lot with online projects, small teams etc.
I don't really know what else I could do with those maps now anyway.. I guess they just stay as screenshots!
 Blitz
#1996 posted by R.P.G. [24.136.254.145] on 2005/04/20 08:35:52
Not bad, but why must all the dirt and grim remain at the bottom?
 Madfox
#1997 posted by Lunaran [68.51.209.251] on 2005/04/20 08:46:05
Is that a sword? It kind of looks like an uncleaned barbecue stake.
 Drunk Thread
#1998 posted by MadFox [84.26.103.133] on 2005/04/20 11:31:32
Thanks for the advice Vondur, I'll try it.
Now I have my base frame textured I start up in quake spinning like a wheel.
Could it be the *.mdl is placed to low?
http://members.home.nl/gimli/frame...
 MadFox
#1999 posted by JPL [212.96.78.89] on 2005/04/20 11:47:57
This one looks better !
 Thanks
#2000 posted by MadFox [84.26.103.133] on 2005/04/20 12:34:05
the great Catweazel be thanked the surrounding has stopped spinning.
 Final One
#2001 posted by MadFox [84.26.103.133] on 2005/04/22 07:36:39
I had a lost vertice in the dxf which screwed up the hand. This one is better, although you'll have to push the refresh button, i think. Rather clean sword, but it is still brand new.
Vondur, I tried youre gl_flashblend in the autoconfig.cfg and the yellow globe disappeared
but starting up again it was back.
 Test Request...
#2002 posted by distrans [131.172.4.44] on 2005/04/28 18:56:16
... after a furious couple of mapping sessions involving a near complete QSP, I find myself with a QDM 4v4 level ready for tesing (don't worry Scraggy it's not one of the QT levels :)
I need a few experienced DM level builders and experienced QDM 4v4 players too offer criticism before I involve Apollyon and some of the Smackdown clans in full blown testing.
Offers?
 ...and,
#2003 posted by distrans [131.172.4.44] on 2005/04/28 18:59:17
yes I will be releasing a QSP version of the level that includes slightly more brushwork. So SP only players can give me hand then.
 Sure
#2004 posted by Blitz [24.218.169.151] on 2005/04/28 19:14:29
Send the detailed info to my e-mail if you can't get on IRC. Also, I saw that screen that you DCC'd to me...it said 'd3dm' but it looked like Quake...unless D3 means distrans 3 and not Doom 3 :D
 Hehee...
#2005 posted by distrans [131.172.4.45] on 2005/04/28 20:14:09
... Doom 3? Quake? We'll see... :D
I'll email you the level. Anyone else?
 Distrans
#2006 posted by inertia [134.53.210.203] on 2005/04/29 14:13:14
send it to me. I (kind of) play in nqr, so i know alot of decent 4on4 players who could offer criticism
 Base :o
#2007 posted by Fjoggs [80.203.37.30] on 2005/05/01 16:12:17
A little 'sumthin 'sumthin.
Always wanted to do a base styled map, so I tried something a bit different then what I've seen.
Lighting is a bit bright, as I haven't done anything with it at all. :p
http://www.infosprite.com/members/...
http://www.infosprite.com/members/...
 Thanks Inertia...
#2008 posted by distrans [131.172.4.45] on 2005/05/01 18:24:59
...will do.
 Fjoggs
#2009 posted by HeadThump [65.140.59.58] on 2005/05/01 21:29:21
Cheers,
You don't see walls like those every day . . .
 Fjoggs
#2010 posted by killjoy [68.127.153.9] on 2005/05/02 00:40:39
beautiful stuff :O
i'm interested to see how that style transfers to larger, more open areas. really nice work so far.
 Fjoggs
#2011 posted by nitin [138.217.4.38] on 2005/05/02 02:21:39
light that properly and it will look excellent.
Also, if you have shots of larger areas, I like killjoy am interested in seeing them.
 Fjoggs
#2012 posted by JPL [213.30.139.243] on 2005/05/02 02:58:19
What nitin and killjoy said... Interesting design, and good work... We want more screenshots !
 Fjoggs
#2013 posted by Lunaran [68.51.209.251] on 2005/05/02 21:28:50
Sexcopter. I too want atria and not just hallways.
Also, check out rpg3dm2, you might like the textures.
http://rpg.spawnpoint.org/rpg3dm2....
 W00t!
#2014 posted by R.P.G. [24.136.255.30] on 2005/05/03 11:10:06
Someone done went and p1mped RPGDM2!
 No
#2015 posted by Lunaran [68.51.209.251] on 2005/05/03 19:05:08
I pimped the textures :)
 °_°
#2016 posted by mic [84.60.134.219] on 2005/05/08 12:18:57
 Hmm.
#2017 posted by Scampie [24.183.97.27] on 2005/05/08 12:34:21
the architecture looks interesting, but those textures and lighting make me want to barf :(
 Uhm.
#2018 posted by Friction [80.186.183.75] on 2005/05/08 12:35:05
What is this supposed to be?
 Hmmm
#2019 posted by Kinn [81.152.112.94] on 2005/05/08 12:51:43
I think it's supposed to be some kind of flesh processing plant or slaughterhouse-y type thing.
 Which I Might Add
#2020 posted by Kinn [81.152.112.94] on 2005/05/08 12:54:24
would be perfectly suited to a bit of Pete Parisi's BadMeat texture lovin'.
#2021 posted by Zwiffle [69.210.40.229] on 2005/05/08 13:45:00
Continue with it. It looks promising.
 Erm
#2022 posted by mic [84.60.131.189] on 2005/05/09 00:46:15
yes should be a kind of slaughterhouse
btw just own textures and shaders, scampie ty :o(
 Erm2
#2023 posted by mic [84.60.131.189] on 2005/05/09 01:39:14
what means "barf"...couldnt find it in my dictionary (/me german) hmpf
since D³ im a little bit demotivated to map on in Q3A...i dont know if i finish this map
however
http://co-mic.de/d.jpg
http://co-mic.de/e.jpg
http://co-mic.de/f.jpg
btw this map contains no models/mapobjects
(because of questions like "where is that model from" etc)
 Mic
#2024 posted by R.P.G. [24.136.255.30] on 2005/05/09 06:55:40
"Barf" is an informal word that means "vomit" or "throw up."
 Zum Kotzen
#2025 posted by mic [84.60.131.189] on 2005/05/09 07:43:19
ah...ok ty RPG
 Screenshot
#2026 posted by Ankh [212.121.135.226] on 2005/05/11 00:30:43
 Dm_ortho
#2027 posted by Blitz [24.218.169.151] on 2005/05/11 22:32:03
The beta for dm_ortho is out! Get it here: http://blitz.circa1984.com/dm_orth...
A screenshot can be found here: http://img226.echo.cx/img226/5559/...
 Blitz
#2028 posted by Zwiffle [69.210.50.113] on 2005/05/12 07:29:43
Got it, I'll try it out with you later tonight sometime if you're free. No school tomorrow, so no worries.
 Grrl Crazy
#2029 posted by MadFox [84.26.103.133] on 2005/05/15 20:45:41
 Sigh
#2030 posted by Vondur [85.140.31.60] on 2005/05/15 22:53:20
poor quake
 Madfox
#2031 posted by Lunaran [68.51.209.251] on 2005/05/15 23:06:19
Please never stop posting.
 Lostchildren
#2032 posted by here [84.4.38.53] on 2005/05/21 01:40:48
I'made a new map I need some advices :
http://www.planetquake.com/here/lo...
map for RTCW MP and size : 27 megs
Anyway if u are too lazy to dl it you have the screenies.
Give me your feelings.
 Lostchildren
#2033 posted by Shambler [82.38.192.54] on 2005/05/21 02:22:15
I can't check the map as I don;t have RTCW installed, but looking at the screenshots I am impressed. Visually, and theme-wise, it's a LOT better than the other maps I've seen you post. A lot more stylish and consistent. It looks good - nice theme, nice atmosphere, nice lighting.
There's one obvious improvement you should make, though: Put some different brick/stone textures on some of the buildings. With all the same texture it looks artificial and unconvincing - if you have some variety it would look more like a real lost city.
Also, in the second shot, the curved ledge on the left should have a texture to match the cobbles on the side of the ledge - at the moment it just goes straight into brick which is wrong. And, you could do with less crates, or at least more variety of crates, in that big cratey area.
Good luck!
 Small Chunk Of A D3 1v1 Map That I Doubt I Will Ever Finish
#2034 posted by BlackDog [202.72.148.102] on 2005/05/22 06:30:17
 Nice One Dawg
#2035 posted by Shambler [82.38.192.54] on 2005/05/22 07:12:44
I hope you do make progress with that because that little bit so far is looking good. I like the style, with some nice angles and a hefty chunk of rock to break up the baseness of it all. I do think a bit of colour in the rocky area would be nice as it's quite stark at the moment.
 ROCK ON! \nn|
Wow, that's some of the best rock that I've seen in a while.
 Blackdog:
#2037 posted by metlslime [67.118.99.81] on 2005/05/22 17:34:44
finish that map!
 Q1 Monster
#2038 posted by MadFox [84.26.103.133] on 2005/05/22 20:19:16
A try to make the Q2-Grrl look good in Quake!
http://members.home.nl/gimli/soldi...
 Dog, Those Rocks Good Enough To Fuck
#2039 posted by HeadThump [65.140.58.49] on 2005/05/22 20:45:22
 Hrmm, Rocks *are* A Bit Bland Colour Wise
#2040 posted by BlackDog [202.72.148.102] on 2005/05/23 00:06:21
I think I can fix that with a bit of blending.
And Headthump, please don't fuck my rocks.
 Hey,
#2041 posted by HeadThump [65.140.59.208] on 2005/05/23 15:10:25
I'm just saying those are some good looking rocks.
 Actually
#2042 posted by Lunaran [68.51.209.251] on 2005/05/23 21:43:29
I'd say please don't fuck any rocks.
 Please
#2043 posted by pushplay [68.148.157.110] on 2005/05/23 22:47:21
Get your rocks off, but don't get off on the rocks.
 It's Just That They're So Hard To Clean
#2044 posted by BlackDog [202.72.148.102] on 2005/05/24 00:54:27
HeadThump: <3
 Hey, I'm Not Madfox... But Have Cheap Lols
#2045 posted by cant map [195.208.123.213] on 2005/05/24 06:09:17
 Cant Map
#2046 posted by bambuz [130.233.220.23] on 2005/05/24 08:08:31
I vote colored lighting the best games industry invention since texture mapping. It makes everything look so much better.
 Oh Man!
#2047 posted by than [62.189.9.161] on 2005/05/24 10:36:42
I laughed out loud when I saw the face in the corner on the last image.
Absolutely brilliant.
 Can't Map
#2048 posted by Kinn [81.155.131.202] on 2005/05/24 11:18:45
what the hell is that from?!? o_O
 Hah
#2049 posted by Lunaran [68.51.209.251] on 2005/05/24 11:59:18
That face looks a lot like this really (really) old image I made:
http://www.lunaran.com/art/adrenal...
 Dm_ortho_b3
#2050 posted by Blitz [24.218.169.151] on 2005/05/24 16:25:43
Okay I think this will be the last beta before final.
I took many of the suggestions given by biff, Shambler, Daz, pope, and I think it is much better now.
About the jump pad though...it works fine as long as you don't stand still on it -- in HL2 you need to keep moving in the direction you want to go. So when you're attempting a jump, the best way to go is just to run at it in the direction + launch upward you want to go.
Also, there is a texture misalignment on the inside of the vent fan, I already fixed it my next save, I just didn't noticed it after I did the compile.
http://blitz.circa1984.com/dm_orth...
 Love The Rocks But Don't LOVE The Rocks
#2051 posted by HeadThump [65.140.59.77] on 2005/05/24 18:53:56
;)
 Blitz
#2052 posted by Zwiffle [69.210.42.201] on 2005/05/24 20:10:17
You didn't listen to any of my suggestions? :( I'll give it a try tho.
 Yes
#2053 posted by Blitz [24.218.169.151] on 2005/05/24 20:36:45
Zwiffle too. Mea culpa. Mea culpa. Mea maxima culpa.
#2054 posted by Zwiffle [69.210.42.201] on 2005/05/24 20:37:25
JESUS HAS MADE A SPECIAL BUTTERFLY JUST FOR PEOPLE LIKE YOU BLITZ!!!
 Some Shots From Jq3 Ailbreak
#2055 posted by nitin [138.217.4.38] on 2005/05/25 02:17:40
that look very very good :
http://www.quake3world.com/forum/v...
Scroll down to see the shots posted by scrotch.
 Nitin
#2056 posted by JPL [213.30.139.243] on 2005/05/25 03:04:04
The last screenshot is so far the best !
 Ola!
#2057 posted by Shambler [82.38.192.54] on 2005/05/25 05:04:17
Blitz, will check later.
Nitin, well pointed out, those look really good.
 Hi Again!
#2058 posted by Snaga [83.250.203.215] on 2005/05/25 14:36:26
I just realized its over two years since my last login...time flies for a newborn father I guess.. forgot my pass and changed my e-mail as well :l
Found a Q3 map I just about finished before my daughter came and realized it's not all that bad... a little dusty but still...or?
http://web.comhem.se/~u70315877/sh...
 Scrotch Shots!
#2059 posted by Snaga [83.250.203.215] on 2005/05/25 15:00:53
After looking at scrotch's shots mine are dusty in deed :l
Beautiful work there!
 Why Hello!
#2060 posted by R.P.G. [24.136.254.133] on 2005/05/25 15:10:53
Snaga: it looks like you've got some good shapes, spaces, and lighting going on, but the detail level in several spots looks more on par with Q1 than Q3. Also, the textures seem a bit plain, and although that's not bad in itself (e.g. geocomp maps) it just exacerbates the situation with the details. About half of the indoor stuff looks tasty, though. Such as shots 5 and 8.
On the other hand, pro gamers will probably prefer the sparseness of details.
 Some Of Those Shots
#2061 posted by nitin [138.217.4.38] on 2005/05/25 21:56:02
have killer lighting.
But rpg is right about detail and texturing.
 What They Said...
#2062 posted by Shambler [82.38.192.54] on 2005/05/26 00:30:44
Nice clean style and great lighting, good build quality too, but a few stronger designs would be good. Not that it's not good at the moment, that is.
 Snaga
#2063 posted by Shallow [213.143.16.244] on 2005/05/26 03:07:04
I'm going to go with the general consensus and say it looks really good but needs a little more love.
Personally, I quite like the textures. Slightly more detail on some of the panels might work, but it's funny that you jokingly talk of the design seeming dusty, because there is indeed an interesting dusty abandoned base look to them, and I think it might be cool to play to that more by having cobwebs here and there (look to RtCW's cobwebs for a good way of doing these), and giving some lights a subtle volumetric effect with scrolling dust motes. Slightly less saturated colours on your contrast lighting might work well if you play up the dust aspect.
Also, get some phong shading on those rocks, it'll make them look much nicer.
#2064 posted by Snaga [83.250.204.189] on 2005/05/26 13:43:26
Thanks for input yall:)
I do agree with you in the lack of detail in most pics. My intention from the start was to make the map fast in game, beeing sparse with detailing. But I guess that, as R.P.G pointed out, can only be pulled off by fooling the eye with more detailed textures, or making stunning architecture.
I don't think I have it in me to finish the map but it's always nice to get feedback on something you done.
 Crates
#2065 posted by Mike Woodham [81.154.66.251] on 2005/05/26 14:00:54
Surely, it just needs a few crates?
 Snaga
release a beta?
 BTW
#2067 posted by R.P.G. [24.136.254.133] on 2005/05/27 13:25:18
 Hurray!
#2068 posted by Zwiffle [69.210.42.201] on 2005/05/27 13:31:42
Looks good, u
 Woohoo
#2069 posted by Shambler [82.38.192.54] on 2005/05/27 15:09:08
It's Dagnabbit hunting season soon! Just let me crossbow and head out into the highlands!
 I Will Work Now =)
#2070 posted by here [213.223.72.16] on 2005/05/28 07:33:09
thanks shambler
I understand what you mean and i will work again on this map after my exam... for another texture I will use the "jackboot pack" the bricks are green but i can filter it in red. I m agree with u I must use irregulary brick textures. I will work.
 Ugh, Editor Shots :|
#2071 posted by Fjoggs [80.203.37.30] on 2005/05/28 08:15:35
ke, here's some partly artia shots, but it's kinda small sized artia. :p
Not all that satisfied with it, but i guess it's ok.
http://www.infosprite.com/members/...
http://www.infosprite.com/members/...
And for no reason:
http://www.infosprite.com/members/...
 Very Funky...
#2072 posted by Shambler [82.38.192.54] on 2005/05/28 08:16:31
...completely nonsensical, but very funky =).
#2073 posted by Zwiffle [69.210.42.201] on 2005/05/28 08:42:18
Neat. Quake 3? Looks good.
 It Looks A Bit Balish To Me
#2074 posted by R.P.G. [24.136.254.133] on 2005/05/28 10:26:39
.
 New Textures If Anyone's Interested
#2075 posted by nitin [138.217.4.38] on 2005/05/28 19:18:45
Industrial style, made of UT series but I'm sure can be used in any game :
http://www.planetunreal.com/phalan...
 Screenshots
#2076 posted by JPL [82.234.166.130] on 2005/06/01 12:37:06
Here are some screenshots from my last project... It has been started since Winter contest pack.. remember...
I already sent other screenies 2 month ago, and now I'm working to improve the gameplay...
I hope it will be released before the end of June... ;)
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
Enjoy !
 Lookin Good There
#2077 posted by Zwiffle [69.210.50.131] on 2005/06/01 12:44:34
JPL, the butresses look great. Only crits I see are:
1.) Some areas look fullbright. May not be a problem, I tend to make darker maps so fullbright gets on my nerves.
2.) You might want to scale up the lava texture 2x2 or 3x3. It tends to help prevent the feel that the lava is fake.
 JPL
#2078 posted by DaZ [80.42.199.174] on 2005/06/01 14:05:34
though I have not played any of your other maps, this one looks so much better than your past efforts, build wise.
As Zwif said, the indoor area is too bright imo, try fiddling with the lighting some, and ditto with the lava texture.
 Jpl
#2079 posted by Vondur [85.140.31.3] on 2005/06/01 14:44:30
very nice!
go finish it!
little hint: to make proper screens disable gun drawing by typing r_drawviewmodel 0 and crosshair 0 at the console.
 Sexy Stuff There JPL
#2080 posted by HeadThump [65.140.58.163] on 2005/06/01 15:50:35
 JPL
#2081 posted by PuLSaR [83.239.253.6] on 2005/06/01 23:04:04
Looks very good!
release it soon!
 More Informations
#2082 posted by JPL [213.30.139.243] on 2005/06/02 00:16:18
Thanks for encouraging me, I hope the final release will give you a max of fun !!
Some more infos: the map has originally fog density set up to 0.08, and here I dicreased it down to 0.04, in order to see more stuff in the screenshots. As well, I tuned gamma correction to 1.6, which seems to increae fullbright effect... during "real" play, it's not so bright... I played the map in DM mode in order not to be disturbed by monsters.. The map is an SP map, and right now there are 117 monsters.. I have to improve gameplay, add monsters, adding skill setting features, and it will be ready ;) Wait and see, be patient...
Oh ! Thanks Vondur for the console command ;) I didn't know it.
Zwiffle, thanks for the advice about the lava texture scale, I will try it this evening ;)
 JPL
#2083 posted by mwh [195.92.168.177] on 2005/06/02 01:11:17
Cool stuff. Are those Hexen2 textures? Some of the shots remind me of the last bit of hexen 2 (which I've just played for the first time -- slow on the uptake, me?).
 What The Other People Said.
#2084 posted by Shambler [82.38.192.54] on 2005/06/02 01:28:19
Looking good baby, it's obvious what to improve. P.S. There is no fog in Quake - maybe you need to update your video card drivers if you're getting strange effects like that.
 Mwh
#2085 posted by JPL [213.30.139.243] on 2005/06/02 01:28:59
No, the textures are all coming from DKT3 pack.. As I explained 2 month ago, I started this map for the Winter Pack, but I was very late at this time (due to the birth of my last daughter :D ), then I switched to a more "personnal" project, and a much bigger one: the map is close to 32500 clipnode, and marksurface exceed 32767 max value... it is close to 33150 or something like this.... I suppose I will not be able to reduce MarkSurface value, but I guess increasing heapsize can solve the problem (you now the -heapsize field in the engine command)... I have to test this point as well.. BTW, anybody can confirm that heapsize increase (with a "big" value) is a kind of "turnaround" about MarkSurface exceedind max value?
 Shambler
#2086 posted by JPL [213.30.139.243] on 2005/06/02 01:32:43
Sorry, but there are foggy effect possibilities with GL engine.. With FitzQuake, or aguirRe's GLQuake, just type fog in the console command, and you will get the explanations... something like fog <density> <R> <G> , with each value ranged in 0 to 1.. (BTW, my settings are fog 0.08 0 0.5 0.5), which gives a low density fog with a blue-green color.. Or maybe are you joking Shamy ??
 Jpl
#2087 posted by nitin [138.217.4.38] on 2005/06/02 01:34:28
looks nice.
 Hehe
#2088 posted by Tron [202.7.183.130] on 2005/06/02 08:46:36
Shambler was making a joke about the fog, saying that you are using a "broken" form of Quake. :)
 Beta 4
#2089 posted by Blitz [24.218.169.151] on 2005/06/03 15:24:06
Beta 4 of my latest map is up for anyone following
http://blitz.circa1984.com/dm_orth...
 Blitz, It's Broken
#2090 posted by bambuz [80.221.25.15] on 2005/06/03 16:00:37
wrong LoadBrushModel: wrong version number
234124124124124 (or whatever) should be 29.
 Oh
#2091 posted by bambuz [80.221.25.15] on 2005/06/03 16:02:23
:)
what game should it be for?
 Half Life 2
#2092 posted by Lunaran [69.208.207.58] on 2005/06/03 16:21:34
ahahaha
 You Just Wait
#2093 posted by bambuz [80.221.25.15] on 2005/06/03 17:50:47
fuhquake'll load those too in a couple of years!
(it already loads hl maps)
 Hah
#2094 posted by Mr Fribbles [220.253.40.111] on 2005/06/03 18:16:50
I assumed it was for Quake, as well... because you didn't mention which game it was for. On this board, everything is Quake by default.
 Yeah Sorry
#2095 posted by Blitz [24.218.169.151] on 2005/06/03 18:21:52
I had posted a few betas and screens before, but I forget that some people visit the board intermittently, and therefore don't know.
 Bambuz...
#2096 posted by Shambler [82.38.192.54] on 2005/06/04 00:50:25
PWND!
P.S. Fuhquake my arse. What's wrong with just playing HL2 as HL2 and Quake as Quake...
Blitz, getting.
 Shambler
#2097 posted by bambuz [80.221.25.15] on 2005/06/04 07:45:04
Well yeah I must admit I haven't used that hl map loading feature ever...
But otherwise fuhquake is a very solid lump of code. Very little bugs.
 Fuhquake
#2098 posted by Lunaran [68.255.18.18] on 2005/06/04 23:26:18
Is that supposed to be pronounced fuck-wake? I honestly have no idea.
(sorry, I'll post screenshots of something here later or something to make up for all my shit posts)
 Fuck-wake?
#2099 posted by Kinn [81.155.131.202] on 2005/06/05 01:23:40
Now that's the sort of room-service I would definately tip.
#2100 posted by Zwiffle [69.210.45.53] on 2005/06/05 10:04:25
I heard czg works at a hotel in Norway, Kinn. He fluffs pillows and whatnot.
 Thanks Zwiff
#2101 posted by Kinn [81.155.131.202] on 2005/06/05 11:47:34
I'd heard his occupation described as "fluffer" before, but I didn't actually know what the job entailed.
 Er
#2102 posted by Lunaran [69.208.168.221] on 2005/06/05 17:25:05
So is that a no?
 Lun
#2103 posted by Zwiffle [69.210.45.53] on 2005/06/05 18:17:12
I pronounce it Fuh-Quake. But you're free to pronounce it however you want it.
 Well
#2104 posted by Lunaran [69.208.168.221] on 2005/06/05 20:31:53
I thought so, but then I began to wonder if the author didn't fancy himself clever. "Hee! they'll be saying 'fuck' and not even know it!"
 Galvanized BETA - Upcoming Quake3 DM Map
#2105 posted by zorius [193.225.82.163] on 2005/06/06 00:31:22
Hey guys!
Let me introduce You my upcoming, first Quake3 DM map! It is in beta state now, I want to ask You to check it out, and to tell me your design/gameplay comments. There are lots of talented mappers here (or maybe all of them are here?!), whose style I really love (the quake-ish quake3 mapping style), and gave me so much impressions.
The level is released on lvlworld's beta section (http://lvlworld.com/beta.php), but if You don't want to go there here is the map:
http://zorius.dionussos.com/files/...
a shot to make some taste:
http://zorius.dionussos.com/images...
Anyway, on lvl You will find more information about it.
Hope You will like it, please post any kind of advices, even major design comments!
Thanks
 That Looks Very Much Like
#2106 posted by nitin [138.217.4.38] on 2005/06/06 01:39:33
ikka's map.
 Zorius
#2107 posted by nitin [138.217.4.38] on 2005/06/06 01:39:51
I meant that in a good way.
 Pics
#2108 posted by Hrimfaxi [80.164.60.243] on 2005/06/06 04:34:00
This is what should have been my map in the Lost Chapter pack.
I didn't make it to the deadline but a month ago I continued building on it.
Almost done.
http://www.hrimfaxi.dk/co.htm
 Hrim
#2109 posted by Shambler [82.38.192.54] on 2005/06/06 05:10:40
Looks good. I'm surprised you couldn't finish it given how you can usually whip up a pretty damn good map in a few hours ;)
 Is That Going To Stick With The Limit
#2110 posted by nitin [138.217.4.38] on 2005/06/06 05:14:56
or be more?
 Over The Limit
#2111 posted by Hrimfaxi [80.164.60.243] on 2005/06/06 05:28:57
When I didn't make the deadline I just thought "To hell with the limit!"
At the moment it's around 3300 brushes.
 Thanks Nitin
#2112 posted by zorius [193.225.82.163] on 2005/06/06 10:48:17
if You meant it in a good way. I didn't want tocopy his map, rather it's a big respect to him!
 Hrim
#2113 posted by bambuz [130.233.220.23] on 2005/06/06 10:58:12
make that into a sequel for the chapters:
the appendix.
 NooooOoOOO!
#2114 posted by metlslime [67.180.175.229] on 2005/06/06 11:02:13
gl_flashblend!
 Hrim
#2115 posted by Kell [82.41.10.46] on 2005/06/06 12:17:33
yum ^_^
"To hell with the limit!"
Too right - the limit was only relavent to the deadline/organisation of multiple maps by multiple authors. Looks like it will significantly benefit from the investment of extra time and brushes.
I would recommend setting a skybox though - with the amount of sky texture I'm seeing in the 3rd screenshot the ease of rendering would probably be worth it.
 :E
#2116 posted by Fjoggs [80.203.37.30] on 2005/06/06 14:54:06
Bah, stupid black bug. :P
early lighting test of a lil project of mine. :)
http://www.infosprite.com/members/...
 Well..
#2117 posted by Hrimfaxi [80.164.60.243] on 2005/06/06 15:33:27
Shambler: He he, well I like to think my bigger maps has some more heart and soul than the speedmaps. Speedmaps are ok but are only sketches for bigger maps.
The idea I had for this map just woulden't fit in the 1666 limit!
I got to 1585 brushes and had a long way to go. so I either would have to delete some of the map or just skip the Chapter pack.
Kell: Skybox! Yeah will do! I just haven't gotten around to it yet. But your right I'm sure the map will run slow on some machines without. There are some big outdoor areas that will benefit from a skybox!
 Fjoggs
#2118 posted by bambuz [80.221.25.15] on 2005/06/06 16:09:30
those salmon stairs are in a serious need of some water!! You could make it appear to run all the way to the sea... (behind the corner or sth... if you will use that skybox).
Otherwise it's a bit bad to say, since that is only a small part and one doesn't know how it all fits together. Maybe more contrastey sky light, so that the torches would light up the dark under-the terrace area? I assume the rock part is open-air.
 Hrimfaxi
#2119 posted by R.P.G. [24.136.254.133] on 2005/06/06 16:49:41
I'm looking forward to playing that map!
 Betas
#2120 posted by inertia [24.164.69.31] on 2005/06/06 22:29:06
here we go, 2 playtesting betas. similar, but with slight item changes and teleporter differences. as the map title says, this is a PLAYTESTING beta, so please dont complain about how it looks or anything like that. its a 1on1 quakeworld map... hf!
http://www.qwplayers.org/inertia/i...
http://www.qwplayers.org/inertia/i...
 Ah, So You Fixed It
#2121 posted by BlackDog [220.235.132.3] on 2005/06/06 23:27:16
GG Fjoggs! Now stop mucking around and go and finalise your overdue tourney map.
 Fjoggs
#2122 posted by Vigil [85.76.1.41] on 2005/06/06 23:40:24
It's looking sweet.
 Fjoggs...
#2123 posted by Shambler [82.38.192.54] on 2005/06/06 23:58:17
Woah, teh s3xy!
 Inertia
#2124 posted by Shambler [82.38.192.54] on 2005/06/07 02:32:09
A good start. Whether one likes Idbase or not it's a pretty neatly made map. I like the layout and the tall central room. I think you need to work on the textures and details though - the repetitive wall texture gets well boring, and it could do with some stronger designs, it's a bit boxy ATM. But the basic shape is a good start yeah.
Oh, gameplay, there is gameplay? Ummmm yeah I prefer the second one, first one is teleport heavy. Even the second could do with a lift or something, teleporters are kinda meh. Looks like it could play well, though.
 Shambler
#2125 posted by inertia [24.164.69.31] on 2005/06/07 11:53:12
thanks for the feedback. as stated previously, im tweaking gameplay over visuals, so it will look prettier soon :) where would you put the lift in the second map (inerb15c.bsp i presume)?
 Hrimfaxi
#2126 posted by PuLSaR [62.183.50.164] on 2005/06/08 13:28:11
that looks very sweet
it seems the season of good quake releases has been started. Can't wait to play it.
#2127 posted by gone [195.208.123.213] on 2005/06/10 03:56:35
 Lol
#2128 posted by DaZ [80.42.202.154] on 2005/06/10 05:24:10
what
 Lol
#2129 posted by megaman [213.6.36.102] on 2005/06/10 06:42:03
the
 Lol
#2130 posted by Shambler [82.38.192.54] on 2005/06/10 07:35:48
ballsac?
 Speedy
#2131 posted by DaZ [80.42.202.154] on 2005/06/10 08:43:05
is working on the new Postal game, poor poor man :)NOW STICK A CAT ON YOUR COCK AND FIRE IT AT YOURSELF AND GO AWAY!
 Eh
#2132 posted by . [68.77.199.104] on 2005/06/10 11:25:40
I know it's not much at this point, but I was working on this months ago. Once I get some college app crap done I should have a few months to work on the rest. It's gonna be a 3 or 4 map episode. Or maybe 8 if I feel like it. Here's just part of the start map. After going through a "Bioscan" you'll end up boarding a big ship and can partially explore it. Then the main level loads.
http://www.phait-accompli.com/q/op...
 Phait
#2133 posted by R.P.G. [24.136.254.133] on 2005/06/10 14:03:59
Looks cool. I would make the lighting have a bit more contrast, though. Otherwise the details and the level of detail is pretty good.
 That's A Nice Box, Phait...
#2134 posted by Shambler [82.38.192.54] on 2005/06/10 14:48:54
...and a good execution of Idbase.
Seriously though, good start, and good luck.
 Good Job
#2135 posted by HeadThump [65.140.58.232] on 2005/06/10 14:55:22
Nice sense of atmosphere. 'Gold' Id base is kinda making me nostalgic for Scourge's first level.
 Wow
#2136 posted by Zwiffle [69.210.82.197] on 2005/06/10 20:42:44
That's dark, even for me.
 Hmmm
#2137 posted by . [68.255.59.243] on 2005/06/10 23:31:32
Well, I'm on an LCD. I have my gamma set to something near what my CRT was, which was usually fine, but there may or may not be major differences between what we see.
 Phait
#2138 posted by inertia [24.164.69.31] on 2005/06/10 23:49:41
its really bright, actually, here
 Vid Storyboard
#2139 posted by . [68.255.59.243] on 2005/06/12 08:14:44
I know this looks really shitty but I'm no artist. I'm working on a little intro video thing for the addon:
http://www.phait-accompli.com/q/op...
 ^
#2140 posted by . [68.255.59.243] on 2005/06/12 08:18:01
1. Pan past frigate ship, seeing load/unload arm set down a crate.
2. Panning past shipping base, see dog (actually has a bit of significance) moving...
3. Entering the frigate ship corridor. Probably bigger than I drew, door will open...
4. Going through starfield/space
5. In cockpit and we see we are about to impact with ground after malfunction
6. Important plot subject: secured crate carrying unknown creature is shattered, creature apparently missing.
7. Entering unknown abandoned outpost for help
8. ?
Inbetween certain scenes will be text kinda explaining the plot, and music.
 What Addon?
#2141 posted by Shambler [82.38.192.54] on 2005/06/12 09:54:25
And does the addon have any substance yet?
 For My Addon
#2142 posted by . [68.255.59.243] on 2005/06/12 10:06:13
As I mentioned earlier. I have the story mostly worked out as of now, just struggling with at title.
 Story
#2143 posted by bambuz [80.221.25.15] on 2005/06/12 10:35:07
It's a bit unclear -
1)first loading ship,
2)then showing shipping base,
3-4)but then showing the ship moving? Is this the ship that was loaded in scene 1? Then why were we shown scene 2 in the middle?
You could add a scene of the ship lifting off or something.
 You'll See
#2144 posted by . [68.255.59.243] on 2005/06/12 10:37:32
But unfortunately I have to cut some corners.... this is Quake 1 afterall. I'm only interested in keeping Q1 as it is, pretty much. Which means no custom code.
#2145 posted by inertia [24.164.69.31] on 2005/06/12 12:38:14
generic cutscene, mark 2
 It's Not A Cut-scene
#2146 posted by . [68.255.59.243] on 2005/06/12 12:47:46
I know of no way to implement them anyway.
 .
#2147 posted by pushplay [68.148.157.110] on 2005/06/12 22:43:06
Gibson: You want me to replace the villain with a dog? I mean nobody will know what's going on.
Homer: They will if you set up that the dog is evil. All you do is have to show him doing this. [lowers eyelids and glances around in shifty-eyed fashion] The people will suspect the dog.
 LOL
#2148 posted by . [68.255.59.243] on 2005/06/12 23:49:10
 Okay So This Is A Quake Add-on Then?
#2149 posted by Shambler [82.38.192.54] on 2005/06/13 01:34:04
So you have new maps ready, yes? Maybe the odd new monster or weapon?
 Working On The Maps
#2150 posted by . [68.255.59.243] on 2005/06/13 02:12:22
No new monsters/weapons.
Working on ship interior...
http://www.phait-accompli.com/q/op...
Will probably redo that curvy-pipe area.
 Phait
#2151 posted by JPL [213.30.139.243] on 2005/06/13 02:36:10
Architecture looks good, even if the pipe in the ceiling is not really good (as you said...) On the other hand, I guess you didn't work yet on lightning effects, isn't it ?? This part needs a real impovement ...
 Yeah
#2152 posted by . [68.255.59.243] on 2005/06/13 03:52:02
All a work in progress. What I usually do is one element at a time, be it a room or important object (in this case the freighter ship). Then I go through with lighting and other entities.
 Phait
#2153 posted by JPL [213.30.139.243] on 2005/06/13 04:16:46
OK, I understand your "flow"... I (try to) do map like this as well, but I rather prefer to work on lightning effects at the same time... It gives me a better overview of what finally will be the map look...
IMHO, there is no real "universal" and "unique" mapping method, so the most important is to be consistent and to have fun ;) .. Keep it up !
 I Maek Map
#2154 posted by Lunaran [68.255.24.197] on 2005/06/13 10:34:21
 Lun
#2155 posted by Kinn [81.155.131.202] on 2005/06/13 10:53:18
looks uber-tasty :)
can't wait to see your improved zer enforcers >:}
 Good
#2156 posted by bambuz [130.233.220.23] on 2005/06/13 11:22:01
I bet the last screen involves some electrocution.
 Lunaran
#2157 posted by Jago [85.76.178.7] on 2005/06/13 11:37:56
Looks very promising, but I think that "q2 warehouse" textures can/should be replaced by something else, they don't quite fit the Quake theme imho. The uber-green water/slime texture also looks odd. Other than that, looks good.
 I Hate The Tex Set
#2158 posted by Zwiffle [69.210.42.241] on 2005/06/13 11:58:29
But other than that it looks ok.
 That Rock Tex
#2159 posted by bambuz [130.233.220.23] on 2005/06/13 13:32:56
it's the same as in lundead.wad - I'm surprised it looks that good in the shots. Maybe because it's quite dark? Anyway I felt it didn't fit the quake palette that well, having banding and spots because of being pure gray and not any brown. :)
 Yay Lun!
#2160 posted by R.P.G. [24.136.254.133] on 2005/06/13 14:01:58
I knew you would do it! Keep rocking it moon style!
 Lunaran
#2161 posted by JPL [82.234.166.130] on 2005/06/13 14:07:04
You rock !! These screenshots are really good, while I found the green slime color really ugly... Anyway, I hope this map will be released soon... ;)
 Teh Sexy!
#2162 posted by Shambler [82.38.192.54] on 2005/06/13 14:21:49
Don't like the rock texture at all, doesn't look right and clashes with the building texture.
Aside from that it rocks. Stecki.wad is nice.
 My Bollocks Just Came Into My Stomach
#2163 posted by DaZ [80.42.198.52] on 2005/06/13 15:35:13
...
 Yay...
#2164 posted by distrans [131.172.4.45] on 2005/06/13 19:29:21
...the tower is back now that machines and engines can handle it. I'm not so fussed about the the textures. I actually thought the rock was pretty good. The slime is bleh, but I assume it's there to facilitate the return of what's-his-name from Uzuldaroom (?) but I'm probably wrong. If I am, consider a different (and upscaled) slime tex. Coloured light for this one Lun?
 God Dammit
#2165 posted by Lunaran [68.255.24.197] on 2005/06/13 22:39:06
I typed a whole reply and the board ate it with a sql error. Posting first to make sure it won't happen again.
 Right, Anyway, Textures
#2166 posted by Lunaran [68.255.24.197] on 2005/06/13 22:43:45
Bleh, what had I said before?
The textures are a mash from the Reckoning expansion. The nice rock in shot 1 is from Koohoo (which is from ... hexen?) and the less nice rocks in the other shots are from Reckoning. I could easily just texture all the rock with the Koohoo tex if the other ones are that offensive.
bambuz and distrans are right - there will be some sizzling of Rangoonshinaa (from Koohoo - uzuldaroum is the DM map) at the end, but there'll be a bit of a puzzle involved in configuring the electrodes right. >D
As for the slime - is it that bad? It used to be e1m2-sky-purple which was even worse, but I don't know how else to color it.
Jago, I'm digging the grey, but you might turn out to be right - I'll see how wierd it looks once I put in brown Quake monsters. But, with most of the map built, just replacing the entire texture set won't exactly be simple ...
 FINISH THE MAP.
#2167 posted by Shambler [82.38.192.54] on 2005/06/14 01:18:50
That is all.
 FINISH THE MAP.
#2168 posted by Shambler [82.38.192.54] on 2005/06/14 01:19:25
That is all.
 Yes
#2169 posted by Vondur [195.128.95.36] on 2005/06/14 01:39:20
lunaran, finish the map before you turn pro completely.
#2170 posted by gone [195.208.123.213] on 2005/06/14 01:49:23
yeah, some bad texturing
but whatever
 Phait.
#2171 posted by Shambler [82.38.192.54] on 2005/06/14 03:29:40
Okay, cool, well, good luck with the mapping. I can't comment on the storyboard as that stuff has no interest to me until the add-on pack it's part of is complete (like in game preview videos, I never download the "cinematic trailers" as they are just irrelevant bullshit compared to in-game trailers). But I hope it works out anyway, and yeah keep going with the maps and all.
 Hmm
#2172 posted by nonentity [144.32.128.73] on 2005/06/14 06:08:34
I could easily just texture all the rock with the Koohoo tex if the other ones are that offensive.
Yes. Yes it is. It even raped my mother.
Other than that, looks wicked Lun. Personally I like the grey texturing, although maybe a bit more of the tan textures from the 4th shot would be nice.
And as for the slime, I like the green, but maybe a slightly more vibrant shade.
 Lun
#2173 posted by R.P.G. [24.136.254.133] on 2005/06/14 14:10:47
The slime looks fine to me. But I really hate fussing over the shade of a texture, so maybe that's just my general view of texture choices.
 Yes Lun
#2174 posted by Mr Fribbles [220.253.114.180] on 2005/06/14 20:52:14
Listen to Vondur's words.
 Lun
#2175 posted by underworldfan [128.195.84.154] on 2005/06/15 10:08:08
screenshots look excellent.
and...finish the map!
 Mmm...slime...
#2176 posted by Tron [202.7.183.132] on 2005/06/17 09:26:06
You know, I actually like that green slime. It stands out, but then again a great big lake of poisonous slime SHOULD stand out.
 Few More Shots
#2177 posted by . [68.78.218.141] on 2005/06/17 11:18:01
Still working on the freighter ship. The back needs work, and some detail work maybe on the rest of it. The engine glow texture I'm not entirely happy with, but I prefer to work within Quake's stock texture set, it's more challenging even if limiting.
The pipe stuff inside the ship looks fine in editor, but in-game you can see some cracks. I guess they could be there for effect, but not what I originally intended.
- http://www.phait-accompli.com/q/op...
- http://www.phait-accompli.com/q/op...
- http://www.phait-accompli.com/q/op...
 Awesome Phait
#2178 posted by bambuz [80.221.25.15] on 2005/06/17 13:06:05
Yeah, change the engine texture.
Hope there's a believable way the crates were loaded upon the ship...
 Yeah
#2179 posted by . [68.78.218.141] on 2005/06/17 13:16:40
I'm still thinking of where I want to put like a loading door/bay thing, I figure from the other side, would need to remove some lights n' stuff (left side interior).
 Phait
#2180 posted by JPL [82.234.166.130] on 2005/06/17 14:53:40
Eh-eh !! Nice starship screenshots !! It reminds me some seventies science fiction series ... cool !
 Phait
#2181 posted by Mike Woodham [81.154.201.213] on 2005/06/17 15:11:30
Loading bay doors could easily go in the floor of the area where the crates are and you can turn the pipework into an overhead gantry for the lifting gear. Lots of industry now uses suction to move objects about, including large crates, so no worries about forklift trucks or pallets (I read this argument recently about crates being in places where crates shouldn't be and it just shows how inexperienced in life some people are - http://www.ergonomiclifting.com/ )
Also, for the textures, you could manipulate some of the standard textures a bit to give a throbbing effect - look at the 'slip' textures to see a throbbing red colour. I am not saying use it but it gives the idea.
Anyway, just an idea.
 Phait
#2182 posted by ionous [70.19.247.226] on 2005/06/17 15:31:16
Fairly nice shots
If at all possible, try curving the pipe instead of angling it. I think it would look better.
 Curvy Pipes
#2183 posted by . [68.78.218.141] on 2005/06/17 16:33:53
These are really tough only because the pipes sections themselves are semi-circles. Even getting things connected as they were is a bit of a problem on an angle. Like I said, appears fine in editor, but cracks are visible in-game. Ever tried to do vertical pipes that curve? Tough huh? ;-)
I like your idea about lifting gear, Mike.
#2184 posted by Tron [202.7.183.132] on 2005/06/17 23:14:43
Maybe try scaling that texture up even more on the back of the engines so that you just have a solid light blue glow instead of the lines. I would also recess that blue section into the engines slightly so that you can stick a really bright light inside the rim of the engine. Might make it look more convincing.
 Looking Neat Phait
#2185 posted by Shambler [82.38.192.54] on 2005/06/18 05:08:55
Interesting idea and it's looking pretty good already. BTW, you need to fix the textures at the edges of the ship where the brown plates meet the techy stuff in an Unnaturally Abrupt Texture Join(tm) - a pet peeve of mine.
Anyway, keep it going....
 Is It CZG Big Yet?
#2186 posted by . [68.78.218.141] on 2005/06/18 12:20:49
 I Like The Phallic Imagery
#2187 posted by czg [81.191.27.124] on 2005/06/18 13:24:59
 Phallic?
#2188 posted by . [68.78.218.141] on 2005/06/18 13:25:51
 Quick Flythrough
#2189 posted by . [68.78.218.141] on 2005/06/18 18:10:36
http://www.phait-accompli.com/q/op... 1.8 MB
I'm wondering if the light coming in from the sky might be too contrasting w/ the rest of the hangar or if it's alright. Of course, I'm still working on everything here, so there won't be a headless ship or a big gaping sky at one end.
 Phait
#2190 posted by JPL [82.234.166.130] on 2005/06/19 02:29:27
Very impressive... Concerning the sky, personnaly I would have used a "black with stars" texture box... Anyway, the hangar and the ship are really well made... It's a very good work... Just a question: is for a SP or DM map ??
 SP
#2191 posted by . [68.78.218.141] on 2005/06/19 08:24:25
maybe 3 to 4 maps, maybe 8 not sure at this point.
 Phait
#2192 posted by JPL [82.234.166.130] on 2005/06/19 09:20:47
It sounds to be a big project... Good luck so.. ;)
I hope to play the first maps soon.. and now go map ! :P
 Yup
#2193 posted by . [68.78.218.141] on 2005/06/19 09:30:29
It's gonna take awhile (I'm working on Father's Day stuff today first)... I'm releasing the soundtrack probably under Creative Commons or something.
 Phait
#2194 posted by R.P.G. [24.136.254.133] on 2005/06/19 11:20:02
Yes, I think the light from the sky has too much contrast. I agree with JPLambert: a different sky texture would be better. If you choose one that's less bright, you can get away with having a lower light intensity from the sky.
Otherwise, it looks like the ship is well lit on the outside.
 Maybe....
#2195 posted by . [68.78.218.141] on 2005/06/19 11:24:04
I'll go with a grey or the purple sky maybe. I don't want to use the star sky since it's too dark, and the hangar isn't in space.
 Looks Nice
#2196 posted by Ankh [212.121.135.226] on 2005/06/20 01:03:26
What are the r_speeds in the hangar?
 Well
#2197 posted by . [68.78.218.141] on 2005/06/20 01:05:28
It's not full-VIS'd yet, so it's like 2200.
 Hmm
#2198 posted by inertia [24.164.69.31] on 2005/06/21 02:55:11
apparently, there's a not-so-subtle trend among mappers on this board...
http://www.qwplayers.org/inertia/s...
 Quake3 Screens
#2199 posted by nitin [138.217.4.38] on 2005/06/22 02:43:25
http://www.quake3world.com/forum/v...
Scroll to bottom of page to see neotic and scrotch's new impressive looking screenshots.
 Asdf
#2200 posted by megaman [213.61.234.91] on 2005/06/22 06:40:09
regardless of the borked gamma, this has some kind of ut-ish solidness i quite like:
http://www.planetquake.com/bkp/neo...
wonder what textures he's using
 Trains
#2201 posted by . [68.77.196.215] on 2005/06/23 22:38:12
And here we have the magic of not-yet-elaborate func_trains:
http://www.phait-accompli.com/q/op... 650kb
Unfortunately with lighting on, the trains are darker - when they should be lit :(
 Phait:
#2202 posted by metlslime [67.180.175.229] on 2005/06/23 23:03:31
remember that func_* models are always lit based on where you built it in the editor -- even if they travel around, they still are lit as if they stayed in that original spot.
 Phait
#2203 posted by JPL [213.30.139.243] on 2005/06/23 23:11:40
Nice !
 Metl
#2204 posted by . [68.77.196.215] on 2005/06/23 23:12:38
Ok, so if I have a light near the train(s) it'll be lit no mater where it goes?
 Yes
#2205 posted by DaZ [80.42.205.216] on 2005/06/24 05:33:41
yes
yes
 Yes
#2206 posted by metlslime [209.213.199.133] on 2005/06/24 13:41:38
 Fjoggs Curvy Map
#2207 posted by nitin [138.217.4.38] on 2005/06/24 19:09:22
shots from his map that he was showing editor shots of before, now with lighting and textures :
http://www.quake3world.com/forum/v...
Again, it's at bottom of page.
 Betatesters
#2208 posted by Hrimfaxi [83.92.1.117] on 2005/06/26 15:28:34
wanted for my lost chapters map!
If you want to do it mail:
hrimfaxi(AT)tdcadsl(DOT)dk
And some new pics:
http://www.hrimfaxi.dk/co2.htm
 Lostchildren !
#2209 posted by here [82.125.218.90] on 2005/06/27 01:42:41
I had a new brick texture on the map, but the new version isn't downloadable for the moment,
see the screebies on http://www.planetquake.com/here/lo...
 Here
#2210 posted by JPL [213.30.139.243] on 2005/06/27 01:49:14
I don't know if it comes from my PC, but the screenshots links just gave me a 404 error (not found)... :(
Could you solve it please ?
 Screenshots Dont Work
#2211 posted by nitin [138.217.4.38] on 2005/06/27 02:08:21
but i like idea Here, I hated th emvoie but really liked the look.
 Hrim...
#2212 posted by Shambler [82.38.192.54] on 2005/06/27 02:14:22
You owe me a new pair of pants, as mine are now thoroughly drenched following a spooge explosion when I saw that second screenshot. A Quake screenshot hasn't got me so horny for a long time.
 Hmm
#2213 posted by nonentity [144.32.128.75] on 2005/06/27 03:46:38
What Sham said, 2nd shot looks pween, although I'm not to sure about the 'front brick texture'. One without the horizontal bars on it would be nicer (but that's just meh).
1st shot is nice, but seems a bit angular compared to the exterior.
ps. mailed j00
 Hmm
#2214 posted by nonentity [144.32.128.75] on 2005/06/27 03:50:22
btw, does anyone else get a warm glow from seeing the improvement of mappers over time?
Also, I'm getting '404' (well, PQ's stupid not found page) on Here's screens too.
(I apologise for my double posting today, you would have thought I'd have learned not to hit submit asap by now :)
 Yes ...
#2215 posted by here [213.36.222.115] on 2005/06/27 04:10:25
the first screenshot is a bad shot, I change it now and the new version of the map will be aviable in 2 or 3 hours.
 Yes ...
#2216 posted by here [213.36.222.115] on 2005/06/27 04:12:52
the first screenshot is a bad shot, I change it now and the new version of the map will be aviable in 2 or 3 hours.
 Errr I Think...
#2217 posted by Shambler [82.38.192.54] on 2005/06/27 05:08:51
Grindy's comments were directed to Hrim, not Here...
 Sorry
#2218 posted by here [82.125.218.90] on 2005/06/27 07:33:43
this pitifull gamespy server doesn't work...
I can't upload lostchildren.pk3
sorry for repeating my self... It was an error
 Geh
#2219 posted by . [68.77.198.100] on 2005/06/27 09:15:19
I always figured I'd let the texture mandate the brush, and not get carried away with little details. Well, I have no sense of restraint:
- http://localhost/ope9/teaser/img/s...
- http://localhost/ope9/teaser/img/s...
 Phait
#2220 posted by Zwiffle [69.210.46.81] on 2005/06/27 09:27:33
I get "Connection Refused" when I click the links. Is that just me or is there something wrong with the site?
 WTF
#2221 posted by . [68.77.198.100] on 2005/06/27 09:31:23
Ok, that was incredibly stupid of me... I thought I had my actual site open, but I had my LOCAL site open. Aha... shoot me kthx:
http://www.phait-accompli.com/q/s4...
http://www.phait-accompli.com/q/s4...
 Phait
#2222 posted by bambuz [130.233.220.23] on 2005/06/27 09:44:08
looks marvellous!! Didn't think it's possible to make it like that in quake. (The center console
in shot 1 seems to have the screen wrap over the edge though.) :/
 Yeah
#2223 posted by . [68.77.198.100] on 2005/06/27 09:49:09
Still feelin' it out, so things need to be tweaked yet. I wish Quake had glass windows, but I'll have to do without. I just wanna get the hangar/ship area done (it's maybe 75% done), and then get on with the next couple areas for the video - which will be playable areas of course.
 Phait:
#2224 posted by metlslime [209.213.199.133] on 2005/06/27 14:22:00
looking nice so far.
 Phait.
#2225 posted by Shambler [82.38.192.54] on 2005/06/27 14:22:00
Looks good, a decent amount of detail, keep it going.
 Ok
#2226 posted by . [68.77.198.100] on 2005/06/27 16:35:22
I seem to be on track then. I was worried it might end up loooking a little gimmicky or overdone. I think back to alot of maps that aren't real detailed but still look better than id-quality, just because the textures were used so well with the right brush shapes. (I'm recalling e1m1 remix by czg/vondur) That's what's inspiring.
 Problem With D3, Sunlight, And Shadows
#2227 posted by Blitz [24.218.169.151] on 2005/06/27 21:45:11
So, I'm working on this D3 map, and I have this area with a windowed ceiling -- basically I want the sky to light the room, thereby casting correct/realistic/logical shadows in the room.
Seems easy enough right? Well...
Doom 3 doesn't have texture lighting or environment lighting -- so the way to get sunlight is to have spotlight set above the area and surrounded by caulk. (at least that's the best way I've found)
Except -- this is what happens:
http://blitz.circa1984.com/wtf.JPG
http://blitz.circa1984.com/editor_...
^^^ As you can see, the entire light is inside of the giant caulk box, but still, it doesn't come out right in the game.
I've searched D3W and it seems like the only other way to get this to work is to add a few lines into EACH INDIVIDUAL MATERIAL you want to have the effect (seems like a shitty hack and extremely time consuming)
So I'm hoping someone who has more experience than I with the D3 engine can explain what is going on here, and possibly offer a solution.
Thanks guys
 ^^^ Ignore The Above Post
#2228 posted by Blitz [24.218.169.151] on 2005/06/27 23:21:10
I figured it out!!! Woot. Everything is falling into place now -- I can feel it. In the past, this sort of thing would derail me for days, but now I'm feeling like my luck will change and everything is coming up BLITZ!!
 Phait
#2229 posted by JPL [213.30.139.243] on 2005/06/27 23:47:43
Very interesting ! Very nice ! Keep it up, it sounds good for the future !
 Blitz
#2230 posted by Kinn [81.178.51.25] on 2005/06/28 01:06:10
Hmmmm...I've been doing a fair bit of sunlight in my map, and I just stick a big bastard regular light in the room, and offset the origin to somewhere behind the window.
 Phait
#2231 posted by Ankh [212.121.135.226] on 2005/06/28 01:45:19
AFAIK you can make glas in quake using some trap_spekeshooter and trigger_once. I don't remember now how it works exactly but it is possible. The glas won't be breakable, and you can't shot thru it.
 Phait
#2232 posted by Mike Woodham [81.154.66.228] on 2005/06/28 02:21:36
What do you mean by 'I wish Quake had glass windows'. Do you mean textures that look like windows, or do you mean a seethrough, breakable brush?
 Mike
#2233 posted by . [68.77.198.100] on 2005/06/28 02:28:41
Seethrough, breakable and non-breakable glass. It looks pretty odd having an empty window.
 I Think
#2234 posted by aguirRe [213.101.74.249] on 2005/06/28 02:42:46
I've seen trigger_once with its health set to a large number and its brush where you want the "window" to be. It will then bleed when you shoot it, but you can't shoot nor pass through it. I guess that if you wear down the health it becomes passable again, but I haven't checked that.
 Phait.
#2235 posted by Shambler [82.38.192.54] on 2005/06/28 02:47:15
You're asking a lot of an engine that can't do it =).
Efdm9 has the bleeding glass thing in.
 Ahh
#2236 posted by . [68.77.198.100] on 2005/06/28 02:48:24
See, you are thinking moreso of a functional window. I'm more concerned with the appearance of a window.
 Shambler
#2237 posted by . [68.77.198.100] on 2005/06/28 03:01:14
Not really - we know you can VIS water and certain textures to appear translucent, so...
 Aguirre
#2238 posted by Ankh [212.121.135.226] on 2005/06/28 03:08:17
I think trigger_once has to have low health and has to be shoot only once by trigger_spikesooter then it behaves like clip brush but you cant' shot thru it and it doesn't bleed
 Why Not Just Use
#2239 posted by nitin [138.217.4.38] on 2005/06/28 04:53:27
different textures for see-through, breakable and non-breakable glass?
 Phait - Glass
#2240 posted by Mike Woodham [81.154.66.228] on 2005/06/28 13:33:30
Try this link and look at the Glass.txt file:-
ftp://ftp.sunet.se/pub/games/PC/id...
It mentions 'transparent, breakable glass'.
I don't have the Hipnotic add-on so I haven't tested it.
 Glass
#2241 posted by than [80.68.41.90] on 2005/06/28 16:28:12
I do remember that glass was available in some mod - perhaps custents - but that it was rather crap. What it actually was was an invisible entity with bsp clipping that could take damage. When it was destroyed it spawned really REALLY shit looking white "shards".
Oh, and did anyone ever use that funky moving water mod someone made a while ago? I was really impressed with that actually. There was water attached to a func_train and you could swim in it as it moved around. It was better than q2 water by a long shot.
Anyone know more about that?
 Glass, Water
#2242 posted by metlslime [209.213.199.133] on 2005/06/28 19:05:37
i think custents had glass, but it was totally invisible. The best you could do in quake would be to make a little oriented sprite of a window pane, mostly transparent but with streaks of grey or blue (like in the cartoons) and tie that to a solid entity. Then, create some other oriented sprites of broken glass shards, and when the glass breaks, kill it and spawn a bunch of spinning shards that bounce away like gibs.
The water than is talking about was made by pox, and i remember being really impressed but never getting around to using it. He also had ladders that worked slightly better than the rubicon2 ladders, and i was meaning to steal them but never got around to it.
 Hipnotic 'glass'
#2243 posted by NotoriousRay [69.250.87.12] on 2005/06/28 19:45:30
func_togglewall, toggleable solid see-through wall (essentially 'glass' but without the lame bleeding). usually used in conjunction with func_particlefield as those do not block objects.
if you're aiming for a custom engine for your map/mod, easier to find a decent glass texture (some of the ikbase ones are decent for this, or q2 ones), and give it an alpha value for transparency.
 Yeah, And...
#2244 posted by metlslime [209.213.199.133] on 2005/06/28 19:49:01
Anyone play that level from 1997? I think it was called "The Fly."
 Yeah
#2245 posted by Vondur [85.140.40.173] on 2005/06/28 22:28:52
there was nice idea with gravity change...
#2246 posted by gone [195.208.123.213] on 2005/06/29 01:06:17
pox mod with water and and ladders and buttons attached to lifts and all working and it was mixed with the hipnotics I think
I fooled around with it a bit
 Wait, Whoa
#2247 posted by Kinn [81.178.51.25] on 2005/06/29 01:12:58
moving water brushes that you can actually swim around in?? how is that possible in Q1?
 Hhhmmm
#2248 posted by JPL [213.30.139.243] on 2005/06/29 01:36:36
I tried to made this with func_door (i.e water depth change), ... and water became solid... :( so I guess there's a special feature there... maybe in some pack mods... who knows ? BTW I didn't see it in any Q1 map... :P
 Kinn:
#2249 posted by metlslime [67.180.175.229] on 2005/06/29 02:13:08
it exploits an engine bug where .watertype is not always set properly, so qc can change its value and it will stay at that wrong value.
 Kinn:
#2250 posted by metlslime [67.180.175.229] on 2005/06/29 02:14:17
and, combines with v_cshift to fake the screen blend that normally accompanies water.
 Crates In The Control Room?
#2251 posted by Tron [202.7.183.132] on 2005/06/29 04:03:32
Phait: I am sure there is a perfectly good reason for having crates in that control room hmm? ;)
 Control Room?
#2252 posted by . [68.77.198.100] on 2005/06/29 04:09:15
It's the ship's cockpit.
I took them out, actually. Still tweakin' the inside.
 Metlslime
#2253 posted by Kinn [81.178.51.25] on 2005/06/29 04:27:35
omg, that sounds cool. I've always wanted to make a level that gradually floods, allowing you to swim to previously inaccesible areas.
 Pox Extras Mod
#2254 posted by gone [195.208.123.213] on 2005/06/29 05:34:11
http://developer.chaoticbox.com/qu...
scroll to 'Extras QuakeC Mod r4'
there is d/l and good doc
be warned tho, that some features are not compatible with some new engines
 Man
#2255 posted by than [80.68.41.54] on 2005/06/29 10:59:11
some of the stuff pox has put into that extras pack looks pretty mental - particularly the particle systems
 Kinn:
#2256 posted by metlslime [209.213.199.133] on 2005/06/29 12:58:51
yeah, that is a very cool game mechanic. Quake2 had it, but i don't really like quake2's gameplay for other reasons.
 Kinn...
#2257 posted by distrans [131.172.4.45] on 2005/06/29 18:41:23
...you never played Hanz's Titanic then? ^_^
 The Changing Water Level Thing Was In Duke Nukem 3d, Too
#2258 posted by BlackDog [220.235.159.30] on 2005/06/29 21:00:00
And Half Life 2. And Half Life.
 And Zelda III
#2259 posted by metlslime [67.180.175.229] on 2005/06/29 22:21:20
 Batman
#2260 posted by MadFox [84.26.103.133] on 2005/06/29 22:37:13
 Check It Out, Fellas...
#2261 posted by kaziganthe [67.33.242.101] on 2005/06/30 00:20:15
I made some sweet wires behind a metal plate:
http://www.planetquake.com/kazigan...
 Flat
#2262 posted by . [68.78.219.218] on 2005/06/30 04:58:56
Looks quite flat. Otherwise it's alright.
 Entrance
#2263 posted by . [68.78.219.218] on 2005/06/30 05:51:49
Here's the entrance in the first map to my addon:
http://www.phait-accompli.com/q/s4...
http://www.phait-accompli.com/q/s4...
Might it need any improvement? I'm liking it, but thinking it could use something more.
 Phait
#2264 posted by JPL [213.30.139.243] on 2005/06/30 06:03:22
It looks good ! Don't change anything...
 Hmm
#2265 posted by nonentity [144.32.128.73] on 2005/06/30 06:16:48
The building looks cools, but the cliffs are a bit flat, how about adding some horizontal breaks, rather than just vertical ones (at the moment they just look like walls along the edge of crazy paving)
 Lighting
#2266 posted by bambuz [80.221.25.15] on 2005/06/30 06:56:16
looks like a diorama, the lighting is very unnatural. :(
 Nice
#2267 posted by Vondur [195.128.95.36] on 2005/06/30 07:12:39
chess palace
 Feedback Required
#2268 posted by distrans [131.172.4.45] on 2005/06/30 20:54:28
Public beta of my first QDM level is available here http://www.spawnpoint.org/files/di...
The level has already gone through extensive testing (and modification) with respect to layout, brushwork, power-up mechanisms and aesthetics. Thankyou von, scampie, blackpope, blitz, biff, scraggy and inertia.
Apparently the level will never be adopted as a serious 4v4 arena because (a) it's a coagula level and (b) the layout is difficult to learn. I always thought offering massive route choice, with plenty of playable surface area, over a threatening environmental hazard would bring out the best in skilled DM players.
So, now I need to find out how (or if) this thing works as a FFA level. Specifically, I need to know how it plays. Also I need information about ammo and health placement in game. I'd really appreciate feedback on these areas.
 Oops...
#2269 posted by distrans [131.172.4.45] on 2005/06/30 20:56:43
... I forgot to thank Apollyon for his help too. Ta!
 Well
#2270 posted by PuLSaR [80.80.111.129] on 2005/06/30 23:24:54
 Yay
#2271 posted by Vondur [195.128.95.36] on 2005/07/01 01:01:48
nice! :)
 Pulsar
#2272 posted by Shambler [82.38.192.54] on 2005/07/01 03:34:02
I want your babies!
 Pulsar
#2273 posted by Kinn [81.178.51.25] on 2005/07/01 03:56:57
Yah, looks ball-bouncingly good >:}
 Distrans
#2274 posted by . [68.255.59.123] on 2005/07/01 03:58:36
I like the choice of textures, and also the way to access the Quad. (Was wondering what that "useless" plat was for) The layout is tough to get the grasp of, definitely... BTW, is that there only one RL in the map? I'd prefer a little more obvious placement of the RL.
 PuLSaR
#2275 posted by JPL [213.30.139.243] on 2005/07/01 04:05:24
Nice screenshots ! Nice architecture ! cool lightning effects ! And just a question: what is the texture set you used ?
 JPLambert
#2276 posted by Kinn [81.178.51.25] on 2005/07/01 04:15:01
And just a question: what is the texture set you used ?
c'mon, you really should know these things by now ^_~
 Kinn...
#2277 posted by JPL [213.30.139.243] on 2005/07/01 05:12:38
I'm very sorry to seem so stupid due to my lack of knowledges.. but I was wondering to obtain at least the name of these textures, and so be able to find it later.. I recognize these textures, I already saw them others maps, and taking a look to the different textures I have on my PC, it seems I don't have this particulaer set.. So is there a noble man who could help me please ?
 Jpl
#2278 posted by Vondur [195.128.95.36] on 2005/07/01 05:17:08
you show suspicious level of ignorance....
did you ever play contract revoked? maybe lost chapters? eh eh? hint hint?
 Vondur
#2279 posted by JPL [213.30.139.243] on 2005/07/01 05:24:57
I'm very busy for the moment with my project (you maybe saw the screenshots in this threads some weeks ago...), regardless of HL2 and Doom3 I play regurlarly, so I didn't really find time to play these two packs.. I only saw their respective screenies (which sounds goof BTW...)... In anyway, as I already asked: Is there a noble man who could help me please ?
 Errata
#2280 posted by JPL [213.30.139.243] on 2005/07/01 05:27:02
I only saw their respective screenies (which sounds goof BTW...) needs to be read as which sounds good...
 Sigh
#2281 posted by Vondur [195.128.95.36] on 2005/07/01 05:35:57
http://kell.spawnpoint.org/
now go play all these packs and go map after...
 System 4 Teaser Video
#2282 posted by . [68.255.59.123] on 2005/07/01 05:45:13
Vids are up, 1.6 MB or 8 MB small/large sizes .WMV's (Windows Media Player required):
http://www.phait-accompli.com/q/s4...
 JPL
#2283 posted by aguirRe [213.101.73.156] on 2005/07/01 06:06:28
It's Kell's Knave texture set.
 Phait
#2284 posted by cyBeAr [80.217.112.63] on 2005/07/01 06:21:07
you're mapping seems to go pretty well atm so I say stick to that and stop showing every little bit of progress you make so there's something left unseen when you're finished!
 Phait
#2285 posted by bambuz [130.233.220.23] on 2005/07/01 06:24:54
1) remove bobbing from camera runs (cl_bob 0)
2) if you want similar texts to appear on your gamedir's demo1.dem, so it starts playing as you start the pack, you can check how it was implemented in team fortress (if you run quake -game fortress there's a big nice introduction that starts playing).
Basically the texts are textures and the camera does swift movements. With nice sound sync.
3) fucking hell how good it looks. awesome job.
 AguirRe / Vondur
#2286 posted by JPL [213.30.139.243] on 2005/07/01 06:26:00
Thanks for the infos and related links ;)
 Distrans & Pulsar
#2287 posted by bambuz [130.233.220.23] on 2005/07/01 06:30:55
dis: show screenshots...
pulsar: looks really good... I wonder what the fps is...
 Phait
#2288 posted by Kell [82.41.10.46] on 2005/07/01 06:50:35
really nice cinematic stuff there - by george, you have the technique sir ^_~
I agree with cybear; don't spoil it - we get it. You're good at it. Now finish it.
 Kekeke
#2289 posted by . [68.74.217.66] on 2005/07/01 06:53:13
Ok I teased enough. I didn't plan on introducing any more little bits anyway.
Now, to be honest - I still feel the trailer was rushed, but I wanted to get it out of the way so I can resume work. And anyway it's just a teaser trailer, not a movie! I'll keep in mind the cl_bob stuff and that. I had actually thought about things like this, including keystroke speed - but didn't bother to look up the commands.
Thanks!
 Phait
#2290 posted by Vondur [195.128.95.36] on 2005/07/01 07:30:54
yeah, nice teaser, now go map
 Teaser
#2291 posted by bambuz [130.233.220.23] on 2005/07/01 07:58:26
it's important if you're going to have a wider audience for this (which i think might be reasonable)... but it's pretty good already and it's not the first concern anyway... :)
Actually, someone could make a trailer for the lost chapters too! With music.
 Phait
#2292 posted by JPL [213.30.139.243] on 2005/07/01 08:09:40
Really Nice Teaser... and maybe with a background music (Doomy-Gloomy like), it could be improved, but it's only my humble opinion... In anyway, release it soon !
 Nonentity
#2293 posted by . [68.74.217.66] on 2005/07/01 08:20:35
The building looks cools, but the cliffs are a bit flat, how about adding some horizontal breaks, rather than just vertical ones (at the moment they just look like walls along the edge of crazy paving)
By horizontal breaks, do you mean:
http://www.phait-accompli.com/q/s4...
See the cropping up on the right? Did you essentially mean more variation in elevation and jutting out?
#2294 posted by gone [195.208.123.213] on 2005/07/01 09:21:35
change the texture for something that looks like rock
the ID one looks like old wood or whatever
and shape looks nothing like rocks aswell
 Tex
#2295 posted by . [68.74.217.66] on 2005/07/01 09:38:42
That tex is actually named rock... I don't intend for the stuck-out bits to really be rocks, just parts of the cliff side or whatever.
 Id's Inspiration
#2296 posted by bambuz [80.221.25.15] on 2005/07/01 12:40:32
Maybe texas or some part of the world has rocks like that, dunno... doesn't look like northern european rocks anyway. :/
Are you dead-set on id textures?
 Distrans
#2297 posted by bambuz [80.221.25.15] on 2005/07/01 13:41:34
Ok, played your map a bit on localhost. Made even locs for it, I'm sending that to you.
I think it's very interesting and could be fun. At first I hated the void but now I'm pretty much ok with it.
There are certainly lots of places for interesting gameplay. A tad low fps near lg.
I don't like the hi-rl gimmick idea, but maybe it would work in-game, dunno. The beam is so thin that if you just shoot some rockets to it, the players will fall to the void - so it would a bit be easy to camp. Maybe it can be tested like this, I don't know if the place otherwise compensates for camping.
The low-rl was hard to find, actually found it only with spectator as did the quad button. I still haven't figured out the ra. :C
And what does a "coagula level" mean? That it's open and platformary?
It could have some interesting combat. I'll try to get it on our clan's private server and see if we can get some 2on2's or something on it.
In the future you could accompany a .txt to tell the gimmicks. (yea now it's still beta...)
I don't know if the layout is THAT hard to learn... if there's locs, it helps greatly when you can spam your own location when running around and figure if you're on the GA-path or YA-path etc..
 RA.
#2298 posted by Shambler [82.38.192.54] on 2005/07/02 00:33:00
RJ. As I said last night.
 Bambuz...
#2299 posted by distrans [131.172.4.44] on 2005/07/03 22:11:24
Tim Elek made a series of Quake levels named "Coagula", they can be found in the pak at http://www.planetquake.com/tronyn/... and a further collection of coagula maps can be found at http://www.planetquake.com/underwo...
I eagerly await the results of some 2on2 action!
The teleporter to the RA is triggered when the Quad gate is opened; it's below the ledge opposite the GA. Double jeopardy :) A good team of four might be able to control both but it's probably not doable with two. Or you could just RJ... something I thought I'd made rather difficult, but like speedrunners... good DM players will usually find a way.
 (1) Screenie
#2300 posted by inertia [24.164.69.31] on 2005/07/05 22:45:47
got the gameplay down, working on the visuals...
http://www.qwplayers.org/inertia/v...
 INerd
#2301 posted by gone [195.208.123.213] on 2005/07/06 00:41:54
ever heard of jpg and low bandwith connection?
 Jpg
#2302 posted by inertia [24.164.69.31] on 2005/07/06 00:44:40
is a proprietary format and in the interest of my laziness i will use the format that fuhquake exports to ;p
 For Speedy And Vondur...
#2303 posted by inertia [24.164.69.31] on 2005/07/06 01:16:59
 WTF Is .png?
#2304 posted by Shambler [82.38.192.54] on 2005/07/06 02:39:59
Anyway, the screenshot looks good, keep it going.
#2305 posted by gone [195.208.123.213] on 2005/07/06 03:16:46
sham dont lie plz, it will do no good to him
 Simple And Effective
#2306 posted by DaZ [80.42.200.238] on 2005/07/06 05:05:54
looks simple, minimalist. Well it works, lighting behind the GL looks gay though, fix it! :)
 Inertia:
#2307 posted by tron [203.23.152.190] on 2005/07/06 05:05:55
is that the same map you were beta-testing a couple of weeks ago?
#2308 posted by inertia [24.164.69.31] on 2005/07/06 05:47:03
shambler: thanks, will do
daz: thanks, will fix
tron: yes
 Inertia:
#2309 posted by metlslime [209.213.199.133] on 2005/07/06 11:59:04
png supports compression, you know. Maybe you should use it.
 Stairs
#2310 posted by . [68.78.217.4] on 2005/07/06 13:05:40
Any suggestions as to how I might improve the stair aesthetics? I could give them a flat, diagonal edge instead of jutting steps, but not quite sure what tex fits just right for the side-wall of the stairs themselves.
http://www.phait-accompli.com/q/s4...
http://www.phait-accompli.com/q/s4...
 Phait
#2311 posted by inertia [24.164.69.31] on 2005/07/06 14:27:50
stairs have been made in the past... look at them
 Re: Posts
#2312 posted by R.P.G. [24.136.254.133] on 2005/07/06 14:49:06
Phait: Texturing thick stairs like those is a tough task sometimes. As you suggested, putting a flat edge on the sides will give you more options. If you do that, then you can go with either a flat texture like you have now, or a horizontal panel. Either way, you might consider making them thinner.
inertia: Way to be helpful. At least suggest a map that has similarly styled stairs.
 Phait
#2313 posted by Zwiffle [69.210.83.67] on 2005/07/06 16:03:04
It's hard to tell from those shots - it seems you want advice for the bottom of the stairs. I would say make the bottom much more detailed instead of thick stairs - make the bottom of the stairs thin a little and put some wierd tech-ish detail underneath, such as pipes or just wierd equipment.
 Jpg Is A Proprietary Format
#2314 posted by pushplay [68.148.158.100] on 2005/07/06 22:30:06
What the hell? You must be thinking of gif.
 RPG, Zwiff
#2315 posted by . [68.78.217.4] on 2005/07/07 00:02:43
Thanks. I think I'll go with making them thinner and smoothed, with something beneath them.
 Distrans
#2316 posted by bambuz [80.221.25.15] on 2005/07/07 05:13:10
coagula-thingy: nah, I don't know/think that voidism is such a big problem in this map - it's not like it's few small platforms in a big void but instead is fairly forgiving on mis-movement / flying around from rockets. The RA thingy seems a bit gimmicky, but has to be playtested... Might generate some interesting tactics. "If we take quad, they get ra" and timing becomes pretty important too.
Overall i'm itching to play this... :)
 Stairs
#2317 posted by . [68.78.217.4] on 2005/07/07 14:54:33
 Phait
#2318 posted by R.P.G. [24.136.254.133] on 2005/07/07 15:26:28
Make sure you rotate the texture on the sides of the edge brushes.
 Hmm
#2319 posted by . [68.78.217.4] on 2005/07/07 15:34:06
I wasn't gonna, actually but maybe I will. Oh also to note, these aren't the latest shots of that area - the light-thing underneath the stairs as you can see isn't even connected in those shots.
 But Maybe I Will
#2320 posted by Shambler [82.38.192.54] on 2005/07/08 01:19:30
Yes you damn well will.
Have a think about it - would, in a futuristic enviroment, the angled edge of a stair consist of woefully inefficient slabs of random stuff butted together, or would it consist of long strong beams??
One thing people should remember even about Quake is to think what stuff is for and how it would be constructed. Stairs are stairs so make them like stairs. Same for doorways, windows, arches, roofs, gothic pillars, floating fortresses, satanic torture devices....they should all be what they are supposed to be.
 Hmm
#2321 posted by nonentity [212.1.136.241] on 2005/07/08 10:40:22
Phait; Yeah, more stuff like that.
cliffs != walls
 Well
#2322 posted by . [68.78.217.4] on 2005/07/08 11:05:04
Sorry I'm not Kinn. :)
 Bats
#2323 posted by MadFox [84.26.103.133] on 2005/07/10 09:52:18
Made two bats for Quake1. The first one is rather complex, 381 verts and 1076 triangles, and it looses a lot of textures on the backside.
The wings are made of just one sided triangles.
http://members.home.nl/gimli/fitz0...
The other one is smaller, 275 verts and 750 triangles, and it has a double sided wing.
It looks as if this one has no gaps.
http://members.home.nl/gimli/fit10...
What causes this loss of textures, causing gaps
in the model? Every time I patch them they just reappear.
 Holy Bombs Make Holy Holes, Holy Holes Make Homeless Moles
#2324 posted by Preach [217.44.22.235] on 2005/07/10 10:28:16
Have you made sure the triangles aren't present, just facing the wrong way? Sometimes the normals get flipped in the conversion process.
 Tex Rendering
#2325 posted by MadFox [84.26.103.133] on 2005/07/10 12:32:03
I imported the model to QMLE by *.3ds and *.dxf
Then some vertices were wrong situated and I corrected them.
In the frontside they are well , but on the top they don't seem to render. When I patch the topsite, then the frontside disappears.
http://members.home.nl/gimli/quake...
 Do I Have Enough Pipes?
#2326 posted by kaziganthe [65.6.248.42] on 2005/07/11 21:32:13
The beginnings of a singleplayer map. Don't really know where it's going, however (just radiant shots for now).
http://www.planetquake.com/kazigan...
 Caulk
#2327 posted by . [68.78.217.4] on 2005/07/11 21:51:34
What's it do - besides vaguely "plug holes"?
 Phait:
#2328 posted by metlslime [67.180.175.229] on 2005/07/11 21:56:00
it doesn't get drawn, so when you want to save polys/lightmaps, you use it to seal up the bsp instead of a brush with a visible shader on it.
 Because RPG Is Making Me Do It. :(
#2329 posted by Tron [202.7.183.131] on 2005/07/12 08:07:46
http://qmm.tripod.com/trondm3b.zip
Any comments and the suchlike before I release would be kindly appreciated.
 Need To
#2330 posted by Shambler [82.38.192.54] on 2005/07/12 08:50:13
Copy and paste that into the title bar.
 ^Indeed
#2331 posted by Tron [202.7.183.131] on 2005/07/12 08:57:24
Anyway, it's off the host again for the moment, have decided to do a bit more work on it after some constructive comments. :)
 HA!
#2332 posted by Shambler [82.38.192.54] on 2005/07/12 09:06:52
Just sneaked in with the DL.
I think I saw a much earlier version of this. It's cool. I like the style, and I like how it's big through spaciousness rather through an ass-complex layout. I.e. there's plenty of space to move but it's really easy to know where you are.
The new rockwork in the cave is really nice, natural looking. Good quad position too. I'm not usually a fan of teleporters but the set-up you've got works well.
I got a few criticisms but I will leave most of those until the next beta. The main ones are: NG is pointless, some areas are a bit uniform in height, you need clipping in some areas (esp below MH).
 SM82 Really Soon
#2333 posted by R.P.G. [24.136.254.133] on 2005/07/12 15:47:31
 ...
#2334 posted by Shambler [82.38.192.54] on 2005/07/13 01:53:00
...
 Bleh
#2335 posted by than [80.68.41.23] on 2005/07/13 12:43:38
I finished sm32 in two weeks if I remember correctly. You had better produce something pretty special! ;)
When is CZG going to grace us with his special brand of glue, eh?*
* I don't mean spunk.
 Re: Than And Smabloid
#2336 posted by R.P.G. [24.136.254.133] on 2005/07/13 15:22:31
I don't think Shambler likes the area in the screenshot. :(
than: blah blah blah well you had me whining at you the whole time to finish the thing; whereas I have PuLSaR who only asks me once a month. Plus SM32 didn't have 191 enemies, 5 secrets, and an alleged phallic reference.
 In-editor Shot Of Apinaraivo
#2337 posted by Jago [85.76.178.7] on 2005/07/13 15:26:01
This is not a a screenshot of any new map, but rather an in-editor screenshot of my Apinaraivo / Monkey Rage Q1SP. I was flying around the map in the editor and thought this looked kinda cool.
http://img114.imageshack.us/img114...
 It's Rather Not
#2338 posted by Lunaran [67.129.250.254] on 2005/07/13 15:35:03
tbh
 Um... Yeah
#2339 posted by . [68.74.213.93] on 2005/07/13 15:53:55
 Phait
#2340 posted by inertia [24.164.69.31] on 2005/07/14 02:41:00
um wtf
just put a triforce in your map, it'll look just as classy ;)
 Re #2333
#2341 posted by underworldfan [128.195.64.98] on 2005/07/15 21:19:05
haha RPG, looking forward to sm82. make sure its hard. =)
couple of new reviews should be posted at my site soon as well.
 Bear
#2342 posted by R.P.G. [24.136.254.133] on 2005/07/17 18:27:43
omgstairs = cool
I said so on IRC.
Stairs + bricks + arches = DAMN!
 Supposedly For Jailbreak For Q4
#2343 posted by nitin [138.217.4.38] on 2005/07/18 01:56:47
http://www.planetquake.com/bkp/scr...
http://www.planetquake.com/bkp/scr...
Scrotch makes such good looking stuff, too bad its all for jailbreak mods.
 Nitin
#2344 posted by JPL [213.30.139.243] on 2005/07/18 02:28:06
Screenies look good, doom3-ish, nice !! I like it..
 "Jailbreak For Q4"
#2345 posted by Lunaran [67.129.250.254] on 2005/07/18 10:18:03
Uh ... it looks doom3ish because it's doom3. There's no q4 mods in production yet :P
I guess he's doing it in doom3 with plans to convert it when the game's out, so he's going to have to retexture it all at the least. (Especially because I can see the "notexture" squares all over that thing.)
 Lunaran
#2346 posted by JPL [213.30.139.243] on 2005/07/19 00:05:33
Sorry... I was guessibg these screenies to be preview from Q4... Anyway, they are really good IMHO...
 Lun's Right
#2347 posted by nitin [138.217.3.182] on 2005/07/19 06:42:13
doom3 currently to be ported to q4
 Screenshots
#2348 posted by Mike Woodham [81.154.66.228] on 2005/07/22 09:24:44
I will have some screenshots to post but can someone tell me the command for Fitzquake that prevents my weapon (cough) from showing?
I'm sure I remember this being posted before but I can't find it.
 R_drawviewmodel X
#2349 posted by . [68.255.58.186] on 2005/07/22 09:55:43
where X is 0 (off) or 1 (on).
 Phait
#2350 posted by Mike Woodham [81.154.66.228] on 2005/07/22 13:24:00
Ta.
 Hmm
#2351 posted by . [68.78.216.128] on 2005/07/22 13:37:22
Testing some inset floor lighting... y'know, watching interior design from time to time isn't such a bad idea.
http://www.phait-accompli.com/q/s4...
 Phait
#2352 posted by bambuz [80.221.25.15] on 2005/07/22 13:43:24
don't tease with such graphics or i'll spontaneously combust before I can ever play that!?
 Nice,
#2353 posted by HeadThump [65.141.73.163] on 2005/07/22 13:47:44
I like those two wall textures imposed together like that.
you put your finger on something to think about; what do the real architects, interior designers, and landscapers have to teach us brush pushers.
 Headthump
#2354 posted by bambuz [80.221.25.15] on 2005/07/22 14:06:51
no, it's the other way around, brusherpush have to teach THEM! Some awful floor tex.. i mean tiling decisions i saw the other day in the new massive bus terminal. And they are more expensive than bad maps!
 Well, Lets Not Get Carried Away
#2355 posted by HeadThump [65.140.59.184] on 2005/07/22 14:31:53
the standard between real world architecture and virtual is miles apart. Even the facade of my local supermarket (I'm actually tempted to film it so you can see) could rival something as praise worthy as CZG's entrance way to the Sacred Trinity map in design.
Architects have the advantage of dealing with a world that is analog down to the Quantum level.
 CZG Map
#2356 posted by . [68.78.216.128] on 2005/07/22 14:49:54
could rival something as praise worthy as CZG's entrance way to the Sacred Trinity
Where might I see/play that? Don't see it on his site.
 Oh My!
#2357 posted by starbuck [82.40.164.126] on 2005/07/22 14:55:58
Phait I love what you've done there, you've really created a sense of space! It's like a whole new room! Three words for you: FAB YOU LOUS
 Phait
#2358 posted by Bal [83.199.2.53] on 2005/07/22 15:33:17
It's one of his maps in Nehahra (neh2m2).
 Ahh
#2359 posted by . [68.78.216.128] on 2005/07/22 15:40:49
Never played it.
*cowers*
 Sacred Trinity
#2360 posted by aguirRe [213.101.70.77] on 2005/07/22 16:46:22
 To Quote Stewie
#2361 posted by HeadThump [65.140.59.244] on 2005/07/22 18:12:14
Now THAT's the good stuff, yeahhh.
 That's
#2362 posted by Kell [82.41.10.46] on 2005/07/23 00:34:12
shit
 Yeah
#2363 posted by Shambler [82.38.192.54] on 2005/07/23 01:04:23
Now that's a 1337 supermarket
 Uhm,
#2364 posted by HeadThump [65.140.59.44] on 2005/07/23 01:14:17
just a few houses down from Orson Scott Card's house, actually.
 Though, I'm Not Saying
#2365 posted by HeadThump [65.140.59.44] on 2005/07/23 01:39:40
the facade is an extraordinary piece of work. The standards for level design and physical art are different to a degree where sophisticated technique goes unnoticed when seen on a day to day basis in the world around us, but you defininately note a set piece when it is placed in a level.
As for architectural technique, some things that they commononly do to arrange geometry I have only seen in a few realism oriented games.
With the facade, there are two stores in the shop. The Supermarket and a Ballet Studio. The supermarket which owns the parcel takes up about four fifths of the front, but by a visual trick, it is seen as centered.
The column and arches on the Supermarket side are half the width of the columns on the Ballet Studio side, so visually they even out, and the store front doesn't look ajared.
 I Should Have Something To Contribute To This...
#2366 posted by Tron [203.26.206.129] on 2005/07/23 18:07:51
having a couple of years of University Architectural studies behind me but I just can't be arsed right now.
 More WIP From Scrotch
#2367 posted by nitin [138.217.0.232] on 2005/07/23 19:11:55
 HOOOOOOOO AH!!!
#2368 posted by Zwiffle [69.210.83.67] on 2005/07/23 19:34:42
nitin - Nice shit! I would love to see that as a D3SP! Hurry and add them crouching door imps!!!
 Zwiffle
#2369 posted by nitin [138.217.0.232] on 2005/07/23 19:50:06
it migh be a while. Scortch mentioned this over at q3w :
"its built into the side of a large mountain/cliff. Im trying to make the terrain in maya, but Im not too famliar with the program so it may take a lil bit to get the hang of things before I can add that in to the map."
 It's...
#2370 posted by . [68.251.201.76] on 2005/07/23 20:04:50
a bit too monotone.
 Scrotchage
#2371 posted by Kinn [81.152.115.115] on 2005/07/24 01:54:50
Looks good, but those curved buttresses look a little odd to me.
 Fuck Yeah
#2372 posted by Shambler [82.38.192.54] on 2005/07/24 02:25:05
Looks really cool, nice to see a possible D3SP that isn't relying too much on D3's fancy gfx and actually has some DESIGN in it.
I reckon those walkways and shit could have good gameplay potential too.
 Huh
#2373 posted by Mr Fribbles [220.253.9.214] on 2005/07/24 02:56:36
Yeah, that's it. Monotone.
....
Not quite as asstastic as your work, I'll give you that.
 Why Do You Need To Be A Dick?
#2374 posted by . [68.251.201.76] on 2005/07/24 04:15:03
I was merely giving my opinion. Those shots are rather generally green in hue and I find that boring.
Oh wait, I've offended or don't agree with The Great Mr. Fribbles.
Christ. I hate you elitist fuckheads.
 Fribbles
#2375 posted by Jago [85.76.178.7] on 2005/07/24 04:33:10
Don't be a dick.
 Ok
#2376 posted by Kinn [81.152.115.115] on 2005/07/24 04:39:21
I'm going to be controversial here and suggest that the lighting is predominantly green because it's an outdoor scene and the colour of the ambient outside lighting is, well, green.
 I Think It Also Depends
#2377 posted by . [68.251.201.76] on 2005/07/24 04:55:13
on your monitor. I just checked on my Mac and while it's still green, I see other hues in it. Whereas on my PC's LCD, it seemed like everything was green.
#2378 posted by Zwiffle [69.210.83.67] on 2005/07/24 08:45:38
I don't mind the green in the shots, for a few reasons.
1.) It's better than black, which has been overused in Doom3 as of today imo. :D
2.) It's still alien and claustrophobic, so while it sets a completely different vibe it still retains an alien feel.
3.) It's better than some bright neon purple-pink like some faggy Quake 3 levels.
I won't say it's original lighting, but it's good imo.
 Go Frib Go!
#2379 posted by Shambler [82.38.192.54] on 2005/07/24 14:15:13
Green schmeen.
Mmmm beef.
 Huh...
#2380 posted by distrans [131.172.4.44] on 2005/07/24 21:27:24
...this is sooooooo obviously a Q4 level I don't know why skrotch is even considering wasting it on D3.
 Hmm. #2360.
#2381 posted by underworldfan [128.195.64.98] on 2005/07/24 21:57:46
good to see sacred trinity again. i still remember walking around the corner the first time and seeing that front shot aguire posted. =)
possibly one of the best Q1SP maps ever made!
one day...i might just do a review of nehahra, just for the record. would be a lot of work though of course...[just ask shambler].
 UWF
#2382 posted by aguirRe [213.101.72.126] on 2005/07/25 03:04:43
Just make sure you use an updated engine when playing Nehahra to get rid of tech problems.
 Would There
#2383 posted by aguirRe [213.101.72.188] on 2005/07/25 10:56:59
be an interest in me uploading a couple of more Nehahra shots?
 Absolutely
#2384 posted by HeadThump [65.140.58.102] on 2005/07/25 13:02:17
I need to download the packs for Nehahra again anyhow.
 OK
#2385 posted by aguirRe [213.101.70.73] on 2005/07/25 14:35:37
 Heh
#2386 posted by Bal [83.199.7.10] on 2005/07/25 16:07:36
Yay for pimping Nehahra aguirRe ;D your shots look a tad bright on my machine though.
By the way, your nehahra engine is pretty nice (and I never said this before, but your compilers rock, thanks).
 Thanks
#2387 posted by aguirRe [213.101.73.224] on 2005/07/25 17:35:06
Yes, I noticed myself that the shots are a bit bright. They are from late 2004 and I think they got the standard gamma correction I usually make on shots. I believe it's better to see everything clearly in shots.
Especially neh2m3 suffers from the brightening and some terrible fog banding, possibly worsened by jpg distortion.
It looks better in-game where you can adjust gamma to your liking.
 I Guess
#2388 posted by HeadThump [65.140.59.100] on 2005/07/25 20:01:40
it is safe to infer from this
(and I never said this before, but your compilers rock, thanks).
that Bal is mapping again.
 Another Nehahra Shot
#2389 posted by aguirRe [213.101.74.19] on 2005/07/26 02:43:32
 Heh
#2390 posted by Vondur [195.128.95.36] on 2005/07/26 04:29:52
looks alien
where to get this level?
#2391 posted by gone [195.208.123.213] on 2005/07/26 05:56:33
ah. I miss those days...
 Von
#2392 posted by aguirRe [213.101.74.178] on 2005/07/26 07:10:21
Finally found a working FP link to Invein at RetroQuake: http://dynamic.gamespy.com/%7Eretr...
The map was featured on PlanetQuake: http://www.planetquake.com/quake1/...
and reviewed at TeamShambler: http://www.planetquake.com/teamsha...
The last two sites' d/l link doesn't work though.
 I Forgot
#2393 posted by aguirRe [213.101.74.178] on 2005/07/26 07:15:03
to add that Invein is one of those Q1 maps where you might want to disable idgamma, as the textures are bright and a lot of the patterns get saturated and lost.
 Oh
#2394 posted by Vondur [195.128.95.36] on 2005/07/26 07:21:38
thanks, bengt!
 Invein.zip
#2395 posted by Spirit [80.171.28.110] on 2005/07/26 08:36:16
at quaddicted's file archive of course: http://www.quaddicted.com/componen...
:)
 I'm Thinking..
#2396 posted by . [68.77.199.252] on 2005/07/26 20:17:11
That this is about the level of detail I should stop at, else I tend to get carried away.
- http://www.phait-accompli.com/q/s4...
- http://www.phait-accompli.com/q/s4...
 Dunno
#2397 posted by kaziganthe [65.6.249.33] on 2005/07/26 21:24:07
Lighting is thoroughly bland ATM:
- http://www.planetquake.com/kazigan...
(shots are numbered up through 5)
 Kaz
#2398 posted by . [68.77.199.252] on 2005/07/26 21:29:48
Looks interesting, although quite confined. Not a bad thing in small amounts though. I really dig the texture set, best industrial one I've seen.
 How Close Are To Completion
#2399 posted by HeadThump [65.141.73.201] on 2005/07/26 22:10:53
Phait?
Also, what is that weapon removal console command again? I'll put a few shots of what I'm working on.
 R_drawviewmodel 0
#2400 posted by Blitz [24.218.84.239] on 2005/07/26 22:13:44
#2401 posted by Zwiffle [69.210.41.99] on 2005/07/26 22:14:03
Phait: Screenshots are really dark, so it's hard to say, but it looks like you could stand to put some more detail in there. Go overboard if you have to!
Kaz: The shots are kinda weird, but small and cramped just how I like it. I also like the tex set, so that's cool.
Keep it up both of you.
 That Was Quick!
#2402 posted by HeadThump [65.141.73.201] on 2005/07/26 22:16:19
thanks, Blitz.
 Room I've Worked On Tonight
#2403 posted by HeadThump [65.140.58.212] on 2005/07/27 00:06:52
I intended it to fill out the Turtlemap, but the style of the room is very different, so it is likely to be used else where
http://img199.imageshack.us/img199...
http://img297.imageshack.us/img297...
http://img297.imageshack.us/img297...
 Head
#2404 posted by Vondur [195.128.95.36] on 2005/07/27 00:25:12
it looks okish oldskool, but i'd avoid making so many steps on the stairs, use func_plat or less steps...
 Yes, Definitely!
#2405 posted by HeadThump [65.140.58.51] on 2005/07/27 01:02:19
As it is stands in screen, it is three steps for every back plane, causing a very twisted spiral in game. I was playing around with how much I could squeeze in there before going overboard, but I have a simpler arrangement for it made now.
#2406 posted by R.P.G. [24.136.254.133] on 2005/07/27 05:42:05
Phait: Well the ceiling looks fine, but most of the walls look rather plain to me.
Kaziganthe: I think that might be a little cramped, but it could be ok depending on what sort of gameplay you have there and what the rest of the map is like. I definitely agree that the lighting is too bland; it needs more contrast. And what's this? Those are colored lights?
HeadThump: I don't think I like the way the wood supports disappear into the wall in joequake0051lg.jpg. Do what you like, though.
 RPG
#2407 posted by . [68.77.199.252] on 2005/07/27 05:54:17
 $0.02
#2408 posted by starbuck [82.40.164.126] on 2005/07/27 06:46:17
I think it's looking good, but a bit top-heavy. I don't think you should reduce the detail in the ceiling, but maybe give it some less-jazzy textures so your eye is drawn up less. I think the floor would look a lot better if you broke it up a bit, maybe with an inset area with a few steps going down. You could add a striplight on the edge of the step and then you could have some nice lighting there.
I'd like to see how this turns out, your recent shots have all been pretty interesting Phait. You do realise your door is the wrong way up, though, don't you ;)
 I Was Thinking The Same As Starbuck About The Floor
#2409 posted by R.P.G. [24.136.254.133] on 2005/07/27 06:49:44
.
 Hehe
#2410 posted by . [68.77.199.252] on 2005/07/27 06:49:46
The floor is being worked on, as I have plans for that, that fit into the level progression. The door orientation - yes, it moves up-down but hey why not.
I'll experiment a bit more with the ceiling textures. Thanks!
#2411 posted by Kell [82.41.10.46] on 2005/07/27 10:22:31
yes, it moves up-down but hey why not?
because it's far more likely the player will be obstructed when trying to pass through it.
 Hmm
#2412 posted by nonentity [144.32.128.73] on 2005/07/27 12:34:13
Style over substance in all things
Sod brief obstruction, it'll look cool :p
 Kell
#2413 posted by . [68.77.199.252] on 2005/07/27 18:12:04
because it's far more likely the player will be obstructed when trying to pass through it.
A valid point, but that depends on the door speed as well.
 Opening Doors
#2414 posted by Mike Woodham [81.154.66.228] on 2005/07/28 00:30:17
If two doors open sideways, each door needs only to open (say) one foot before you can go through (quick). When a door opens vertically, you have to wait for it to move the whole of your height before you can go through (annoying).
If you have two doors opening vertically (one up, one down) you still have to wait, and, as you cross the threshold, your car keys fall into the gap where the lower door moves into!
 Trust Me
#2415 posted by . [68.77.199.252] on 2005/07/28 00:52:48
I've ran through them without getting snagged :)
 More WIP From Scrotch's D3/q4 Map
#2416 posted by nitin [138.217.0.35] on 2005/07/28 02:25:30
#2417 posted by gone [195.208.123.213] on 2005/07/28 03:59:12
my skybox
 Wow
#2418 posted by Tron [202.7.183.131] on 2005/07/28 04:13:15
That second shot is my fav, looks like a mechanical cathedral.
#2419 posted by gone [195.208.123.213] on 2005/07/28 04:58:36
#2420 posted by Vigil [85.76.2.119] on 2005/07/28 06:45:17
But Vondur likes it rough?
 Scrotch's Map Is Ctf
#2421 posted by Zwiffle [69.210.41.99] on 2005/07/28 07:23:59
What a waste.
 We Haven't Played Lunaran Flamewar In A While ...
#2422 posted by Lunaran [67.129.250.254] on 2005/07/28 12:12:28
It's now going to be a d3 ctf. Unless someone can convince him over at q3w to turn it ino sp.
If he hasn't even done enough work on the map that it's differentiated into so much as what GAMETYPE it's going to be why is he showing us screenshots?
Oh, that's right, the same reason he's posting a half dozen screenshots every time he adds something to his fancy green thing.
 Hmm
#2423 posted by ScrotcH [64.235.201.122] on 2005/07/28 15:25:02
Hi, I don't think I'll have enough time to commit to a full blown singleplayer map at this point due to real life job. The basis for this map is an outline for a Q4 mod Im working on that plays like CTF anyhow, which why I've decided to go for the CTF gameplay.
Reason I was posting alot of shots was for some feedback, I like to get peoples thoughts on what they like/dislike. Thanks for comments and don't worry I wont be posting anymore images until its done.
 ScrotcH
#2424 posted by HeadThump [65.140.58.131] on 2005/07/28 16:36:23
The proper response to somebody being a dick to you is not to give in but to go to absurd links to piss them off. Add a railing to that shot or
another tiny light, and post a few more screens shots with each little change, that is what this forum is here for.
 Flame War!
#2425 posted by Tron [202.7.183.131] on 2005/07/28 18:22:25
Lunaran VS ScrotcH
Round 1
FIGHT!
#2426 posted by ScrotcH [64.235.201.122] on 2005/07/28 18:59:29
Im not looking to flame/fight anyone. I have no reason to, I just stumbled onto this forum by accident and seen the debate over a few WIP shots I posted on another forum. Its actually the few comments I read here that got me thinking of releasing it for D3 in some form to the public, and not just a concept for my new project. I'd love to do a singleplayer design with it but I just dont have the time to commit to it.
 Terrain Blending In Quake!
#2427 posted by kaziganthe [65.6.248.12] on 2005/07/28 19:52:32
 Hmmm
#2428 posted by Kinn [195.92.144.166] on 2005/07/29 00:59:48
Add a railing to that shot or
another tiny light, and post a few more screens shots with each little change, that is what this forum is here for.
That reminds me, where's Friction been lately?
 Scrotch
#2429 posted by nitin [138.217.0.35] on 2005/07/29 01:30:35
lun was just shitstirring.
Personally, I really like your work. Some of the jailbreak stuff was excellent.
you shoul consider doing mpas for another gametype though, sp or dm.
 Kaziganthe
#2430 posted by Vigil [85.76.2.119] on 2005/07/29 01:32:44
I like the skybox and the foliage. What engine is that? And where'd you get that new shambler skin?
#2431 posted by gone [195.208.123.213] on 2005/07/29 01:43:10
ScrotcH: 5 (4 extra points for using my skybox)
Lun : 0
#2432 posted by foliage [67.42.28.1] on 2005/07/29 15:39:25
i just realized the shambler was made to give head. but those teeth should make things interesting too.
 I Can See The Jpg Compression
#2433 posted by grahf [68.170.78.66] on 2005/07/30 21:42:58
in your skybox, speedy. it distracts me, you should make a tga version.
 I'm Afraid
#2434 posted by HeadThump [65.140.59.228] on 2005/07/30 22:19:37
I'm nowhere near finishing the Turtle Map as of yet, but I have put some time into it this weekend. Here are a few shots from my upcoming map, 'A Shrine to Hatred.'
http://img318.imageshack.us/img318...
http://img318.imageshack.us/img318...
http://img318.imageshack.us/img318...
http://img318.imageshack.us/img318...
 I Seriously Approve...
#2435 posted by grahf [68.170.78.66] on 2005/07/31 01:12:23
of any asian architecture, particularly in the quake engine. 2nd shot in particular looks tibetan. and i like the roofs in the 1st and 4th shots; maybe indic or nepali inspired? the lighting could use a little less contrast all around. (going from fullbright straight to fulldark does not seem to look too good in quake).
not sure how much i should critique lighting/texturing/layout... if you're "nowhere near finishing it".
 Except
#2436 posted by HeadThump [65.140.58.21] on 2005/07/31 03:49:31
for the double layered roof adjoinment in the first pic(which I copied from a Bangcock coutyard pic) all of it is based on Tibetan motifs. However, I've worked the designs over so much they bare scant resemblance to their source inspirations. I just hope it becomes more cohesive as I work on it.
Yeap, the lighting is just one spotlight at this point (so it is all maximum drama in every direction). When I add some sourced lights near ground level it should look more natural.
#2437 posted by Zwiffle [69.210.42.245] on 2005/07/31 08:10:20
Well my only complaint is that if it's outside then the lighting in some of the shots is very very harsh. I don't know if any of it takes place inside, you may want to add sunlight 2 or just put in a low minlight, cuz that makes my eyes bleed. No, seriously. Ok, I really doesn't. It looks cool, so I'm waiting for that sourced ground lighting to even things up.
 I Find
#2438 posted by HeadThump [65.141.73.222] on 2005/07/31 11:15:15
it to be a bit easier to work a sunlight 2 in after doing source lights instead of working source lights in around the sunlight 2. It may be just a personal oddity of mine, but sunlight 2 always reminded me of using gradiants in Photoshop.
 Suggestions
#2439 posted by . [68.78.217.89] on 2005/08/01 00:58:28
Right now I think this lighting looks pretty crappy, and the texturing isn't final either but I'm looking for suggestions to improve the lighting:
- http://www.phait-accompli.com/q/s4...
- http://www.phait-accompli.com/q/s4...
- http://www.phait-accompli.com/q/s4...
My other idea I'd rather go with was this:
- http://www.phait-accompli.com/q/s4...
- http://www.phait-accompli.com/q/s4...
But it looks sloppy.
 Phait
#2440 posted by JPL [213.30.139.243] on 2005/08/01 01:44:06
For the lightning improvement of the first spiral stairs style: you should remove the "flying" lights, and use 2 small lights on the stair sides (like there are already on external side of the spiral stairs)
In anyway, I really prefer the second, which ease to have good lightning effects without too much work...
 JP
#2441 posted by . [68.78.217.89] on 2005/08/01 01:50:40
The 'floating' lights are going to be connected to the ceiling or the tower (that the stairs wrap around).
I could put spotlights on the tower (inside of stairs) but it looks bad, as some of the spotlights cover more than 1 face, and thus are wider than they normally would be.
 Phait
#2442 posted by JPL [213.30.139.243] on 2005/08/01 02:07:01
What light, wait and delay field values are you using ?
I guess using some "low" light value (around 50), delay value 2 (1/x² attenuation) and wait value 1 could do it properly... Did you made different tries in this zone ?
 Nah
#2443 posted by . [68.78.217.89] on 2005/08/01 02:32:08
I never use any of that stuff... confusing.
 Phait
#2444 posted by JPL [213.30.139.243] on 2005/08/01 02:35:00
What do you mean by confusing ? The field names I used instead of angle, mangle, etc... ?
 HOM
#2445 posted by MadFox [84.26.103.133] on 2005/08/01 08:45:36
I recompiled almost all maps fom the abandon with new compilers and Quark 61.
They do look better now, but I'm a little concerned.
After finally recompiling untill all leaks were vanished, I'm confronted with a new HOM error. Arg...
Strange, because some HOM effects disappear with a vis level 2, although I can't get rid of the regret they aren't vised level 4.
 Tower Lighting Again...
#2446 posted by . [69.211.152.33] on 2005/08/01 11:51:58
This is kind of what I've settle on texture wise, looks better - but I'm still open to suggestions:
- http://www.phait-accompli.com/q/s4...
 Texturing And Lighting Looks Good There
#2447 posted by grahf [68.170.78.66] on 2005/08/01 17:32:56
the curved walls are too flat. inset the brown rivets so the blue blocks stand out (like the strip lights are), or make some structural girders that connect the outer wall to the inner cylinder, or both. Curves look nice, but they often look even better when you break up and modify the curviness a little.
I'm also not sure about that long thin light brush that comes all the way down from the ceiling. looks odd to me. maybe it could angle off the wall at a lower height?
you asked for suggestions, you got 'em.
most importantly, trust your instincts, you needn't ask us if something looks good every time you make a change.
#2448 posted by [85.249.42.40] on 2005/08/01 18:24:09
Grahf yeah maybe, but maybe not
 Was Thinking Of Breaking Up Walls
#2449 posted by . [69.211.152.33] on 2005/08/02 00:36:29
as well, but imagined what a nightmare it might turn out for BSP (or at least semi-nightmare) as theres alot of tall brushwork there that makes up the outer wall. I just made a 128x64 custom texture of the blue metal-block + brown rivet tex so I didn't have to split up the wall any further.
I like your suggestion of connecting the tower to the outer wall... I'll see how I can work that in. Thanks!
 More Of The Same (Or Mebbe Not)
#2450 posted by biff_debris. [24.159.179.233] on 2005/08/02 01:24:23
Got some Myrmidon screenies up at my spawnpoint site, at http://biff.spawnpoint.org/gallery . Nothing new, really -- but I thought I'd better get some game-related content up in case scampie was looking for fat to trim ;D
 BIFF YOU'RE ALIVE!
#2451 posted by . [69.211.152.33] on 2005/08/02 01:28:20
And mapping, great :D Whats new?
 Biff
#2452 posted by Tyrann [202.45.120.45] on 2005/08/02 01:36:44
Great stuff! Go idbase!
 Biff
#2453 posted by JPL [213.30.139.243] on 2005/08/02 01:38:11
Wow, what a beautiful base ! Very interesting ! I like all these "technics details", and the use of the ID base testures is really good !! Even if I think lightning effects could be improved just adding a little bit more contrast (i.e light too 'flat', not enough shadow here and there,... but it's my humble opinion of rookie mapper .. ;)...), this level screenshots are very good, and I'm sure this level will be fun to play ! When is it planned for release ? Keep it up, and go map !
 Yes
#2454 posted by Mr Fribbles [220.253.31.224] on 2005/08/02 03:12:52
Pretty nice stuff biff0r!
 Yaey!
cool base biff!
 Biff
#2456 posted by Lunaran [67.129.250.254] on 2005/08/02 06:25:45
Your base maps are enviably sexy as always, but weren't the last two maps from you the very same style?
I'll still play it when it's done, but I would kill to see you experiment.
#2457 posted by [85.249.41.105] on 2005/08/02 08:24:32
Biff: its great, nice to see some strong style and originality in the era of SPOG/CZG ripoffs and 'old skool'... except the ID base - could you use any other textures?
 He's Already Including Some From Duke 3D
#2458 posted by R.P.G. [24.136.254.133] on 2005/08/02 09:36:23
;)
 Biff
#2459 posted by grahf [68.170.78.66] on 2005/08/02 12:19:19
that has got to be the most beautiful idbase level i've ever seen.
 Nice Site Too, Biff
#2460 posted by HeadThump [65.140.58.220] on 2005/08/02 12:52:07
 Thanks, Guys =D
#2461 posted by biff_debris. [24.159.179.233] on 2005/08/02 15:53:10
I hope to finish it sometime before the next decade, yes. Currently it's in a state of flux, since I have been rebuilding some areas to improve VIS-friendliness and overall flow, if possible. I get too carried away with the details, and make stuff that gets too impractical (being the shallow bastard that I am), but hope to mend my ways =D
Yes Phait I am alive, and hope to get all of my current mapping projects at the gallery site, and at least be able to keep things posted that way (Thanks for the site praise, 'Thump, but I just DLed the code from sourceforge.net -- will be tinkering with the look of it soon).
I do agree with you about the lighting JPLambert, the lighting has been rushed as I have been more interested in the brushwork and just let the lights go for the time being (not to mention a lot of the texture placement), but will certainly tweak everything soon enough.
Lun (and Speedy, I'm guessing), as usual you're right -- I had been playing with some medieval-themed stuff, but it has bled over into other projects and other games (more about that soon, if things work out). My other idbase stuff fell short of my own expectations though, and I hope Myrmidon will be what I've always wanted to build since I first tinkered with Deathmatch Maker so long ago ;D
BTW thanks a heap, Tyrann -- good to hear from a fellow BASE_EMBRACER ;D
 Respect...
#2462 posted by distrans [131.172.4.45] on 2005/08/02 18:38:43
...the guts of this mapper. Even a hard drive meltdown hasn't stopped the vision.
HuG you biff!
 Mmm....
#2463 posted by Tron [202.7.183.131] on 2005/08/02 19:46:45
That's purdy....
 A Little Something For Ya...
#2464 posted by grahf [68.170.78.66] on 2005/08/03 00:59:09
First, my inspiration. It's a temple in Durbar Square of Kathmandu, Nepal. I've been digging this architectural style lately:
http://img42.imagevenue.com/img.ph...
Now, my quake recreation:
http://img36.imagevenue.com/img.ph...
http://img7.imagevenue.com/img.php...
http://img42.imagevenue.com/img.ph...
Haven't decided what to do with the bottom part of the building yet, so it remains blocky for now.
 Your Quake Shots
#2465 posted by . [69.211.152.33] on 2005/08/03 01:17:53
aren't showing up.
 Argh...
#2466 posted by JPL [213.30.139.243] on 2005/08/03 01:31:22
.. same for me... I was insulting my PC till I saw this.. Thanks Phait !
 Grahf
#2467 posted by Blitz [65.96.61.71] on 2005/08/03 02:28:29
In the future use Imageshack!
 LAME
#2468 posted by grahf [68.170.78.66] on 2005/08/03 11:43:51
imagevenue looked cool because i could upload multiple shots at a time, and they did work last night.
This any better?
inspiration:
http://img262.imageshack.us/my.php...
http://img262.imageshack.us/my.php...
http://img262.imageshack.us/my.php...
I love the colors and shapes of this architecture,
quake reproduction v1:
http://img332.imageshack.us/my.php...
http://img65.imageshack.us/my.php?...
http://img65.imageshack.us/my.php?...
Kingpin textures. It's a lot larger ingame than I realized in the editor.
 Grahf
#2469 posted by Lunaran [67.129.250.254] on 2005/08/03 12:42:06
Nice. I'm terrified of the tiny brushwork details on those lamps though.
 Grahf
#2470 posted by Vondur [85.140.40.88] on 2005/08/03 12:49:22
nice!
lun: these are lantern models from nehahra i suspect.
 Beautiful
#2471 posted by Spirit [80.171.7.113] on 2005/08/03 13:21:03
grahf: i love the textures and i love the lanterns! hope that will become a proper map ;)
 /me HUGS Distrans!
#2472 posted by biff_debris. [24.159.179.233] on 2005/08/03 14:21:17
Hay, buddy -- and thx!
 Grahf:
#2473 posted by biff_debris. [24.159.179.233] on 2005/08/03 14:24:20
Didn't see those when you posted in #tf, but they look really neat -- and Kingpin textures, w00t!
 Yay An Ego Boost!
#2474 posted by grahf [68.170.78.66] on 2005/08/03 14:28:21
Yes they are Neh lanterns. And at some point when I feel like it I intend to shift the wooden supports around a bit to make them more randomized and old-looking, right now they're just copy-pasted all the way around.
Thanks guys, now back to working on it for real.
 Kingpin?
#2475 posted by HeadThump [65.140.58.183] on 2005/08/03 19:30:58
Interesting choice, mixing up a little urban blight with monastic order, could prove to be a potent design combo.
BTW. I've spotted several texture packs including Kingpin in this little dark corner of sunet,
ftp://ftp.sunet.se/pub/games/PC/id...
 Tower Redesigned
#2476 posted by . [68.77.197.0] on 2005/08/04 12:09:50
Before: http://www.phait-accompli.com/q/s4...
After: http://www.phait-accompli.com/q/s4...
http://www.phait-accompli.com/q/s4...
Still not done yet, thinking of putting some vertical lighting on the sides, and need to put a circular platform inside.
 Title Goes Here
#2477 posted by grahf [68.170.78.66] on 2005/08/04 12:56:30
looks nice phait. a lot better in fact. now do the same for the outer wall. not saying you should ditch the combined texture you made, but maybe dont use it for the whole wall.
nice find headthump, spread the texture love.
 Lamps
#2478 posted by Lunaran [67.129.250.254] on 2005/08/04 14:45:52
they are Neh lanterns
... oh
 Biff
#2479 posted by inertia [24.164.69.31] on 2005/08/04 15:40:44
PLEASE don't use minlight in any more maps... :D
your architecture suffers with that drab lighting method !
#2480 posted by [84.204.105.103] on 2005/08/04 18:13:06
I used to do that too
1 room 10 screenshots
that was fun
 Hmm
#2481 posted by nonentity [212.56.109.52] on 2005/08/05 09:27:41
Dammit Phait, stop posting screenshots already. You're working on a map. We get it.
 ¬_¬
#2482 posted by . [68.74.217.74] on 2005/08/05 11:03:25
 Yes
#2483 posted by cyBeAr [80.217.112.208] on 2005/08/05 14:04:54
and that tech texture on the lower part of the new tower doesn't look good when repeated that much, upper part seems like an improvment on the other hand.
 Textures
#2484 posted by megaman [213.6.36.126] on 2005/08/09 16:47:37
 Travail Screenies At QExpo...
#2485 posted by distrans [131.172.4.45] on 2005/08/10 20:51:04
 Distrans
#2486 posted by Zwiffle [69.210.34.26] on 2005/08/10 21:44:30
Looks fantastic! :D
/me swoons
Lots of awesome looking maps at QExpo.
 OMG
#2487 posted by Shambler [82.38.192.54] on 2005/08/11 03:37:59
It has fancy foreign level titles, it must be good!
Looks interesting tho, nice one.
 Help
#2488 posted by . [68.74.217.74] on 2005/08/11 19:48:15
Anybody interested in giving input on a couple maps? I think I would benefit from getting some realtime suggestions and thoughts on what I've got so far, rather than just posting shots.
AIM: itsphait
Yahoo: phait_accompli
MSN: thecarbonflaw@yahoo.com
Thanks.
 Phait
#2489 posted by Zwiffle [69.210.34.26] on 2005/08/11 20:02:22
I can help you out if you need it.
 Zwiff
#2490 posted by . [68.74.217.74] on 2005/08/11 20:06:20
Thanks, I accepted your add on Y!Messenger but forgot to add you as well - whats your screen-name again?
 Yay
#2491 posted by . [68.74.217.74] on 2005/08/11 22:38:04
Thanks Zwiff, again.
Again if anyone else wants to take a look at the maps and offer their opinion, more than welcome, just add me and message me when you see me on:
AIM: itsphait
Yahoo: phait_accompli
MSN: thecarbonflaw@yahoo.com
Or e-mail: http://www.phait-accompli.com/q/co...
 Update...
#2492 posted by distrans [131.172.4.44] on 2005/08/11 23:01:59
...at the Travail site involving the final beta of disqdm1 http://qexpo.quakedev.com/booths.p...
Shambler: hehee, a small tip of the hat to the Spanish wierds. This project is full of appreciative references both in game and out.
 Phait
#2493 posted by Shambler [82.38.192.54] on 2005/08/12 03:39:28
Beta-comments:
Homogenise the architectural style a bit.
Beef up the designs in the plainer sections.
Try to have more interesting connections between the main areas.
Round off and naturalise the terrain a bit.
There we go that's enough beta-comments, get to work.
 Shamb, Out Of Curiosity
#2494 posted by . [68.74.217.74] on 2005/08/12 12:54:42
Did you go through the maps (from Zwiff), or are you just speaking from the shots?
#2495 posted by Zwiffle [69.210.34.26] on 2005/08/12 13:33:22
He's just giving general info.
 Ah
#2496 posted by . [68.74.217.74] on 2005/08/12 14:05:43
Cause some of that was vague.
 Phait.
#2497 posted by Shambler [82.38.192.54] on 2005/08/13 03:52:07
Errr no, that was from nothing except an instinctive estimation of what most maps need.
 I See
#2498 posted by . [68.74.217.74] on 2005/08/13 03:59:59
Yeah I've been reworking areas here and there.
(Before: http://www.phait-accompli.com/q/s4... -- After: http://www.phait-accompli.com/q/s4... )
I'm just getting tired of spending dozens of hours on one area. It's a bit hard to let go and move on to the next area.
 Terrain
#2499 posted by . [70.224.199.43] on 2005/08/17 00:17:46
 Also
#2500 posted by . [70.224.199.43] on 2005/08/17 00:22:04
Yes I'm working on the lighting. Right now I used metl's suggestion to put a light in (or near actually) the sky. But I hate that big ol' circle of light.
And I dunno why the sky looks like crap, I recall it looking better. I must not have my color depth/bits switch in my FQ shortcut correct... -bpp 32?
 Also
#2501 posted by . [70.224.199.43] on 2005/08/17 00:23:00
Yes I'm working on the lighting. Right now I used metl's suggestion to put a light in (or near actually) the sky. But I hate that big ol' circle of light.
And I dunno why the sky looks like crap, I recall it looking better. I must not have my color depth/bits switch in my FQ shortcut correct... -bpp 32?
 Stuff
#2502 posted by grahf [24.51.109.238] on 2005/08/17 08:06:22
the sky looks crap because it's a different skybox than the "old crap."
I actually like the broken shattered look of the "old crap."
The "new" cliff walls don't vary at all in height, i.e., they're all clipped off at the same height by the sky.
i think i liked the old better.
and i'm getting tired of making these comments on every single room test map you make. please trust your own instincts.
 Those HOM's Must Be WitchCraft!
#2503 posted by MadFox [84.26.103.133] on 2005/08/17 09:17:37
 Madfox
#2504 posted by grahf [24.51.109.238] on 2005/08/17 11:13:58
looks like a nice oldskoolish runic map, i've no complaints with that.
except, what is that texture on the "A" crossbeams right below the sky light hole? It looks really odd, like an alphamasked texture with no alpha channel.
 Well
#2505 posted by . [70.224.248.16] on 2005/08/17 12:25:44
I fixed the sky actually, as the tops weren't actually flat - just obscured by the sky. I found the problem with the sky - my shortcut didn't have -bpp 32 in it.
 Omg
#2506 posted by inertia [24.164.69.31] on 2005/08/17 20:37:47
FASCINATING
/me fucks off to somewhere where he cares..
 Texture
#2507 posted by MadFox [84.26.103.133] on 2005/08/17 20:59:23
it's the end map of abandon, with gravity set low so you can jump.
me a bad boy, texture stolen from prince of persia.
 RtCW Mapping Questions
#2508 posted by Jago [85.76.178.146] on 2005/08/20 15:27:25
I am sure some of you have mapped for RtCW so I have some questions to all of you:
1) I have unpacked models/mapobjects from pak0.pk3 and sp_pak1.pk3 and can now load the models inside Radiant. However, some of the dirs for the objects (mapobjects/bush, mapobjects/clipboard, mapobjects/lion to name a few) only contain textures and no model file, where are they?
2) Say I added a mapobjects/bodyparts/helbody.mdc into my map as a misc/model, how can I choose which skin is used on the model? By default, hel_body1.jpg is being used, how do I make the model use lop_body1.jpg instead?
 What The Hell
#2509 posted by Jago [85.76.178.146] on 2005/08/20 15:31:02
This was supposed to go into Mapping Help.
 ...
#2510 posted by necros [70.31.50.57] on 2005/08/20 22:31:06
 Necros
#2511 posted by . [70.224.196.82] on 2005/08/20 22:48:43
Thats neat, although I think the texturing could use some variation along the walls, despite that I'm not fond of ikbase.
 Good Form To Those Buildings,
#2512 posted by HeadThump [65.140.59.145] on 2005/08/21 00:19:09
huge AND claustaphobic with those, er? not sure what they are, lingering over you, it is likely to be atmospheric as well.
Phait, has a point though. To me, the original IkBase for IkSPQ5 are a more interesting set than the converted Quake Arena ones from Fatty's site. I believe those used in the pic are likely the latter.
Also, from my own screwing around, IkBase can be combined pretty well with Soc_Tec and Soc_tech converts well to the Q1 pallette given the lustre of rusted grime that predominate the design.
MMMM, ruuust.
#2513 posted by Vigil [85.76.2.119] on 2005/08/21 02:06:53
HeadThump, by any chance do you mean this set:
http://www.planetquake.com/vigil/p...
Necros, the walls and the floor needs something to break them up. Trims along the wall, and something on the floor where the supports meet it would be a very nice addition.
 Jago
#2514 posted by Shallow [84.12.172.29] on 2005/08/21 02:25:45
In RTCW, or indeed any Q3 engine game, static mapmodels (usually .md3 format misc_models) get their faces baked into the BSP at compile time, so there's no need for the actual mesh to be distributed with the game/map unless the creators want to, just the textures and shader. The models you get are the ones that animate and the ones that have been used as part of a moving entity of some sort. It's ages since I fiddled with RTCW but the editing media for these games often includes models that aren't in the pk3's as well.
To change the textures for .mdc/.mds models you need to use .skin files, you could extract those from the pk3 file too. For static .md3 mapobjects you can use the q3map2 _remapshader directive instead to have the shader repointed at compile time.
 Necros
#2515 posted by Shambler [82.38.192.54] on 2005/08/21 02:27:30
OMG Hordes!
Wait a minute, no monsters yet....
Yeah that looks cool, I like the fresh and funky designs. The lights on the larger buttresses look a little odd, that's all.
 Yeap
#2516 posted by HeadThump [65.140.59.163] on 2005/08/21 07:52:26
those are the sext textures I mentioned.
The lights on the larger buttresses
That's the word I was hesitant to use because in the screen shot I couldn't tell if they were actually supporting anything!
 Sexy Textures
#2517 posted by HeadThump [65.140.59.163] on 2005/08/21 07:53:04
 Cool
#2518 posted by necros [70.31.50.57] on 2005/08/21 17:37:16
thanks for the comments. :) the map is a little to far along to redesign anything more than gameplay at this point, but it's nice to know what people think :)
cheers
 Sexy Curves
#2519 posted by grahf [24.51.109.238] on 2005/08/21 20:22:13
necros doing ikbase seems like a nonsequitur to me somehow :)
I especially approve of the four light columns that are wrapped around the curved wall in the upper left quadrant of the pic. I've been playing around with nonaxial curved details like that myself a lot lately, and it's an utter headache sometimes, but the results are very rewarding. I'd be even more impressed with your brush-fu if you could extend a curve from the upper half of those columns to meet the overhanging curve above them.
Hmm, maybe that description's a bit obscure. Ahh, the tao of brush. :0 If you start off making things curvy, the tendency is to push it as far as you can.
besides that, my suggestions are:
1. break up the floor a bit, unless there's going to a be horde combat there and you want maximum player mobility. It'd look good as a split level type thang, with trims along the edge of the split (I'd split it where the curved columns touch the floor.
2. you might consider using different wall trims near the floor vs the ceiling to create a more varied "height identity." This is echoing/expanding on what Phait said.
that's my $.02.
 It Occurred To Me Recently;
#2520 posted by HeadThump [65.140.58.37] on 2005/08/21 20:50:49
when Shambler got a bit nostalgic after replaying Scourge of Armagon, I asked myself how one might approach it in a fresh way, and here is my Hollywood answer:
Remix IkBase in desert camo tiles, set it as a base in the middle of the desert. Use Sock tech textures from the machinery sub file and Q2 reckoning consoles to feel out the details. Throw in Armagon, Scourge, nail grunts, and Preach's axemen as post apocolyptic/madmaxish rift raff for a fine base mix.
Tentative title: Armagon Ressurection,
catchy, eh?
#2521 posted by necros [70.31.50.57] on 2005/08/21 22:10:08
fuck. i was going to be releasing the damn thing soon, but those are good ideas grahf.
i think i'm going to work on the brushwork some more. :P
 Yeah. Agreed
#2522 posted by HeadThump [65.140.58.140] on 2005/08/22 04:55:31
I see what Graf means; also, there is a riveted texture at the leftward edge of the shot that may be useful to create a v-frame trim along the large curved column edges if the texture happens to line up well with the planes involved, and if you wanted to add that sort of structual detail.
It would be a nice contrast to the vertical texture running up the columns.
My .02$.
 Some Cool UT2004 Shots
#2523 posted by nitin [138.217.4.215] on 2005/08/24 02:36:02
 Looks Cool
#2524 posted by metlslime [209.213.199.133] on 2005/08/24 15:59:41
but i only see one shot...
 Soooooooooon (well Not Really)
#2525 posted by Friction [84.230.187.58] on 2005/09/04 03:26:14
http://www.kolumbus.fi/ville.niemi...
WATCH THIS SPACE
CLOSELY
Few weeks, honest.
 OMG
#2526 posted by Zwiffle [69.210.55.43] on 2005/09/04 06:14:24
RPGs COMING OUT WITH A DOOM 3 MAP OMG
 Ummm
#2527 posted by Tron [202.7.183.131] on 2005/09/05 07:16:57
Want to recheck the nick on that post Zwif?
#2528 posted by Zwiffle [69.210.55.43] on 2005/09/05 07:27:05
It was a joke, cuz Fric basically copied RPG's "Soon" advertisements.
 :( And :)
#2529 posted by bambuz [130.233.220.23] on 2005/09/06 02:29:16
:(
bright blue alpha blending from 1997. Gosh, it looks ugly still, I'm sorry to say. Why oh why?
Maybe the shot would look a bit better with antialiasing on - now the contrast in the shadows is so big that the pixels are really brought up. And the angled structure mimicking rounded shapes is brought up too :/
:)
Your earlier shots have been absolutely fabulous. Too bad I don't have d3.
 Fric.
#2530 posted by Shambler [82.38.192.54] on 2005/09/06 02:32:47
WHAT WE NEED IS A SIGNAL...
 Still Plodding Away...
#2531 posted by Maric [70.17.242.61] on 2005/09/06 20:51:23
 Cool Shots
#2532 posted by Blitz [65.96.61.71] on 2005/09/06 20:58:28
http://www.maricscabinet.com/a2d.j...
^^^ I would change the torch holding brushes on the wall to a different texture though. It doesn't look right the way they're using the same texture as the wall behind them.
 Maric
#2533 posted by . [70.224.242.132] on 2005/09/06 21:11:21
Are some of those textures from Blood?
 Maric
#2534 posted by JPL [213.30.139.243] on 2005/09/06 23:49:45
Nice screenies !! And where come the textures from ??
 Maric
#2535 posted by Shambler [82.38.192.54] on 2005/09/07 02:17:49
R0x0rage. I like it. Interesting style. I like how the plain rock texture allows you to have a quite uniform colour scheme but still have an obvious delineation between natural rocks and built-up sections.
 Maric
#2536 posted by Ankh [212.121.135.226] on 2005/09/07 06:34:25
Nice
 Maric
#2537 posted by bambuz [130.233.220.23] on 2005/09/07 06:43:17
run with 32 bits to avoid rasters, it look way better. I don't remember the command line for fitz tho, maybe it's changeable in the menu too.
Where is that rock texture from?
The thing looks pretty good, at least the style and colorspace is quite consistent.
 32 Bits
#2538 posted by . [70.224.242.132] on 2005/09/07 09:01:00
quakeclient.exe -bpp 32
 Thanks All...
#2539 posted by Maric [70.17.242.61] on 2005/09/07 10:54:45
Blitz - I was wondering about that, I'll make the change and post some new screens.
Phait / JPLambert - I made all but the slime texture and one of the original Quake emblems (I will likely make my own versions of those before all is said and done). They are all very basic (nowhere near Kell quality) and were originally made for Quake2 but they seem to "crossover" pretty well.
Shambler - I am all but addicted to terrain in my maps so I made the rock textures with my addiction in mind, as I made the rest, in hopes that they would mesh well. I thank you for your comments, seems like I was a little successful there, thank you.
Bambuz - Will do, for as long as I have been doing the Q2 thing... I can claim all but zero knowledge about Quake, any hints such as that are greatly appreciated.
I'll have some serious n00bish questions for the lot of you pretty soon.
 Oops...
#2540 posted by Maric [70.17.242.61] on 2005/09/07 10:57:02
Link for the textures...
http://www.maricscabinet.com/textu...
They are not in .wad as of yet, I'll gather the ones that are worthwhile and get links up soon.
 @Maric
I really like it, but I find the lighting a little shoddy and too bright in some of the bits, especially the picture where you are close to the bottom. I think you should turn down the brightness of some the lights and use several weak ones instead.
#2542 posted by Maric [70.17.242.61] on 2005/09/07 13:43:01
voodoochopstiks - Good point, the screen caps were curved up and brightened for the int4rw3b though. The actual in-game is much darker and more "contrasty". And honestly, I epected to get (read hoped) good feedback on lighting and such, this being my first delve into Quake, I am sure that I will need a load of experienced critique.
I am a good way off from actual beta testing I think.
 Maric!
#2543 posted by metlslime [209.213.199.133] on 2005/09/07 14:03:58
I'm glad you finally have a website. Now i can finally look at screenshots of all your maps.
 Maric
#2544 posted by JPL [213.30.139.243] on 2005/09/08 00:35:35
Thanks for the texes !! Oh, and some of the screenis of your Q2 maps are really cool
 FMB-BDG
#2545 posted by Mike Woodham [86.136.186.30] on 2005/09/09 02:14:02
Work in progress.
4 to 6 weeks until completion.
300+ monsters.
Brightness and contrast enhanced for screenshots.
One map but may need to become two as already exceeds clip-node limits and dangerously close to marksurface limits.
No more screenies until release.
http://img370.imageshack.us/img370...
http://img370.imageshack.us/img370...
http://img370.imageshack.us/img370...
http://img370.imageshack.us/img370...
http://img370.imageshack.us/img370...
 W00t
#2546 posted by Shambler [82.38.192.54] on 2005/09/09 02:32:18
Go Mike, looks fat and flavasome. 2nd looks a bit boxy but 3rd more than makes up for it, looks cool.
 Looks Interesting
#2547 posted by nitin [138.217.4.215] on 2005/09/09 02:47:24
but a bit bland brushwork wise. ALso, that lava texture is awful.
 Mike
#2548 posted by JPL [213.30.139.243] on 2005/09/09 03:12:23
Nice screenshots !! And BTW, very weel DKT3 textures use.. Keep it up !!
 More Fmb Goodness, Yay
#2549 posted by mwh [82.33.185.193] on 2005/09/09 04:01:57
But what's with that lava texture?
 Mwh
#2550 posted by JPL [213.30.139.243] on 2005/09/09 04:22:52
It's original DKT3 lava texture... I guess it would be cool to enlarge its texture ratio twice or more...
 Mike
#2551 posted by Ankh [212.121.135.226] on 2005/09/09 05:53:47
I like the first picture. The other also look interesting.
 Quite Nice, Mike
#2552 posted by HeadThump [65.140.59.133] on 2005/09/09 07:51:09
First few shots are very atmospheric, and I salute you, you freakin' texturing genuis, becaue there is that one texture on the columns of the second picture that looks just right here, I've played with it many times, and was convinced it would not look good on anything.
 Mike
#2553 posted by inertia [134.53.108.134] on 2005/09/09 08:57:01
the second screenshot reminded me of zelda: ocarina of time's graveyard dungeon. awesome! keep going
 Doh
#2554 posted by Bal [81.249.65.161] on 2005/09/09 10:55:29
Damn you mike, that's almost the exact same texture theme I'm using in one of my maps. =D
Looks good though, looking forward to it.
 Lava Texture
#2555 posted by Mike Woodham [86.136.186.30] on 2005/09/09 12:53:38
Although this is the one in the .wad that I am using, and it is already 256 x 256 (in the main cavern shot), I am happy to try different lavas is anyone cares to suggest some.
It is a bit of a mixed texture set - Knave, Daikatana, Quake101, and bits and bobs from places now lost in the sands of time.
Thanks for the positive feedback.
 Eek
#2556 posted by . [70.224.242.132] on 2005/09/09 13:44:19
It looksi nteresting, reminds me of Hexen 2. But the lava tex makes me think of a pool of crushed fruit loops.
 Hey Man
#2557 posted by R.P.G. [24.136.180.235] on 2005/09/10 00:10:19
Whatchoo got against Fruit Loops?
 Well...
#2558 posted by negke [85.176.68.105] on 2005/09/11 03:05:09
fruit loops without milk = eating sugar in the desert
 Mike,
#2559 posted by HeadThump [65.140.59.102] on 2005/09/12 12:50:10
I've now been able to test a set of custom lava textures. I've been working on making natural terrain and liquid textures that are tileable together and some of these work together pretty well. They are yours if you want them.
 HeadThump
#2560 posted by Mike Woodham [86.136.186.30] on 2005/09/12 13:50:38
For sure, thanks.
Can I download from somewhere? Or if not, you can use mikewoodham AT msn DOT com.
 HeadThump
#2561 posted by Mike Woodham [86.136.186.30] on 2005/09/13 01:00:55
Thanks, I will try them out later this week when I get back home.
 Mike
#2562 posted by underworldfan [128.195.64.98] on 2005/09/14 12:48:44
you could use the lava used in contract revoked.
 Opinions On Lava?
#2563 posted by Mike Woodham [86.136.186.30] on 2005/09/15 08:13:11
 Mike
#2564 posted by JPL [213.30.139.243] on 2005/09/15 08:54:14
Original DKT3 (i.e fruity loops) looks netter IMHO... Note I say that because my current "cooking" map use it ;)
 Of Course I'm Biased, But
#2565 posted by HeadThump [65.140.58.126] on 2005/09/15 09:02:46
The DKT3 one doesn't tile well at all.
 Lavar (to Wash)
#2567 posted by R.P.G. [24.136.180.235] on 2005/09/15 10:06:08
#1 is really really bright and doesn't seem to match the dim lighting. I suggest trying Kell's lava texture (from Contract Revoked) if you haven't already.
 Mike
#2568 posted by Scampie [67.129.250.254] on 2005/09/15 10:14:52
Shot 2
 #1
#2569 posted by Spirit [213.39.158.39] on 2005/09/15 10:21:57
though the texture could be a bit less red
the #2 lava looks like the "chem tiberium" from c&c:tiberian sun in my opinion...
 And. ..
#2570 posted by JPL [82.234.166.130] on 2005/09/15 11:27:11
... DKT3 lava texture fits more with the foggy-gloomy ambiance IMHO... So I vote for screenshot 2 !
 No. 2...
#2571 posted by generic [69.244.212.159] on 2005/09/15 12:00:42
Suits the rock texture at lava level to a tee :)
 #1
#2572 posted by Zwiffle [69.210.38.231] on 2005/09/15 13:51:52
But try Contract Revoked lava as it is the best imho
 Thanks Everyone.
#2573 posted by Mike Woodham [86.136.186.30] on 2005/09/15 14:12:12
OK, decision made and you'll all see which one I have chosen when you play the map.
(Cor blimey mate, you bin fishin or what)
 Damn
#2574 posted by pushplay [68.148.157.98] on 2005/09/15 19:09:21
Even though it's too late, I actually like the contrast that the bright lava in #1 creates.
 Damn Also...
#2575 posted by distrans [131.172.4.44] on 2005/09/15 20:29:19
...because I think you should dick both of those for this atmosphere and go with metl's rubicon lava.
 Rubicon Lava...
#2576 posted by Mike Woodham [86.136.186.30] on 2005/09/15 22:07:00
...seems to be the standard ID (quake101.wad) lava?
 Ack!
#2577 posted by metlslime [209.213.199.133] on 2005/09/15 22:51:44
not rubicon lava!!! :P
 Lava
#2578 posted by bambuz [130.233.220.23] on 2005/09/16 00:59:13
there's some nicely tiling lava in the rocket arena pak I think.
 #1
#2579 posted by Shambler [82.38.192.54] on 2005/09/16 01:35:03
Obviously.
#2580 posted by gone [195.208.123.213] on 2005/09/16 03:10:13
vanila quake lava plz
 Hmmm
#2581 posted by CETME [69.169.207.107] on 2005/09/16 04:15:40
I found this pack of lava textures one time, but don't know who made them (no readme.txt), but they seem like they may tile properly:
http://www.ftp-sunet-se.lkams.kern...
 WELL WHAT ABOUT THE GAY LAVA?
#2582 posted by czg [81.191.27.124] on 2005/09/16 04:24:59
 CETME
#2583 posted by Mike Woodham [86.136.186.30] on 2005/09/16 05:07:40
Some super-bastard lavas there: I'm playing with them now.
 No.
#2584 posted by grahf [65.188.219.115] on 2005/09/16 09:03:22
i think the problem is not with the choice of lava texture (they're all decent), but with the massive brightness change from the fullbright lava and the fulldark brick columns coming out of the lava. Put some light sources down near the lava, so it looks more like it's glowing a bit, then the transition won't be so jarring.
 Grahf
#2585 posted by Mike Woodham [86.136.186.30] on 2005/09/16 10:01:35
Yes, you're right. The original screenies do show a section of stone and lava correctly lit: see #2545 above, third shot.
I think more than anything it was the tiling that I was concened about but as I say, I have now selected the lava that I will use.
Thanks for your comments anyway.
 Lava
#2586 posted by Lunaran [67.129.250.254] on 2005/09/16 10:51:00
I hear start.bsp has a good lava texture too.
 Lunaran
#2587 posted by Mike Woodham [86.136.186.30] on 2005/09/16 12:40:26
Luv it :-)
Blah, blah... melting icecaps and the sea levels are rising; blah, blah... price of oil looks like it will drop back to pre-hurricane prices; blah, blah... blistering speeds proven on the new G4s; oh yes, and did you catch the quality of that lava in start.bsp - I've been told it's really good...
(Read the above in your head using a psuedo-newscaster type voice, kinda mid-Atlantic disc jockey)
Made me chuckle just imagining the scenarios of how you 'heard' about it.
Anyway, honest, I've now selected the lava I will use. But what I might do is give FMB-BDG a start map where the player can choose their lava texture: that could provide a solution to suit everyone ;-)
Ooooh, I've eaten too much rice pudding!
#2588 posted by nitin [138.217.4.215] on 2005/09/16 18:43:53
"But what I might do is give FMB-BDG a start map where the player can choose their lava texture."
You're no serious are you mike ? Just go with what you picked.
 Nitin
#2589 posted by Mike Woodham [86.137.3.6] on 2005/09/17 01:16:06
Just a joke, honest.
I promise not to mention lava again. (Well, at least, not in this post!)
 Shad3dm2 - Deep Freeze (Release Canidate 4)
#2590 posted by Shadowdane [70.110.27.203] on 2005/09/17 08:44:53
Alright finally my Q3 map is pretty much finished!! Its been way to long in the making, hell it probably would of gotten finished last year if it hadn't been for school.
Anyway.. load it up and let me know if you find anything problems.
----
Level Download
Full Download: http://shadowdane.shackspace.com/f... (Includes Level & Music) - 21mb
Level Only: http://shadowdane.shackspace.com/f... - 9mb
Music Only: http://shadowdane.shackspace.com/f... - 11mb
Music by: indy - www.indysound.net
MP3 Version: http://shadowdane.shackspace.com/f...
Screenshots (1600x1200)
http://shadowdane.shackspace.com/f...
http://shadowdane.shackspace.com/f...
http://shadowdane.shackspace.com/f...
 Need To Have
#2591 posted by Shambler [82.38.192.54] on 2005/09/17 09:13:22
Bigger screenshots and more grey brick textures...
Seriously though, looks sweet, nice one.
 Shadowdane
#2592 posted by negke [85.176.76.127] on 2005/09/17 10:51:32
the bots get stuck in the corner next to the stairs in the rl area.
 Neg!ke
#2593 posted by Shadowdane [70.110.27.203] on 2005/09/17 11:40:16
woops.. yes they do :P
had a spawn point inside a bot-clip brush.. I'll fix that for the final version
 Shadowdane
#2594 posted by pjw [66.191.112.173] on 2005/09/17 21:21:21
This map is looking very nice. Lighting and detailing are excellent, and item placement is a kick. I especially like the MH and Quad (and it's kinda cool that someone can get the Quad without using the wall switch if they have the movement skills, although I doubt it would happen during an actual match).
It feels pretty finished at this point. The only nitpicks I might have are (a) clip (and botclip if you haven't already) some of the weapon spots that are a bit bumpy as you move across them, and (b) the brick is a bit iffy on some angled brush faces, especially where it has to go from wall to ceiling and/or is getting stretched a bit. There are a few places where you've done some clipping and added some metal trims and such on some angled bits rather than having solid brick on all faces, and it looks better. I'd be tempted, were it me, to replace the brick in quite a few spots, but like I said, that's nitpicking...
 Eww
#2595 posted by gone [213.170.89.98] on 2005/09/20 04:31:05
grey brick
 E1M2RMX
#2596 posted by Jago [85.76.178.187] on 2005/09/28 15:23:54
 Wicked
#2597 posted by HeadThump [65.140.58.57] on 2005/09/28 16:07:21
:)
 :o
#2598 posted by necros [70.31.50.57] on 2005/09/28 16:39:18
i love that wood detailing going on in the second shot. those angles are making me hot!
 Very Nice Shots
#2599 posted by ionous [70.19.199.136] on 2005/09/28 19:39:47
...although i personally would like to see the Heretic2 textures phased out in favor of the ID ones.
 Agreed
#2600 posted by R.P.G. [24.136.180.235] on 2005/09/28 19:53:12
Cool stuff, but I'd rather see the the original id1 textures used instead, plus a few variants a la e1m1rmx.
 Meh,
#2601 posted by necros [70.31.50.57] on 2005/09/28 21:04:14
i think it looks awesome with those textures. ;)
 Well
#2602 posted by Zwiffle [69.210.38.22] on 2005/09/28 21:08:36
Did you even work on it or are those shots from like 3 months ago?? :) Anyway, you can work on it for a while yet Jago I'm swamped with school so I won't be able to touch it until Christmas time.
 Jago
#2603 posted by JPL [213.30.139.243] on 2005/09/28 23:05:58
IMHO, there's a weird thing in the screenies: Why did you use these light textures (yellow neons) that sounds to come from the ID base texture set ?? I'm very surprised to see some electrical stuff in a medieval like castle... it's not really, let's say consistent...
I really think you should replace these light textures by something else... thought... it's just my taste, so..
However, it looks cool regarding the screenies... keep it up !
 Hmm
#2604 posted by Bal [83.199.21.100] on 2005/09/28 23:11:19
Looks nice, but the two shots almost look like they come from different maps cause of the textures. The classic ID textures just don't blend it so nicely with the Heretic2 textures in my opinion.
 Bal
#2605 posted by Vondur [195.128.95.36] on 2005/09/28 23:32:11
nah it blends well in the game, i've seen
 Nice Shots.
#2606 posted by Text_Fish [194.72.70.124] on 2005/09/29 02:38:42
Though, I think the first shot could do with having a bit more love and attention lavished upon it to make it stand up to the second, as it looks a little bare in comparison.
PS. I like the lights, myself. They suit the putrid, almost gaseous atmosphere you have going.
 Hmmm
#2607 posted by Mr Fribbles [220.253.14.180] on 2005/09/29 03:42:13
Just my personal opinion of course, but if you're using those textures, I feel you've missed the point of the whole RMX thing.
Vondurzg had it exactly right - you want to use the standard textures and variations of those, to make it look faithful to the original (or at least in vaguely the same style).
Of course, I haven't seen the map in game, so maybe its superawesome and I just don't know it...
But honestly, if you wanna make a version of that map with different textures, go right ahead (obviously!) but if you wanna do an RMX thing and follow in the footsteps of Vondurzg, then I'd reckon you'd want to stick closer to the original theme.
 Quebec Whiskey
#2608 posted by bambuz [130.233.220.23] on 2005/09/29 03:42:58
Do you play 4on4 Jago?
E1M2 is one of the big three maps in it. Pay homage. Not too much annoying tripping details or confusing clip brushes!
I share the concern with JPL about the lights a bit although they might work better in-game.
Looks mighty good.
 Frib
#2609 posted by Vondur [195.128.95.36] on 2005/09/29 03:57:32
yeah, i told him that it's better to use e1m2 texes for that rmx idea, but he wouldn't listen ;)
 Well
#2610 posted by Zwiffle [69.210.38.22] on 2005/09/29 05:28:59
When I started the map, I intended to reinvent it instead of just redoing brushwork. So really the texture choice is largely mine and not Jago's so don't be so hard on him. Honestly I think it looks good overall and gives the map a really unique feeling, so maybe we should switch it from RMX to RMX++ or something?
The first shot isn't the best I admit, it was cool until the rest of the map started looking better.
Bam: This'll be sp primarily, so DM will have to be largely forgotten on this map. :(
 :C
#2611 posted by bambuz [130.233.220.23] on 2005/09/29 05:42:09
sad face
 E1M2RMX And Textures
#2612 posted by Jago [85.76.191.71] on 2005/09/29 07:07:22
It seems that I disagree with some people on the subject of what "RMX" really means. I agree with Zwiffle that it's way more interesting to work on reinventing the map by making it use a fresh and unique theme. Does this mean we should now call the map E1M2RELOADED? :)
Originally the map was way more "swampy", but Vondur and Shambler convinced me to change the main wall texture used throughout the map from a swampy green one to the brown brick texture originally used in ID´s E1M2 (can´t recall the texture name).
Bambuz: no DM love for this map, sorry.
 Rmx Clearly Means...
#2613 posted by mwh [82.33.185.193] on 2005/09/29 07:14:31
... whatever the mapper(s) wants it to mean.
Obviously you should probably listen to what other people say, but also feel free to ignore it. It's your map :)
 Jago:
#2614 posted by metlslime [209.213.199.133] on 2005/09/29 12:24:01
call it "e1m2ish"
 No, That Already Exists
#2615 posted by R.P.G. [24.136.180.235] on 2005/09/29 13:06:01
e1m2esque
 Conceptual Screenshot
#2616 posted by PuLSaR [80.80.111.129] on 2005/09/29 14:33:31
 RPG:
#2617 posted by metlslime [209.213.199.133] on 2005/09/29 15:11:22
i know, that's the snark.
 Yeah
#2618 posted by Mr Fribbles [202.161.117.131] on 2005/09/29 19:15:24
... whatever the mapper(s) wants it to mean.
Obviously you should probably listen to what other people say, but also feel free to ignore it. It's your map :)
Totally agree, but, and this is the only reason I mentioned the texturing at all... you have to remember that there was talk of people doing these RMX maps and bundling them together as a full episode.
If this were to be done, the map shown in the screenshots would not fit in well with the other maps, as it strays too far from the original theme.
Again, its just my opinion, and I don't care much either way... meh.
Call it e1m2RMXish.
 E1M2++
better imo :D
 I Agree With Frib.
#2620 posted by Shambler [82.38.192.54] on 2005/09/30 01:58:23
But I've been saying that all along. Not just because I think it should live up to the name and the standard set by Vonduzg, but also because I think it's a genuinely cool idea to do remakes that are strongly related to the original map theme but use modern mapping quality / designs. I personally think it will be a better map if you focus on the original atmosphere combined with stunning designs (and quality gameplay), rather than a new atmosphere combined with an odd selection of designs (some really good, some not so good).
 Right
#2621 posted by R.P.G. [24.136.180.235] on 2005/09/30 07:09:26
Exactly.
Ditto.
Etc.
 Heh Pulsar
#2622 posted by bambuz [130.233.220.23] on 2005/09/30 07:32:38
nice petanque there, but it's upside down?
wonders what's the adjacent brush breakup's like...
 '
#2623 posted by bambuz [130.233.220.23] on 2005/09/30 07:40:42
y bambuz kant vrite
 OK OK
#2624 posted by Jago [85.76.191.71] on 2005/09/30 08:09:48
I will rip the textures used in the original e1m2.bsp and see if I can come up with some custom texture choices that would fit the original theme of E1M2.
However, I am not promising anyone anything, because I have the feeling that retexturing and redetailing the entire map in a way that would retain the original theme and feel of E1M2 would basically mean that I would have to throw 80% of the brushwork out of the window and pretty much start the map anew. If this turns out to be the case, I am not doing it because that would be throwing out 80% of the map I actually like. Why should I be throwing away work I am perfectly satisfied with just to please others?
I will give it a go though.
 Yarr
#2625 posted by Zwiffle [129.89.38.52] on 2005/09/30 09:34:05
And make sure to send me updates of how the thing looks, I'm still a part of this thing too ~_~
 Bleh
#2626 posted by Jago [85.76.178.187] on 2005/09/30 13:02:11
 Jago
#2627 posted by inertia [134.53.108.134] on 2005/09/30 13:45:43
its all in how you use the textures:
textures fit a certain style of brushwork, so if you do the same stuff as in e1m2, the textures will look fine.
my recommendation? use the same textures for each area that were used in the original, and just expand on the former brushwork. in this way you will retain both geometrical and textural cohesiveness with the original map, but also be able to add your own "flair"
also: your gamma correction sucks more than a vaccum cleaner.
 Okay Okay
#2628 posted by Jago [85.76.178.187] on 2005/09/30 18:05:09
You all have convinced me. I have added some more textures from e1m2, fixed some details and now it looks better then the original version using swampy textures.
 Jago
#2629 posted by DaZ [80.42.198.70] on 2005/10/01 02:46:55
:(
The 1st shots looked awesome, shame you changed it back to id textures if you ask me. And yeah that woodwork had me gasping too :)
 Daz
#2630 posted by Jago [85.76.178.187] on 2005/10/01 03:20:18
Trust me, it does actually look better now that it's using id textures :)
 Bleh
#2631 posted by necros [70.31.50.57] on 2005/10/01 07:03:54
slave to public opinion, i say!
 Necros
#2632 posted by R.P.G. [24.136.180.235] on 2005/10/01 09:17:07
So... if you try to convince him to change it back to swamp textures, and if he did as you requested, he'd still be a slave of public opinion, wouldn't he?
 XD
#2633 posted by necros [70.31.50.57] on 2005/10/01 10:14:37
got me there :P
 Jago
#2634 posted by Lunaran [24.241.228.159] on 2005/10/02 01:44:41
Stick with e1m2 textures, just work in more detail than you have so far. more wizmet trim and etc.
also, what's with the contrast in those screenshots? It looks like you scanned them out of a magazine.
 Actually
#2635 posted by Zwiffle [69.210.38.22] on 2005/10/02 07:35:47
Jago's and my hard work paid off, we're the cover story on the October edition of American PC Gamer. Those were taken directly from the preview copy we each got.
 2nd Lun There,
#2636 posted by HeadThump [65.140.59.121] on 2005/10/02 10:45:39
wizmet trim really sweetens the deal.
Good one, Zwiff, I 'bout shit me britches until my sarcasm meter kicked in.
 Zwiffle
#2637 posted by Jago [85.76.178.187] on 2005/10/02 10:50:24
ROFL
 Is...
#2638 posted by Shambler [82.38.192.54] on 2005/10/02 12:32:41
...wizmet back in fashion now??
How time flies!
 Wizmet1_2 Is ALWAYS In Fashion
#2639 posted by R.P.G. [24.136.180.235] on 2005/10/02 13:32:01
Anyone who says otherwise is just a poser.
 And Just To Prove It
#2640 posted by Kell [82.41.10.46] on 2005/10/02 13:45:33
 Kell
#2641 posted by Vondur [85.140.40.237] on 2005/10/02 14:16:32
lol! :D
 ^_~
#2642 posted by Shambler [82.38.192.54] on 2005/10/02 15:22:34
Don't see any knave textures in that one :P
 The Future Was Yesterday
#2643 posted by pushplay [70.74.34.199] on 2005/10/04 23:00:00
Redux of an old Cube map for Sauerbraten.
http://www.cursesandepithets.com/s...
http://www.cursesandepithets.com/s...
http://www.cursesandepithets.com/s...
http://www.cursesandepithets.com/s...
Lighting is still pretty meh, but otherwise it's open season. :) Of course the best way to see it is to get it from cvs.
#2644 posted by gone [213.170.89.98] on 2005/10/05 04:42:57
 Speedy
#2645 posted by nitin [138.217.5.187] on 2005/10/05 04:49:00
whatever happened to that base style map you were pimping ages ago (the one with lots of funky angles and rock).
#2646 posted by gone [213.170.89.98] on 2005/10/05 05:10:25
I got hired :)
 Speedy
#2647 posted by nitin [138.217.5.187] on 2005/10/05 06:51:12
with who ?
 Speedy.
#2648 posted by Shambler [82.38.192.54] on 2005/10/05 11:52:54
That looks nice. Go map.
#2649 posted by gone [213.170.89.98] on 2005/10/06 03:34:24
Thing is, quake is no longer interesting for me
I hardly check any new maps and dont enjoy making gameplay for it.. any1 wants to help? geometry is done (could use some more details and polish, but its ok as is)
how about you shamb? you know how to place monster?
 If That Base Map
#2650 posted by nitin [138.217.5.187] on 2005/10/06 05:23:18
is in any semi-finished state, you should pass that to somebody. That looked really good.
 Speedy
#2651 posted by Shambler [82.38.192.54] on 2005/10/06 05:30:18
Fair enough.
If you can pass it on to someone (not Aguire ^_~), that would be cool.
 Speedy
#2652 posted by Jago [194.137.185.222] on 2005/10/06 07:02:23
Depending on the schedule in which you want the map to be finished, I would be interested in doing the final detailing and polishing. My email address is in my profile.
#2653 posted by necros [70.31.50.57] on 2005/10/06 10:36:16
If you can pass it on to someone (not Aguire ^_~), that would be cool.
lmao
 Speedy
#2654 posted by Drew [209.89.222.196] on 2005/10/11 14:55:10
Put a link up for it and let a bunch of people work on it - it would be cool to see what could come out of that.
#2655 posted by gone [213.170.89.98] on 2005/10/12 01:45:42
no
 Lol
#2656 posted by Tronyn [70.64.168.6] on 2005/10/12 17:09:50
I don't know why you're so opposed to the idea
if you don't plan to finish the maps anyway
something great might come out it
ie; Mike Woodham made two maps based on my unfinished stuff; aguirRe finished the Night Journey; none of that would have happened if I hadn't released my unfinished stuff
 Crappy Map Release...
#2657 posted by JPL [213.30.139.243] on 2005/10/12 23:28:03
I can easily understand mappers that don't want to "deliver" their most crappy maps: it's a question of prestige..
... though... ;)
 Tronyn
#2658 posted by gone [213.170.89.98] on 2005/10/13 00:15:37
Mike Woodham mailed me some 3 yrs ago and I gave him map file(s?).. dont remember already
Any one could do it, as I already told
releasing unfinished scraps to the public is not much use and I dont want to do it
for me its like giving out half-baked cookies :)
if you want to mess with sources - go see czg maps. they are great and truly deserve to be made playable (have any one made something of those in 3 years?)
there are (were?) damauls maps too
 Mmmm
#2659 posted by Zwiffle [69.210.59.5] on 2005/10/13 05:10:37
I love half-baked cookies. Sometimes I eat cookie dough raw.
 A Little Bit Of Stuff
#2660 posted by Tron [202.7.183.132] on 2005/10/13 09:01:30
Anyone in #tf recently will have heard me asking for feedback on these.
http://www.doom3world.org/phpbb2/v...
 D3
#2661 posted by necros [70.31.50.57] on 2005/10/13 09:46:29
is there more of that outdoor stuff like in the first shot? or is that pretty much it?
beyond that, it looks nice, with of course the prerequisite dark d3 lighting (considered that lightmap baking method?)
is that for normal d3 or the RoE expansion? cause i don't have the expansion :(
 Right Now That's It
#2662 posted by Tron [202.7.183.132] on 2005/10/13 09:52:18
Right now that's it for outdoors, however that was my first try at modelling terrain and importing it into d3 so I expect to be making more.
No lightmap baking, looking at the time it would take to do, the payoff doesn't seem worth it. Also then you run into bugs with dynamic lights.
Straight vanilla d3 all the way, don't have the RoE expansion either.
 Tron
#2663 posted by cyBeAr [80.217.112.208] on 2005/10/13 15:07:34
Almost everything seems to be "axial" wich makes it look a bit boring otherwise it looks like good build quality. It would also be nice if you could push it a bit from the typical doom 3 look but that's of course more of a personal wish...
 Speedy...
#2664 posted by distrans [131.172.4.44] on 2005/10/13 18:10:32
...ya, I'm using a couple of CZG scraps in one of the Travail levels.
 Czg Scraps
#2665 posted by bambuz [130.233.243.228] on 2005/10/14 04:58:25
has anyone picked up where terra left? I think there are about 20%-ready terra7 and 8 maps on czg's site. I really loved the series, decent size and inspired maps!
 .
#2666 posted by kaziganthe [65.6.249.112] on 2005/10/15 20:29:32
 Kaziganthe
#2667 posted by JPL [82.234.166.130] on 2005/10/15 23:12:56
Nice screenies, but the architecture is a little bit too flat IMHO... Add crates !!
 It Could Be Good,
#2668 posted by necros [70.31.50.57] on 2005/10/16 09:01:45
but it's so dark, i can't see a thing...
that's not doom3 is it? o.0
 I Didn't Wanna Say Anything
#2669 posted by Zwiffle [69.210.59.5] on 2005/10/16 09:32:40
Looks bland to me. Nothing spectacular. Not saying it can't look good, but needs some lovin.
 Kaziganthe
#2670 posted by R.P.G. [24.136.180.235] on 2005/10/16 10:11:06
I'm a sucker for grey/brown industrial textures, so you've got me there. The wall details in shots 1 and 3 are pretty cool, but I also have to agree with what other people are saying--there needs to be some additional stuff, and the stuff that's there needs to be a little more coherent. Try changing some of the right-angled wall corners into 45 degree walls. I think the stairs could be good in the right circumstances, but I don't think they fit well with the other architecture you have--the stairs and thin and frail, whereas the other architecture is wide and bulky. Try making some of the architecture more consistant--i.e. adding more small- and medium-sized details and making some of the larger shapes and details smaller (such as rounding off corners, splitting one large wall into two walls different walls that stick out at different heights).
Good job though, man. Show us version 2 after you make some changes.
 Cliff Complexity
#2671 posted by [Jimbo] [64.203.165.126] on 2005/10/19 04:52:41
What levels of cliff complexity are acceptable these days?
are the cliffs in image 1 acceptably complex?
or should I make the whole cliff surface like image 3?
1
http://img73.imageshack.us/my.php?...
2
http://img412.imageshack.us/my.php...
3
http://img412.imageshack.us/my.php...
 Jimbo
#2672 posted by Jago [194.137.185.222] on 2005/10/19 05:07:53
Shots #1 and #2 look way too bland. #3 looks OK, but could still use slightly more complexity.
 Complex Analysis
#2673 posted by Preach [131.111.8.101] on 2005/10/19 05:08:16
Do the most complex you can afford to do while keeping the r_speeds reasonable. I know that's not a proper answer as you'll just ask what reasonable r_speeds are, but the point is that it depends on the rest of the map around those cliffs. If you look at the cliffs in Masque of the Red Death in the big open outside section, they're more in the style of #1, because it's a big open area with a huge castle through the middle of it. On the other hand, if those cliffs are the focal point of this area and you've got enough vis blocking so they don't slow down the other set pieces, then go ahead and do #3.
 What Jago Said
#2674 posted by nitin [138.217.5.187] on 2005/10/19 05:09:16
 Jimbo
#2675 posted by Kell [82.41.10.46] on 2005/10/19 05:17:59
I'd also point out that the rock texture you've used is a bit pants. It is very flat, repeats rather obviously and is a nasty shade of mint green. I dunno, maybe you chose it just to make the brushwork clearer in those shots, but it doesn't help make the cliffs complex/interesting.
 Hmmm Texture
#2676 posted by [Jimbo] [64.203.165.126] on 2005/10/19 05:40:46
most of the map is different shades of greenish
doom textures from czg05 <- lunaran
is there a better greenish cliff texture available?
or should I try and make one?
1 and 2 are in a largeish outside area and are not
the focal point, I will try and make them more "natural" looking.
3 is in a very busy area (as in lotsa other stuff) and is just one side of the area, other stuff is visually more important in that area
imo. (3 also looks alot better in game then in that shot ;)
Thanks for the comments I will be considering
other cliff textures.
 3
#2677 posted by Shambler [82.38.192.54] on 2005/10/19 05:58:39
Is nice, I like it, make them more like that.
I also like the rock texture, got a different vibe to it, looks a bit like a quarried pit or something, not too busy and harsh like some rock textures.
#2678 posted by gone [213.170.89.98] on 2005/10/19 06:48:37
bad tex, green-grey in q1 pal is pretty bad
shot #3 is fine
#2679 posted by gone [213.170.89.98] on 2005/10/20 02:08:18
 Looking Good.
#2680 posted by Shambler [82.38.192.54] on 2005/10/20 03:17:21
Real good. I've realised I rather like Spdbase style.
Good luck with it, looking forward to it.
 Speeds
#2681 posted by Jago [212.213.178.10] on 2005/10/20 04:19:53
What happened to that other speedbz map of yours? The one that was nearly finished and the one you were asking for help with?
 Speeds+Fjoggs
#2682 posted by Kell [82.41.10.46] on 2005/10/20 07:05:36
n1, looks great
 Jim
#2683 posted by Lunaran [67.129.250.254] on 2005/10/21 11:18:20
3 is good but the compiler will catch fire. I think with a busier/larger rock texture you could get away with vertical rocks - just turn them in and out at steeper angles, and qbsp will like you more.
 Speeds
#2684 posted by Drew [209.89.222.196] on 2005/10/22 19:58:36
those look tight. Hope to see stuff from you soonish.
 Ehh...
#2685 posted by necros [70.31.50.57] on 2005/10/22 23:07:31
typical d3 base-ery. :S
http://www.planetquake.com/necros/...
is it decent looking at least? :P
 It Has A Decent Ammount Of Color
#2686 posted by HeadThump [65.140.59.239] on 2005/10/23 00:15:52
and the floor tiling is quite solid. What do you have in mind as far as developing it, giving it an edge over the yet-another-techbase syndrome? I have a recommendation if you will endulge me. Remember the gardens in System Shock, some nice high rez flora textures can be found on Shaderlab, that could add some color to a base in a similar respect.
 Umm.
#2687 posted by Shambler [82.38.192.54] on 2005/10/23 01:48:49
Yeah decent looking but no better really. Basically the same old syndrome of looking pretty boxy and just about obscuring that with dark lighting and detailed textures.
I'd like to see some DESIGNS please.
 Jagpo
#2688 posted by [84.204.117.29] on 2005/10/23 04:37:33
 Jago
#2689 posted by [84.204.117.29] on 2005/10/23 04:38:09
I am supposd to mail it to u when u get ur stuff sorted out!
#2690 posted by Speeds [84.204.123.210] on 2005/10/23 06:47:24
(that was me above)
and necros uhh what about trims?
man, it looks rather bleh
 Yeah,
#2691 posted by necros [70.31.50.57] on 2005/10/23 08:16:00
that's what i thought. :P
thanks guys. :)
 A Speedish Map
#2692 posted by bambuz [130.233.243.228] on 2005/10/24 07:19:05
there's some trend to make speed/trickery/jumpable maps for qw, either for just trickery or for a strange kind of dm (I guess).
I made this a couple of nights back.
Mountain circuit beta:
Shots:
http://skynet.campus.luth.se/~chos...
http://skynet.campus.luth.se/~chos...
Zip with bsp and source:
http://skynet.campus.luth.se/~chos...
I know the clip brushes on the mountain are fucked up. I made it out of tetrahedrons. Maybe I should have used wedges. Or something, dunno.
#2693 posted by gone [213.170.89.98] on 2005/10/26 06:08:10
helo kenya!
 Speedy
#2694 posted by inertia [134.53.108.134] on 2005/10/26 15:57:52
rofl!
 =o
#2695 posted by kaziganthe [67.33.243.238] on 2005/10/29 21:53:55
thanks rpg, for the in-depth analysis ;)
I took most of what you said into consideration (aside from the stair bit, which i'll look into later) when building more / reworking the map, here are some shots of the new area.
http://www.planetquake.com/kazigan...
http://www.planetquake.com/kazigan...
http://www.planetquake.com/kazigan...
p.s. zwiffle: ok.
 Oooh.
#2696 posted by Text_Fish [194.72.70.124] on 2005/10/30 04:09:55
I'm liking the soft lighting. Very fluffy, though not very industry.
 Kaziganthe
#2697 posted by R.P.G. [24.136.180.235] on 2005/10/30 09:54:57
Looks better. Better use of angles, and the floor details are looking good. I like the lighting in industry_4. Keep up the work.
 6
#2698 posted by megawoman [84.63.41.131] on 2005/11/02 12:07:13
has some (nostalgic?) style - but the rest - i dunno, i dont like it
 What Do You Think?
#2699 posted by Ankh [83.17.205.242] on 2005/11/02 16:07:08
This is from my new map. I know that architecture is not my strenght :(
http://republika.pl/quake_1/hdn3.j...
http://republika.pl/quake_1/hdn4.j...
But I had many good fights on it already :)
 Ankh
#2700 posted by R.P.G. [24.136.180.235] on 2005/11/02 19:23:17
Looks unique. I think the lighting would be nicer with a bit more subtlety and variation, though; especially on the floor in the second shot (hdn4.jpg).
 Ankh
#2701 posted by JPL [213.30.139.243] on 2005/11/02 23:22:26
I know that architecture is not my strenght
Are you joking ? Regardless the global uniformity of the texture choice (not so bad, but too blue), and also regardless the lightning effects that could improved a lot (eh yes...), this castle architecture looks good IMHO ! Don't be so modest ;)
 Lightning
#2702 posted by Ankh [212.121.135.226] on 2005/11/03 00:15:58
You are right about the lightning. At the moment it consists of a borked sunlight and r_ambient 20 :)
 Ankh.
#2703 posted by Shambler [82.38.192.54] on 2005/11/03 00:47:45
Looks nice. Original style. Dark Temple style in a way. That's good. It gets me interested to play and explore.
I like the rounded buildings, they are a good design. And the random spikes and stuff. Gives it an interesting flavour.
I think this could turn out very good. What I think you need to do to improve it is: Add a few details, e.g. trim, inset panels, bands, or something like that to break up the uniform blue brick textures (not too much tho). Tweak a few of the odd designs, like where walls are cut off abruptly (e.g. the slanting bit right of the GK door, and the bit above the arch). And just make sure each bit looks solid and purposeful, don't have things too haphazard, keep a uniform scale and stuff.
Keep going with it, I'm impressed so far.
 Ankh
#2704 posted by PuLSaR [80.80.111.240] on 2005/11/03 02:10:56
looks nice. I like that temple style.
heh i noticed knave gk door there ;)
 Textures
#2705 posted by Ankh [212.121.135.226] on 2005/11/03 03:57:30
The blue textures are from blood, there are also some textures from knave.wad. I have to check the stained glas texes from JPLs map. I think some of them will fit the blue theme.
#2706 posted by gone [213.170.89.98] on 2005/11/03 05:10:47
I think that's SW quake and I dont like the way it renders dark areas and grey textures
and it will look totally different in gl ;/
more texture variations, more trims, some more small local light sources plz
#2707 posted by necros [70.31.50.57] on 2005/11/07 17:23:59
http://www.planetquake.com/necros/...
i know it's not the most interesting scene to look at, but i was looking for opinions on the textures.
i ended up ditching the greens of the lunmetal textures as they weren't working with the mesh map models in d3 (and i wasn't going to reskin tons of map models), so i'm using the original textures as mostly template for how the designs should look, because that's mostly what i liked about them (not the colour).
so yeah, i ended up with a very cold looking set (well, partial set-- i'm not done yet).
i'm still learning the ways of the jed-- mm, texturer so don't expect miracles. :P
anyway, any comments/suggestions?
#2708 posted by gone [213.170.89.98] on 2005/11/08 01:01:04
overall too bland, would do for the dm or one area, but having entire sp map in such would be unexciting
you`d need to do some ornate trims
rough look suitable for outdoors or storage areas rather than HQ (or whatever you are triyng to do)
 Looking Better.
#2709 posted by Shambler [82.38.192.54] on 2005/11/08 02:16:23
The curves are nice - actual designs.
Can you take a shot in colour, please?
 Colour.
#2710 posted by inertia [134.53.108.134] on 2005/11/08 05:08:06
Loul.
 Damn Americans
#2711 posted by Tronyn [24.66.94.144] on 2005/11/08 14:02:00
Colour, Neighbour, Favourite, hahaha!
 Huh?
#2712 posted by necros [70.31.50.57] on 2005/11/08 18:00:09
americans don't use the 'ou' way of spelling. :P
 Exactly
#2713 posted by Tronyn [24.66.94.144] on 2005/11/08 19:48:44
That's why I said those, with "haha" at the end :)
 D'oh @ Me
#2714 posted by necros [70.31.50.57] on 2005/11/08 21:45:58
:P
btw, it's just colour then that's the problem atm?
#2715 posted by gone [213.170.89.98] on 2005/11/09 00:45:59
I forgot to mention that all that was about the tex, not the geometry
 Gw`s Q4 Dm Map
#2716 posted by screens [84.204.123.142] on 2005/11/11 17:36:58
 Gw`s Q4 Dm Map Screenshots...
#2717 posted by JPL [82.234.166.130] on 2005/11/12 01:21:39
... looks good... even if they look Q3-ish... Now I really have to buy Q4... doh !
 .
#2718 posted by necros [70.31.50.57] on 2005/11/12 09:23:12
even if they look Q3-ish
i don't get it, isn't q4 gameplay supposed to be similar to q3? if that's so, wouldn't it follow that maps designed for it would reflect q3?
also, what exactly was it about q3 that isn't good, and shouldn't be repeated in q4?
#2719 posted by Kell [82.41.10.46] on 2005/11/12 09:38:24
what exactly was it about q3 that isn't good, and shouldn't be repeated in q4?
Absolutely everything about it except aerowalk remakes. Apparently :P
 Necros / Kell
#2720 posted by JPL [82.234.166.130] on 2005/11/12 10:44:29
Please note that I think Q3 is a good game, and I really like it, that's also why I said Now I really have to buy Q4... Looking so much like Q3 (regarding the screenshots) was just rising up the fact I was just expecting something a little bit different... nothing more..... :P
 Gw`s Q4 Dm Map
#2721 posted by jsHcK [69.198.128.221] on 2005/11/12 15:20:14
Nice looking screenshots. I'm happy to see any quality releases for Q4DM, which is in need of a wider variety of maps.
Trim texture on the parallel ramps in the second screenshot look misaligned. Something wierd is going on with the lighting around the ceiling details in the third screenshot.
Q3 is awesome and Q4DM is very similar.
 Q3
#2722 posted by Mr Fribbles [220.253.8.213] on 2005/11/12 16:20:09
what exactly was it about q3 that isn't good, and shouldn't be repeated in q4?
You're asking for a pretty long list there, but in the interests of keeping it short and relevant... I'd have to say that the map visuals and level design were pretty bad in Q3.
That covers both stock maps and user maps (with the rare exception). Most fell somewhere between bad and depressingly average in Q3. I don't want to see typical Q3A style maps in Q3, let alone in Q4. :D
 Hmm
#2723 posted by Bal [83.199.3.59] on 2005/11/13 06:09:30
I thought there were really plenty of great looking custom maps for Q3, that were able to totally get away from the design and visuals of the original (shite) maps (except for the necessary ugly bouncy items etc).
 Shadow Fall
#2724 posted by jsHcK [69.198.128.221] on 2005/11/13 13:08:14
The previously posted screenshots of this map compelled me to find the beta. It turns out to be quite good. Awaiting final release...
http://quake4.filefront.com/file/S...
 My Main Issue With Q3 + 4 DM
#2725 posted by Text_Fish [194.72.70.124] on 2005/11/13 16:06:11
is starting off with a machine gun. You get a lot of spamming and not much aiming.
A single barrel shotgun or the blaster would be better imo.
 What Bal Said
#2726 posted by nitin [138.217.2.237] on 2005/11/14 00:32:33
plenty of good looking, different enough maps with decent layouts.
 DRSDM2 Dev Screenshots
#2727 posted by Dr-Shadowborg [216.234.218.38] on 2005/11/14 14:54:41
Here's some screenies of my current WIP, DRSDM2, which if all goes well will be part of a weaponsmod I'm going to be working on.
This is the basic lab layout, where I'll be putting some of the more powerful weapons.
Pardon if these are a bit dark...
http://tlb.circa1984.com/tacod/scr...
Thoughts, opinions, and questions appreciated =D
 Shadowborg
#2728 posted by Vondur [85.140.40.186] on 2005/11/14 22:08:44
well, there's weird texture usage.
floor has medieval texture while the walls are base. and support beams texture must be rotated 90 degrees.
 Text_fish
#2729 posted by Lunaran [67.129.250.254] on 2005/11/15 14:21:45
If you can't survive a fight against a freshly spawned player using the weaksauce machinegun you're probably going to die no matter what weapon they're holding. :)
 That Wasn't
#2730 posted by Text_Fish [194.72.70.124] on 2005/11/15 14:54:12
quite the point I was trying to make. Lol. It's the spam that's annoying. Spam with any weapon is annoying, and giving players a machine gun to start with just encourages it.
 But
#2731 posted by Kell [82.41.10.46] on 2005/11/15 15:01:35
the MG has zero splash: if you don't aim with it, it's useless. If you do aim, it can be effective at any range, whereas a SG cannot. I don't see why spamming is a problem.
 Vondur
#2732 posted by Dr-Shadowborg [216.234.218.83] on 2005/11/15 17:19:54
I updated the screenshots, so the room is pretty much in it's final configuration. :)
I was trying to go with some ceramic floor tile feel with the checkerboard texture, but some other people agreed that it sucked, so I changed it. =D
Also, the shots have been gamma corrected so no overdarkness. :)
 Dr-Shadowborg I Presume
#2733 posted by Kell [82.41.10.46] on 2005/11/15 22:59:23
Updated screenshots show a marked improvement. Looks pretty good now :)
 Kell
#2734 posted by Dr-Shadowborg [216.234.218.46] on 2005/11/16 17:38:42
Thanks! =D
I'll be back in about a week with some more screenshots ;)
 Some More...
#2735 posted by kaziganthe [65.6.254.25] on 2005/11/17 21:01:19
#2736 posted by gone [213.170.89.98] on 2005/11/18 02:10:54
cool, except too dark (and why is it so dark when there are light textures visible?)
#2737 posted by necros [70.31.50.57] on 2005/11/18 08:36:06
the blue lights are at odds with the orange sunlight... they are clashing rather badly.
either:
1. reduce the saturation of the sunlight to a more white to allow the blue lights more freedom, or
2. change the colour of the blue lights to something closer to the sunlight, maybe yellow (even a very pale, near-white yellow)
also, like speedy said, those lights on the ceiling in the background aren't even properly lit. it's pitch black there.
 Kaziganthe
#2738 posted by R.P.G. [24.136.180.235] on 2005/11/18 19:13:43
Nice job. It looks well composed to my meager eyes; although perhaps the detail level is still a little low for Q3. No worries, though. I also tend to agree with speeds' and nitin's comments regarding the lighting.
 Less Contrast It Is, Then :]
#2739 posted by kaziganthe [65.6.255.136] on 2005/11/19 00:28:53
Thanks for the comments, and, for clarification, they're white lights, the contrast just makes them look blue.
 Cool Mod Screenshots
#2740 posted by Blitz [24.218.85.216] on 2005/11/22 02:51:48
I saw these in someone's profile at D3W, but don't remember them being publicized at all.
http://www.doomworld.com/unholy/fu...
Some of those screens look very nice, and I for one would welcome an 18 map (!) mod for D3 with open arms.
 Blah.
#2741 posted by Shambler [82.38.192.54] on 2005/11/22 05:00:42
.png shots - for when you really need to break that elusive "1 meg per screenshot" barrier!
What a moron. Couple of the shots look alright tho. Funny to think you could probably download 3 Doom3 maps in the time taken to view them all.
 Bleh
#2742 posted by necros [70.31.50.57] on 2005/11/22 10:29:25
shots took forever to load even with 2mbs... o.0
still, maps look alright, i guess. it's just d3 theme again though.
#2743 posted by metlslime [204.15.3.5] on 2005/11/22 12:37:34
"landing pad" shot looks nice.
 Sorry
#2744 posted by Blitz [24.218.85.216] on 2005/11/22 16:49:00
Probably should have mentioned they were .png
#2745 posted by gone [213.170.89.98] on 2005/11/23 01:29:47
good use of curves ...
but who cares, they have png screenshots, so lets boycot it!
#2746 posted by gone [213.170.89.98] on 2005/11/23 01:35:32
I bet they will continue the trend and release the thing in a form of uncompressed ISO
 BTW Blithz
#2747 posted by Shambler [82.38.192.54] on 2005/11/23 02:27:08
The "moron" was directed at the person who posted them on the site, NOT at you.
 Kaziganthe
#2748 posted by Lunaran [67.129.250.254] on 2005/11/23 13:12:18
the blue lights are at odds with the orange sunlight... they are clashing rather badly.
I dunno, the first thing I thought when I looked at the shot was "oh, I like the blue against the orange sunlight."
 I Also Like The Blue And Orange.
#2749 posted by Text_Fish [194.72.70.124] on 2005/11/23 13:49:02
Wouldn't it be a bit boring if it were all the same colour? :\
 Blue And Orange Complement Eachother Very Well I Think
#2750 posted by czg [81.225.3.195] on 2005/11/23 13:58:57
 Color Theory
#2751 posted by bambuz [130.233.243.228] on 2005/11/24 01:04:39
Most of the stuff people have "learned" is crap.
http://casa.colorado.edu/~ajsh/col...
 Crap?
#2752 posted by gone [213.170.89.98] on 2005/11/24 01:50:28
oh yeah sure, go tell that to the whole printing industry
primaries are relative.
and thats not about complementing colors
btw, the page linked by czg is a bad example of the colorwheel
 Blue And Orange
#2753 posted by therealthan [210.142.230.148] on 2005/11/25 05:19:39
Thief 3. It was almost entirely blue and orange (or blue and white) from what I remember.
 I Didn't Color The Wheel
#2754 posted by MadFox [84.26.78.10] on 2005/11/27 21:34:52
 MadFox
#2755 posted by . [70.225.9.79] on 2005/11/27 22:20:04
Hi I'm here for the kitsch mod.
 Some Preview Screenies....
#2756 posted by JPL [82.234.166.130] on 2005/11/28 13:32:56
.. of my latest project... I've chosen to use, as far as possible, DKT1/DKT4 texture sets only, on a "base/spaceship"-based design.. BTW, I still didn't titled the map... but, it's not yet the priority...
It also remains some texture modification in order to remove fullbright pixels (as in shot n°1..) and a lot of monsters to add...
Here are the links to screenshots:
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
So, what do you think ?
 Hmm...
#2757 posted by Bal [83.199.64.174] on 2005/11/28 13:53:20
Not so sure about that hangar area, it looks, brushwork is a bit strange, you probably need much more dramatic lighting in it maybe.
Other shots look interesting, keep it up. =)
 Holy Crap
#2758 posted by bambuz [213.169.30.21] on 2005/11/28 15:20:12
the textures and lighting really play together subtly. Really good work. I really like shot 2.
The hangar has too much floor tex repetition.
 What Textures Are Those?
#2759 posted by necros [70.31.50.57] on 2005/11/28 16:04:00
cause i hate them. ;)
 Jpl
#2760 posted by negke [82.83.56.20] on 2005/11/28 23:21:23
shots look very nice. the ships in particular.
a quick note about taking screenshots though: don't just increase brightness but also contrast (5/15 or 10/20). then commenting on the light would be easier (looks pretty minlighty now).
 About Starships
#2761 posted by JPL [213.30.139.243] on 2005/11/29 00:08:03
About the starship: this is a Q2 prefab I downloaded here: http://dynamic.gamespy.com/~quark/... (look for Alien Ship) and that I have to re-texture... I'm glad you found it quite nice ;)
 Nice
#2762 posted by mwh [62.31.83.2] on 2005/11/29 01:16:38
Agree about the floor texture though.
 Jpl
#2763 posted by Vondur [195.128.95.36] on 2005/11/29 05:03:05
textures sucks (blurry, bad colors), brushwork is nice
 Hello Vondur
#2764 posted by gone [213.170.89.98] on 2005/11/29 06:38:49
did you forget it's QUAKE 1
(and bad screenshots too)
 Speeds
#2765 posted by Vondur [195.128.95.36] on 2005/11/29 06:57:38
there are good colored textures for quake1 (id1/cr8/dapak/etc) but these sucks polar bear bollox, they require edition and color polishing
 I Don't Mind The Textures...
#2766 posted by Text_Fish [194.72.70.124] on 2005/11/30 04:51:56
...infact, I think the main reason they look so washed out is because of brightness adjusting on the shots themselves.
However, I agree about the hangar. The floor could do with some large diagonal lines/pipes/struts or something to break up the overly huge areas of nothingness.
 =)
#2767 posted by here [82.125.106.121] on 2005/11/30 08:56:20
I finish my map lostchildren. I think it's a final version. But I prefer your opinion before posting in the news archive.
Screenies and downloads:
http://www.planetquake.com/here/ma...
I hope you will have fun.
And I need some help because I want to turn this map on enemy territory, and ET always freeze when I go to the limbo menu, I set correcly mapscoord and my spawns are good I f people can help me contact me. Thanks
 Here
#2768 posted by Ankh [83.17.205.242] on 2005/11/30 12:25:48
there are lots of yellow windows in there :)
 Bleh
#2769 posted by Fjoggs [80.203.96.156] on 2005/12/01 13:42:16
 Fjoggs
#2770 posted by Jago [85.76.178.187] on 2005/12/01 14:34:28
Nice brushwork, but shot #2 really needs more colors.
 Could Look Alright With Nice Lighting
#2771 posted by cyBeAr [80.217.112.208] on 2005/12/01 14:55:11
wich brings me to DEATH TO ALL DULL BORING EDITORSHOTS FFS
 I Think
#2772 posted by kaziganthe [65.6.248.28] on 2005/12/01 17:20:49
it looks rather spiffy :]
#2773 posted by Text_Fish [194.72.70.124] on 2005/12/01 18:10:00
Nice brushwork, but shot #2 really needs more colors.
True, but from the looks of things, the player won't actually be looking from that angle anyway, and once some snazzy lighting is in place it should look more interesting.
Good work Fjoggs. Let's have some ingame shots! :D
 Fjoggs
#2774 posted by Shambler [82.38.192.54] on 2005/12/02 01:21:35
Nice, looking good, like the style in the first shot. Not much to say at this stage except keep it up!
 Nevermind The Items
#2775 posted by kaziganthe [65.6.248.249] on 2005/12/06 20:51:25
 With Sky And Some Lights
#2776 posted by Ankh [212.121.135.226] on 2005/12/07 05:50:24
 Ankh
#2777 posted by Jago [194.137.185.222] on 2005/12/07 06:16:39
Looking very nice. You should perhaps introduce some more color variation and some more detail though.
 Kaziganthe
#2778 posted by negke [82.82.163.183] on 2005/12/07 07:09:09
clip brushes; caulk behind the rocks.
ankh: nice, but what are those models?!
 Ankh
#2779 posted by necros [70.31.50.57] on 2005/12/07 08:56:39
nice :)
consider using a 24 bit skybox though... you can see nasty dithering on that one.
 Mmhhh!
#2780 posted by Spirit [213.39.173.22] on 2005/12/07 09:12:16
Looks quite nice, I'd like to see more varied/contrasted lighting though :)
 Ankh
#2781 posted by Tronyn [24.66.94.144] on 2005/12/07 09:20:54
Looks good but I think the whole thing would be more visually appealing if the windows had glass in them. Red stained glass might go well with the theme.
 Thanks For Comments
#2782 posted by Ankh [83.17.205.242] on 2005/12/07 10:35:19
I will definitely try to tweak the lightning to get more contrast. I also want to add some detail on the empty walls, but not too much - I have high r_speeds (about 1000) already.
I have tried the red windows texture from knave.wad but I didn't like it. I somehow like that dark windows and I think I will not change them.
neg!ke: the models are for mr smabler, I know he likes it ;) he he
 Nice Work.
#2783 posted by Text_Fish [194.72.70.124] on 2005/12/07 16:57:10
I love the colours. They're very menacing, like an impending storm. And the little dashes of red compliment that nicely.
The windows are nice and menacing like that too. Never know what could pop out of them, or what lies beyond.
As for lighting, I think lightning would be good. Especially if it were angled so as to occasionally light up the inside of the windows.
 Ah Yeah
#2784 posted by necros [70.31.50.57] on 2005/12/07 20:41:32
lightning would totally roxor. remember middle evil? >:D
 Lighting
#2785 posted by Ankh [212.121.135.226] on 2005/12/08 00:40:56
Hm. I didn't think about it, but this is a good idea. Is there a guide somwhere about how to do it?
Many of the windows don't have the inside, because it's only textures. But some have ;)
 Comments
#2786 posted by Blitz [24.218.85.216] on 2005/12/08 03:00:55
Ankh : looks very good! I love the style you're working with...keep it up! I want to play this map.
Kazi : I ran through your map the other night (when I said I was going to on #tf, heh) and I was really quite impressed. The layout is very unique and seems like it would facilitate excellent gameplay. I loved the outdoor section that you modeled and I wish there were more areas like that! Very nice cubemapped type shaders throughout, and not a misalignment to be seen. A very professional job throughout. Nice work.
 Which One Looks Better?
#2787 posted by Jago [85.76.178.187] on 2005/12/08 11:46:36
 Or Even This
#2788 posted by Jago [85.76.178.187] on 2005/12/08 12:02:49
 Jago
#2789 posted by JPL [82.234.166.130] on 2005/12/08 12:06:11
Rampstairs for sure !
 Rampstairs
#2790 posted by . [69.217.53.54] on 2005/12/08 12:26:17
Although the stairs seem a bit narrow.
 Not The Ramps!
#2791 posted by mwh [85.224.198.81] on 2005/12/08 13:51:24
Unless you redo the textures properly, and probably not even then.
 Jago
#2792 posted by R.P.G. [24.136.180.235] on 2005/12/08 15:19:42
Whichever one has more spotlights is the best.
Rampstairs has potention, but the ramps are too wide and the stairs are too narrow. Otherwise I go for the stairs.
 Rampstairs.
#2793 posted by Text_Fish [194.72.70.124] on 2005/12/08 15:34:45
100% Fact.
 Jago
#2794 posted by Kell [82.41.10.46] on 2005/12/08 15:42:56
Stairs > ramps most of the time, because ramps are harder to maneuver on. Even harder when there's a 90° turn.
Steps with the added ramp-trim is best, because it finishes the feature off with convincing structure and doesn't leave a texture alignment problem on the vertical side faces.
128 units width for the whole feature is fine, but make the trims 16 either side and the steps 96 in between. Use the alternate colored grip metal tiles for the steps if you like, but use a different texture for the trims. Even a seamless texture there would be preferable to the floor tiles. Is there a version of that grill trim in the wad that doesn't have the black slots? Just the bluish green metal trim would be ideal.
Continue the trim around the flat landing, leaving a square of 3x3 floor tiles neatly aligned in the middle.
Personally though, the lower room is so small that the stairs protruding into it looks cramped and a bit ugly. It seems you had to add the 90° turn in the steps simply because you ran out of room :P
In the interests of both aesthetics and gameplay, I'd knock out the steps/ramps altogether and use a func_plat, recessed partly into the wall/ledge. Maybe put a button on the wall opposite that brings it down, with a monster onboard harassing the player the whole time.
If you don't want to leave the center of the lower room empty, consider a less obstructive feature, maybe 64x64 units and as tall as you like. A crate or pipe are default candidates, but you could get creative with some sort of console feature.
That would be my implementation, and my 2/-
 Kell
#2795 posted by Jago [85.76.178.187] on 2005/12/08 16:46:47
This is a DM map :) I ended up going with "rampstairs" that have similar structure but slightly different looks than those seen in the screenshots.
 Ramp Trim...
#2796 posted by metlslime [204.15.3.5] on 2005/12/08 16:58:56
 Hmm
#2797 posted by bambuz [213.169.30.239] on 2005/12/08 17:11:56
people.
Ramps are useful in dm: you can both jump up them or get speed if you jump down them.
Of course it's much harder to make them look
good, and they usually must be less steep than stairs. :/
 Ramps.
#2798 posted by Shambler [82.38.192.54] on 2005/12/09 00:27:56
The reason I suggested the ramps was, as bamb says, and as you wanted originally with the curvey ramp, was to have a smooth surface for bunny hopping...
 Ramps!
#2799 posted by therealthan [210.142.230.146] on 2005/12/09 01:20:16
just make them look better. It can't be that hard to add a few details or so on the edges to make it look better. I have an idea that I think would work, but I can't be bothered to knock up a screen for you (sorry.)
The idea is simply to put raised trims on the side, but instead of having them sticking out, make a short 45 degree slope into them. This way players can jump of the sides too. JUMPING FUN AHOY. Make them 16 units wide+16 units for the slope into them, or 8 if you make them 8 units high instead of 16, which might look better. Now make the base of the stairs 16 units thinner, so the raised trim sticks out above the ground, and not only do you have slightly more space below, but you have a feature that will have all the neighbours talking.
If you understood that, have the cheese that I attached to this message. It is well deserved.
 There Is No Chees
#2800 posted by nitin [138.217.2.44] on 2005/12/09 02:26:07
 _
#2801 posted by . [70.224.232.33] on 2005/12/09 02:53:01
a smooth surface for bunny hopping...
FFS.
More like "a smooth surface to hop around like a lunatic making and thrusting your cock down the opponent's throat because they can never keep a bead on you because you're bouncing off all the god damn walls in 5 nanoseconds".
Yes I'm still DM bitter.
 Phait
#2802 posted by Jago [194.137.185.222] on 2005/12/09 03:12:12
I can tell ;)
"Enraged" is being designed with seasoned QW team deathmatch players in mind. Essentially this means that I am trying to design the map in such a way that it has trickjumping potential, the player can move around at high speed and balancing items to ensure interesting team deathmatch gameplay.
Quite obviously this also means that when playing on this map, a seasoned player would have a huge advantage over a casual player, which isn't any different from any other good map really. A casual player attempting to win an Aerowalk match against Reppie or Insane or a DM2 match against Locktar or Goljat needs his sanity checked.
#2803 posted by gone [213.170.89.98] on 2005/12/09 04:52:58
jump pads or lifts
 "Enraged" Q1DM BETA
#2804 posted by Jago [85.76.178.187] on 2005/12/09 12:18:54
This is a 3rd public beta of the Q1DM map I am working on: http://www.saunalahti.fi/dnaumov/e... The map is built for 4on4 TDM, 2on2 TDM and FFA gameplay. Report any and all problems you possibly encounter with the map, no matter how minor. I want to have this build throughly tested.
 Worth Considering..
#2805 posted by Snaga [83.250.206.13] on 2005/12/09 15:35:17
Is a trick in a trick-custom-built map still a trick?
 FFA.
#2806 posted by Shambler [82.38.192.54] on 2005/12/10 01:14:23
One thinks it might be lacking in weapons, ammo, and health for FFA?
 Huh
#2807 posted by bambuz [213.169.27.224] on 2005/12/10 06:38:20
Good to notice Jago and Shamb, but actually I think, not many people play ffa. Some occasionally when bored or to warm up. One can't compromise a 4on4 map for that.
And only dm2 of the 4on4 maps can be used nicely for 2on2.
I think there are two ffa servers in Europe, one runs random episode maps (xs4all) and the other just death32c (id dm maps connected together with a little extra architechture).
And to Snaga: maps can be trick-friendly or they can be non-trick-friendly. Often friendly if there are some open spaces to gather speed and some ramps. People will invent something. You can make boxroom with stairs between every room and be sure that there aren't many tricks possible.
And the last word on tricks, there actually are special "freestyle" maps for freestyle tricks where you can show off your movement skills. (these are different than trick maps where you perform one very specific trick after another like jump on some plats over void to reach the next trick). Of course many mappers here don't know how make something so purely for qw movement, and they actually are made primarily by non-mapping-guru players and are thus ugly.
 For All It's Worth..
#2808 posted by Snaga [83.250.200.192] on 2005/12/16 11:53:28
Sorry if I stept on that toe of yours, I was only philosophizing.
But thanks for the info. : maps can be trick-friendly or non-trick friendly, I'll keep that in mind ;)
 Wish My Money Was...
#2809 posted by MadFox [84.26.78.10] on 2005/12/22 22:41:04
 Q4 MP Beta
#2810 posted by pjw [66.188.135.147] on 2005/12/29 00:11:30
I've had a couple of good days of mapping over the holiday break, and I think this is pretty solid at this point. This is the second (and probably the last) beta.
Obligatory pics:
http://www.planetquake.com/pjw/scr...
http://www.planetquake.com/pjw/scr...
http://www.planetquake.com/pjw/scr...
Any feedback is welcome.
Download: http://www.fileplanet.com/dl.aspx?...
 Hmm
#2811 posted by nitin [138.217.0.153] on 2005/12/29 01:05:47
that looks very plain in the pics, almost q1 plain.
 Yeah
#2812 posted by than [219.62.0.8] on 2005/12/29 02:18:50
Kind of agree with nitin, looks a little plain in the shots. Don't have Q4 yet, so I can't check it out properly.
I do like the tower structures in the first shot, but imho the lighting really spoils it. Is it intended for serious competition? Is that why you have gone for such a simple look?
The pipe walkways are a neat idea but I think they could use bulking up with more smaller pipes to give it a more solid and navigable look - perhaps even put grilles over the top to make a proper walkway. The point about the lighting still stands in this shot too - it's too bright and plain.
The other shot could use some more angles on the main platform edges, and I think some of the walls in the background could be made to slope in or out slightly - assuming that wouldn't destroy the gameplay. Again, the lighting is very bright and it doesn't look like a next gen game at all.
Is it not possible to light it so it looks nice and then configure settings in Q4 to improve visibility for serious DM?
Anyway, sorry to be so blunt about the visuals. I'm sure it has a good layout and plays well, but I think that making it look good should be the next thing you should do. I suppose it depends what you want from the map really.
Cool that you are mapping in your spare time whilst having a full-time games job. I almost stopped completely I was so burnt out and fed up after work :( S'ok now though :)
#2813 posted by distrans [211.28.236.178] on 2005/12/29 03:01:22
Is it not possible to light it so it looks nice and then configure settings in Q4 to improve visibility for serious DM?
I asked myself the same question when wandering around the Q4 MP levels. They're all washed out compared to the SP levels Than.
pjw I'll eventually post some full (and mostly positive) comments re: Q4SP in the Q4 thread. I just need to finish my second (and much slower run) through this awesome game. However, the stock MP levels look... err... crap :( , and I think the reason is the lighting. Suddenly what looks three dimensional under the SP lighting looks two dimensional. What has depth suddenly looks flat. What is interesting suddenly becomes boring. I can understand that Raven probably wanted to pre-empt the sorts of light levels that hard core DM players were going to use anyway, from the start... if this is the case I think it was a mistake.
 Re: Lighting
#2814 posted by Text_Fish [82.32.4.164] on 2005/12/29 03:40:10
I can't actually see any evidence of lighting in those shots, so I assumed that lighting had yet to be done/compiled?
#2815 posted by gone [213.170.89.98] on 2005/12/29 04:22:35
hey, it must be PRO map - minimum lights, not much geomety
 Thanks For The Feedback!
#2816 posted by pjw [66.188.135.147] on 2005/12/29 09:18:16
Yeah, the main reason for the relative plainness (esp. with lighting), is performance. The layout of the level is quite open, and in fact (even with this level of plainness) I had to close up a few entrances/exits and jam a big wall down the middle of one area to get performance at a decent level for MP (which is pretty conservative at this point).
Tris have less impact than lighting, so I'll see if I can throw some more detailing into a few of the plainer areas for the final.
(Oh, and Text_Fish--if there wasn't any lighting, there wouldn't be shadows and light and stuff. It would be dark.)
 Hmmn.
#2817 posted by pjw [66.188.135.147] on 2005/12/29 09:27:21
One thing I might do for the final is to tone down the ambient a bit--that should help with some of the flatness, since ambient tends to kill the normals.
 Ahh...
#2818 posted by Text_Fish [82.32.4.164] on 2005/12/29 10:57:54
Yes, I see some of the shadows upon closer inspection. I was thrown by the lack of any shadow cast by those big pipes.
 Really
#2819 posted by nitin [138.217.0.153] on 2005/12/29 16:11:47
so the doom3 engine cant even render that sort of openness ?
 Well
#2820 posted by pjw [66.188.135.147] on 2005/12/29 17:44:43
Of course it can...depending on how the map is designed.
It was misleading for me to talk about the openness of the level, since that's not really the issue, and I should have chosen my words a bit more carefully. "Interconnectivity" or "complexity" might have been better words to use, but still not quite right. I'll see if I can explain and be more precise this time. :)
The problem is one of [b]denseness[/b] of maps. There's also an important difference between MP and SP maps...
This particular map is an MP map, and in an MP map it's a bad idea to have any pitch black shadow areas (at least for an MP game of this kind).
This necessitates me finding a magic balance between:
(a) having normal lights sufficient in quantity/placement to light every small dark nook and cranny, which would result in crappy performance on this particular map since lights don't really illuminate to the bounds of their actual volume (more or less depends on the shader used), and would thus overlap quite a bit, and each overlap adds to a performance hit. Or
(b) using a single large ambient light volume (which has a special shader that lights all surfaces within that volume evenly with non-directional light). The problem with this is simply that it *is* non-directional light and thus tends to flatten stuff out and kill your normals and make stuff look like ass.
This particular map is denser than many other maps, with various layers both horizontally and vertically, which means the overlapping of light volumes is harder to avoid.
You could make a gigantic open space map with only a few huge lights and it would run quite well and also look quite good (because you could avoid ambient altogether in a map like that and not have to worry about light density).
You could also make a gigantic map comprised of both indoor and outdoor areas all connected together in a soup of complexity...as long as all the areas were spread out a bit and not smooshed into each other like sardines.
And SP is easier; it doesn't matter if you have dark corners.
Is that helpful at all?
 Pjw
#2821 posted by nitin [138.217.0.153] on 2005/12/29 18:16:17
that explains it reasonably well.
But I dont like the sound of it :)
That sounds as much of a step backwards (engine wise) as it is forwards (most the d3 engine features do look nice).
 OK...
#2822 posted by distrans [220.239.106.54] on 2005/12/29 18:24:22
...now I understand. Thanks pjw!
 On Another Note
#2823 posted by pjw [66.188.135.147] on 2005/12/30 11:18:12
I just noticed that at least half the bajillion lights in this map don't have an assigned shader, and the default is really quite dark. I'm guessing that I saved over the wrong version at some point a few months ago, didn't notice, and haven't bothered checking since.
After I throw myself down a flight of stairs, and weep for a while like a little girl, I'll spend a few dozen hours fixing/adjusting/repositioning/del... lights and the map should be better lit and run faster to boot.
 Del...
#2824 posted by pjw [66.188.135.147] on 2005/12/30 11:19:20
eting, that is. Fuck.
 Okay,
#2825 posted by pjw [66.188.135.147] on 2005/12/30 20:43:03
New version up. Same link. The lights that were h0rked are fixed and ambient has been lowered by about 50% and it's looking less washed out. I also added a second SG and RL and some detailing here and there and various and sundry other crap.
Same links, updated pics:
http://www.planetquake.com/pjw/scr...
http://www.planetquake.com/pjw/scr...
http://www.planetquake.com/pjw/scr...
Download:
http://www.fileplanet.com/dl.aspx?...
 New Ligthing
#2826 posted by nitin [138.217.0.153] on 2005/12/30 21:15:42
looks much better
 Pjw
#2827 posted by inertia [24.164.73.173] on 2005/12/30 22:18:48
im interested to see how the void plays... :)
 Agreed, But...
#2828 posted by than [219.62.0.8] on 2005/12/30 22:37:54
I still think it looks a little flat. I understand that is bare so that it runs well and is easy to play competetively, but I think you can still add a few more interesting designs and shadows in places which won't interfere with the areas players are going to be moving through.
The towers have some nice angles, but the walls just look a bit bare. This is only exacerbated by the fact you have several different textures all sharing the same plane. Perhaps angle some sections of the wall, extrude others slightly and add some interesting lighting or designs to the walls.
Also, I personally think that the curved doorways look a little out of place in a map with such chunk angular designs. Perhaps you could design a more angular doorway and use that instead?
God... commenting on your map has made me really want to have a go myself. I used to love mapping for Q2, and the game itself had some really great designs in places. I'm going to see if I can find a copy for a reasonable price here and buy it if I can.
Unfortunately PC games in Japan are not so popular, so I might have trouble tracking it down, despite how big a title it is. They also still sell pc games in ridiculous fat cardboard boxes rather than slim DVD cases :( (http://www.amazon.c... - see!)
Shame I can't download it via Steam or something :(
METL! Can we have a Q4 icon please?
#2829 posted by pjw [66.188.135.147] on 2005/12/31 12:35:18
im interested to see how the void plays... :)
Eh? I'm not sure what you mean. You mean all the drops off the edge?
@Than, I may do a bit of extrusion/angling on some of the wall sections--it's not expensive and will add a bit of variety. Thanks for your feedback. :)
If you want, can't you just order it from the U.S. or Europe, or wherever?
#2830 posted by inertia [24.164.73.173] on 2005/12/31 23:07:02
yes pjw, the drops off the edges :)
 Bla Bla
#2831 posted by Ankh [212.121.135.226] on 2006/01/03 09:12:02
I have finished all the main brushwork. The map has also an exit now. The gameplay is ready in 95%. There will be about 85 monsters on hard skill. The other skills have to be done yet. There is still much work with details and decorations; some bug fixing is needed also.
Here are some pictures again.
http://republika.pl/quake_1/hdn4.h...
http://republika.pl/quake_1/hdn5.h...
http://republika.pl/quake_1/hdn6.h...
I have also created a simple web page :)
http://republika.pl/quake_1/index....
 Ankh
#2832 posted by JPL [82.234.166.130] on 2006/01/03 12:55:08
Nice screenshots !
 Looks Awesome
#2833 posted by Blitz [24.218.85.216] on 2006/01/03 18:07:13
Great looking stuff Ankh -- can't wait to play the level. I love the blend of textures in those shots.
 Really Nice
#2834 posted by than [219.62.0.8] on 2006/01/03 18:17:33
I really like the way you have used the blue theme here - the first shot on your site is especially nice.
However, I can't say I am crazy about the red rivit trim - perhaps there is another more suitable texture you can use instead? I think perhaps the light grey brick would look nicer.
Keep up the good work though.
 Yay...
#2835 posted by distrans [131.172.4.45] on 2006/01/03 20:38:16
pjw, I'll run through tonight - screens look better.
Ankh, bring it on! Can't remember the last blue map I played (possibly anonca base) but I like blue themes. Have you tried replacing Kell's red rivet with the silvery one from the same set? Without red elsewhere, that particular trim sticks out like dog's balls. I'm going to dream blue until this is released :)
 One Thing:
#2836 posted by necros [70.31.50.57] on 2006/01/03 20:43:06
the blue brick texture on the ceiling in the first shot on the right looks ungood.
 Thanks For Comments
#2837 posted by Ankh [212.121.135.226] on 2006/01/04 01:40:31
I hope that the map will fulfill all expectations :)
I have tried some different trims some time ago and I liked the red one the most. This rivet texture is also used on some lifts, bars and lights, so changing it to brick doesn't work easy. I would have to replace it manually with at least two different textures.
I will try the blue rivet texture and post a screenshot here.
Necros - what's wrong with the texture you are speaking about? I can't imagine how I could change it.
 Well,
#2838 posted by necros [70.31.50.57] on 2006/01/04 19:26:19
just that that same texture is used on the walls too. maybe it's just me, but wall textures on ceilings look bad to me.
 Damn It ANKH
#2839 posted by [84.204.105.157] on 2006/01/04 20:56:16
NOT enough bloody trims!
and lights too
#2840 posted by Ankh [212.121.135.226] on 2006/01/05 02:18:53
NOT enough bloody trims!
Who says that!!? ;)
Now, seriously I plan to add some trims and decorations in the area posted on the last screenshots.
I will check if I can do something with the ceiling texture, but I'm not sure about it.
 Might Have Already Seen These...
#2841 posted by DaZ [80.42.195.158] on 2006/01/08 15:36:41
 DaZ
#2842 posted by JPL [213.30.139.243] on 2006/01/09 00:04:22
Yes, it has been already sent... Nevertheless, the screenies look good !
#2843 posted by Trinca [194.65.31.249] on 2006/01/18 08:10:41
 Hell Village
#2844 posted by Elvis [85.134.11.207] on 2006/01/22 15:18:21
screenshoots of my upcomming quake dm map hell village hope you masters like it :)
http://www.multi.fi/~elvis/quakema...
http://www.multi.fi/~elvis/quakema...
 This
#2845 posted by Jago [85.76.178.187] on 2006/01/22 18:24:33
looks like an SP map
 Indeed
#2846 posted by Tronyn [24.66.94.144] on 2006/01/22 22:24:27
It reminds me of some of the village maps in Unreal 1 SP
#2847 posted by Elvis [85.134.11.207] on 2006/01/23 12:23:43
well it's supposed to be a dm map but still it's not finnished yet many things can change
 Elvis (was A Hero To Most)...
#2848 posted by generic [69.244.208.113] on 2006/01/23 15:32:07
Looks good, but I would lose those "upside-down ice cream cone" trees.
#2849 posted by Elvis [85.134.11.207] on 2006/01/24 02:05:22
hehe that tree was just a test to see if it would fit
and why does this look as a sp map when i was trying to make a dm map, please say what would make it more dmish :)
#2850 posted by Kell [82.41.10.46] on 2006/01/24 02:42:18
please say what would make it more dmish
an atrium :|
 It Should Have
#2851 posted by bambuz [213.169.26.136] on 2006/01/24 10:18:33
less open areas
#2852 posted by Elvis [85.134.11.207] on 2006/01/24 12:46:44
kell eh an atrium hrm i doubt that would fit on this map and i doubt ill make it any larger, the castle is largh enough
bambuz well i actually make maps with some open areas thats just how i like dm maps easy to spot and shoot no thinking just good old run and shoot lol
#2853 posted by Trinca [194.65.31.249] on 2006/01/25 02:57:50
i told u elvis... :) make a sp of it...eheheheh
#2854 posted by Elvis [85.134.11.207] on 2006/01/25 03:08:15
ugh thats to late now Trinca when i'm allready placeing in dm like stuff on it, like a litle patch on the mountin sides just for hiding and shooting heh
 Quake 1 Deathmatch
#2855 posted by Text_Fish [194.72.70.124] on 2006/01/25 19:14:23
has no place for sniping from hillsides. A Q1 DM map should be all about connectivity and manouverability, so separate buildings joined simply by open spaces generally doesn't suit the gameplay mechanics. A talented DM player maps a route round the map in their mind, so without a little guidance the gameplay will be reduced to a very skilless and therefore unrewarding experience.
Or so I think.
 I Dunno
#2856 posted by Shambler [82.38.192.54] on 2006/01/26 01:39:27
Maybe something different can work, if the mapper has the skills and inspiration to pull it off. Q1 DM gameplay doesn't HAVE to be about a rigid specific style, I think there are other possibilities for enjoyable gameplay if people are prepared to see them.
 No Dude.
#2857 posted by metlslime [69.181.188.189] on 2006/01/26 01:58:34
NOOOO.
Dapak clones 4 life.
 Well
#2858 posted by Text_Fish [194.72.70.124] on 2006/01/26 16:15:55
of course different things can work, but there will always be limits, especially in older games such as Quake 1. There are no long range accuracy weapons in Quake 1, so large areas are essentially wasted space, if you ask me.
 There Is
#2859 posted by bambuz [130.233.243.228] on 2006/01/27 06:09:00
the shotgun ;)
Take the following as not very serious:
I think, generally, but not necessarily, people need to have some playing experience to make good maps. One can of course make good-looking but that's not the same :).
Or make 6 different ones and hope that some of them turn out right. :)
 BBQ Accident
#2860 posted by Friction [213.243.160.111] on 2006/01/30 00:43:23
 Friction
#2861 posted by JPL [213.30.139.243] on 2006/01/30 01:37:57
hhmhmm looks interesting ... I will look forward for next screenschot(s) ;)
 I Thought You Gave Up Working On That Fric
#2862 posted by Blitz [24.218.85.216] on 2006/01/30 01:41:36
[nt]
 No
#2863 posted by Friction [213.243.160.111] on 2006/01/30 05:11:43
Abandoning 22000 brushes total would be just silly.
 Aaarrggg!!
#2864 posted by Hrimfaxi [80.165.179.2] on 2006/02/04 17:18:28
Don't you just hate it when this sort of thing happens?
testlevel = 4
************ ERROR ************
CheckStack: leaf recursion near (457 -2368 2048)
Elapsed time : 0:00
Session time : 61h 19m
State time : 7:06
Oh and some pics!
http://www.hrimfaxi.dk/breakfast.h...
 Cool
#2865 posted by metlslime [71.139.4.216] on 2006/02/04 18:43:53
i like the use of knave textures on round towers -- try to do more stuff like that, maybe.
 So Much Knave Goodness--
#2866 posted by necros [70.31.50.57] on 2006/02/04 21:37:14
i love it! <3
 Hrim
#2867 posted by Shambler [82.38.192.54] on 2006/02/05 01:53:31
13 different flavours of pwnage, great looking stuff, get mapping!
 Hrimfaxi
#2868 posted by JPL [82.234.166.130] on 2006/02/05 01:59:45
Wow ! Really nice screenshots ! The map looks promising... I really hope to see this map released ! Go solve the fullvis error ;)
 Huh Hrim
#2869 posted by bambuz [213.169.26.203] on 2006/02/05 04:33:09
looks magnificient... just make sure there's enough of visblock to keep fps decent, nowadays people often tend to disregard that... :)
 Looks Sexeh
#2870 posted by Friction [213.243.160.111] on 2006/02/05 22:11:17
Definitely. I like the strong vertical stuff you got going on there.
 Hrimfaxi
#2871 posted by Tronyn [24.66.94.144] on 2006/02/07 01:46:52
You have a lot of talent. I like how you apply that talent to creating outdoor setpieces - the best kind of map, in my opinion.
Rock on.
#2872 posted by gone [213.170.89.98] on 2006/02/07 02:30:26
very nice - http://www.hrimfaxi.dk/pics/fitz09...
despite, apparently taken from a point you would never reach in game
and overused textures too
 Yah
#2873 posted by Shambler [82.38.192.54] on 2006/02/07 10:31:15
knave = teh new wizmet
 Door Sounds (or Not)
#2874 posted by Mike Woodham [86.142.25.187] on 2006/02/07 12:35:09
I have a long door (512 units) which, when triggered, fails to play noise2 but does play noise1 - the final sound. The doors.qc is 'clean' and all sounds are in the pak.
Is there a problem because of the size of the door? i.e. am I too far away from the sound's origin to hear it?
 OK, Ok...
#2875 posted by Mike Woodham [86.142.25.187] on 2006/02/07 13:55:06
Half asleep, I admit it.
I ain't got a clue what I'm doing here!
I won't post it again in the mapping section but if you nice, kind, considerate (etc, etc) mapping experts know the answer, perhaps you could quickly switch to the mapping forum to point me in the right direction?
 Update
#2876 posted by Elvis [85.134.11.207] on 2006/02/08 12:13:38
ok made an update of my map + i even made the bsp file if you want to look at it, oh and it's not a full vissed map so you know if you find it "hard" to move :)
http://www.multi.fi/~elvis/quakema...
http://www.multi.fi/~elvis/quakema...
http://www.multi.fi/~elvis/quakema...
http://www.chimpans.se/astronomy/ for screens and download.
It's in late beta now I think, I just want to make sure everything is up to par before release, I want all your crits and comments! It's for CPMA, so if you want to discuss gameplay, please don't bring up VQ3-specific problems.
Thanks, looking forward to feedback :D
There's gonna be a 1v1 cup on it on sunday, stop by #astronomycup on quakenet for info :D
#2878 posted by czg [213.115.252.84] on 2006/02/10 08:34:22
Lighting is flat and boring, but I guess this is what you have to do to cater to the pro-player (LOL!!!!) crowd.
Other feedback: CANNOT BE ARSED TO PROVIDE.
#2879 posted by necros [70.31.50.57] on 2006/02/10 08:59:17
well, it looks a bit plain in the looks department... could do with some nicer brushwork details and such...
that being said, i love the rtgnosis textures, so bonus pizza points for that.
edit: updated the map, now includes one less shotgun, one less green armor, and also I moved the one remaining shotgun up next to the 50hp ball. Also works with bots now.
Thanks for your feedback, I'll see if I can be bothered to add in some more detail, don't want it to get in the way of the player though. I'll see what I can do about making lighting more fun.
 Pretty Cool Texture Set
#2881 posted by metlslime [204.15.3.5] on 2006/02/10 18:25:50
with the exception that those yellow light textures that have a round fixture in them ARE TOTAL POO and do not look like they should be emitting light at all. Probably could be solved by adding an additive shader stage with a circular shape.
 Knave
#2882 posted by than [219.62.0.8] on 2006/02/10 21:12:45
Bleh, I like Knave textures. I don't think they are that overused either. Most of the maps using them are part of Chapters or Quoth, and are made by Kell.
Certainly not as overused as wizmet.
 At Last
#2883 posted by bambuz [213.169.2.222] on 2006/02/11 07:20:20
we get the screenshots. :/ :)
Metl is right about the orange balls. They're shaded as if light is falling upon them, not as if they're emitting!
Where's the astronomy in this? Is it an old observatory?
Looks sleek and all, I dunno what q3 maps should be like. At least it's not three flat platforms around an atrium, which is nice. The first and fifth screens show some combatable architechture. :) Is there anything specially memorable in this map?
 And Than
#2884 posted by bambuz [213.169.2.222] on 2006/02/11 07:21:56
is an advertisement robot. Stop the rogue marketing, knellcros!
 Q4 DM
#2885 posted by Gom Jabbar [80.143.145.111] on 2006/02/12 08:41:18
Three early screenshots of the Q4 DM map I'm currently working on over at my site: http://www.gomjabbar.de
 That's Looking Good
#2886 posted by pjw [24.196.82.241] on 2006/02/12 16:42:34
I look forward to seeing a beta.
#2887 posted by gone [213.170.89.98] on 2006/02/14 03:15:57
lol @ czg comment
 Voodoo` Chopchop Map
#2888 posted by gone [213.170.89.98] on 2006/02/14 04:12:25
btw lighting is quality there
 For Some Reason...
#2889 posted by Friction [85.156.175.185] on 2006/02/18 08:07:13
...I have an urge to make everything burn in these maps.
http://www.kolumbus.fi/ville.niemi...
 That One's Not Quite Up To Scratch, Fric
#2890 posted by BlackDog [202.72.148.102] on 2006/02/18 18:34:07
The lighting seems a bit weak, and there are alignment errors on the top section of wall. Burning thingy is cool though.
 I've Been Working On A DOOM Map!
#2891 posted by biff_debris. [71.80.65.99] on 2006/02/18 20:05:52
 Biff
#2892 posted by Zwiffle [69.210.60.235] on 2006/02/18 22:10:43
That's pure sex. PURE SEX.
 You Can Tell It's A Biff Map...
#2893 posted by metlslime [69.181.46.11] on 2006/02/18 23:08:55
just from the curves!
 Little One
#2894 posted by MadFox [84.26.78.10] on 2006/02/19 16:16:45
trying with a map, and colours.
gave me 11 HOM's, is untextured.
still not play balanced, but has fun!
http://members.home.nl/gimli/gimli...
 I'm Not A Mapper
#2895 posted by bambuz [213.169.4.195] on 2006/02/19 17:02:31
but maybe they look better when textured.
why the hom:s? do you use WC carve or vertex edit?
 Jesus
#2896 posted by . [69.217.62.2] on 2006/02/19 17:04:57
You build huge.
But, if theres anything I like, it's archways in base tex. No one really does that, but done well I think it can look great.
 My Map Is Beta
#2897 posted by Ankh [212.121.135.226] on 2006/02/20 04:46:52
Ok. My map is ready for beta testing. Hurray!
Here are the updated and new screenshots:
http://republika.pl/quake_1/hdn1_b...
http://republika.pl/quake_1/hdn2_b...
http://republika.pl/quake_1/hdn3_b...
http://republika.pl/quake_1/hdn4_b...
http://republika.pl/quake_1/hdn5_b...
http://republika.pl/quake_1/hdn6_b...
http://republika.pl/quake_1/hdn7_b...
http://republika.pl/quake_1/hdn8_b...
http://republika.pl/quake_1/hdn9_b...
You can also check out these pictures on my web page:
http://republika.pl/quake_1/index....
(I have problems with viewing the updated pictures with my Opera - the program somehow rememberes the old version of the pics, so you better use a different browser).
I need 3 or 4 beta testers. If you are willing to help me with testing please send me an email (poco2s@o2.pl). I would apreciate it very much. Thanks. Ankh.
 Ankh
#2898 posted by JPL [213.30.139.243] on 2006/02/20 07:01:47
Very Nice screenshots indeed !
 Nice Screens Ankh
#2899 posted by MadFox [84.26.78.10] on 2006/02/20 16:04:56
my map is close to alloc_block full
and the brushes are off grid.
but I'm only trying
 Madfox
#2900 posted by bambuz [130.233.243.228] on 2006/02/20 23:47:24
slow down and be careful.
 Ankhfox
#2901 posted by neg!ke [82.83.63.45] on 2006/02/21 01:48:26
ankh: nice, but this red texture looks odd compared to the rest
madfox: trims and proper alignment plz
 /me Is Waiting
#2902 posted by Ankh - not logged [212.121.135.226] on 2006/02/22 02:27:13
I'm still waiting for some mail from happy people who want to help with playtesting my map. Get your chance! :)
 Ankh
#2903 posted by JPL [213.30.139.243] on 2006/02/22 02:33:02
OK... Please send the stuff at lambert_jph-at-yahoo-dot-fr ... ;P
#2904 posted by gone [213.170.89.98] on 2006/02/25 04:09:11
MadFox is back! great
needs more colors and less alignment
 Your Linguistic Is Neg!eckting
#2905 posted by MadFox [84.26.78.10] on 2006/02/25 23:38:32
 ???
#2906 posted by here [86.201.32.141] on 2006/02/26 08:56:56
http://here.planetquake.gamespy.co...
I wonder if this mapstyle could be good for doom3 engine. And I don't know how to optimize my map.
 Here
#2907 posted by bambuz [213.169.29.180] on 2006/02/26 13:33:50
nice stuff, I especially liked the spikes, too bad the engine sucks for wood and bricks and all that, they are way too reflective / care about light direction.
Aalto would be proud of those curvy brickthings, have to take photos of an industrial building in Salmisaari some day...
 Eh
#2908 posted by . [69.217.62.2] on 2006/02/26 13:51:17
I think it looks like a Q3 map dressed in Doom 3 tech, and because of this looks a bit inconsistent. Maybe some brush polishing will help.
#2909 posted by necros [70.31.50.57] on 2006/02/26 22:37:54
actually, i think that looks really good, here... nice mix of curvy metal and bricks/wood
i'd love to see that finished!
 Ok
#2910 posted by here [81.50.62.37] on 2006/02/26 23:12:56
ok I continu this map.
Is there hint on d3 ?
And where can I found another skybox ?
Bambuz : you mean that I must replace wood and brick texture by metal or something like that ?
 Doom Has No Hints
#2911 posted by Friction [80.186.136.11] on 2006/02/28 09:08:49
And because it's a portal engine, there's no vis either.
 Skybox
#2912 posted by MadFox [84.26.78.10] on 2006/02/28 11:35:59
How can I obtain a skybox in Q1
 MadFox
#2913 posted by JPL [82.234.167.238] on 2006/02/28 13:40:32
You have to place the skybox tga textures in gfx/env directory, with proper extensions (e.g <skybox_name>up.tga, <skybox_name>dn.tga, etc...), and declare it in worldspawn using your editor... In the map it is writen like this:
// worldspawn
{
"classname" "worldspawn"
"message" "'MadFox's Map Title'"
"worldtype" "2"
"light" "20"
"_sunlight" "100"
"_sun_mangle" "45 -10 0"
"_anglesense" "0.5"
"_range" "0.6"
"_dist" "0.8"
"sky" "<skybox_name>"
"wad" "gfx/QuArK.wad"
I hope it helps you ;P
 Skyboxes
#2914 posted by aguirRe [213.101.70.218] on 2006/02/28 14:13:10
can be found e.g. here: http://kell.leveldesign.org
If your engine supports skyboxes but doesn't load them off worldspawn like JPL suggests, you can always try loading them manually with commands sky, loadsky etc.
 Great!
#2915 posted by MadFox [84.26.78.10] on 2006/02/28 22:47:31
I've been wondering so long about it.
And although the question is in the wrong toppic, my gratitude isn't!
 Because I Can
#2916 posted by Fern [71.208.215.21] on 2006/03/06 17:26:13
work in progress:
http://www.suspenlute.com/lairofde...
about 20% done. might be stretched into an episode if I don't get fed up first.
ignore the filename, i just needed something interesting to call it.
 Q1? Q2?
#2917 posted by Zwiffle [69.210.83.213] on 2006/03/06 19:55:04
Looks cool.
 <--
#2918 posted by Fern [71.208.215.21] on 2006/03/06 20:58:40
;)
 Fr3n...
#2919 posted by distrans [131.172.4.45] on 2006/03/06 22:23:55
...good to have you back. I'm working with Oblivion at the moment as well. Will that be a speedrunners map?
 Distrans
#2920 posted by Fern [71.208.215.21] on 2006/03/07 01:06:48
"speedrunners" maps are pretty much all I'm doing atm, not quite in the RDE or contest map sense but definitely with many intentional possibilities.
 RTCW
#2921 posted by HOCK@GE [213.238.101.120] on 2006/03/07 22:45:38
WOLFENSTEIN 4 EVER.....!!!!!!!!
 Sweet Smoke
#2922 posted by kaziganthe [65.6.248.74] on 2006/03/08 16:38:58
 Fun For Func
#2923 posted by MadFox [84.26.78.10] on 2006/03/14 22:29:04
 Rofl
#2924 posted by inertia [24.164.73.173] on 2006/03/14 22:47:14
:D
????????????????????
Madfox is wholly and completely incomprehensible.
 Compris
#2926 posted by MadFox [84.26.78.10] on 2006/03/15 11:02:03
 I'm A Member Of The MadFox Fanclub
#2927 posted by czg [83.253.28.129] on 2006/03/15 12:36:34
 Is That Thing...
#2928 posted by megaman [84.63.58.191] on 2006/03/19 09:53:47
.. giving head to another, invisible thing of the same kind? then it's definately sexy.
 That Thing
#2929 posted by MadFox [84.26.78.10] on 2006/03/19 11:43:59
that thing is wholly and czg did his best to not let it attack you...
but you might understand voodochopsticks.
http://members.home.nl/gimli/wolly...
 Looks Like A Dork To Me.
#2930 posted by biff_debris. [24.158.204.177] on 2006/03/20 15:16:20
The jellyfish does. Yeah.
 No Dorktionary For Me, But
#2931 posted by MadFox [84.26.78.10] on 2006/03/30 21:34:08
is there someone in for betatesting?
http://members.home.nl/gimli/gimli...
 Those Screenshots
#2932 posted by Fern [71.208.213.164] on 2006/03/30 21:39:29
would look pretty oldschool if you took out the ugly colored lights.
 MadFox
#2933 posted by JPL [213.30.139.243] on 2006/03/31 00:49:19
I agree with Fern... You should use less colored lights: they are overused.. and it looks definitively horrible... sorry but that's my taste...
 Send It In!!!
#2934 posted by the silent [81.208.83.248] on 2006/03/31 09:00:26
thesilent96@gmail.com
 Madfox
#2935 posted by bambuz [193.167.6.25] on 2006/03/31 09:37:15
I'm a bad mapper, but please, align textures, that stuff will like ten times better then. :)
 At Least
#2936 posted by MadFox [84.26.78.10] on 2006/03/31 11:33:29
you could start complaining after playng the beta testing. I could lend you a HOM.
Just th*s and you play it in normal light.
On its way Silent.
 IdBase Retextured
#2937 posted by starbuck [82.40.164.223] on 2006/03/31 14:13:32
Just to let you lot know what I'm up to at the moment. I recently got the urge to work on high-res versions of the IdBase textures. The idea was to make something that looks almost identical to the originals at a distance, but shows the added detail up close.
I know there are existing attempts to retexture quake, but they are generally of a much greater scope. Here's an in-progress comparison:
http://www.planetquake.com/starbuc...
 IdBase
#2938 posted by Tyrann [202.45.120.45] on 2006/03/31 16:11:49
Nice work Starbuck! I like this much better than the other hi-res textures I've seen as they seem to stray too much from the originals. Yours just makes things look a bit sharper.
 Starbuck
#2939 posted by nitin [138.217.1.73] on 2006/03/31 17:11:33
that looks excellent
 Heh
#2940 posted by bambuz [213.169.28.137] on 2006/03/31 18:00:28
i was staring the first pic for a minute thinking hmm, that really does look like the originals, a bit too much? :D
But yeah, looks good! One thing, should the divots in the metal plates be a bit bigger, like in the originals? Top left.
 First Impressions
#2941 posted by [59.167.122.148] on 2006/03/31 18:11:45
are that it does indeed look better (to me anyway) than most, if not all other attempts that I have seen, which have all looked a bit tacky to my eyes. Yours however don't seem to have that negative quality.
Good you are staying close to the originals, which is prolly why yours look/feel better.
Look forward to when I can actually see them in action.
#2942 posted by Lunaran [67.129.250.254] on 2006/03/31 18:25:56
I recently got the urge to work on high-res versions of the IdBase textures.
hahaha, join the club!
http://www.lunaran.com/files/q4_id...
and now seven people complain about specularity:
#2943 posted by necros [70.31.50.57] on 2006/03/31 19:13:06
omg, waaaa waaaa, specularity!! waaaa...
;)
seriously, nice job, both of you!
starbuck: i like the direction you are going in-- keeping close to the originals like that. i think that's really the best way to go about remaking textures for popular q1 textures, since we're all a little anal retentive that way. :P
lunaran: specularity isn't bad at all, but if you could make it a little less uniform, i think that would help. the bump mapping looks good. i'd love to see a full set of this for q4.
 Yay!
#2944 posted by R.P.G. [24.136.180.235] on 2006/03/31 20:41:56
Lunaran: it looks good except for the specularity.
Starbuck: it looks good except for the textures you didn't do.
A worthwhile project indeed.
 Wewt
#2945 posted by Kell [80.192.82.64] on 2006/03/31 21:16:15
Lun: looks good, except for the specularity :P
starbuck: <3 <3 <3
 STARBUCK
YOU FUCKING ROCK YOU ARE AMAZING I WANT TO HAVE YOUR BABIES, BUT BECAUSE I AM A MAN I'LL TRY TO FIND YOU A OVERLY SUITABLE WOMAN TO HAVE YOUR BABIES AND THEN I WILL RAISE THEM FOR YOU AND NAME THEM "STARBUCK", "IS" AND "THESHIT". HOT DAMN THAT LOOKS NICE. MORE! GIVE US MORE!
Lunaran, yours look nice but I whine about specularity and that making it look overly blurry. Starbuck wins this round.
#2947 posted by gibbie [82.161.62.98] on 2006/04/01 00:28:28
http://www.student.vu.nl/h.e.beck/...
old shitty screenshot of a shitty map. expect these textures to be released soonish (need to polish them a bit first tho)!
 Map Release
Not really a big map, it's supposed to be played in an engine with support for fog(fitz among others)
http://www.chimpans.se/volcanique....
 Voodoochopstiks
#2949 posted by bambuz [213.169.6.75] on 2006/04/01 05:30:21
omg, that's so hard, but I didn't noclip and finally managed the starting puzzle. It's easy if you're smart, clever trick there. When did you have time to build such a big level? It's quite atmospheric.
Btw, stretch the lava at start a bit, you can see the edge despite the fog. (fitz)
 Voodoo
#2950 posted by Drew [202.76.133.174] on 2006/04/01 23:25:33
Shouldn't that be a news post? screenshots?
 Gibbase, Cont.
#2951 posted by biff_debris. [24.158.204.177] on 2006/04/02 06:47:28
Here's a WIP shot of a q4dm I'm working on with gibbie's and Lun's textures:
http://biff.leveldesign.org/pics/m...
Looks familiar, I know. I've only got like four map layouts in me =(
 >:(
#2952 posted by Zwiffle [69.210.79.87] on 2006/04/02 08:07:49
Myrmidon, you.
 Fix Trim
#2953 posted by necros [70.31.50.57] on 2006/04/02 08:41:51
at the bottom center-to-right area. do the 45degree thingy. ;)
otherwise, i like it (although it could do with some more interesting lighting, but since it's a DM map, i guess that's out of the question :S )
 Textures
#2954 posted by Kinn [81.129.224.209] on 2006/04/02 09:00:31
Starbuck and Lunaran: both sets look bloody great so far. Can't wait to see the finished packs
 Starbuck, Zwiffle And Necros
#2955 posted by biff_debris. [24.158.204.177] on 2006/04/02 09:53:48
Starbuck: Hell yes -- meant to put it in the above post, but more power to you on the revamped q1 idbase -- looks sexay =D
Zwiffle: Pipe down, you -- Myrmidon is not dead.
Necros: Doh, saw that b0rked trim myself -- and don't start on the lighting, I've heard enough from gibbie about it ;D
 Biff
#2956 posted by R.P.G. [24.136.180.235] on 2006/04/02 10:01:16
We love you anyway.
Castle Biffenstein!
 Give Me
Beta feedback!
 Fab...
#2958 posted by distrans [131.172.4.45] on 2006/04/02 21:05:57
Madfox: send beta to my gmail account
Starbuck: oh my, yes!!! Don't forget to do the unique base textures from MP1 and MP2 as well :)
Lunaren: yaaaaaaaaay, I hope we get some SP levels out of them (pokes tongue at Beef).
 Right
#2959 posted by MadFox [84.26.78.10] on 2006/04/02 22:02:48
on its way.
 Beta Up For Test
#2960 posted by Elvis [85.134.11.207] on 2006/04/03 15:11:36
ok it's updated again and this time it's surly beta it could even be final ;)
ok now i've changed the map so it's a sp/dm map from now on not only dm anymore
do post back after testing it as i'm very glad how it looks and feels :)
i must be getting beter as Trinca got killed on the map and that i didn't expect neather did he lol
the 2 shots are taken from sp and dm mode and from the same spot so you see the difference
have fun
http://www.multi.fi/~elvis/quakema...
http://www.multi.fi/~elvis/quakema...
http://www.multi.fi/~elvis/quakema...
 I Ran Through
#2961 posted by aguirRe [213.101.70.87] on 2006/04/04 01:56:21
it on Normal and it's a pretty nice map! It looks good and gameplay is solid. It was too hard though; more health and shells are needed.
There are two critical doors to the final area with the ogres that won't open due to their spawnflags; 2052 should be 2048.
You should also go through the map and delete all invalid origin keys from your brush entities.
 AguirRe
#2962 posted by Elvis [85.134.11.207] on 2006/04/04 03:33:01
the final doors you are talking about shoulden't open at all they are just there and for sp only the one that opens are on the top not the bottum one
i shut that door completely just becuase it didn't work right in sp mode, it's like one other door it's just there to block
and i haven't set any origin keys at all on this map so i woulden't know what you are talking about
 Elvis
#2963 posted by negke [82.83.40.228] on 2006/04/04 05:01:52
some thoughts in no particular order:
-i played it on skill 2 and didn't think it was too hard. but a little more ammo before the encounter with the vores would be good.
-some additional bits look nice, like the broken grate and the barricade in the caverns/ra room.
-add some secrets, for example the quad on the mountain ledge and the ya house
-more monster teleports (when certain items, weapons and the keys are picked up)! particularly the outside area needs to be more crowed.
-the button for the final door is hard to spot, maybe a (weak) light there.
-some doors/walls that open later or not at all could use a message.
-the exit building has a big red window on the outside, but it's missing on the inside.
-the exit looks bland with only a black texture. what about using some nice liquid (lava maybe) or make it a corridor into darkness with a negative light?
-some torches a somewhat far away from the walls (and the chandelier). make the gaps less obvious (if it doesn't screw up their light, of course).
-don't box the map with the sky brushes! use sky only for the top brush and fix possible leaks manually.
-add an intermission showing the entire village?
i better don't start with r_speeds, so that's about it. dunno about deathmatch, but as i already said, i don't think it'll work out. some teleporters might be helpful, though.
 Neg!ke
#2964 posted by Elvis [85.134.11.207] on 2006/04/04 05:24:10
-the exit building has a big red window on the outside, but it's missing on the inside.
this i have never seen please explain where it is i use both fitzquake and fuhquake to look at this map and nowhere i've seen anything like this
the chandelier started to look a litle like this when i made it a func_wall don't know why put the polycount dropped very much when doing it
-don't box the map with the sky brushes! use sky only for the top brush and fix possible leaks manually
please tell me abit more about this your the master and im the n00b even if i've mapped a litle ;)
 Elvis
#2965 posted by aguirRe [213.101.69.73] on 2006/04/04 06:01:59
If those doors don't open, I couldn't find a way in and the button Neg!ke mentions, I didn't see either and I searched for quite a while before giving up and noclipped through the lower gates.
As for the origin keys, I don't know which editor you're using, but that might be the cause of the invalid origin keys on brush entities.
In any case, I'd suggest going through the map and delete the multiple origin keys for each brush entity (e.g. func_door). If an entity has a brush, it should not have an origin key.
 ?
#2966 posted by necros [142.150.4.58] on 2006/04/04 06:37:18
If an entity has a brush, it should not have an origin key.
orly? hm.. i never knew that; if there's not origin key, how does the game know where to put it?
 AguirRe
#2967 posted by Elvis [85.134.11.207] on 2006/04/04 06:55:00
i have not put any origin keys and i use tread3d
what do they do anyway these origin keys, i've seen them but they are 0 0 0 and thats normal for my editor
i haven't seen anything saying that they do anything on my map nothing at all
 Oh God
#2968 posted by czg [213.115.252.84] on 2006/04/04 06:58:00
a real live person using thred3d in the year 2006 oh my
 Elvis
#2969 posted by negke [82.82.179.205] on 2006/04/04 07:50:23
i mean the red, round window above the final door (the same applies to the window above the castle entrance).
you put sky brushes on all sides of the map, right? although it doesn't really matter for this map, apart from lightmaps, you should do it the clean way. a sky brushe at the top (where the sky it, naturally); the outsides of the rest are the backsides of the mountain brushes and the floor then, so they are removed by vis.
necros: there are still the coordinates of the brush volume ;)
 Thred, Or Tread?
#2970 posted by than [220.97.92.40] on 2006/04/04 08:53:35
tread is quite different, afaik. It's more of a worldcraft rip-off.
http://tread.planetquake.gamespy.c...
probably shit though.
 Neg!ke
#2971 posted by Elvis [85.134.11.207] on 2006/04/04 10:26:00
ah now i know what you mean, it's not a window more like an emblem showing like there is royalty here or stuff like that ;)
and yeah the skybrush is everywhere around the whole thing seling the map
oh and that litle light you thought i should add to the button, well that's gonna be a problem as in dm mode the button is hidden but the light goes thew the wall and the wall bit being a func_wall is not blocking it :(
 Oops
#2972 posted by Elvis [85.134.11.207] on 2006/04/04 10:29:37
forgot to meantion that i've moved the door blocking the ogre/ra room to the stairs in stead so you have access to that room but not to the upper one from there, this should make AguirRe abit more happy ;) but i won't upload the this newer version yet as they are to similair :)
 Using QuArK
#2973 posted by aguirRe [213.101.74.226] on 2006/04/04 11:05:24
I finally found the small button that opened the upper gate. Yes, that one could really use a light. If the light is switched on by the death of one of the monsters, it should look fine in DM too.
But even with the now open upper gate, you'll never have a reason to enter the lower room with the ogres, which is a bit illogical progress-wise. So changing that like you mention sounds like a good idea.
 Neg!ke
#2974 posted by Elvis [85.134.11.207] on 2006/04/05 02:00:12
i can't get the negative light to work right at all if i put it in the exit it won't do anything
so if you have any advice on that please tell me on the mather of that lava texture in the exit, i have never seen a exit with a lava texture or so only darkness mostly
 Elvis
#2975 posted by negke [82.83.60.104] on 2006/04/05 02:23:44
it's simply a light entity with a negative value, e.g. "light" "-300". you have to make the corridor longer and place the light next to (not within, of course) the back wall to make it look alright. light tools like aguirRe's support negative lights.
 Neg!ke
#2976 posted by Elvis [85.134.11.207] on 2006/04/05 03:17:27
that much i figured but i doubt i can make that corridor any long, just behind that black wall is the void or rather the sky
are there any other allternatives?
maybe i just should make like in some id maps a teleport like ending
oh i tested the map with another mapper in dm mode and he likes it alot so i suppose it isen't all to bad in there eather :)
 Elvis
#2977 posted by JPL [213.30.139.243] on 2006/04/05 03:20:10
... and verify also your light tool command line. It can happened that minlight value doesn't allow you to have less that it is defined, so you will have to add -nominlight option to your light command... To check...
BTW, lava/water/slime and all texture name starting with '*' will be turned into fullbright in most of Quake engines... Then a negative light will not allow you to make it completely dark... To check as well...
 Argh
#2978 posted by Elvis [85.134.11.207] on 2006/04/05 08:02:24
i'm starting to hit limits it seem stuff start to blink like func_wall entetys ammo and monster :(
 Madfox...
#2979 posted by distrans [131.172.4.45] on 2006/04/05 22:10:32
...long arsed demo with commentary should be in your box.
 Thanks..
#2980 posted by MadFox [84.26.78.10] on 2006/04/06 15:39:13
..for taking the time!
 Madfox....
#2981 posted by the silent [82.48.117.10] on 2006/04/07 00:47:50
...sorry for the delay in feedbacking you!!! Real life(tm) has taken its toll! Hopefully on Saturday I'll have a little time to write my thoughts on your map.
 Take Your Time
#2982 posted by MadFox [84.26.78.10] on 2006/04/07 20:59:01
#2983 posted by necros [70.31.50.57] on 2006/04/08 22:32:56
 Necros,
#2984 posted by HeadThump [65.140.58.82] on 2006/04/09 01:28:28
If it is hell themed what I had in mind, q2/q4ish wouldn't likely help. I did test the idea after giving the sugestion, built some normal maps (used low sampling as not to go overboard) using Sock's tech, applied them to a room, smacked it up in Dark Places, and this is how it looks:
http://img145.imageshack.us/img145...
 Quake 10 Year
#2985 posted by inertia [24.164.73.173] on 2006/04/09 01:31:36
http://quake10year.com/
anyone seen this? thoughts?
 Wow
#2986 posted by starbuck [82.40.164.223] on 2006/04/09 03:28:03
looks like that engine is using Steep Parallax Mapping. That's pretty impressive.
http://graphics.cs.brown.edu/games...
Apparently the engine is by LordHavoc! The content leaves a bit to be desired, but then the guy says that it's work in progress, and he's using other people's art as placeholders right now.
From the MySpace site:
Quake 10 Year is a celebration of Quake. 10 Years ago iD software released a revolutionary game called Quake. This game changed the face of the fps game market. Not only for the actual game Quake, but for the engine that came with it. Music by Trent Reznor of Nine Inch Nails and a cast of talented people, Quake is a hard classic.
www.quake10year.com
The screenshots below show WIP (Work In Progress). Nothing you are seeing is final. You will see in some screenshots some textures that have not been remade. The only model that has been remade is the Grenade Launcher. More to come soon.
The Shambler you are seeing in the screenshots is made by Randy. The Fiend model you are seeing in the screenshots is made by MauveBib. Neither one of these models are Quake 10 Year Assets. However, I still like them and they are fun to play with. The engine I am using is a modified version of the Quake engine called Quake 10 year (made by LordHavoc).
 I Like The Steep Parallax Stuff.
#2987 posted by Text_Fish [82.32.2.233] on 2006/04/09 04:10:05
But everything else is just too shiny and colourful. Gaudy is the word.
 Final Be Here :)
#2988 posted by Elvis [85.134.11.207] on 2006/04/09 15:05:12
ok i've finnaly released my map just hope all is ok so don't be suprised if it feels abit hard as it's my first sp map tho it can be used as dm
have fun with it anyway
oh i moved the pics to another server for the once that need to have a look without downloading
http://www.multi.fi/~elvis/quakema... <- map
http://www.geocities.com/elvstrom/...
http://www.geocities.com/elvstrom/...
http://www.geocities.com/elvstrom/...
all taken from sp
 Quake On MYSPACE Of All Places?
#2989 posted by . [69.217.62.57] on 2006/04/09 16:17:55
Rofls.
 You Should Submit A Newspost , Elvis
#2990 posted by HeadThump [65.140.58.102] on 2006/04/09 18:52:58
I like those shots. Very kenetic looking.
 HeadThump
#2991 posted by Elvis [85.134.11.207] on 2006/04/10 01:02:19
i don't really know how so maybe someone can do it for me?
 Elvis
#2992 posted by [59.167.114.126] on 2006/04/10 02:36:27
On the forum page, you will see down the bottom the "Last 10 News Threads" and down the bottom of the you will find the "Submit News" link, just click that, write your post, and submit, the mods will take care of the rest.
 Elvis
#2993 posted by nitin [138.217.1.73] on 2006/04/10 02:46:14
done for you, but what the above poster said.
#2994 posted by Elvis [85.134.11.207] on 2006/04/10 03:30:50
thanks nitin
 Poor Ogre
#2995 posted by MadFox [84.26.78.10] on 2006/04/13 19:51:31
 You Know
#2996 posted by necros [70.31.50.57] on 2006/04/14 00:27:19
that bug has always confused the hell out of me, because voreballs are supposed to remove themselves if their targets are dead.
 That Animation's Making Me Dizzy.
#2997 posted by Text_Fish [82.32.2.233] on 2006/04/14 03:46:07
:S
 Mighty Matmos
#2998 posted by Matmos! [71.35.231.224] on 2006/04/15 04:13:49
that animation made me feel. because I Matmos sometimes like to feel, but I am free from everything. Colors do not frighten me, nevertheless I feel sexual enough to use mine computor. Computors corrected is similar to clothes which do not belong to me so every day I never feel one. Because I have them, black lungs too. Cough I say, But beware! I speak as well as my mouth. Below me I tightly wrap the likes of crayons
 ^ I Think It's CZG.
#2999 posted by Zwiffle [69.210.47.108] on 2006/04/15 07:06:26
 Yeah
#3000 posted by starbuck [82.40.164.223] on 2006/04/15 07:59:46
I'm definitely getting a hint of teabagger from that post.
 .
#3001 posted by MadFox [84.26.78.10] on 2006/04/15 19:15:47
it's not a bug, in fact it is a mod with a partical beam, which in this case was affected by the voreball and me too far out of sight to catch.
 Really?
#3002 posted by necros [70.31.50.57] on 2006/04/15 22:49:15
hm... i must have hallucinated the bug then... o.0
lol... i was pretty certain i had seen that before. oh well, heh :P
 Indeed A Rare Subroutine...
#3003 posted by MadFox [84.26.78.10] on 2006/04/16 11:29:19
It is from the ExtraQuakeC modr4.
http://developer.chaoticbox.com/qu...
It has a func_emitter, func_switches and func_water. Also a well designed particle system.
Good ideas for a changing water-type
level.
 Just A Little Something I've Been Working On...
#3004 posted by necros [70.31.50.57] on 2006/04/25 23:36:48
http://www.planetquake.com/necros/...
http://www.planetquake.com/necros/...
lighting in this second shot is temporary. just to show off the brushwork
heh, they make the monsters bigger, so i make the rooms bigger... o.o
http://www.planetquake.com/necros/...
btw, don't be fooled by those fps numbers... my machine is pretty good. i expect performance would be crap atm, but i've yet to do any portals or optimizations beyond caulking behind patches... i suspect this will be a bitch to optimize. :P
 Necros
#3005 posted by JPL [213.30.139.243] on 2006/04/25 23:56:58
Nice screenies indeed ! I love this gothic-like castle architecture... I love particularly the curved ramp stairs: very weel done !
However, you should consider to add more "colored" textures: these gray stones everywhere could have been replaced by something better at some point... and it gives a flatness impression at some point...
For example, the background wall behing the arches could have been replace by something more "bloody"....
Anyway, it's only my taste, and it sounds that it will be a cool map ;P
Keep it up... and go map :D
 Looking Nice...
#3006 posted by Bal [84.14.13.212] on 2006/04/26 01:00:54
But some of the textures look a bit flat for D3, like the outside of the curved stair case.
The styles look kind of weird in areas, like what the hell is going on at the top of the outside pic?
Good work though, nice to see something other than tech.
#3007 posted by necros [70.31.50.57] on 2006/04/26 16:14:48
jpl: do you have any suggestions on different colours? i kind of like the tan look atm, but maybe i could redo those trim textures or something?
or did you mean i should just put more blood everywhere?
bal: what do you mean by what the hell is going on at the top of the outside pic??
do you mean because it just ends abruptly? i haven't finished the top part yet. hehehe
 Necros
#3008 posted by JPL [213.30.139.243] on 2006/04/27 00:54:52
As the walls are pretty grey, adding either bloody splashes, or smooth red bricks, or whatever you wnat but grey stones, would, IMHO, give a better look to the castle, and for sure will improve the stuff.
I think there are some good stones textures from Hell level... myabe you nshould consider to use it, or maybe you should add some colored lightning effects...
It's up to you..
#3009 posted by necros [70.31.50.57] on 2006/04/27 10:06:30
heh, the brick texture there *is* the brick texture from the hell pack, i just replaced the diffuse map. XD
i'll definatly look into adding blood splats. i tried a bit to make some red bricks, similar to the ones found in doom/doom2 and that i converted for use in ne_marb, but i can't seem to get it to look good... looks mostly like a brick sprayed red, and not something truly evil. :P i'll have to experiment more...
thanks for the input :)
 Necros:
#3010 posted by czg [83.253.25.47] on 2006/04/27 12:56:38
In doom 3 it is easier to just drag some of the readymade blood splotches across the face on a patch than it is to put the blood into the actual texture.
 I Know
#3011 posted by necros [70.31.50.57] on 2006/04/27 13:49:18
that's what i was talking about. :)
 Should Clarify
#3012 posted by necros [70.31.50.57] on 2006/04/27 14:02:01
blood splats with decals, but i want to make like a deep red brick too. ehh, maybe i'll just use some coloured lights instead.
 Necros
#3013 posted by DaZ [80.42.207.83] on 2006/05/01 10:12:27
Looks cool, but I reckon casting some blue light down from the open ceiling (as the sky is semi-blue) could add some needed colour and spice it up a bit.
 Oh And The 2nd Shot In Your Post...
#3014 posted by DaZ [80.42.207.83] on 2006/05/01 10:13:44
has someone been walking around the imperial city too much in Oblivion? =)
 4 BETA Deathmatch Maps
#3015 posted by negke [82.83.18.5] on 2006/05/01 12:45:19
efdat's rgb series, along with one bonus map.
designed for fast 1on1 matches; 3 player ffa works, as well. as the name implies, each map follows a certain color theme.
green plays pretty well already, the others may still have some things worth improving.
screenshots:
http://negative.net.tc/images/3ere...
http://negative.net.tc/images/3egr...
http://negative.net.tc/images/3ebl...
http://negative.net.tc/images/3egr...
download:
http://negative.net.tc/files/3Ebet...
any comment appreciated.
 My Free 3 Day Test Server
#3016 posted by Spirit [213.39.225.138] on 2006/05/01 13:56:36
runs the red map at the moment
85.25.40.16:27500
you should be able to connect with both nq and qw clients, fteqw serves ;)
 3e RGB+grey Maps
#3017 posted by bambuz [213.169.5.208] on 2006/05/04 08:34:39
Nice stuff. I ran around in fuh. The grey one especially seems fun. And the green one too. The one-way door at mega was interesting as are all the holes in the maps. :) The ramps provide for some cool movements in the grey map. I like the pillar with rails area too.
Have to check fps and polycounts later.
That guy should try his hand at a 4on4 map.
I wish some slight memorability in some of the maps. Like some different floor texture on some level or something. I understand he wanted a strong theme to each but now some of them are a bit too single-tex throughout. Dunno, maybe they would start feeling better and better you if you played more.
Oh and the wind pipes were fun too, dunno how they work in game. :)
 Hot Off The Mill
#3018 posted by HeadThump [65.141.73.153] on 2006/05/06 20:21:36
I'm working on a small total conversion (working title: Symbiote)I hope to have finished by the time the Quake Expo rolls around. Here is a pic of a monster model and skin in development (still alot of bending and seams to fix, but it is a rough sketch).
http://img200.imageshack.us/img200...
Tools used, MDL, Gimp and Blender.
#3019 posted by Drew [202.76.133.174] on 2006/05/07 18:33:35
A small total conversion? Never heard of that before.
 : )
#3020 posted by HeadThump [65.140.59.43] on 2006/05/07 20:32:32
That's a good way to put it!
I look at it this way. A good base map has only a handful of different monster and weapon types, yet still provides some decent entertainment. This will be on the order in size of a Mexx10; in that sense, it's a modest sized TC.
 Raw, Uncut
#3021 posted by HeadThump [65.141.73.21] on 2006/05/08 16:12:37
screen shots of some weapons I'm working on
A dartgun
http://img440.imageshack.us/img440...
The material texture for this weapon will be plastic, hence the smoothing groups used on the barrel and other surfaces.
the view model version
http://img440.imageshack.us/img440...
a flachette
http://img522.imageshack.us/img522...
and the view weapon version
http://img522.imageshack.us/img522...
In the last shot, the left hand is about half the size it needs to be on the gun's undercarriage. My bad.
 Looks Good
#3022 posted by starbuck [81.157.238.224] on 2006/05/08 16:28:11
i like the second gun especially
 Thanks Starbuck
#3023 posted by HeadThump [65.141.73.21] on 2006/05/08 16:41:45
That last problem I mentioned was bugging me so I corrected it.
http://img435.imageshack.us/img435...
 Okay
#3024 posted by Drew [202.76.133.174] on 2006/05/09 02:36:19
So Headthump, Than...
Who else is working on anything significant right now?
 Pleasepleasepleaseplease...
#3025 posted by Drew [202.76.133.174] on 2006/05/09 02:46:03
Kinn?
 Drew
#3026 posted by JPL [213.30.139.243] on 2006/05/09 02:55:46
What do you mena by significant ??
 Off The Top Of My Head
#3027 posted by than [221.244.26.90] on 2006/05/09 03:55:19
Not sure these folk will have stuff by qexpo but:
czg, tyrann, metlslime, bal, the folk doing the travail pack (scragbait?), tronyn... I'm sure there must be a few more folk with stuff cooking.
Note that some or all of those listed above might have given up, started again, or fallen in love with a sailor named tom and moved to a small tropical island to start a new life.
 Than
#3028 posted by JPL [213.30.139.243] on 2006/05/09 05:19:32
I started a map for Quake anniversary, but unfortunately Doom3 textures conversion to Quake is eating all my time: i.e it is more complex that I foreseen it at the beginning...
So I guess I will not be able to deliver something "big" this time, and maybe I will not be able to deliver something at all...
Shame on me...
I will try to do my best to map.. but I can't promise to be ready in time...
 Thump...
#3029 posted by generic [156.75.192.108] on 2006/05/09 14:02:41
I don't know if it is a coincidence but the skin on your ghoul-thing reminds me of those fetuses you see on pro-lifer billboards -- yeech!
 Its A Coincidence
#3030 posted by HeadThump [65.140.58.47] on 2006/05/09 14:09:57
but those would make for some great skins.
 Rofl
#3031 posted by inertia [24.164.73.173] on 2006/05/09 21:08:22
no comment
 Q10
#3032 posted by bear [80.217.112.209] on 2006/05/11 13:16:10
I think I'll wait for the 100-year celebrations.
 Some New Weapon Models
#3033 posted by HeadThump [65.141.127.2] on 2006/05/13 21:51:54
http://img92.imageshack.us/img92/2...
http://img92.imageshack.us/img92/2...
http://img122.imageshack.us/img122...
http://img104.imageshack.us/img104...
http://img138.imageshack.us/img138...
photo names pretty self expanatory.
The basic premise of Symbiote is your character is a mercenary working for an undead kingpin (loud echoes of Zerstörer here), and you are on the hunt for one of his rivals holed up in an abandoned and half sunken city of Venice.
 Impressive
#3034 posted by starbuck [81.157.238.224] on 2006/05/14 03:36:47
looks like you've really picked up modelling fast, some of these look really good. The railgun looks crazy, that's probably my favourite. They look pretty economical with the polygons too, but not overly blocky (it isn't 1996 after all). I'm looking forward to seeing these ingame with skins!
 Nice...
#3035 posted by Bal [83.204.166.114] on 2006/05/14 09:01:38
Kinda hard to judge these without any textures on them though. =)
 Could You Post Some Wires?
#3036 posted by necros [70.31.50.57] on 2006/05/14 10:02:50
difficult to see with just flat shaded
 Thanks Guys,
#3037 posted by HeadThump [65.140.59.244] on 2006/05/14 10:20:24
I'll likely use Wings3d for the UV unwrapping; it gives you better control over grouping the poly layouts better than Blender does, IMHO. Modern unwrappers (like the LSMC unwrap that Blender uses) give very disturbing looking results. I don't know how pro modelers cope with UV layouts that look nothing like the basic model shapes.
Idealy, I would like a 3dpainter that has the same dodge and burn capabilaties of Photoshop and Gimp, and I would like it to be free :) Photoshop 6 was the last ap I bought with my own cash that wasn't bundled with the PC.
 HeadThump...
#3038 posted by Bal [83.199.113.110] on 2006/05/14 12:12:55
It's not free, but I use Deep Paint 3D (by Right Hemisphere) for painting uv textures. What I do most of the time is just paint a quick sketch on the 3D model to get general idea going, then I finish it up in photoshop. Nice software anyways, and the tools try to be as similar as possible to photoshop (no burn/dodge though), and it has pressure sensitivity if you're using a wacom or other tablet.
 Last Screenies For The Weekend
#3039 posted by HeadThump [65.140.52.188] on 2006/05/14 15:24:16
I've made some progress on the player model. Each pic represents a stage of development over a four hour period of work.
http://img174.imageshack.us/img174...
http://img504.imageshack.us/img504...
http://img281.imageshack.us/img281...
 Next Week-end
#3040 posted by HeadThump [65.140.52.188] on 2006/05/14 15:28:46
I'll work on skinning the critters.
For the player model, I was emulating Sam Fischer of Splinter Cell, but I think the head profile looks more like Kevin Spacey.
 Good Start
#3041 posted by starbuck [81.157.238.224] on 2006/05/14 16:53:02
looks like a lot of work. I think it has some proportion issues though. To me it looks like the forearms are too long, the upper arms slightly too long. The chest area looks nice presuming its in some sort of armour. The head looks pretty good, is the neck a bit long though? Also maybe the upper back needs beefing up a bit. There's also something off about the legs, but i'm not much of an expert in this sort of thing.
Maybe you should get one of the awesome artist folk from here to help you out, Bal or someone. I bet they could tell you exactly what to do to make it look more natural.
 Thump...
#3042 posted by generic [71.1.1.94] on 2006/05/14 19:08:51
Forget the face, it looks better in Post #3039, screenshot #1.
Also, is he making fists or are his thumbs really longer than his fingers?
Some proportion work wouldn't hurt (ever pick up "How to Draw Comics the Marvel Way?") :)
 Each Area Just Needs
#3043 posted by HeadThump [65.140.57.140] on 2006/05/14 19:42:35
to be worked up, like the back of the head; I haven't really touched it yet.
I haven't looked at The Marvel Way, but I do have book's on artistic anatomy, including Albinus's work. I've always thought that Marvel is the most consistent in terms of design of the comicbook houses.
My own work got too manneristic from my tat work, but consistant practice ought to take care of that. It was all of those dang Celtic Crosses :)
The hand looks horrible on the right side screen of the first pic, but the left side screen does show its proportion is okay.
The leg problem is the result of having a straight V for the inner thighs. I need to bevel that for the pubis, and then add extrusions on the calf to indicate the adductor group.
Thanks for the comments. I do appreciate them. If there is anything I miss, I do want to know about it.
Necros, I just saw your post. I'll add some wireframes later in the week.
 Yar
#3044 posted by Bal [84.14.13.212] on 2006/05/15 06:07:34
Nice start Headthump, I'm sure you already know what you're doing, but just in case, a couple things that might make your life easier when you get to animating: More edge loops around each hip, or you won't have enough density to fold that area properly (and give him a crotch =D). It's best to not have the thumb on the same edge loops as the fingers, if you check on a real hand, the thumb is really under the others. 3 or 5 edge loops are best around knees and elbows, depending on your target polycount, same as the hip, even if you don't have much detail to put there, you need the density for proper animation.
Oh and yeah, proportions are a bit strange, his legs look a bit short, have you drawn some sort of model sheet for this?
 Good Advice,
#3045 posted by HeadThump [65.140.52.127] on 2006/05/15 09:03:06
I know what you mean about the legs. In certain positions, it looks like he is wearing parachute pants!
The base pic for the model is a Splinter Cell screen shot, and I see how the top down view from it has had a distorting effect on how I see the torso/leg ratio here. In my defense, my favorite painter is El Greco :)
 My Favorite...
#3046 posted by MadFox [84.26.78.10] on 2006/05/15 12:35:24
 Update
#3047 posted by HeadThump [65.140.59.210] on 2006/05/15 20:55:40
I think he is almost ready to be skinned.
http://img118.imageshack.us/img118...
I want to keep him at a low enough polygon level that I can still convert him to a standard mdl format. He is still pretty low on the poly numbers - the vital stats:
File Name: Player
Version: 6
Number of Vertices: 693
Number of Skin Vertices: 1
Number of Faces: 1392
Number of Frames: 1
Average Size of Triangles: 0
 Hard To Tell Without Wires,
#3048 posted by necros [70.31.50.57] on 2006/05/15 21:54:04
but it looks like you'll need a few more polys around the armpits/shoulders for them to deform well. it looks like the shoulder is directly connected to the upper arm without any polys inbetween... it will deform badly that way. :S same with the waist area and legs. (and one edge for the knees?!) i'd cut down on polys on the face and use them in more important areas at the joints.
just my opinion anyway... (haha, i love this disclaimer! ;) )
 Er...
#3049 posted by necros [70.31.50.57] on 2006/05/15 21:55:06
well, i realise there's the one wireframe on the side there, but it's hard to tell from that.
 Mdl Conversion - The Limits Of The Format
#3050 posted by Preach [131.111.249.139] on 2006/05/16 02:52:55
If anything, the chances are that the model is too detailed in places for quake to handle it well. My suggestion would be to compile it as it stands into mdl format, and see how well the detail is handled. The reason I'd be concerned is the way quake stores the location of vertices.
Basically, the x y and z coordinates of each vertex are given by a single byte, so there's a 256x256x256 grid for the points to snap to. This grid is scaled to the maximum extents of your model in all it's frames. This is why you get model wobble in quake, the rounding errors caused by this practice, and I worry that the detailed face and hands will suffer in quake format like this. So do a conversion and see how it looks. The advice people are giving about having enough triangles at the joints of the models is also important.
While we're on the subject, a few other thoughts about the accuracy of quake model format. The first is that the accuracy is a global thing, it depends on the extent of your model in all of it's frames. So if you want your model to look it's best, keep everything as central as possible. If the model is moving in a run/death animation, make sure it's kept centered on the origin. If you need to have a skin frame(although hopefully most people don't do this any more), make it smaller than the original model. If there's any way you can avoid an abnormally frame in a model, then the rest of the frames will be that much sharper.
You can also, if you have the time and patience, make multi-segment models, for instance a seperate head and body. Since the head will have it's own, much smaller extent, you can cram that much more detail on. Then again, probably not viable for a monster in-game, since there's no tags or weapon_follow to attach things with. It would be a good way to do some machinima stuff though.
A final tip: If you make a dummy frame in your model with vertices at 256 256 256 and -256 -256 -256 in quake units, your model will snap to the grid used for mapping. This would be handy if you wanted to make map models that fit seamlessly with geometry.
 Urrgh
#3051 posted by Preach [131.111.249.139] on 2006/05/16 03:03:52
you can avoid an abnormally frame in a model,
you can avoid an abnormally large frame in a model,
 Mind Reader!
#3052 posted by HeadThump [65.140.57.68] on 2006/05/16 07:21:21
I was planning to ask for some tips in the Help section on the MDL format. Thanks, Preach.
You are right about the shoulder/upper arm connection and also the knees, Necros. There is still room to slip in polys for deformation purposes, so I'll work on that asap (and also those ugly-ass ears).
 I'm Not An Artist Or Modeler
#3053 posted by bambuz [213.169.24.91] on 2006/05/16 15:47:58
but the proportions seem a tad weird, the arms are almost as big as the legs? I can't pinpoint what could be made to correct it, sorry. :/
 Thanks For The Input
#3054 posted by HeadThump [65.140.56.194] on 2006/05/16 19:52:17
That was helpful. I kept seeing a problem there too, it is in the size of the arms. They should come down to mid thigh, but these were slightly longer than they should be, and slightly thicker as well.
Here is a corrected version.
http://img405.imageshack.us/img405...
If you take a look at the familiar sketch, Vetruvian Man http://en.wikipedia.org/wiki/Vitru...
which served as a rule of thumb for proportions for centuries and is still useful, I think you'll see my corrections are now matching up.
In a squared area devided into four equal parts, the nipple line comes to the first 1/4 ratio, the symphysis pubis (just above his weiner) is the mid point, and the midline in his knees hits the 3/4 mark. Also, the arms spread out to the ends of the squared area. This is where I made my correction; the fingertips could spread out far past the squared area before I evened them up.
Thanks again, Bambuz
 HT
#3055 posted by Bal [81.249.65.134] on 2006/05/16 23:45:34
Good progress, I'm still pretty convinced your proportions are off though, his legs look too short, but I think the problem is actually that his crotch is much to low, making his legs short, and his torso much too big.
Also, your chest topology is friggin weird, what's up with those long triangles on the side, it's gonna look pretty strange when you start animating if he bends over and stuff, most of the time, simpler topology is always better (this is for hipoly stuff, but isn't so far off, but pelvis-lower torso are ok...
http://born-robotic.net/stuff/girl... it's not done though, plenty of silly errors in other places).
 I Thought The Crotch
#3056 posted by Text_Fish [194.72.70.124] on 2006/05/17 02:41:08
was too low aswell. Then I realised he probably isn't naked, so hopefully that'll look better skinned?
 Looks Awesome Bal
#3057 posted by starbuck [81.157.238.224] on 2006/05/17 03:24:11
where'd you learn to model like that?
 Uh...
#3058 posted by Bal [84.14.13.212] on 2006/05/17 04:25:11
School (yeah, I guess that's cheating =).
Still much to learn though! (Unfortunatly, not much time to put most of the stuff I learn to personal use...)
 Bal
#3059 posted by JPL [213.30.139.243] on 2006/05/17 05:03:04
It's obvious that you will use a few percents of the stuff you learnt at school (and also what you will learn if you still ahve to go to school..) in the "real" life (I mean life after school...)
In anyway, I really would like to see the model with its skin: I guess it looks awesome :)
 Too Low Polycount On The Tits
#3060 posted by czg [213.115.252.84] on 2006/05/17 05:18:14
Unless those are underage tits...
¬_¬
 Czg
#3061 posted by Bal [84.14.13.212] on 2006/05/17 05:27:45
You so mean. The polycount quadruples when I put my meshsmooth though!
JPL, I know this stuff will come in handy, just meant I wish I had more time to use now on personal projects.
 Bal
#3062 posted by JPL [213.30.139.243] on 2006/05/17 05:35:43
BTW, are you still at school, and if yes, which school ?
 JPL
#3063 posted by Bal [84.14.13.212] on 2006/05/17 05:46:50
Well yeah I'm still in school, it's some 3D Animation/Film school in Paris, part time (en contrat d'alternance), have like 1 week of classes a month, rest of the time I'm at work.
 OK
#3064 posted by JPL [213.30.139.243] on 2006/05/17 05:56:09
It explains many things so ;)
Thanks for the infos ...
 Nice Boobies,
#3065 posted by HeadThump [65.140.58.121] on 2006/05/17 06:32:46
Good organic model too.
The chest area protrusions, and shoulders and back as well, on my player model are armored seams.
On the sides, those long polies are just a holding place until I get to working it over with some extensions,
 Preach
#3066 posted by R.P.G. [24.136.180.235] on 2006/05/17 06:34:34
Is there any chance you could combine all your MDL posts into a few tutorials and post them at QExpo? I'd love to have all the information you've posted all in one spot and organized by topic. :)
 I Have To Add
#3067 posted by HeadThump [65.140.58.121] on 2006/05/17 06:34:58
Damn fine, effecient, modeling on the alien chick. Not a wasted poly on the whole body.
 I Had A Feeling
#3068 posted by Zwiffle [69.210.87.169] on 2006/05/17 08:28:28
Did someone say underage boobies???
 RPG
#3069 posted by Preach [131.111.249.139] on 2006/05/17 11:52:22
Sure, I'll put 'em all together, and edit them nicely. Maybe even put together a proper full tutorial with pictures and stuff. It'll give purpose to the booth at least.
 Headthump
#3070 posted by Lunaran [67.129.250.254] on 2006/05/17 14:11:52
Raise crotch, lengthen legs, shorten torso.
Lose at least half the polies in the feet.
His profile is off, with the forehead being very far back and the mouth sticking very far forward.
Lose the thin lip edge on the shoulder pads - if you're going to have shoulder pads that thin you can just communicate that edge in the texture. Otherwise, make it big and thick. Same goes for the bottom of the torso armor.
The neck should come more out of the front of the chest than poking out of the top like a chimney.
He needs an edge turning pass to fix the contours, especially the edges shared between the two big pairs of tris where the nipples would be, and the two at the top of the large pair of tris at the bottom of the armor.
All the detail in the head is going to turn into a huge mess in-game. Quake's probably not the engine to model nostrils and ears onto your characters - there were more reasons besides performance that the quake characters all have cubes for heads, like the integerization Preach described.
 Thanks Lun,
#3071 posted by HeadThump [65.140.59.29] on 2006/05/17 14:54:49
that's a quite a check list, and it should keep me busy. I'm wondering if in the neck as shown in #3047 the contours are the reverse of what they should be. I built the neck by extending from the clavicle area, but if it looks chimney pipe like in the shots, I likely goofed it.
I'll decimate the models down to lower polies if in game test show them to be unworkable. At about 1200 faces each, the ghoul and v-weapon flachette came out okay (no substantial animation on the ghoul, the flachette though worked well as a complete replacement for the double barrel SG).
 Reference
#3072 posted by Lunaran [67.129.250.254] on 2006/05/19 13:28:17
Always go by existing models in a game when modelling for it. Quake guys have blocks for hands and feet too. I mean, look at shamblers - they walk around on tree stumps.
When someone is standing up perfectly straight their spine will still have an S curve to it. Your neck will tilt forward a good twenty degrees at the shoulder line and curve up into the back of the skull. From a side perspective, the nape of the neck is roughly centered on the peaks of the shoulders.
 Thanks For The Clarification
#3073 posted by HeadThump [65.140.52.110] on 2006/05/19 17:39:09
I see that now. The nape, instead of being an indented curve as it should be is just a straight slanted slope on my model. It also makes the shoulders look hunched, rounded and weak. No player would want to be that guy no matter how unsavory I make his character!
I remember my sixth grade art instructor yelling at me about making smoke pipe necks, and I thought she had scared them out of me. Glad she isn't around to see that neck.
 Attack Of The Bluemen
#3074 posted by HeadThump [65.140.57.148] on 2006/05/20 17:04:56
To test out concerns that the relatively highpoly player model may be problematic in the Quake engine, I did a rudimentory walk cycle, flailed the arms around a bit, and had him revolve in a circle for the standing frames. I then replaced the soldier model to get him in game. Here is a screenie -
http://img234.imageshack.us/img234...
Tested with DarkPlaces, there were no problems; AquiRe's revision of the NehQuake engine is the target engine for the mod and the model should work fine there as well.
I've also taken a number of suggestions -- I've pulled the face back into the head and reworked the neck and armor and made the shoulder/arm connection deformable. I still need to add edge loops and structure to the knees.
This is a picture of the wasp
http://img110.imageshack.us/img110...
-- an insectoid with a mounted nail gun and lizard head. Though, the lizard skull makes him look more like a dragon, at least without a skin on him. I've fully animated him and have him working nicely in game. I just need to skin him, and change a few things in the QuakeC.
 The Wasp Looks Interesting
#3075 posted by Text_Fish [194.72.70.124] on 2006/05/20 17:12:09
but I hope it's not too small and buzzy, otherwise it might suffer from Daikatana syndrome!
 Good One
#3076 posted by HeadThump [65.140.57.148] on 2006/05/20 18:08:49
We should be thankful to Romano for discovering so very many things not to do in a video game title. A true pioneer. I'll never forget the first time I got my ass kicked by a mosquito in DKT, yelling out, 'THAT just did NOT happen!'
Wasp is a little smaller than the drone in Operation Urth Magic. I want him to spawn from niches and crannies. I thought that was a really effective attack when implemented in Doom3 with the ticks.
After I finish the sound (working on it tonight), gibs, and skin, I'll upload him to the Inside3d repository for anyone to use in their mods.
 Romero , Not Brad Garret;s Brother!
#3077 posted by HeadThump [65.140.57.148] on 2006/05/20 23:16:29
 Hmm...
#3078 posted by metlslime [71.202.21.157] on 2006/05/21 01:20:28
Why are his legs so short? It looks like they've been amputated at the knees.
 Little Secret . . .
#3079 posted by HeadThump [65.140.57.148] on 2006/05/21 01:28:51
model needs to be adjusted up about 16 units to fall square with the floor. Blender to Quake ratios and orientation is a bit skewered.
 Oh..
#3080 posted by metlslime [71.202.21.157] on 2006/05/21 02:30:16
Actually there might be less to it than that. The quakec for the grunt assumes a certain origin point within the bounding box. I think it's 24 units above the floor. So if you export a model where the feet are more than 24 units below the origin, they will be in the floor.
 Thanks,
#3081 posted by HeadThump [65.140.59.54] on 2006/05/21 09:51:08
Adjusting the QC bounds instead of manually lifting each frame of the model does sound like a less tasking solution.
 Qme3
#3082 posted by necros [70.31.50.57] on 2006/05/21 12:04:33
can do translations, rotations and resizing over all frames in a model
 Headthump:
#3083 posted by metlslime [71.202.21.157] on 2006/05/21 12:20:20
actually that's not a good idea becuase quake can only do collision for three predefined entity sizes.
 It Also Occurred To Me
#3084 posted by HeadThump [65.140.59.54] on 2006/05/21 13:17:40
that the model would no longer be useful as a replacement model if I relied on QC changes (I'll change that head though, only the player model gets the cool goatee). I'll just suck it up and move them around manually in Quark. QmE cries like a little girl when I try to import these models, but with Quark I simply take an md3 version of the model built with Nepherno's tool and convert to .mdl.
My basic design concept, and AquiRe has been helping to hash out things, is to do frame by frame replacement models, and then tag in frames and materials that are specific to the mod. I wont try to replace the entire monster content, but only those that are useful to the mod, and frankly some of the add ons have more interesting creatures. So you are more likely to see a new wraith or scourge
in Symbiote, but no tarbabies (unless I think of a way to nasty them up a notch).
 What?
#3085 posted by Bal [83.199.48.161] on 2006/05/21 14:06:35
Tarbabies are already the nastiest monsters in quake!
 Yeap,
#3086 posted by HeadThump [65.140.53.63] on 2006/05/21 14:33:04
so many players hate the tarbabies that I would only want to replace them if I can think of something that they would hate even worse.
 Qme Is The Way
#3087 posted by Preach [131.111.249.139] on 2006/05/21 16:01:50
Are you sure you can't load those models in QMe after you've used quark to convert them? It's pretty much what I do for quake models, and I've not found ones that'll load into quake but not qme...with one possible exception. If your models appear to load into qme, but aren't visible in the model screen, and cause 'fatal exceptions' when you try tilting the view, it can be a problem with skin vertices out of bounds. It can even happen if you model has a correct skin, but with some vertices right at the edge of the skin.
 I Managed To Skin
#3088 posted by HeadThump [68.18.128.48] on 2006/05/21 18:11:54
the flachette with Qme, but so far no luck with the other models. I like the vertex painting feature. The ghoul, player and wasp models I have had no success getting them into Qme. However, my attempts have been from MDL to Qme, and MDL does seem to shift the origin point on the models (which is why I use Quark now.) I'll see how they do with the Quark conversions.
 Well, Why Not
#3089 posted by s.p.d! [84.204.115.224] on 2006/05/25 16:46:56
 Scary Monsters & Supa Creeps
#3090 posted by HeadThump [65.140.59.63] on 2006/05/26 20:07:31
These are some monsters I have been working on this week end. They are more low polygon oriented than previous models. It's just easier to build skeleton animations around the low poly structures and then add in detail as needed. I'll likely have seperate packs for low and high polygon models.
This is the Spectre, a replacement for the Wraith from the Disolution of Eternity (DOE)episode.
http://img89.imageshack.us/img89/7...
This is a scourge model to take the place of its namesake from the God awesome Sourge of Armagon episode.
http://img138.imageshack.us/img138...
This is a replacement for the tarbaby. Yeah, I remember what I said last week ;)
http://img162.imageshack.us/img162...
This is a wild, undead boar who'll stand in for the fiend.
http://img99.imageshack.us/img99/4...
and a substitute for the Rouge pack (DOE) eel.
http://img99.imageshack.us/img99/9...
 Replacing The Fiend?
#3091 posted by Tron [203.26.206.130] on 2006/05/27 02:51:07
NOOOOOOOOOOOOOOOO!
 I Suppose I Could Keep
#3092 posted by HeadThump [65.140.57.110] on 2006/05/27 08:38:08
that spine ripper, but he is getting dreadlocks!
 Boars
#3093 posted by bambuz [213.169.6.21] on 2006/05/27 10:58:20
don't have much of a neck.
 LOL
#3094 posted by Blitz [63.97.37.210] on 2006/05/27 12:30:48
Nice boar cock.
 Somebody Noticed!
#3095 posted by HeadThump [65.141.73.190] on 2006/05/27 13:07:52
I thought it would be wrong not to include it.
This is the pic I based it on.
http://www.swla.co.uk/SWLAmembers/...
My boar's cock is smaller, but I figure it is pretty difficult to get a full on chubby when you are undead. Hmm, how do vampire's do it, not having a blood flow and everything?
Bambuz, you are spot on right. I eliminated the line between the front blade and the shoulder and lifted it up to create a proper dorsal to correct that problem.
 Abandoned Farm
#3096 posted by Kell [82.41.8.232] on 2006/05/28 13:53:05
 Pfft.
#3097 posted by Text_Fish [194.72.70.124] on 2006/05/28 16:20:30
That's just unrealistic Kell. Where are the barrels?
#3098 posted by spd [84.204.113.37] on 2006/05/28 16:58:40
HeadThump: why have crappy replacements?
 Hmmm . . .
#3099 posted by HeadThump [65.140.52.229] on 2006/05/28 18:06:12
HeadThump: why have crappy replacements?
1) The models primary function is not to be replacements but are to be the building blocks of an entirely new game with a Quake like sensibilaty. QuakeC coders over on Inside3d have been developing physics, mathematic, UI and AI libraries. I would like to use these as a modder, but frankly, a lot of players get pissed if you mess around with the game basics so it is best to start from scratch. That is one reason for the models.
I have pretty detailed plans for several episodes in a story arch concerning undead immortal rivals vying for world domination, and the human mercenaries who do their bidding. Locales include Venice, Marrakesh, Port au Prince and Baja California.
A few summers ago, I collected hundreds of photos and documents on these locations,for what was intended to be a Deus Ex mod. However, since then the idea has evolved into its present form. I prefer to develop this on a non proprietory engine like the Quake engine where anyone who is interested will be able to play it, instead of the game being limited to those who own copies of either Quake or Deus Ex.
2) To have any change of these ideas coming into fruition, I'm taking a holistic approach. I put together all the material as quickly as I can, and then I can fine tune the models, sounds, fx, code and etc. as I go along.
I'll be the first to admit, the quality varies. The boar looks like shit, and the eel looks like total shit, but the scourge I think is pretty good. The spectre needs tweaking, but I like my overall design for it.
Why would I show these in there present Alpha stage forms? I'm trying to encourage as much criticism as possible. It really helps to have
Bal or Lunaran, real seasoned pros pick these apart.
 Personally
#3100 posted by Text_Fish [194.72.70.124] on 2006/05/28 19:10:41
I think it will be extremely difficult to replicate the 'Quake like sensibility' in real-world locations.
 Kell
#3101 posted by necros [70.31.50.57] on 2006/05/28 19:33:06
lol
 Oh, And
#3102 posted by necros [70.31.50.57] on 2006/05/28 19:34:22
the third shot has too much bloom effect!
 Why
#3103 posted by megaman [84.63.6.25] on 2006/05/29 02:27:36
Does Peerguardian block leveldesign.org? scampie, what did you do? :)
kell's #0: lol, how long did they search for a spot with that even lighting.
 Kell
#3104 posted by Kinn [86.128.224.145] on 2006/05/29 03:34:01
lmao, that made my day :}
 Vormit Will Haunt Me For This
#3105 posted by MadFox [84.26.78.10] on 2006/05/30 18:27:43
I recompiled the Q2 textures of Richard Neff into a Q1 wad. And by doing so I wanted to know how they would look in Quake1.
So I took the first Q2map and converted it to Quake1. I didn't use the coloured light, but I intend to do so.
http://members.home.nl/gimli/gimli...
 Mad Fox
#3106 posted by bambuz [82.181.177.128] on 2006/05/31 04:13:05
IMG SRC="file:///C:\Quake\tmpQuAr...
 Refresh
#3107 posted by MadFox [84.26.78.10] on 2006/05/31 10:16:42
sorry, had to much hosting on my site.
 Why
#3108 posted by Jago [85.76.178.187] on 2006/05/31 12:52:33
am I refreshing an empty grey page?
 Because My Site Is Lame...
#3109 posted by MadFox [84.26.78.10] on 2006/05/31 13:54:37
 But Thanks For Telling Me
#3110 posted by MadFox [84.26.78.10] on 2006/05/31 13:57:21
 Which Icon Do I Use?
#3111 posted by starbuck [82.40.164.223] on 2006/05/31 14:11:41
that's pretty interesting to look at. any chance of you uploading the bsp so I can run about it?
 Quake12 Of Course...
#3112 posted by MadFox [84.26.78.10] on 2006/05/31 14:51:59
The level is in a test state to watch the Q2wad file. Therfore it is not made to make it a real challenge. I made it as an exit for the abandon pak I made. But it has been a rather tacky aprehension I set myself.
Exploding walls are not there, no coloured lights, the overflying planes have to be added as funk_trains etc.
But if you are curious, give me some hints!
http://members.home.nl/gimli/test1...
 Madfox
#3113 posted by Ankh [212.121.135.226] on 2006/06/01 00:38:47
Those pictures look really interesting. In quake the level looks much better than in quake2 :)
 MadFox
#3114 posted by JPL [213.30.139.243] on 2006/06/01 00:43:32
Wow, really interesting indeed ! Keep it up !
 Madfox
#3115 posted by starbuck [82.40.164.223] on 2006/06/01 00:58:45
that was indeed interesting to look about, thanks!
 Interesting ?
#3116 posted by gone [213.170.89.98] on 2006/06/01 05:35:47
wtf. stop stealing/butchering another game maps. make your own (even if you copy q2 maps layout or style)
ripping smth from another author and making it worse is lame
 Speeds
#3117 posted by MadFox [84.26.78.10] on 2006/06/01 11:25:24
As I mentioned before I was not planning to distribute this level.
I was comparing the wad file I converted from someones hard work to make Q2textures available for Quake1.
Why always that picking on someones authorizing capabilities?
 Erm
#3118 posted by starbuck [213.78.242.246] on 2006/06/01 11:54:29
sorry for finding it interesting, speeds. I was wrong. Forgive me.
 Happy Whitsun
#3119 posted by MadFox [84.26.78.10] on 2006/06/05 10:33:05
right, I renewed the Q12 level, with func_explode and func_train and wondered if coloured lights would make it look better.
I also have a beta, and because the response was rather low, I publish it as a beta.
hit me with your joystick!
http://members.home.nl/gimli/grena...
#3120 posted by Trinca [85.88.130.59] on 2006/06/06 05:23:49
Madfox crates textures are all fuckedup man! look crates top! in start the first ones...
 Fun Gameplay
#3121 posted by aguirRe [213.101.71.68] on 2006/06/06 06:13:54
There are plenty of visual problems, but gameplay is solid and it's a big map. As usual, there are progression issues, but nothing detrimental. Challenge was OK on Normal, but I'd like more health and especially armor in the later parts. There is enough overall, but some stuff should be moved to later areas.
Maybe also replacing the RL with the secret GL (I only found it afterwards), marking secrets and deleting the rogue fish at (2304 -1024 -1248). Otherwise a fun oldskool romp.
#3122 posted by Trinca [85.88.130.59] on 2006/06/06 10:10:54
i will need serius beta tester´s also got neg|ke and JPL at least more two will be great!!! but to give many feedback not just say "IT SUCK" this i already now :)
#3123 posted by Trinca [85.88.130.59] on 2006/06/06 11:06:16
o.k got 4
 Trinca
#3124 posted by Jago [85.76.178.187] on 2006/06/06 11:39:10
Mail me the map. EMail address is in my func profile.
 Thanx
#3125 posted by MadFox [84.26.78.10] on 2006/06/06 16:13:37
for your responds.
True in the middle part there is rather little ammu when one starts fighting the monsters in the castle. I just left them and played on.
I put in the grenadelauncher for killing the hellspawns, but I thought I marked the texture well out. And indeed, there's one monsterfish stuck, good you attend me.
Trinca, I think you can jump real high for blam
ing me fuckedup textures on cratetops.
But it was just a betatester so I just won't say fuckup.
#3126 posted by Trinca [85.88.130.59] on 2006/06/07 01:29:59
MadFox u are the english man for me fuckup and fuckedup is same shit :)
 MadFox
#3127 posted by Hrimfaxi [80.164.60.28] on 2006/06/07 01:41:57
Overall a big improvement from your last maps!
As said above, there was some progression issues - I had some trouble finding the exit since I didn't know where it was.
To help progression you should make some of the doors keydoors, so that players more easyly can remember where to go.
As Trinca said all cratetops needs fixing, and on one face on one of the watherfalls the water runs the wrong way.
I think you should give some of the doors a 'real' doortexture as well.
I played on hard and didn't have any ammo problems, I run short at times but not anymore than to expect on that skill. Allthough I somehow missed 5 monsters somewhere acording to the score.
A big nice 'oldskool' map that needs some small ajustments.
 Well
#3128 posted by MadFox [84.26.78.10] on 2006/06/07 19:12:58
I made this map with the intention to give it coloured lights. Distrance and The Silent had it betatested and gave me some good advice of texture alignments, but they found I had made the colors somehow severe.
Then I became tired of the thing and layed it aside, the setup was alright but I couldn't compare the military base setting with the medieval castle. They didn't really fit.
Also the gameflow became somewhat back and forward. But after some time I still liked the play, although the coloured lights still are puzzling me. I was looking for a neon beam effect but couldn't find the basics for them.
great you enjoyed the map!
I will continue working on it.
 MadFox
#3129 posted by HeadThump [65.140.52.105] on 2006/06/07 19:50:45
For a neon beam effect, make a texture from one of the 32 fullbright textures, then make a small room away from your map. Put the brush you want the neon light to be on inside the room, turn it into a func_train.
Light the hell out of the room, about 6 500 plus light values that hit each side of the brush object should work. Go to the spot you want the brush to appear, put an info_null there and set it to wait -1, target self, targetname self, connect the func_train to the
null and compile.
If everything goes right, you'll have a groovy looking neon thingy in your map that is self lit.
 I Mean Path_corner
#3130 posted by HeadThump [65.140.52.105] on 2006/06/07 19:56:14
not info_null -- and of course, those fullbright's are self lit textures in software Quake, but this trick will give them a hazy glow appearance, like a mug of Absinthe.
 Tried It Out
#3131 posted by MadFox [84.26.78.10] on 2006/06/08 19:04:23
and first my object was hidden in the skytext.
when I added a trigger_once to the func_train
it appeared inbox and it became a intens
object, but not the neon effect I expected.
http://members.home.nl/gimli/neon....
I used 4 lights of 6000, but the texture of the object is already fullbright.
I was thinking of a mod I once saw that showed neon bars as trashold for doors. But it has gone so far in my collection I can't find it.
But thanks for your hint!
 Yes, But Can God Actually Lift The Stone After He Made It?
#3132 posted by R.P.G. [24.136.180.235] on 2006/06/08 19:26:30
I thought one of Matt Sefton's maps, and possibly Beyond Belief, had some laser-barred doorways. Truth? Fiction? Figment of my imagination that will be come real as soon as enough people believe it and someone loads the maps to find out, but remains myth until then?
 Myth? No.
#3133 posted by than [221.244.26.90] on 2006/06/08 21:57:31
They were simply sections of corridor with shooters that just fired a shit-ton of lasers.If you went into them, you were pretty much guaranteed to die. In the speed run of beyond belief, the runners armour up and just run through the barriers though.
 Also...
#3134 posted by than [221.244.26.90] on 2006/06/08 21:58:39
It's easy enough to make a laser barrier with a func=illusionary (maybe you need to use func=wall if you want it to be killable) and a trigger_hurt.
 I Don't Remember If It Had Been Done Before This, But
#3135 posted by necros [70.31.50.57] on 2006/06/08 22:45:18
in czg05 (never finished), there were forcefields with thin brushes with water textures stretched by a large amount, making them looking like flickering/fading bars.
 Than
#3136 posted by R.P.G. [24.136.180.235] on 2006/06/09 11:25:46
I'm pretty sure it was in one of Matt Sefton's maps, then. Perhaps Jawbreaker or something.
#3137 posted by HeadThump [65.140.56.142] on 2006/06/13 21:22:02
I have been working on a Symbiote map tonight; it's bedtime. Here is a shot.
http://img110.imageshack.us/my.php...
 HT...
#3138 posted by distrans [131.172.4.44] on 2006/06/13 21:30:17
...I like a mapper who gets dark and light working for them. Nice!
 You Might Want To Consider More Texture Variety, Though
#3139 posted by R.P.G. [24.136.180.235] on 2006/06/14 08:58:09
.
 Yeap,
#3140 posted by HeadThump [65.141.73.142] on 2006/06/14 13:19:25
I wanted to get the lighting tweaked carefully before I textured it properly. I chose a white texture (church1 from Armagon) so the weaker brush work would stand out and I would have an idea what needs to be worked on, and man, in my exterior work not shown here, they stand out
Thanks distrans, I'm glad you like it. The resident master guru of lighting and compile matters sent me a suggested light setting for the map, and it just floored me how much an improvement it is over my original.
 Just To Avoid Confusion
#3141 posted by HeadThump [65.141.73.142] on 2006/06/14 13:22:36
my original, as shown above.
 Funky Q3 Map
#3142 posted by nitin [138.217.0.11] on 2006/06/19 05:52:58
scroll down page to lordsquart's map :
http://www.quake3world.com/forum/v...
1st pic looks funky.
Fjogg's map also looks good but this one caught my eye.
 Whoa
#3143 posted by negke [82.83.60.189] on 2006/06/19 07:04:59
it looks really impressive, indeed! i wonder how playable it'll be, though (r_speeds and all).
 Hey Trinca
#3144 posted by HeadThump [65.140.58.207] on 2006/07/02 01:26:34
Sorry I haven't been able to update today, my hotmail account has been iffy today. Anyway, I have been working on the skin to the Necro-Mech warship, boss monster. Here is the basic proto-type.
http://img149.imageshack.us/img149...
If you like it, I'll go with this and
rebuild the model to accomadate the leaner design
in this shin.
 Doom3 Blehery
#3145 posted by Kinn [86.128.237.238] on 2006/07/09 07:00:44
Well, I got talking in IRC yesterday about Doom3 and I remembered I had a bunch of shots from a single-player project I haven't touched in over a year.
http://kinn.leveldesign.org/doom3/...
http://kinn.leveldesign.org/doom3/...
http://kinn.leveldesign.org/doom3/...
http://kinn.leveldesign.org/doom3/...
http://kinn.leveldesign.org/doom3/...
http://kinn.leveldesign.org/doom3/...
There's a lot more interesting/larger areas than in those shots, but nothing at screenshot-standard yet. Good thing is, since I last shelved this project, I've developed l33t Max skills at my company, so I should be able to tart it up a lot with outdoor rocky stuff and gibbley hell groves >:}, not to mention machinery gubbins that I wouldn't wish upon anyone to be forced to make with patches...(id's designers are a bunch of masochists I swear)
Well, stranger things have happened than me deciding to dust down the old scrozzler and finish it off, so it may yet see the light of day :}
 Looks Cool
#3146 posted by than [221.244.26.90] on 2006/07/09 08:22:36
I especially love the first three shots.
Still don't have doom 3 (played it at work ages ago though) but this might convince me to pick up a cheap copy if it turns out to be as cool as your Quake output.
 It Looks Cool
#3147 posted by bambuz [213.169.4.37] on 2006/07/09 14:46:12
What's the thing with lighting?
 Bambuz
#3148 posted by Kinn [195.92.144.188] on 2006/07/10 04:56:55
What's the thing with lighting?
I'm not sure I understand. Which bit do you mean?
 It's
#3149 posted by bambuz [213.169.4.26] on 2006/07/10 14:07:54
very even? Is it only a draft?
 Heh
#3150 posted by gone [213.170.89.98] on 2006/07/10 23:57:07
guy is surprised to see d3 map that doesnt have pitchblack areas right next to bright lights.
could add more contrast anyway
 Lightage
#3151 posted by Kinn [195.92.144.188] on 2006/07/11 04:55:19
Bear in mind I altered the brightness of the screenshots for clarity, which I'm sure makes it look a bit more washed out than in the game.
As a personal preferance, I don't really enjoy Doom3's default style of fighting monsters in the pitch dark, so one of the goals was to make most places lit. But yeah, tweaking lighting will be something I do in the finishing stages :)
#3152 posted by Kinn [195.92.144.188] on 2006/07/11 05:03:04
(...with a praxinoscope, I should add).
^_~
 Several Species In A Cave Groovin' With A Pict
#3153 posted by MadFox [84.26.78.10] on 2006/07/11 09:56:31
 Pink Floyd Forever!
#3154 posted by HeadThump [65.140.56.216] on 2006/07/11 12:47:32
 Ummagumma 8-)
#3155 posted by Bazzu [195.249.230.57] on 2006/07/11 23:24:01
Sorry to hear Syd Barret died the other day!
#3156 posted by nakasuhito [71.32.198.210] on 2006/07/12 09:36:32
yes, brings pears to my eyes. :-(
(yes, pears!)
 World Domination
#3157 posted by Gib [81.178.112.249] on 2006/07/24 16:47:34
My blueprint to world domination, you might recognise the layout..
http://img147.imagevenue.com/img.p...
 Hip1m1?
#3158 posted by HeadThump [65.141.73.177] on 2006/07/24 16:53:05
 I'm Vaguely Inclined To Guess RPGDM1
#3159 posted by R.P.G. [24.28.249.10] on 2006/07/25 06:23:47
But that's just because you said "world domination." The layout itself doesn't look that familiar.
 Warfare
#3160 posted by Gib [81.179.148.70] on 2006/07/25 06:52:38
I was going for warfare by Gonzo, failing to realise my true paint skills, it turned out as it did. Maybe it'll turn out better in wc.
 Need Some Help Beta Testing...
#3161 posted by necros [70.31.50.57] on 2006/07/29 12:10:48
i was away before and during qexpo, so i never got the chance to release what i wanted to... anyway, i could do with some help beta testing a map. you need quoth to run it, btw
#3162 posted by Trinca [89.180.21.62] on 2006/07/29 12:55:04
meeeeeeeeeeeeeee
 :>
#3163 posted by Spirit [80.171.9.135] on 2006/07/29 13:33:56
I would "volunteer" since I have quite some free time at the moment.
 Cool, Thanks Guys
#3164 posted by necros [70.31.50.57] on 2006/07/29 16:08:30
^_^
 Necros
#3165 posted by JPL [82.234.167.238] on 2006/07/30 05:28:21
Sorry, I'm late, but if I can help: send me the stuff please ;)
 Good Old Gothiness
#3166 posted by kaziganthe [65.6.249.205] on 2006/08/01 19:09:35
Just a little something to get away from tech-based mapping:
http://kaz.quakedev.com/junk/gothc...
http://kaz.quakedev.com/junk/gothc...
Still very early :]
 Necros
#3167 posted by Sielwolf [84.130.217.24] on 2006/08/01 21:44:38
me too pls
 Ok,
#3168 posted by necros [70.31.50.57] on 2006/08/01 23:23:51
i'm recompiling with some changes atm... i'll let you and JPL know when it's done
 Kaz
#3169 posted by nitin [138.217.3.207] on 2006/08/02 01:57:01
looks a bit generic ?
what's the layout ?
 Q4 DungeonsKeep CTF
#3170 posted by MadFox [84.26.78.10] on 2006/08/07 12:40:18
I found someone, who has rebuild the Q3 DungeonsKeep to Quake4 from scratch.
Then he designed his own textures for Q4.
But it doesn't suit him he has to use replaced textures for distributing the level.
http://www.helpmij.nl/forum/showth...
 Court Of Conscience
#3171 posted by Text_Fish [82.45.22.61] on 2006/08/08 04:50:45
A little DM map I've been working on for the past week or so. I'll be testing the gameplay at a lan party later this week, then if all goes to plan I'll release it towards the end of the month. :D
I still have to work on the lighting (hence the funny filters used on the screenies) and some of the textures/architecture displease me.
http://www.eden-era.com/quakemap01...
http://www.eden-era.com/quakemap02...
http://www.eden-era.com/quakemap03...
 Looks Interesting But
#3172 posted by than [220.47.234.129] on 2006/08/08 07:57:42
you DEFINITELY still have to work on the lighting.
Turn minlight down a bit and get some contrast and shadows in there. I wouldn't stick minlight at more than 30 to be honest. If you set the light coming from the sky to be very bright, then you have some really strong contrasting light as you starting point, and then you can add in other shades from there. Also, spotlights really suit the e3 metal textures, so try sticking some uplighters and downlights where you think they might look good (probably not in that big light area though, maybe the more dingy areas if you have any).
It's SP, right? ;)
 Sorry
#3173 posted by than [220.47.234.129] on 2006/08/08 07:59:07
I was being retarded. I skipped straight to the screenshots after skimming over the second paragraph, so I didn't even notice it was a dm. Maybe bright non-contrasting lighting doesn't matter so much then.
/me slips away into the shadows.
 Actually
#3174 posted by Text_Fish [82.45.22.61] on 2006/08/08 08:52:03
any lighting advice is always helpful. It's my Achilles heel. :) Ta.
And I have been considering working on a SP version once I've done and released the DM, though that'd be a while off yet.
 Citadel
#3175 posted by Andrea Rosa [194.185.53.60] on 2006/08/10 06:24:25
Hi folks! Following the good feedback received for "Deus Ex Machina" I'm working on a new SPQ2 named "Citadel". It's roughly half-way done, you can check some screenies and read more about it here:
http://www.andrearosa.bravehost.co...
See you!
Andrea
 I Like The Look Of That
#3176 posted by nitin [138.217.3.207] on 2006/08/10 06:49:32
how many maps ?
 AR...
#3177 posted by distrans [131.172.4.45] on 2006/08/10 18:14:44
Based on those shots, your level design skills are coming on like a frieght train. I'm looking forward to some fresh Q2SP.
 Aye
#3178 posted by Vigil [88.112.241.76] on 2006/08/10 23:13:00
It's looking good in the shots. The old-school style brings back quite a few memories. Hope to play that pack soon.
 Citadel
#3179 posted by Andrea Rosa [151.41.136.244] on 2006/08/13 14:38:51
Thanks for checking my work, guys!
In reply to Nitin, Citadel will feature four maps. Level 1 and 2 are finished, on medium skill they deliver respectively 128 and 117 enemies.
The game uses the modified gamex86.dll made by Knightmare (along with Lazarus, Xatrix and Rogue entities), but doesn't necessarily need the famous Knightmare engine. You won't find new textures since the theme is a typical Q2 unit. This will also allow for a relatively small download (less than 20 Mb).
Citadel has been inspired by "The Powersphere Quest" by Cedar Kraus, which I consider the best SPQ2 ever made. As you can see in the preview, in some locations I've tried to replicate Cedar's stunning visuals following fond memories of his masterpiece.
 Coop Support?
#3180 posted by than [220.47.234.129] on 2006/08/13 18:44:00
Is it going to be as hard as PSQ? I hope it won't be quite as ridiculous, but the extra challenge of PSQ was certainly great for coop. Will you be supporting coop?
 I Should Have Mentioned Earlier
#3181 posted by HeadThump [65.140.58.31] on 2006/08/13 20:36:52
those shots do look awesome, Andrea. I'm looking forward to playing your episode. I replayed Powersphere Quest a month ago, and it does indeed hold up well.
 Nice =D
#3182 posted by biff_debris [68.114.159.180] on 2006/08/14 07:22:02
Those shots are really impressive -- I need to play catch-up and get Deus Ex Machina, tho...
 Citadel
#3183 posted by Andrea Rosa [151.41.148.190] on 2006/08/15 09:44:06
@than: no coop nor deathmatch for the moment (although those features may be implemented in the future, should people ask for them). Concerning difficulty, Citadel won't be a walk in the park, but it won't reach the PSQ level neither.
 Beta Testers Wanted
#3184 posted by Jed [64.35.203.169] on 2006/08/15 15:02:24
I'm looking for one or two beta testers for a small medieval SPQ map.
Screenshots:
http://www.angelfire.com/nh/rdp/ma...
email me at jedjed78@hotmail.com if you're interested. Thanks.
 Jed
#3185 posted by Blitz [63.97.37.210] on 2006/08/15 16:04:43
You'll always have a place in my heart because of your outstanding frontpage updates on. I will beta test your map :)
 Metro 2303
#3186 posted by DaZ [80.41.152.96] on 2006/08/17 15:03:49
http://www.3dgamers.com/news/more/...
Why is it that the Russians / Ukranians are the best at capturing the "post apocaylpse" look and feel? These shots remind me a lot of Stalkers environments and they look damn sexy.
The game is aparently "an action oriented survival horror action fps" =)
 Daz
#3187 posted by Vondur [85.140.40.253] on 2006/08/17 21:54:56
because alot of russians are utter fans of fallout 2
 DaZ
#3188 posted by R.P.G. [65.188.148.55] on 2006/08/18 12:04:15
Because Russia/Ukraine is post-apocalyptic. See: Chernobyl.
 Yeah...
#3189 posted by metlslime [198.145.103.166] on 2006/08/18 16:12:55
RPG beat me to it.
 Lol
#3190 posted by DaZ [80.41.180.16] on 2006/08/19 07:45:53
you have a point there... :)
 OOH.
#3191 posted by biff_debris [68.114.159.180] on 2006/08/19 10:37:26
That stuff looks tasty. But I have a rebuttal: Valve has doen a really nice job in that dept. with HL2.
 True Biff
#3192 posted by DaZ [80.41.146.177] on 2006/08/19 17:32:02
but stalker and this new game just have a lot more grit and grime, hmm perhaps its just the 3d engine they are using but half-life 2 looked a bit to shiney at times and it detracted from the run-down look of everything in places.
#3193 posted by gone [213.170.89.98] on 2006/08/29 08:22:00
HL2 Art Director was Viktor Antonov from ex-USSR ( http://www.mobygames.com/developer...
)
Metro 230 is being made by the same people who worked on Stalker.
 Make Quicktime VRs Free!
#3194 posted by . [69.217.62.118] on 2006/08/30 00:10:58
I did a little digging and came across a free Quicktime panoramic/VR tool that'll take an image and make it into a pannable .MOV to embed. Here's a tutorial and link:
http://www.panoguide.com/howto/dis...
Alt: http://www.panoramas.dk/quicktime/...
And here is my attempt - I did NOT know what I was doing, I just took like 5 screenshots of a map by turning right in intervals and stitched 'em together. But it works:
http://www.faqtion.org/phait/pan.h...
I also found more utilities that I have not yet tried. But I thought I'd have to spend money on official VR tools to do this, and I don't. I think this would be great for screenshots!
http://www.ptgui.com/
http://www.pano2qtvr.com/
http://www.panoshow.com/panocube.h...
http://panotools.sourceforge.net/
 Antonov Fucking Rules.
#3195 posted by biff_debris [68.114.159.180] on 2006/08/30 03:09:16
Everyone, go get the Raising the Bar HL2 book, and gawk at his concept art.
 ^^
#3196 posted by DaZ [80.41.129.0] on 2006/08/30 07:10:40
yes, it rocks!
 Phait
#3197 posted by Lunaran [67.129.250.254] on 2006/08/30 09:10:07
Friction tried this a while ago and got a few of us into it:
http://lunaran.com/images/screens/...
I have others, but they're not on my site, and I'm at work.
 Hey...
#3198 posted by metlslime [204.15.3.5] on 2006/08/30 15:11:19
does anyone still have the panoramas I made for concrete dreams or derelict? I seem to have lost them in a hard drive failure.
 Lunie
#3199 posted by . [69.217.62.118] on 2006/08/30 16:37:41
While that'd do as a source image, it's not the best representation for a map a- because of the curving. Unless viewers knew that panoramic images (depending how they were shot) naturally curve, they'd be thinking "my what a curvy map!".
Here be ye: http://www.faqtion.org/phait/lun3d...
 Viktor Antonov
#3200 posted by bear [213.115.252.84] on 2006/08/31 05:44:16
Some pics for us without the book: http://www.vulkanbros.com/
 The 2 Latest Screenshots...
#3201 posted by JPL [82.234.167.238] on 2006/08/31 12:47:53
... of my current project that uses Doom3 texture sets I presented during QExpo (it is the same map btw)
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
What do you think ? Would it be suitable for the Xmas Base Pack ?
 JPL
#3202 posted by DaZ [80.41.159.249] on 2006/08/31 14:21:36
wow you have come a long way since your 1st map!
The doom 3 textures actually look ok in Quake 1, you seem to have done a good job on the conversion.
I like the 1st screenshot, very dark and atmospheric, 2nd is ok but is too bright imo.
 Looks Good
#3203 posted by Drew [202.126.96.62] on 2006/08/31 21:11:32
I want it. I think that it would work fine in the base pack - but I have no swaying power over the internet. at least not with adults...
sm theme suggestion - jailbait.
 FYI
#3204 posted by JPL [213.30.139.243] on 2006/09/01 03:17:28
In first screenshots, there is flickering light in "cage" above the stairs... it is not so dark in fact...
Anyway, thanks for the comments ;P
 In My Opinion
#3205 posted by Spirit [80.171.20.108] on 2006/09/01 03:38:58
The ceiling texture on the second shot looks very bad. The rest is very nice!
 DaZ - Sarcasm?
#3206 posted by gone [213.170.89.98] on 2006/09/01 07:03:13
I cant see much at all on 1st pic
2nd is OK, dark still
d3 tex look all wrong
ceiling/floor in particular
 Phait
#3207 posted by Lunaran [24.241.228.159] on 2006/09/02 20:32:33
that QT pano is pretty shibby. :)
Although, the shot wasn't 360° - it only goes through about 210°, so it technically shouldn't wrap.
and, JPL -
why are all those textures lit from underneath? are they upside down?
uh ... you didn't make them that way, did you? The green channel of a normal map goes from black for up-facing to white for down-facing ...
 Lunaran...
#3208 posted by JPL [82.234.167.238] on 2006/09/03 05:37:35
No, they are not upside down... I just "missed" the darkness / light position. Thanks for the comments.
 JPL
#3209 posted by underworldfan [128.195.84.221] on 2006/09/06 00:53:22
i really like the doom3 textures. i hope more people use them in Q1 maps.
 Underworldfan / Lunaran
#3210 posted by JPL [213.30.139.243] on 2006/09/06 01:33:40
UWF: I'm currently working on a map that use Doom3 texture only... It is a kind of Doom3 "remake" (title, story, etc.... you'll discover later) and I still have a lot of work before finishing the map, so you'll also have to wait some months I guess, before reviewing the map ;P
Lunaran: Well, after your comment, I checked the Doom3 texture set I converted into Quake wad format, and I have to admit that many of the textures already have "pre-implemented" shadow zones... I'm aware it limits texture placement vs light position, but I think it is manageable with some creativity.. Globally it comes from the 3D-FX files from original Doom3 texture set I used to create the relief effect: I used some grey conversion and brightness/contrast modifications in order to give more relief to the final texture, using transparent overlapping... maybe too much...
 Umm
#3211 posted by bambuz [213.169.7.82] on 2006/09/06 08:49:44
~all q1 textures have preimplemented light directions, since there's no bumpmapping in q1.
You just have to make sure it's top-down.
 JPL
#3212 posted by HeadThump [65.140.58.254] on 2006/09/06 12:12:53
sounds intriguing,
.. It is a kind of Doom3 "remake" (title, story, etc.... you'll discover later)
Given the size of the Doom3 levels you may be able to fit an entire remake in one map!
 HT
#3213 posted by JPL [213.30.139.243] on 2006/09/06 22:58:08
I didn't say it will be a signal map... ;)
 Which Is Good, Cause It Wouldn't Have Made Sense...
#3214 posted by Drew [220.240.160.85] on 2006/09/07 20:26:15
 Quake "Portal"?
#3215 posted by . [69.217.62.118] on 2006/09/08 04:14:38
As I was about to go to sleep I got this idea and I had to get up and do attempt it :)
Unfortunately, it's rather dissapointing! Here's a 2.6MB video, right-click and save-as, else it might just appear as gibberish in your browser:
http://www.faqtion.org/crap/qporta...
I figured, to make a portal where you see into the other room ala Prey, but not exactly like it... just similar - you could screenshot the destination room, and make this a texture. Then, add that to a .WAD and name it something like *portal1 - this way, it'd appear wavy like the teleport texture, yet you'd clearly see it was your destination room.
Well unfortunately it seems you can't scale the teleport texture, I tried. The result is ugly tiling, and a less convincing view of your destination. So I just mirrored a vertically-reverse image of the screenshot (512x512 texture), and tried that - but that's silly, too.
Ah well. If you could scale tele textures, though - you could just "crop" or "zoom" to where you wouldn't see the tiling, yet still get a glimpse of where you're about to go to.
 Yeah
#3216 posted by tron [121.44.80.202] on 2006/09/08 04:19:47
I tried that in an old map and could never get it to work well
 Or
#3217 posted by Ankh [212.121.135.226] on 2006/09/08 04:49:44
you could also copy the whole architecture around teleport destination and place it behind the teleporter if there was enough room for it (and if r_speeds allow). This could look very realistic. There would still be a problem with monsters and items though.
 Well
#3218 posted by R.P.G. [65.188.147.21] on 2006/09/08 09:34:19
Could you make the warping less obvious if you took the screenshot using FishEyeQuake?
 Scaling Water Textures
#3219 posted by Preach [217.44.222.6] on 2006/09/08 11:09:35
You can scale water textures, but the main problem you'll encounter is that all water textures are resized to 64x64 before you factor in the scale factor of the texture. So a 256x256 texture is first scaled 4 times smaller before it is transformed. If you use a 64x64 texture and stretch that to fit the surface, then replace the texture with *portal without changing the scale factors.
You still can't translate a water texture like this, which is a bit of a pain. The final problem is that the warping gets much more excessive when you scale water textures, but it's worth having a look to see if it's worth doing.
NB: I tried this out using a func_wall for the water brush, I don't think it should affect rendering, but try that if it doesn't work otherwise.
 You Could Use
#3220 posted by HeadThump [65.140.58.51] on 2006/09/08 11:16:26
animated (+) textures instead. Switch the opacity levels of the same image between frames. Results could be interesting. Good Going on the concept.
 JPL
#3221 posted by Lunaran [67.129.250.254] on 2006/09/08 11:51:54
Lunaran: Well, after your comment, I checked the Doom3 texture set I converted into Quake wad format, and I have to admit that many of the textures already have "pre-implemented" shadow zones...
No no no. Look, uh, how did you do the conversion exactly?
 Portals
#3222 posted by . [69.217.62.118] on 2006/09/08 12:49:52
Hadn't thought about using animated texes - a bit more work, but would be better, yes.
I took the screenshots for the portal texes using Panoramic Quake, actually.
Also, the issue with actually constructing brushwork behind it is - you would only be able to build portals into/against walls - and at that point, it would probably just appear like a fancy door or entryway. But if you use it with a texture, you can place the portal almost anywhere and make it funky like portals are.
 Lunaran
#3223 posted by JPL [82.234.167.238] on 2006/09/09 07:52:56
Oh, you wanted to know how I converted the Doom3 hi-res textures into Quake wad format ?
OK, I'm not used with hi-res textures "naming", nevertheless I will try to give you the method I used.
First, I noticed each textures are composed by a set of tga files: there are
- the normal file that is the texture in itself: no shadow, no relief, only a flat colored image
- the 3D-fx file, that is completly blue, and I guess it is used for relief rendering in game
- some others that are completly black or white (what is the use I don't know), but I didn't use them
- some contain only 'lights' (on a full black background)
Well, let's start:
Take the 3D-fx file an convert it into grey scale. Increase contrast by 40%, and decrease brightness by 40%. Now you have the "relief" of the texture
The use this file and make a full overlap with the normal using transparency (set relief file transparency up to 65%)
Now take the resulting file and adjust brightness, contrast: this part is really not easy, because it depends of the rendering you want to obtain. This is the hi-res converted texture file.
If you have lights (fullbrights pixels actually), now you have to select the light part only and overlap this with the hi-res converted texture, with no transparency, on the exact point it has to be located.
Make some bluring around the lights part in order to avoid visible pixel break on the texture..
Well, it is almost done: now you just have to reduce the siwe by 2, and convert it to the Quake Palette, and load it in a wad file...
there are also some tricky things when you have several part of the texture in different files: more overlaping manipulations are required.
BTW, it is very difficult to find an automatic scripts to do the job on a full set like Doom3 texture set....
I hope it was clear ;P
 Heh
#3224 posted by tron [121.44.80.202] on 2006/09/09 20:45:54
It would be clearer if you didn't pick a silly naming convention.
For example, the map you refer to as the 3d-fx texture is actually usually called the normal map, while what you called the normal map is the diffuse. :D
 The Horror
#3225 posted by metlslime [69.181.42.13] on 2006/09/10 00:06:35
 Lol
#3226 posted by Kinn [86.128.42.31] on 2006/09/10 03:18:05
"3D-fx" that takes me back. "But will it run Quake 2?" I remember my naïve younger self enthusiastically chirping in the local PC World.
 OK, OK
#3227 posted by JPL [213.30.139.243] on 2006/09/10 23:13:13
Please, calm down everybody: if you read carefully the begining of my previous post, I said I'm not used with hi-res texture naming conventions... I already know that I'm a french morron, blah blah, blah... but in anyway, thanks for this helpful clarification... :P
 Okay
#3228 posted by Lunaran [67.129.250.254] on 2006/09/11 18:07:56
Yes, thank you for explaining how normal-mapped textures work to me. I've never done any work with the Doom3 engine so I have no idea how any of that works.
Take the 3D-fx file an convert it into grey scale. Increase contrast by 40%, and decrease brightness by 40%. Now you have the "relief" of the texture
This is what you did wrong.
Like I already pointed out, the green channel of the normal map isn't oriented like you think it is. Full white in this channel is for normals pointing down, and black is for normals pointing up. Thus, if you grayscale the normal map, you're not going to have a relief map that follows the typical convention of light coming from above and a little to the left, you're going to have one of light coming from below.
Thus why your textures look like that.
 LOL!
#3229 posted by distrans [131.172.4.44] on 2006/09/11 20:58:41
...the sarcometer I installed last week just burned itself out :)
 Hmmm,
#3230 posted by HeadThump [65.140.57.183] on 2006/09/11 21:17:55
...the sarcometer I installed last week just burned itself out :)
you may want to turn it in for a higher grade model that can handle higher readings than 'common' if you plan on reading O'Rourke, Mencken or Waugh anytime soon.
 Hm..
#3231 posted by necros [74.111.254.57] on 2006/09/11 21:22:05
i wonder if this is why the shadows are upside down when you use ambient lighting in d3?
 But Whatever You Do...
#3232 posted by than [221.244.26.90] on 2006/09/12 21:02:38
Do NOT buy an American made sarcometer. They may be cheaper, but I heard that they cannot easily handle the highest levels needed for life in Britain.
 No
#3233 posted by inertia [134.53.176.37] on 2006/09/12 21:04:48
The sarcometers made in the secret weapons plants of this country are superior to any other free country's.
 And...
#3234 posted by metlslime [204.15.3.5] on 2006/09/12 21:32:38
the ones in non-free countries were all sold to them by the CIA anyways...
 Tsk Tsk
#3235 posted by HeadThump [65.140.58.38] on 2006/09/12 22:06:02
Do NOT buy an American made sarcometer. They may be cheaper, but I heard that they cannot easily handle the highest levels needed for life in Britain.
still under the impression Jaguars are still being made in Coventry . . . it's a little sad.
 British Industry...
#3236 posted by than [221.244.26.90] on 2006/09/13 03:34:31
the only the thing we have left is the sarcometer!
 You've Still
#3237 posted by inertia [134.53.176.37] on 2006/09/13 12:10:24
got waging war to sustain your economy.
 Some Myths Seem To Never Die
#3238 posted by HeadThump [65.145.243.140] on 2006/09/13 13:02:37
got waging war to sustain your economy.
http://www.mises.org/story/1428
But at a cost of half a trillion dollars, the idea war is an economic stimulate is a much tougher sale to this generation than previous.
 Not Quite
#3239 posted by inertia [134.53.176.37] on 2006/09/13 13:10:01
correct, althoug the article does warrant reading.
In all three cases, resources are diverted from the productive economy of wealth creation to the destructive economy of war-fighting.
The key phrase there is destructive economy. Many people profit off of such things...
 Redistribution Is Not Production
#3240 posted by HeadThump [65.145.243.140] on 2006/09/13 13:31:52
In this case, the people who profit benefit soley through a redistribution of resources done through taxation, debt or inflation, not through the additive value to the overall economy.
In this case, 'the many people' (who profit) can never actually be the majority of the people because of the parasitical nature of the transfer (ie. public finance).
 I Don't Think The Profiteers In Question Care Much About That
#3241 posted by BlackDog [58.7.214.134] on 2006/09/13 13:55:08
Hmph.
 HT
#3242 posted by inertia [134.53.176.37] on 2006/09/13 15:16:28
I can't say I'm informed enough to give an authoritative opinion, but if you are correct, that is very interesting! We should talk more about these things (I'm an Economics major at college).
 Sure, Feel Free To E-mail Me
#3243 posted by HeadThump [65.145.242.12] on 2006/09/13 15:42:25
if I keep up the discussion here, I'm afraid I'll have to start posting screenshots!
 Once Again ...
#3244 posted by Lunaran [67.129.250.254] on 2006/09/13 16:55:42
inertia transmutes an unrelated conversation into a debate about US foreign policy.
i wonder if this is why the shadows are upside down when you use ambient lighting in d3?
the ambient lighting in doom3 ignores the normal map entirely. if ambient lit textures look upside down in doom3 to you, you're on crack. :)
in quake4, ambient light volumes do something similar to what JPL did, except they handle the normal map right. however, if you rotate or flip a texture, the effect rotates/flips with it. it was really, really fun to try and eliminate all the junctions of rotated/flipped textures in the MP maps (which all have ambients except ctf7).
 No
#3245 posted by necros [74.111.254.57] on 2006/09/13 22:52:40
there really are shadows on ambient lit textures... or i'm nuts. anyway, if there weren't shadows, then they would look like utter ass since most of the diffuse maps look like ass alone.
 Rofl
#3246 posted by inertia [134.53.176.37] on 2006/09/14 09:11:02
nice one lun ;)
 Ambient Lights In D3 Don't Ignore The Normalmap
#3247 posted by BlackDog [58.7.214.134] on 2006/09/14 19:06:48
wtf lun, are you on crack yourself? :)
I couldn't tell you what the exact difference between d3 and q4 ambient lighting is, but they both certainly do some kind of ambient-but-directional bumpmapping thing. And both look rubbish.
 What's Up With That Jed Map?
#3248 posted by Drew [202.126.96.62] on 2006/09/14 22:44:27
Still in testing?
 Metl
#3249 posted by inertia [134.53.176.37] on 2006/09/15 07:24:44
Thanks for sending me the rubicon2 textures, I won't share them though like you asked.
 Metl
#3250 posted by inertia [134.53.176.37] on 2006/09/15 07:47:51
Thanks for sending me the rubicon2 textures, I won't share them though like you asked.
 Inert
#3251 posted by czg [213.115.252.84] on 2006/09/15 08:04:13
Thanks for sending me photos of your little sister, I won't share them though like you asked.
(And why would I need to since they're all over the web anyway.)
 BlackDog
#3252 posted by Lunaran [67.129.250.254] on 2006/09/15 09:53:23
Uh, no. Rick Johnson put that in for Q4 AFAIK. That limitation was the main reason nobody used them in d3.
Diffuse maps in d3 AND q4 both have some fuzzy shading baked in just to make the features pop, but they still don't work on their own without the contours shaded by the normal map.
D3 was done being patched by the time q4 came out, right? I don't think id would have folded our ambient shader back into doom3.
 Doom3/base/glprogs/ambientLight.vf... Says Otherwise
#3253 posted by BlackDog [58.7.214.134] on 2006/09/15 11:22:34
# load the local space surface normal
TEX localNormal, fragment.texcoord[0], texture[1], 2D;
MOV localNormal.x, localNormal.a; # rxgb normal map compression
MAD localNormal, localNormal, scaleTwo, subOne;
# transform into ambient map space
DP3 R0.x, localNormal, fragment.texcoord[4];
DP3 R0.y, localNormal, fragment.texcoord[5];
DP3 R0.z, localNormal, fragment.texcoord[6];
What exactly does that do if not pick an ambient colour based on the normalmap?
Open doomedit, pop in an ambient light and it becomes blatantly obvious that the normalmap is being used for diffuse shading. In fact, I can't see any difference at all between the ambient lights in d3 and q4, which is not suprising since quake4/baseq4/glprogs/ambientLight... is identical to the one in Doom.
Whatever you guys changed, that was not it.
 Fucking Ellipse Bullshit God Dammit Metl
#3254 posted by BlackDog [58.7.214.134] on 2006/09/15 11:24:21
 Hmmm,
#3255 posted by HeadThump [65.145.243.167] on 2006/09/16 00:46:43
anyone who has played Necros' nightmare dreamscapes should realize he has spent a great deal of time in a time bending opium den quaffing down laudanum with Cooleridge, Blake and Jack the
Ripper. Crack does not rise to the occasion.
 Drew
#3256 posted by ionous [70.19.238.3] on 2006/09/16 14:12:45
I tested the map about three weeks ago. I sent my comments to him, and haven't heard anything since.
 BlackDog
#3257 posted by Lunaran [24.159.240.226] on 2006/09/17 14:26:16
I do seem to visually remember otherwise, but I guess since I uninstalled doom3 a long time ago I have no way of checking. It's not important enough to me to warrant installing it again. :)
 Warp Spasm
#3258 posted by ijed [200.112.95.51] on 2006/10/01 10:25:59
I´ve been working on something for quite a while now and its in very early alpha stage, but still fairly huge. I´m takign a couple of weeks off from the project for a holiday, though I´ll still have access to a PC. I´d like some of the q1 community to give me feedback so I can change stuff around and get it all playing nicely.
There´s three maps, that dont yet link up and take around 40mins to play through. The final map is incomplete and doesn´t have difficulty levels. Gameplay is also going to change alot in the first two . . .
If anyone´s interested then drop me a mail at louismanning -at- gmail -dot- com
Many thanks
 Er . . .
#3259 posted by ijed [201.236.129.164] on 2006/10/02 10:44:11
that should read '40 mins each' not the whole pack.
 Interested, But No Comp.
#3260 posted by Drew [202.126.96.62] on 2006/10/04 23:46:11
 Well
#3261 posted by ijed [200.112.95.78] on 2006/10/08 10:53:07
its a slightly modified qouth pack of four final maps, that will only run under bengt jardrup´s engine (no other engine can support the scale). total (continous) playtime being around two hours+
i´ve got a few people taking a look now so it´s enough that it´s known to be in the pipeline.
 Alrighty...
#3262 posted by distrans [131.172.4.44] on 2006/10/18 21:08:38
Scragbait just delivered the five fully vised levels for e1 of Travail to my inbox (14MB zipped). Once Asaki sends along the latest progs.dat we can start beta testing. We have bods on board to test the different skill levels etc. but what I like to know is whether any peeps out there still regularly coop Quake. If you are a duo (or trio or quartet) and interested in testing the mod's coop functionality, please drop me a line via my nick a la gmail.
#3263 posted by Trinca [85.88.130.59] on 2006/10/19 01:46:53
distrans if u can come to irc go to #qdq in quakenet they play some coop lots of times...
 Distrans
#3264 posted by Spirit [80.171.96.199] on 2006/10/19 02:09:09
Does it have QuakeWorld support? If so I would know someone who could host a good server. And I could play with him. (Not before in ~10 days though...)
 Distrans
#3265 posted by R.P.G. [65.188.147.21] on 2006/10/19 12:40:56
It might be possible for me to continue in the same (or similar) situation as before. I've since moved and I haven't tested this internet service using a Quake server, though.
Also, I'm quitting my job and will probably be between jobs for a while so I might actually have time to test it.
 Coop
#3266 posted by necros [74.111.254.57] on 2006/10/19 16:29:55
i think the main thing about coop is as long as it has qw support. playing multiplayer with netquake is pretty brutal unless you've got some really low latency.
 Trinca And Spirit...
#3267 posted by distrans [131.172.4.44] on 2006/10/19 20:45:35
...thank you heaps, I thought RPG was unavailable atm. Given that he has already done some coop testing for the project, it's probably best to stick with him.
RPG, I'm guessing the inclusion of (or similar) means Kell may not be available given the work on BasePak at the moment. No problem as long as you can find someone as experienced :)
As soon as Asaki sends the latest progs.dat I upload. Ta mate.
 Well...
#3268 posted by R.P.G. [65.188.147.21] on 2006/10/19 21:45:17
More like the "or similar" rather means I've been so busy for the last 3 months that I haven't really communicated with anyone aside from the occasional post on Func. If Kell wants to do the same as before, that's lovely. Like I kind of said though, I'll need a playmate to help me get everything setup (assuming the speed of the connection is suitable, etc).
 Detail .....Quake.... Huh?
#3269 posted by ADHDhazard [68.104.219.235] on 2006/10/22 12:11:59
im making a new map pack with about 5 to six maps full of detail. from cylenders to planks to boxes to bars. clever traps and interactive surroundings. im hoping to copy alot of the hl2 sorts of game play with a little of my own crazy ideas. hope you like what i got so far. im also trying to make it a good coop map pack. and add a few deathmatch levels good for teamplay and all of the above. anywho im nearly done with a third of it. heres some screen shots.
http://www.t540.com/quake.htm
the download of the beta levels is also there.
 Hmm..
#3270 posted by metlslime [69.181.183.245] on 2006/10/22 12:24:46
Haven't downloaded it yet, but two things strike me as problematic:
1. cramped levels are worse for coop than spacious levels, so if your levels are cramped, coop might be pretty annoying.
2. trap design in many quake levels fails when a second player is introduced, because you can't assume you know where the other player is when the first player triggers the event. Of course, you might have taken this into account, in which case, good job.
 Hmm
#3271 posted by aguirRe [213.101.74.103] on 2006/10/22 12:38:12
I can't find a d/l link on that page ...
 Pain Of Perplexity (beta)
#3272 posted by Hipshot [81.231.119.65] on 2006/10/22 14:19:33
 In Progress
#3273 posted by ADHDhazard [68.104.219.235] on 2006/10/22 14:22:15
i have taken alot of that stuff into acount. and alot of this is just in the makings. for traps and other things im using counters and things but i havent really gotten to alot of the heavily dedicated traps yet. and the levels are simply smaller. they arent necisarily cramped. and even then im making it a little more geared tward single player anyway.
And the d/l is at the very bottom of the page were it says hl2.zip.
 Hipshot
#3274 posted by nitin [138.217.15.150] on 2006/10/22 15:32:45
looks interesting, I'll check it out.
 Re: Pain Of Perplexity
#3275 posted by necros [74.111.254.57] on 2006/10/22 15:58:31
shots look good... i'll d/l...
 Had A Look See
#3276 posted by necros [74.111.254.57] on 2006/10/22 16:41:00
visuals look very nice. consistent theme and quality. couldn't really find much to fault with the brushwork, except that the moon lights seemed to be placed a little haphazardly. in one stairwell, there were 2 lights, one on each side of the stair, but at different heights, which looked kind of odd.
still, it's a great looking map :)
 Re: Pain Of Perplexity
#3277 posted by Kell [82.41.8.80] on 2006/10/22 17:40:45
Some really nice new textures in there. I like the look; makes me think of a cross between Cardigan's Estatica ( Q3 ) and the terracota city textures from e1m5/e4m4 ( Q1 ). Neat shader work, such as the teleporter and skybox.
I don't like that the jump pad texture is square.
Haven't played it yet, but it seems like a good layout and a reasonable item load.
 ADHDhazard
#3278 posted by gone [193.124.10.152] on 2006/10/25 02:06:11
I would`nt count on coop - its hard to get ppl to play it for such old game as quake, thus coop-only map would be unplayable for most.
If its normal Single Player, with just coop as an option - ok then, but dont sacrifice gameplay for coop compatibility.
Also QW is not 100% compatible with normal sp
 Mortisville Shots
#3279 posted by HeadThump [4.136.90.192] on 2006/10/25 16:31:12
I've spent the last few evenings cleaning up the Mortisville map. As AquiRe pointed out to me, there were an excessive number of HOMs, and some other other errors that reveal themselves in the compile. The map is now clean as a whistle, and ready for the next round of development.
Given, all my previous screenshots have been terrain and building exteriors, here are a few interior shots:
http://img47.imageshack.us/img47/8...
http://img322.imageshack.us/img322...
http://img180.imageshack.us/img180...
http://img56.imageshack.us/img56/2...
Pics have been remixed in Gimp for visual clarity and are not necessarily reflective of the lighting in level.
Previous screenshots can be found here:
http://qexpo.quakedev.com/booth.ph...
 Re: Mortisville Shots
#3280 posted by metlslime [204.15.3.5] on 2006/10/25 17:39:13
Pics have been remixed in Gimp for visual murkiness and are not necessarily reflective of the lighting in level.
Fixed your typo :)
 Re: Mortisville Shots 2
#3281 posted by metlslime [204.15.3.5] on 2006/10/25 17:41:24
Regarding your actual level, it looks like you could benefit from some additional textures, including some trims added to some structures, and varying more the construction materials used.
 Agreed...
#3282 posted by generic [71.1.10.177] on 2006/10/25 18:40:35
The Mortisville architecture looks more ambitious than the texturing. I hope the next round of development includes correcting misalignments and breaking up those big blank spaces. (And please lower the floating flames in shot 3.) Impressive, though :)
 .
#3283 posted by necros [74.111.254.57] on 2006/10/25 19:29:22
cool architecture, but texture alignment is hurting, esp in the second shot (http://img322.imageshack.us/img32...
nad yeah, like metl and generic said, needs more texture variety to bring out the brushwork.
 Thanks For The Comments And Typo Correction
#3284 posted by HeadThump [4.136.90.172] on 2006/10/25 20:21:38
So far, I've put all of my attention into the geocomp and technical matters. Even at its current size it is still only 3543 brushes, so there is still much to add.
The texturing is sloppy 'cause I've been back and forth quite a bit on texturing. At one point it was all IkBlue and then IkWhite, but those didn't work for these designs.
I like how the Q3test textures work for the exterior shots, but as all of you point out, more variety is needed for the interiors (though these compliment the traditional Quake Runic set quite well).
Kell's Knave is one possibilaty. Or, I could take his advice and make my own, as I have plenty of designs that would translate well in
Quake. That would add at least a month to the development time though.
One last thing, this shot was suppose to be included in the others, and it is probably the best one!
http://img150.imageshack.us/img150...
 HeadThump...
#3285 posted by distrans [131.172.4.44] on 2006/10/25 20:36:02
...with a work of this quality and magnitude, who cares if it takes another month. A set designed by you to clothe the specific architecture of this level would send it over the top. Please consider making your own textures.
 Prey DM Map
#3286 posted by Zwiffle [69.210.79.172] on 2006/10/25 21:41:31
 Re: Prey Map
#3287 posted by necros [74.111.254.57] on 2006/10/25 23:48:14
it's very busy... difficult to see brushwork. :(
 Hipshot
#3288 posted by Spirit [217.83.126.248] on 2006/10/26 03:47:19
Sexy looking. I like those textures. Did you make them yourself and/or where can I download them?
#3289 posted by Trinca [85.88.130.59] on 2006/10/26 04:04:51
nice texture alight zwiffle...
http://www.faqtion.org/zwiffle/scr...
go make a Quake1 map! nobody play pray :p
 Zwiffle
#3290 posted by Lunaran [67.129.250.254] on 2006/10/26 17:34:12
Oi, colors and lights everywhere. Maaaybe scale back on that a bit. Or a lot. Otherwise, your shots appear to be of little architectural elbows you've put together rather than the map's actual spaces (although knowing that engine you may very well not have any).
 Actually
#3291 posted by Zwiffle [69.210.79.172] on 2006/10/26 20:20:16
The lights are so I can SEE the map when I run it. I haven't implemented any final lighting at all (the orange is just to see how it looked), because I've only got half the architecture "done." You may see these empty spaces of little red lights glowing from blackness - those are parts of the map that aren't put in yet. As for the colors, that's just how the textures work.
And yeah, the map is basically one atrium with little elbows around it connecting to different parts of the map. It's a 1v1 DM map, I'm not gonna put in tons of areas.
 Headthump
#3292 posted by nitin [124.191.213.153] on 2006/10/27 02:27:41
architecture looks great, heaps better than your previous stuff. Texturing still needs a lot of work as others have said.
I presume it's not really lit yet ?
 Argh..
#3293 posted by metlslime [69.181.183.245] on 2006/10/27 02:37:32
i'm trying to do this looping thing on a handful of files, and it seems to work on SOME files and not on others, even though i'm doing the same thing on all of them.
 That's Right
#3294 posted by HeadThump [4.136.90.59] on 2006/10/27 10:50:28
Those blocks with the flames are just temporary placements so I can see while doing stuff in level. They'll be replaced by serpent skull lamp models eventually.
And thanks distrans. I think that would be the most optimal approach.
 Spirit
#3295 posted by Hipshot [81.231.119.65] on 2006/10/27 17:06:54
I've done them myslef, like 99%, check the readme for that info. They are scaled down alot here compared to what I used in the beginning, I will release them with thier full resolution later.
 More Prey
#3296 posted by Zwiffle [69.210.79.172] on 2006/10/29 21:20:10
 Your Map Smells Of Poo. And Monkey Wrenches.
#3297 posted by R.P.G. [65.188.147.21] on 2006/10/29 21:40:24
Looks much better than the last shot. Needs somemore details, though. And lighting needs work but I'm sure you're working on that.
 I Think...
#3298 posted by Shambler [82.47.200.135] on 2006/10/29 23:55:30
All Doom3 engine maps should be shown in basic brushwork first (if such a thing is possible) without the fancy lighting, textures, bollockmaps etc etc. So we can see what the actual structure and architecture of the map is like...
 .
#3299 posted by necros [74.111.254.57] on 2006/10/30 00:17:33
ah much better, zwif. :) basically same thing rpg said. keep refining it with some more interesting tidbits of detail. it's getting there.
 Shambler
#3300 posted by inertia [134.53.176.37] on 2006/11/02 10:13:29
We think that's pretty much not true at all.
 They Hunger Full Game Shots
#3301 posted by DaZ [80.41.138.224] on 2006/11/06 18:32:02
http://www.blackwidowgames.com/
They added some new screenshots of the new zombie models but it was the level design shots that impressed me the most, very atmospheric and aparently the game is very close to release.
 Wow, Those Look Nice
#3302 posted by Lunaran [24.159.240.226] on 2006/11/07 01:28:47
Who does Neil Manke have doing the maps for him?
 Nobody
#3303 posted by inertia [134.53.176.37] on 2006/11/07 09:19:43
from Raven, that's for sure
 Rimshot
#3304 posted by Zwiffle [69.210.43.14] on 2006/11/07 15:08:09
 Cool
#3305 posted by tron [203.94.140.5] on 2006/11/07 15:19:44
Looks fun, and I don't care what anyone says, I always enjoyed the Neil Manke Quake maps. :-þ
 Manke
#3306 posted by HeadThump [4.136.111.114] on 2006/11/07 16:36:47
Quake and Quake II, esp. Coconut Monkey and Slaughter Ship were fun maps to play. Both Half Life series, They Hunger and the more conventionally Half-Life like one were kind of boring.
 Starship...
#3307 posted by metlslime [204.15.3.5] on 2006/11/07 17:44:00
was probably my favoite manke map and probably in my top 10 or 12 levels of 1997. It had a good mix of solid classic q1 progression with quakec gimmicks, and the aesthetics, while simplistic, were actually about on par with other levels at that era. His first soldier of fortune map for quake2 was also pretty good, actually, and hit the curve at the right time for quake2 build standards.
 Oh...
#3308 posted by metlslime [204.15.3.5] on 2006/11/07 17:45:29
nevermind, soldier of fortune was for quake1. I think i'm mixing memories of that map with the sequel he made for Q2.
 For The Record, I'm Just Shitstirring
#3309 posted by Lunaran [24.159.240.226] on 2006/11/07 19:00:45
Neil Manke is perfectly suited to work at Raven.
 S'more For Inert
#3310 posted by Zwiffle [69.210.43.14] on 2006/11/07 21:55:04
 Cool
#3311 posted by inertia [134.53.176.37] on 2006/11/07 21:58:15
looking much more interesting!
 He He
#3312 posted by HeadThump [4.136.111.114] on 2006/11/07 22:09:59
For The Record, I'm Just Shitstirring
Perfectly understandable, a little schadenfreude is good for the soul, but I bet you find yourself on the recieving end of people shitstirring more than your fair share of the time.
 Oh,
#3313 posted by HeadThump [4.136.111.114] on 2006/11/07 22:10:31
great looking shots Zwiffle.
#3314 posted by Trinca [85.88.130.59] on 2006/11/08 00:56:56
fuck Zwiffle u realy map good... hope u get a job soon i want you in q1 maps again!!! ;)
 Metl
#3315 posted by nitin [124.191.213.153] on 2006/11/08 02:26:01
yeah soldier of fortune episode two was his first q2 map, and I still like that one.
 Headthump
#3316 posted by Lunaran [67.129.250.254] on 2006/11/08 11:09:36
yeah, I usually don't blame them because I know I'm recieving what I give.
except inertia. screw that guy!
 Oh Lunaran...
#3317 posted by tron [203.94.140.5] on 2006/11/08 15:42:31
I see what you did there. :D
Zwif: looking better and better dude, looking forward to playing it when I have net access at home again.
 Zwiffle
#3318 posted by R.P.G. [65.188.147.21] on 2006/11/08 17:11:43
Needs more monkeywrench.
Also, worth quitting your job over.
 Welcome To The Machine - BETA 1
#3319 posted by Zwiffle [69.210.43.79] on 2006/11/12 13:24:19
http://faqtion.org/zwiffle/files/s...
Prey 1v1 DM BETA map. For those of you who have Prey, any comments would be useful. Thanks!
 New Sprite
#3320 posted by MadFox [84.26.78.10] on 2006/11/12 23:32:06
my first attempts to make a new Quake1 sprite with Fimg...
http://members.home.nl/gimli/sprit...
there seem to be a frame loss, but I could not find any sprite info in the qc files.
thanx FrikaC!
 New Map Soon...
#3321 posted by Hipshot [81.231.119.65] on 2006/11/15 16:53:55
 Hipshot
#3322 posted by . [70.224.207.95] on 2006/11/15 19:00:13
I like this shot:
http://img294.imageshack.us/img294...
Overall reminds me bit of Aliens + HL2, heh.
 Hipshot
#3323 posted by JPL [213.30.139.243] on 2006/11/16 00:09:42
Oh, really nice screenshots ! Good work !
 Nice, Hip
#3324 posted by Lunaran [67.129.250.254] on 2006/11/16 07:35:50
When I look closely I realize those are the same old crappy Q3Base textures, but the lighting just kind of smooths all that over.
More ammo for my lighting > alles theory. :)
 Some Input Plz
#3325 posted by golden_boy [89.27.252.1] on 2006/11/16 12:35:32
http://img129.imageshack.us/img129...
it looks much better in the editor, the screenies just were too dark somehow and got re-gimped. This is just to show the texturing scheme, because you all know that map. :-)
Yes, it's DM4Q2. (pun intended) I started doing it in the mine textures, but they didn't fit really. What I needed was a perfectly tiling 64x64 texture that looked a bit like wizmetal, and after some searching q2's texes I found that little rusty gem. I think I never saw it in the actual game, though, at least I don't remember.
how should I substitute the weapons? I was thinking Chaingun as a substitute for the shaft? Machinegun instead of SNG, and shotgun instead of nailgun?
rest would stay the same apart from the slipgates, Q2 teleporters look very different but work the same.
i didn't decide on a ceiling texture yet. the original is crappy too, so I'll probably just go with some brown stuff.
its amazing how crappy the original is, when you really study it.
#3326 posted by golden_boy [89.27.252.1] on 2006/11/16 13:04:23
oh, any tips on what tools to use for compiling q2 maps?
 Hmm...
#3327 posted by metlslime [204.15.3.5] on 2006/11/16 13:13:40
nailgun -> machinegun
SNG -> chaingun
lightning -> hyperblaster
But you should probably tune it based on playtesting too... sometimes the obvious replacements are not the best, becuase games are balanced differently.
 And...
#3328 posted by metlslime [204.15.3.5] on 2006/11/16 13:19:19
you'll probably want to add a couple of shotguns around, since quake players start with a shotgun.
Tools: Arghrad was definitely the preferred lighting tool when I was making q2 maps. As for qbsp and vis, you could use the originals, but I seem to remember some slightly improved versions put out by somebody... can't remember the names though.
 Ah...
#3329 posted by golden_boy [89.27.252.1] on 2006/11/16 13:31:32
didn't think about the hyperblaster. of course.
I only thought chaingun because that's what q2 players like to use in close combat, in exactly the same place where q1 players use the shaft. i can't imagine someone preferring the hyper when they can have this.
of course the hyper has no spin-up time.
interesting idea about additional shotguns. although they're not really comparable to the q1 boomstick.
 Compile Tools
#3330 posted by R.P.G. [65.188.147.21] on 2006/11/16 13:32:50
Similar to what metlslime said, Arghrad was the compiler of choice when I was making Quake 2 maps. gddqbsp3 and gddqvis3 by Geoffrey Obi DeWan Kenobi were also considered the best replacements for qbsp and vis. You can get those two here: http://home.insightbb.com/~gryndeh...
 Thank You Guys!
#3331 posted by golden_boy [89.27.252.184] on 2006/11/16 13:52:14
I'll try to compile them (have no windows.) no linux makefiles though. that might become a problem.
 Oh Yeah...
#3332 posted by metlslime [204.15.3.5] on 2006/11/16 17:00:57
The gdd tools were the ones I was trying to think of.
 Shaft For Chaingun Is A Good Call
#3333 posted by Lunaran [24.159.240.226] on 2006/11/16 20:32:37
I'd go with that. Unless, of course, your copious playtesting proves this to be a bad idea, as metl said.
 Roight.
#3334 posted by golden_boy [89.27.252.136] on 2006/11/17 08:06:24
I'll probably make 2 beta versions and give them to people to playtest. First version will have CG, MG, SG and second version will have HB, CG, MG.
When I do DM6Q2 I'll probably shift the shaft for a hyper, because the GA room would become totally obsolete with only an MP for the SNG.
what to use instead of the ring in DM6, power shield?
#3335 posted by golden_boy [89.27.252.41] on 2006/11/18 17:13:47
#3336 posted by gone [193.124.10.152] on 2006/11/21 04:22:41
golden, couild u make bigger screenshots that actually show some map?
no PS, cause its rechargable it can be kept forever.
unless you have 1 pack of cells with 60sec respawn time :)
hyper does have small spinup/down time
hyper is much harder to aim than chain at any long distance, cause chain is hitscan.
there is already dm6 remake in q2
 Speeds:
#3337 posted by golden_boy [89.27.252.47] on 2006/11/21 14:33:21
I have a problem with Quest atm, the screenshots are totally unusable. They're much too dark (even if the map in Quest looks fine.) I have no idea why this is.
I would give you in-game screenshots if I could even compile the map. I am on Linux. There is apparently no working set of Q2 utilities on Linux (no wonder, considering their age.) I am installing wine at the moment, which should allow me to use the old windows binaries (grr.)
You're right about the power shield in DM6. Any better idea? I am aware of the old dm6 port from 1997 (?), I have it and studied it. ;-) However, in that map
a) the textures suck (black tech everywhere)
b) the teleporter setup is awkward
c) the item placement is strange
and I think I can do better. I think I can even implement slipgates, which are pretty much defining the architecture of the map. dm6 is hard to port though because of the strong Quake1/episode1 theme. Nothing in Q2 resembles that. The best I found is some red brick texture. I don't want to use custom texes.
atm I am doing dm1, because it's easy, there is a nice replacement texture (cell block), and if you put in some weapons it's a good map. A great one actually. There is a pretty obvious spot for a rocket launcher in there :-) no idea why id only put in some nailguns.
dm2 would also make a good Q2 map, I think I could hit the atmosphere pretty well (black metal textures etc.) Not sure how well Q2 bots could navigate it though.
Screenshots will be coming when I get some working tools.
While remaking DM1 yesterday, I thought how cool it would be if someone did a Version 2 of it (for original quake), with some real weapons. (hint, hint)
 Hmm.
#3338 posted by Text_Fish [82.32.1.90] on 2006/11/21 17:59:02
I think it's absolutely brilliant that DM1 doesn't have a rocket launcher. The RL tends to dominate the play of most maps, so DM1 forces everybody to rethink their tactics.
I suppose the Q2 RL is slightly slower so it might not dominate the map quite as much, but I still don't see a need for it personally.
 Well,
#3339 posted by golden_boy [89.27.252.101] on 2006/11/21 19:30:26
it might have something going for it, but fact is most people want firepower. I toyed around a bit, and if you put the (one) RL right under the hole in the floor, there are suddenly multiple ways to get to/control/escape from that place, especially if you figure in rocketjumping. In my Q2 port, I put a chaingun in the room with bars for some balance. Don't forget there's also a GL in a strategic place. I imagine it will be a cool 2-4 people dm/ffa map.
right now, what incentive do people have to go down there? a green armor?
Speeds: I have a working toolchain now, screenies are here:
http://img134.imageshack.us/img134...
http://img237.imageshack.us/img237...
http://img136.imageshack.us/img136...
http://img180.imageshack.us/img180...
playtesting can begin as soon as I find a host to upload it...
heh, btw the original id map file had a leak!!! *grin*
 For Comparison Purposes
#3340 posted by golden_boy [89.27.252.34] on 2006/11/21 20:28:30
 Q2 Weapons
#3341 posted by Lunaran [24.159.240.226] on 2006/11/21 22:52:40
Nobody seriously uses the RL in quake2 DM. if they do they haven't realized it's not as useful as it is in qw/q3. The two weapons you always see the pros going for is the railgun and the chaingun.
Ultimately you will come out furthest ahead if you throw the old item placement to the wind and just place the items in the empty layout the way that layout and Q2 DM gameplay dictates they be placed. You don't NEED to swap an armor for an armor. See how the map plays if players have access to railguns, and then place the railgun according to how much of a risk it should be to go for, and how hard it should be to dominate. Do the same for all the items, decide how to place them, or if you should include them at all.
With thought, your map will be much more than "just another DM6 remake," which is all the others are.
#3342 posted by gone [193.124.10.152] on 2006/11/22 03:13:31
LUN: RL is still very usefull tho
golden_boy: more spotlights plz
 Yep
#3343 posted by golden_boy [89.27.252.146] on 2006/11/22 10:33:21
Lunaran, I get what you're saying. You gave me food for thought and I will probably try that approach (I started doing that to an extent in my dm1 port.)
I'm hesitant to include a railgun in either dm4, dm1 or dm6 because the maps are pretty small and it's painfully obvious which routes the players take most of the time. Imagine enemy is at MH in dm4, and I have a railgun. I can just post myself at the shaft ledge. If I'm a good railer, I'll hit him every time he tries to get out. (of course, the same goes for Q1's rocket launcher, so I'm probably overestimating that.)
I took a few liberties concerning item placement already. I'm more than willing to accept suggestions.
As is probably apparent, I am striving to pay homage to the originals, both in texturing and in rawness.
Speeds: I haven't really tinkered with the lighting yet, it's 99% original. I'm still wondering why it's so much brighter in Q2. Perhaps I accidentally activated some sunlight while compiling. No idea.
I need a free hoster for the bsp files, any suggestions?
 Q2 Lighting
#3344 posted by R.P.G. [65.188.147.21] on 2006/11/22 10:36:41
It's probably because Q2 lighting bounces the light off of walls and what not, whereas Quake does not.
 Q@ Lighting
#3345 posted by inertia [24.164.73.173] on 2006/11/22 11:26:10
can't you deactivate radiosity or whatever the bouncing light is called?
 Yeah
#3346 posted by Lunaran [67.129.250.254] on 2006/11/22 12:33:56
Just run light with -bounce 0 and it won't do any.
Golden, railgun in dm6 probably can't be much more powerful than qw-rl in dm6. even if it is, putting it in the most risky spot you can find (like the deadend) and simply not providing an ounce of ammo for it anywhere else would emasculate ANY weapon on that map. if the up player's strategy is to focus on the RG, he's going to be constantly leaving his bare ass out waiting for the down player to kick it if he has to keep going for that RG.
 Right Again.
#3347 posted by golden_boy [89.27.252.21] on 2006/11/22 14:06:54
I agree that the deadend (MH room) is the natural place for the railgun. Providing abundant bullet and rocket ammo but no extra slugs. Testing shows that this variant is actually rather cool, because it introduces danger.
Q: Is it too powerful to leave the MH in the same room as the rail? An alternative would be to put it in the yellow armor spot (armor room.) There's too much armor in the map anyway (I already substituted a GA with shards.)
Lunaran, thanks for your invaluable input. RPG earns a special thanks by now, too, if only for making kickass maps :-) *mumble* *munch*
 Q2 Lighting...
#3348 posted by metlslime [69.105.141.35] on 2006/11/22 14:57:18
q2rad only does radiosity for surface emitted light. Point lights do not bounce no matter what.
However, point lights still look different in q2 vs. q1 becuase (i think) there's a different angle falloff or something like that.
 Golden_boy
#3349 posted by negke [82.82.183.205] on 2006/11/23 14:05:15
kudos for using quest btw.
using its screenshots is kind of tricky though. ps doesn't display them properly (they're way too dark), so i used the semi-clever hack of importing them to openoffice (or any other program) and from there copy/paste them to a new ps image. sounds dumb, and really is in the end but it works at least... :P
 Golden_boy
You should check out the map match1 for quake 2, it's quite similiar to q1's dm4 and quite fun, I recommend you check it out.
It's nice for competitive play too, they used it at quakecon in 2005 I remember(or was it 2004?).
Too bad the map looks like shit.
 Q2 Lighting...
#3351 posted by Argh! [65.75.33.189] on 2006/11/23 18:55:02
*me smacks metlslime* Of course point lights bounce in Q2!
 Match1 For Quake 2
#3352 posted by gone [193.124.10.152] on 2006/11/24 02:47:34
is bullshit
its been dismissed as a duel map on the pro scene here. RA placement is idiotic
looks like shit and has wrong proportions too
 I Need A Body
#3353 posted by pope [154.20.175.44] on 2006/11/24 07:16:49
or two to run around a small (read cramped) Doom 3 deathmatch map. fire me an e-mail if interested, i'll have a pak assembled this weekend.
 I Tried Match1
#3354 posted by golden_boy [89.27.252.117] on 2006/11/24 08:19:45
I'm not going to comment because I don't want to badmouth it. Speeds is basically right.
I could care less if my map is used at quakecon, I just want to do a really good port because *I* love to play those maps, but also love Q2.
:-)
Thanks neg!ke for the screenshot tip. I use quest because it does what I need. So far.
 Argh!
#3355 posted by metlslime [69.105.141.35] on 2006/11/24 13:12:54
Hi!
And.... really??? I was pretty sure they didn't... How could I not have noticed after all the maps I made? Hmm, I'll have to check on that, I still can't believe it.
P.S. How is the Oblivion patch going? :)
 Metl!
#3356 posted by Argh! [65.75.33.125] on 2006/11/24 17:11:13
Heya! Been an occasional lurker here for ages, finally had something relevant to contribute. ;)
You're prolly thinking of styled lights (includes triggered ones). Those never bounce. You're are right about the angle falloff. Quake's point lights look more like using _angfade 0.5 in ArghRad for Q2.
Oblivion is... um... still there. :}
 Oblivion
#3357 posted by nitin [124.191.220.95] on 2006/11/24 18:09:39
as in that buggy q2 mission pack ?
I thought the patch for that had been abandoned long ago ?
 Nitin
#3358 posted by golden_boy [89.27.252.144] on 2006/11/25 03:59:34
More spq2 is always good... considering the rarity of new releases... and a whole (bug-free) mission pack? Count me in.
at least Argh still has the source (if it's "still there"...)
 Golden Boy
#3359 posted by nitin [124.191.220.95] on 2006/11/25 16:13:33
i'md all for it, I was just surprised as I thought the patch was never coming out since it was being worked on well over 2 years ago.
 Hmmm...
#3360 posted by golden_boy [89.27.252.15] on 2006/11/25 16:36:42
I tried lighting with -bounce 0 and the result looks like total shit. I mean shocking. Totally blocky shadows, black patches... *shudder* I'm gonna live with the bouncing, and so shall you. If anyone wants it *much* darker (i.e. more apparent "spotlights"), this is gonna take mucho work. Speeds: Can you be more verbose about your spotlights requirements?
nitin: I see. I seem to remember a thread about it at TenFour, which has been going on like forever.
 *yawn* Last Thing Before Bed.
#3361 posted by golden_boy [89.27.252.134] on 2006/11/25 18:30:57
 Bounced Lighting
#3362 posted by R.P.G. [65.188.147.21] on 2006/11/26 07:10:29
You might try using -bounce 4 instead of bounce 0. I think 8 is the default, so you might be able to find a happy medium where the shadows have more contrast, but without ugly side-effects.
 Playtesting
#3363 posted by golden_boy [89.27.252.62] on 2006/11/26 13:06:02
I registered, so anyone who wants to test dm42q2.bsp should be able to see my email and use it :-)
I'll also ask around...
 Working Slipgates In Q2
#3364 posted by golden_boy [89.27.252.44] on 2006/11/27 19:46:55
http://img135.imageshack.us/img135...
using sunken teleporter/info_notnull combination
 It's Pretty Quiet Here
#3365 posted by golden_boy [89.27.252.68] on 2006/12/05 20:49:47
so I might as well post my progress.
I finally committed to ripping out walls, breaking open facades, slotting floors, raising ceilings and letting air ducts sprawl through half the map. Not to talk about redoing the lighting in a more Q2 way using textures. A slipgate alone can light a whole room.
I have to say that while Quake2 is relatively plain theme-wise, air ducts are the best thing since sliced bread for making more interesting ceilings.
I got a bit fed up with my textures, and because I bot-play a lot of waste-textured DM maps from Reckoning and Ground Zero, some really stunning like XDM4 and RDM1, I experimented with that but soon saw that it didn't fit. So it's back to what works. I cut back on trim massively though.
As a result of my surgery, vis times increased but fps are still ok. I'll have to watch r-speeds though.
I discovered that bots have slight problems with the teleporters but I was able to work around that. I'll probably provide waypoint files with the map(s).
I'll spam some screenies again because I like taking pictures :-)
Upper room, room entrance and slotted walkway
http://img174.imageshack.us/img174...
http://img83.imageshack.us/img83/6...
http://img138.imageshack.us/img138...
former armor room entrance and chaingun area
http://img154.imageshack.us/img154...
more ceiling decoration
http://img138.imageshack.us/img138...
higher corridors, MH entrance after surgery, RL niche (formerly YA) and YA teleport (formerly RA)
http://img225.imageshack.us/img225...
http://img170.imageshack.us/img170...
http://img227.imageshack.us/img227...
http://img146.imageshack.us/img146...
 Hm...
#3366 posted by necros [74.111.254.57] on 2006/12/05 22:04:11
there is something that i really think you should do and that is to go over all the rooms and add in some details. right now, all the walls are the same texture (that grey, dirty horizontal metal).
really needs some texture variety. :)
#3367 posted by Trinca [85.88.130.59] on 2006/12/06 01:27:24
why remake q1 dm4? errr worse map in Quakeworld... campers and spammers world!
remake dm6 best map ever made!!!
 Golden Boy
#3368 posted by Text_Fish [82.32.1.90] on 2006/12/06 06:23:58
Whilst you're at it I think you should add a bit of support beneith the stairs that go down towards Quad/SNG. They've always looked a little like they're floating, to me. Perhaps each step could overlap the next a bit.
 Heh Trinca
#3369 posted by golden_boy [89.27.252.187] on 2006/12/06 14:03:59
DM6 is a camping map if there ever was one :-)
I have recognized the floating stairs problem.
Yes, the texes are samish. This has been a "problem" since the beginning. I originally wanted to do it in the Q2 mine textures, which are beautiful 128x128 panels with some variety. Would have gone well with the lava. However, all of the Q2 "theme" texes (waste, mines, base etc) really need brushwork specifically made for them. i.e. you have to map for the textures so to speak.
DM4 and DM6 OTOH are made for well-tiling generic textures. You still remember how the originals are done? Take one of those multi-purpose wall textures (grey bricks, wizmetal) and cover the whole level with it. That works if you have corridors that are typically 96 units wide, and rooms that are f.ex. 192xwhatever. If you suddenly cover that with typical Q2 wall panels (128x128), it just doesn't work. You have texture misalignments everywhere.
In other words, I'm aware of the problem but haven't completely figured out how to get around it. I'll have to compromise, unless I rebuild the level - make corridors 128 units wide, select a beautiful floor texture, nice matching wall panels, change room sizes to account for them, introduce those cool wall supports/pillars, alcoves, computer terminals, force fields, angled walls, wide trim, i.e. like a Q2 map.
However keep in mind that it's not an SP map. Also keep in mind that most of the rooms in original DM4 are damn small (no chance to just throw in some crates.) Third, it's Quake2. No pentagrams, skulls, stained-glass windows, jesuses, demon portraits, glowing runes, symbols, blood-stained stuff etc. Not even friggin' torches (DM6 is full of them.)
The ceilings were a first step and I think that already adds a lot. I started to build upper parts of walls in a different texture. I will probably build the whole basement (MH room, lava pit, lower TP) in a different texture or at least have differently shaped corridors. I have a few things in mind to make it more interesting.
Putting "more detail" and "more texture variation" on the list :-)
#3370 posted by metlslime [204.15.3.5] on 2006/12/06 15:06:56
I originally wanted to do it in the Q2 mine textures, which are beautiful 128x128 panels with some variety. Would have gone well with the lava. However, all of the Q2 "theme" texes (waste, mines, base etc) really need brushwork specifically made for them. i.e. you have to map for the textures so to speak.
This would actually have been a good idea. You can keep the floorplan and proportions and still make all new structures. The all new visuals would make the map feel fresher.
 He's Got A Point
#3371 posted by Lunaran [24.159.240.226] on 2006/12/06 17:03:56
about q2's textures requiring you to map for them. Q1 textures don't have a lot of discrete seams and panels (idbase does, but even then there's plenty of textures that can just span infinite distance on one or both axes), but q2 textures are a lot less malleable that way.
I agree with the texture use in theory, but the one he's picked is a lot more high contrast, so those horizontal stripes start to become a real bad idea. I agree that they're ugly as-is though. I was waiting to see if someone else would bring it up. :) There's bound to be more material in the q2 textures than just that.
 What About
#3372 posted by Text_Fish [82.32.1.90] on 2006/12/07 02:11:25
the Q2 Prison textures? I'm pretty sure I remember some light gray bricks that would repeat okay.
 Q2 Jail
#3373 posted by golden_boy [89.27.252.91] on 2006/12/07 06:51:59
Yuck. Technically the white-ish bricks would work. But they look like shit on those high walls. It's The Bad Place, not the Sperm Bunker. =)
I can see where you say that the grey metal is too much. I am reconsidering. Liberal changes would be in order to fit the mine panels. Goodbye to keeping the layout. I would really imagine a lava pit and some natural rock faces to go with them. Oh well, those winter evenings are long and dark, so...
 Ha.
#3374 posted by Shambler [82.38.193.19] on 2006/12/13 02:23:09
Sperm Bunker
And thus we have RPG's next map...
 Warp Spasm
#3375 posted by ijed [201.222.206.214] on 2006/12/17 08:46:11
The beta of map 3, Bile Plant is ready, finally. Its very buggy, with broken monster counts and easy skill, but the gameplay and architecture is very close to its final state (the next phase being to fix the bugs).
If anyone wants to take a look and mail me feedback then it can be downloaded here:
http://www.sharebigfile.com/file/3...
Sorry, no screenies.
You´ll need both Qouth and Aguire´s latest engine (I prefer the nehahra version) since I´ve overrun lots of the limitations.
Note: You´re supposed to start with both the Plasmagun and Hammer - they´re lumped at the start for testing purposes; I couldn´t be bothered setting up floating items with a func_wall.
All feedback appreciated.
#3376 posted by anky [189.10.29.92] on 2006/12/19 16:46:48
doidooooooooooooo
 Learning...
#3377 posted by golden_boy [89.27.253.2] on 2006/12/19 19:47:39
about slicing up textures and putting them back together in different ways. note the 96 unit panel, and the homemade decos :-)
http://img266.imageshack.us/img266...
It took me a while to figure that out. great stuff and good opportunity for learning.
good yule to all.
#3378 posted by Trinca [85.88.130.59] on 2006/12/20 01:58:20
ijed map fits prety wel in base map pack! ;) the new Quoth , monsters fit pretty wel in this map ;)
like the map a lot but just give a quit run at work... i will give u more feedback later on!
 Cheers Trinca
#3379 posted by ijed [190.82.50.46] on 2006/12/20 04:31:02
louismanning -at- gmail -dotcom-
Is my email, probably easiest.
Seasons greetings.
 IJed,
#3380 posted by HeadThump [4.136.90.62] on 2006/12/20 08:18:24
I'll give it a run this weekend. Christmas season hasn't been nearly as restful for me as I had hoped.
#3381 posted by Trinca [85.88.130.59] on 2006/12/20 08:42:06
ijed you shoudn´t beta test like this :p when map is finish and ready to release already everybody had played :p
 Probably True
#3382 posted by ijed [190.82.50.63] on 2006/12/21 05:17:57
but with my usual nit picking I tend to add a few more rooms and tart up the architecture a bit just before release. There's a few maps that won't be publicly playtested as well.
 New Projects / New Shots
#3383 posted by JPL [82.234.167.238] on 2007/01/08 13:43:29
Please find 3 shots that concern my current (and new project). The title will be The 5 Rivers Land refering to the five rivers of Hell... Some of you should notice they already saw this "layout" somewhere else... ;P
So, as it is Hell, it is dark, and the ambience wil be there for sure...
Please feel free to comment...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
Note: Each shot brightness has been increased by 30% and contrast by 20%, so I guess it will be good most of you... at least for non blind people ! :P
 JPL
#3384 posted by . [70.224.231.45] on 2007/01/08 14:24:50
Looks very interesting! Although that lava room is rather square. I would make it bit more irregular.
#3385 posted by Trinca [87.196.161.33] on 2007/01/08 14:27:12
look´s evil!!!
#3386 posted by Zwiffle [69.210.41.32] on 2007/01/08 14:44:10
1.) I hate that lava texture. I absolutely hate it. Use Knave lava!
2.) In shot 3, are those stones individual brushes or just a really good texture?
Other than the lava, looks good.
 Nicely Atmospheric
#3387 posted by HeadThump [4.136.249.181] on 2007/01/08 15:53:35
Zwif is right about the lava though, but if you are particularly fond of that texture, send it to me and I can resample it to tile correctly.
 Glad You Globally Like It !
#3388 posted by JPL [213.30.139.243] on 2007/01/08 23:31:37
Phait: you right, I'll try to modify the terrain in order to give a little bit more irregularity
Trinca: It is supposed to be Hell, so it is obvious that it is Evil's place ;)
Zwiffle: All the textures are issued from Doom3 textures I converted some month ago. I'm using Hell level texture, and in shot 3 it is separated brushes.
HeadThump: As I said, you can found it in the Doom3 texture set I converted to Quake wad. It is available either on my website, or on Quaddicted, and select Hell part.. There are 3 or 4 lava textures there.
 Lava
#3389 posted by nitin [124.191.220.95] on 2007/01/08 23:44:14
looks ok to me.
 Small Update
#3390 posted by JPL [82.234.167.238] on 2007/01/09 13:33:28
 Looks Good
#3391 posted by ijed [190.82.50.51] on 2007/01/10 04:32:20
The first three shots are 404 but the one above looks very good, I'm suprised the doom3 textures work so well.
Keep up the good work!
 Ooops
#3392 posted by JPL [213.30.139.243] on 2007/01/10 04:43:03
Yes, I forgot to mentionned I stupidly erase the first 3 shots yesterday evening :( Well, I'll try to post new shots ASAP ;)
 Link Restored...
#3393 posted by JPL [82.234.167.238] on 2007/01/10 10:39:57
.. but with new shots... :)
 JPL
#3394 posted by Mike Woodham [81.151.97.161] on 2007/01/10 11:48:51
Is the lava a moving texture the same as other lavas?
 Mike
#3395 posted by JPL [82.234.167.238] on 2007/01/10 13:09:40
Yes is is
 .
#3396 posted by necros [74.111.254.57] on 2007/01/10 15:36:12
curious choice on using d3 hell textures for a full q1 map, as the selection is so meager, although, without having to worry about spec and normal maps, you can probably mix in other textures to fill out the d3 ones.
good luck with it, even though i can't see anything in your screen shots. :P
 Beneath CDA?
#3397 posted by JohnXmas [85.0.246.147] on 2007/01/10 20:56:39
What is this skybox? Dark skies, fumes on the horizon and fire underneath? Are D3 pents teleporters? Quake palette looks much better than Rotoscope Shader modded D3... Gorgeous pavement and rock textures here. Hell & Caverns levels are my D3 favorites anyway!
Release soon? :)
 Necros / JohnXmas
#3398 posted by JPL [213.30.139.243] on 2007/01/11 01:16:25
necros: Well, I use D3 Hell texture yes, but not only. If needed, I will pick other textures from other sets (it is already the case BTW... but only for 4 small brushes at the moment)
JohnXmas: The skybox come from D3 (Nevertheless I had to adapt it as the tga was not correctly aligned for Quake), and concerning the release... I guess you still have to wait some months before even seeing a beta release... And yes, it could be beneath CDA ;)
Anyway, thanks for the feedback everybody.
 Speaking Of D3
#3399 posted by necros [74.111.254.57] on 2007/01/11 01:41:34
i know i probably start way to many things which never get finished these days...
http://necros.planetquake.gamespy....
(dunno what's up with the framerate in the shot, but it's a solid 60fps, and my machine is getting pretty old)
 Necros
#3400 posted by JPL [213.30.139.243] on 2007/01/11 02:31:45
Nice shot indeed !
 Oooh
#3401 posted by Text_Fish [82.32.1.90] on 2007/01/11 05:20:34
looks nice Necros. Are those Resurrection of Evil textures?
 Necros
#3402 posted by . [70.224.231.22] on 2007/01/11 07:00:48
Now that is the kind of style in D3 level design that would get me to actually try a custom map - provided it's not DM. Looks refreshing.
 Oooh
#3403 posted by tron [59.167.223.146] on 2007/01/11 08:10:21
That looks interesting indeed, a mishmash of textures that actually work together somehow.
Since we're on the subject of Doom 3:
http://youtube.com/watch?v=ciIQn4a...
Sure it's not a screenshot, but I'm embracing the web 2.0 :D
 Tron
#3404 posted by . [70.224.231.22] on 2007/01/11 09:34:07
Pretty nice! I liked seeing that. Although did you add that console "whoosh" sound cause I don't recall hearing that, WTF :P
 Console Whoosh Sound?
#3405 posted by tron [203.94.140.5] on 2007/01/11 15:36:23
Is it the crouch sound because I didn't have com_allowconsole on so had to hold down the ctrl (crouch) key when I wanted to access the console? At work now and YouTube is blocked so I can't check.
 The Crouch Had A Whoosh?
#3406 posted by . [70.224.231.22] on 2007/01/11 18:40:11
I don't remember that either. Oh my :o
 Sounds More Like
#3407 posted by Text_Fish [82.32.1.90] on 2007/01/12 05:55:11
a punch or weapon change sound to me.
 Yeah
#3408 posted by DaZ [80.41.186.171] on 2007/01/12 09:23:48
its the fist swing sound.
 Fun
#3409 posted by MadFox [84.26.7.202] on 2007/01/12 23:42:46
I placed my mod on the modb.com. Lots of screenshots, and well.., not such a bad score afterall.
http://mods.moddb.com/6851/abandon...
>4000mods< pfew!
 JPL
#3410 posted by negke [82.83.49.192] on 2007/01/14 03:14:23
looks good (after having adjusted the brightness - at first i though it was a cave). i suppose the lava looks better ingame when it's scrolling around?
 Re: #3387
#3411 posted by [81.151.97.161] on 2007/01/14 09:50:00
HeadThump, did you happen to resample that lava texture and if so, can I get a copy?
I think it looks good when you're close to it but you don't have to move far away for it to look real cat in QuakeSP1.
 Hey
#3412 posted by HeadThump [4.136.111.94] on 2007/01/14 19:39:50
I can post that tommorrow, I've been drinking a bit tonight, so handling heavy equipment like an ap is not a good idea.
 JPL
#3413 posted by gone [193.124.10.152] on 2007/01/15 17:55:40
I dont see anything except lava :(
 Btw Im Mapping! 15 Minutes A Month
#3414 posted by gone [193.124.10.152] on 2007/01/15 17:59:58
 Ok
#3415 posted by gone [193.124.10.152] on 2007/01/15 18:00:26
 Speeds
#3416 posted by JPL [82.234.167.238] on 2007/01/15 18:24:06
I can't see anything except pipes :P
 JPL
#3417 posted by gibbie [145.116.235.109] on 2007/01/15 19:12:22
You should calibrate your monitor. Your shots are way too dark.
 OK
#3418 posted by JPL [82.234.167.238] on 2007/01/15 20:19:18
I have a HP pavilion f1523 15' flat screen, and my settings are the following: brightness 8/100 and contrast is 9/100... So if I'm able to see something (and believe me: it is visually very good, and my living room have a good ambient light), I don't understand why some of you guys have issues to see my shots. Either you monitor have very bad performances, or you need to take off your sunglasses... Maybe you should consult a eye doctor...
Bah, it doesn't matter, the most important is that ingame it is realy good... you'll see that later...
 LOL
#3419 posted by biff_debris [24.159.178.203] on 2007/01/16 00:47:59
Crouch-whooshing.
 Hey [ ]
#3420 posted by HeadThump [4.136.111.200] on 2007/01/16 07:38:57
I'm still tweaking that texture, but there is no reason you can't give it a try.
Here is a copy, funny I uploaded it as a bmp, but Imageshack converted it to PNG.
http://img295.imageshack.us/img295...
If you need a ready copy inside a wad file, send me an email address and I'll hook you up. I'll put the wad up
with a few extras on my site after I'm satisfied with the tweaks if you are not in a hurry.
Here is the lava in action (still a few artifacts to tweak, bbbrrrr):
http://img170.imageshack.us/img170...
 HeadThump
#3421 posted by Mike Woodham [81.151.97.161] on 2007/01/16 09:30:11
I think we are working off two different lava textures. This is the one I thought it was, which is from Doom3_hell.wad:-
http://img138.imageshack.us/img138...
Notice that it is much more contrasty from almost black, with bright reds, yellows and oranges.
Here's a close up in-game, which I think looks good:-
http://img407.imageshack.us/img407...
And then I pull back and, yuk!
http://img138.imageshack.us/img138...
 Jpl
#3422 posted by nitin [124.191.216.47] on 2007/01/16 10:08:17
those numbers sound too low, my brightness is 30/100 and contrast 60/100. Different monitor obviously but those numbers still sound low.
 Nitin
#3423 posted by JPL [213.30.139.243] on 2007/01/16 11:19:42
I don't know why I have such feature, but changing the setting to higher contrast and brightness levels will give me a very eye-aggressive screen..
Well, it is not a big deal, cause as I said, ingame it is visually far better...
 Ah, So That Was Mike!
#3424 posted by HeadThump [4.136.249.42] on 2007/01/16 18:13:12
yeap, that is a different texture from the set. I'll see what I can do with that one when I get home later in the Afternoon (est time).
Basicaly my method involves seperating the different visual elements (lava, dark swirls, rock) with masks, resynthesizing each element seperately so each portion can tile on its own and then I bring the layers together. When they are brought together they lose some of their contrast. The pic I showed looks better if you adjust the contrast about twenty percent.
 WTF...
#3425 posted by metlslime [204.15.3.5] on 2007/01/16 20:22:32
If he takes you guys' advice turns his monitor brighter, his screenshots will be darker. How will that help if you already think the shots are too dark?
 Metlslime
#3426 posted by JPL [82.234.167.238] on 2007/01/16 20:40:48
Good point...
 Hey Mike,
#3427 posted by HeadThump [4.136.90.143] on 2007/01/17 04:06:43
I put a few new versions of the lava textures up. The one you posted has proven to be a pretty difficult problem. I processed it substantialy and it still looks like shit so I haven't posted it. It has me intrigued, as the texture seems almost designed to be untileable. Back to the drawing board.
Here is the link: http://mortisville.quakedev.com/la...
Personally, I think the the lava2_3 now looks sweet, the other one is okay. It'll do for a certain type of fluidy lava.
 Metl
#3428 posted by nitin [124.191.216.47] on 2007/01/17 09:10:16
I did brightness and contrast :)
 JPL
#3429 posted by gone [193.124.10.152] on 2007/01/18 10:02:15
In photoshop I have to drag the right LEVELS (ctrl-l) slider from 256 to the ~130 to make things visible on your screenshots, making them very washed out. Seems most of the light is minlight, except some spots with the point lights. Also the rock texture seems rather dark on its own, so it doesnt give back much light.
 Doodling With JPL's Converted D3 Texz
#3430 posted by distrans [220.236.56.238] on 2007/01/19 16:34:12
 Looks Great Distrans
#3431 posted by Blitz [63.97.37.210] on 2007/01/19 16:48:25
That looks really great dis...nice work! And cheers again to JPL for doing such a nice conversion of those textures.
 Distrans
#3432 posted by Spirit [213.39.219.84] on 2007/01/19 16:54:13
You make me bow in shame about my crappy playing with them earlier. :)
#3433 posted by spds [193.124.10.152] on 2007/01/19 17:11:29
very good imitating d3
my first thought was "why no specular"
 Mmm Distrans
#3434 posted by HeadThump [4.136.90.252] on 2007/01/19 18:58:12
you are laying some nice pipe there
 Distrans
#3435 posted by JPL [82.234.167.238] on 2007/01/19 19:58:47
As I already told you, you made a nice piece of mapping there. I'm very hurry to see the colored lightning versions of these screenies...
BTW, concerning my shots, it was dark... and it was due to a wrong sunligth angle: i.e the sunligth was coming from the ground, so the player couldn't be located elsewhere but in the darkness... stupid beginner mistake... sorry for this... Now things are a little bit more visible... I'll post new shots later.
 Oh, I Was Missing...
#3436 posted by JPL [82.234.167.238] on 2007/01/19 19:59:29
Thanks a lot Blitz !
 K...
#3437 posted by distrans [220.236.56.238] on 2007/01/21 06:47:28
Thanx Blitz and Headthump :)
Speedy that's the reaction I wanted, ta much!
Spirit,no shame friend...I've been doodling with Quake brushes for a good seven years now, so it should show.
BTW: I'm only using those textures that JPL converted that "work" when flipped in both the horizontal and vertical axes.
 It's My Birthday...
#3438 posted by distrans [59.167.11.250] on 2007/01/22 11:38:07
...so like a good Hobbit I give you all a gift :)
Travail episode 2 level 1: where the darkest knowledge is finessed from the inhabitants
http://img301.imageshack.us/img301...
level 2: where the knowledge is tempered by violence
http://img301.imageshack.us/img301...
level 3: where the knowledge is converted for "future" use
http://img301.imageshack.us/img301...
level 4: where the knowledge is used to twist flesh and steel
http://img301.imageshack.us/img301...
With luck, the episode (and an horrific 2 level addition by neg!ke) will hit beta next week.
 Shots 1 & 3
#3439 posted by nitin [124.191.216.47] on 2007/01/22 11:57:00
look great.
and happy birthday too distrans, have a nice day mate.
 Oooooooooooooh
#3440 posted by Spirit [213.39.158.133] on 2007/01/22 11:58:59
Happy Birthday!
@ @ @ @ @
_|_|_|_|_|_|_
|^^^^^^^^|
* * * ** * * *
|___________|
 Distrans
#3441 posted by JPL [213.30.139.243] on 2007/01/22 12:23:48
These shots are awesome ;) And happy birthday man !
 Distrans
#3442 posted by . [70.224.206.161] on 2007/01/22 17:23:27
Pretty nice.
Actually I skimmed down the forum and saw the red name thinking it was JPL that posted those shots, but having actually looked I see it was you :p
 Phait
#3443 posted by JPL [82.234.167.238] on 2007/01/22 19:26:50
Don't worry... I'll be back with new shots later ;)
#3444 posted by Trinca [87.196.147.226] on 2007/01/22 20:49:37
happy birthday man ;)
zomggg this is so nice...
I WANT IT! :)
 Distrans
#3445 posted by Lunaran [24.159.240.226] on 2007/01/22 22:04:09
I think you could use some fill lights. What I get out of those shots is a lot of really dim geometry and space dotted with a dense arrangement of distractingly bright dots.
 In Need For Testers!
#3446 posted by Hrimfaxi [89.186.161.119] on 2007/02/07 05:44:28
I need some testers for the map I showed some screenshoots of at Qexpo 2006.
http://www.quakeexpo.com/booth.php...
The map uses Quoth so you must have this mod installed.
If you want to help mail me at:
hrimfaxi(at)hrimfaxi(dot)dk
#3447 posted by Trinca [87.196.170.7] on 2007/02/07 08:49:24
your maps are so good that i prefer final version :) can´t wait for it!!!
 Cool...
#3448 posted by distrans [131.172.4.44] on 2007/02/08 04:25:43
...I'm so glad that's in testing, well worth waiting for no doubt.
TRAVAIL EPISODE TWO is also in beta, and we have testers for all skill levels. However, we need a two person team to test coop functionality. You will need access to a server. We'll provide the files, you provide the demos and comments :)
 Travail Betatesters
#3449 posted by Spirit [213.39.203.3] on 2007/02/08 09:28:33
The file is up now.
 Second Call...
#3450 posted by distrans [131.172.4.44] on 2007/02/13 04:07:55
...are there no regular coop teams out there anymore? We'd really like to make sure this thing isn't broken for coop.
 I Suppose
#3451 posted by Zwiffle [69.210.48.181] on 2007/02/13 04:54:27
If RPG is up for it we can try it out, but last time we had a ton of problems getting connected and whatnots.
 Zwiffle...
#3452 posted by distrans [131.172.4.44] on 2007/02/13 05:48:32
...last report from RPG was that he wasn't a starter for this session. But, thanks for the thought!
 Argh!
#3453 posted by Spirit [213.39.223.110] on 2007/02/13 09:32:36
As you know I wanted to wait for the final release to play it. But I will ask some friends if they would fancy a coop session. We played through id1 a few times together.
 Distrans
#3454 posted by gone [87.249.61.2] on 2007/02/13 11:37:51
speeds@bk.ru I`ll test it and more
 Spirit...
#3455 posted by distrans [131.172.4.44] on 2007/02/15 02:57:50
...thanx for the offer, I know you'd really rather do the finished thing so given that Speeds is already set up to run the coop session I'll take up his offer.
Speedy has mail.
 Warp Spasm Preview
#3456 posted by ijed [200.112.95.70] on 2007/02/16 03:22:45
A few teaser shots of my upcoming Qouth episode:
http://www.esnips.com/web/WarpSpas...
Snowy: map1: Harsh Angled Edge
Industrial: map2: Bile Plant
Medieval: map3: Sealed City
Void/Mix: map4: Nightmare Tangents
There´s also a final boss map, skill select and a secret map for those who find the four runes while playing. Full beta is ready in maybe a week.
They´re built on a big scale, bigger than most I´ve played that weren´t respawning hordes in a single arena or the like: Nightmare Tangents has 666 enemies, which is the peak monster count of the pack, the other big ones weighing in at around 400-500 apiece.
 Yumm
#3457 posted by Spirit [80.171.27.69] on 2007/02/16 09:10:46
Looking good as much as I can tell from the dark shots (gamma!), nice and curvy.
Please use some not so annoying website next time. I think the http://pipeline.fov120.com is still working, or Imageshack or xs.to.
#3458 posted by ijed [200.112.95.70] on 2007/02/16 12:19:48
The levels are dark as well . . . might be a problem, but very late to go tinkering with the whole system.
I´ll try imageshack next as well - I just came across that snips site when I couldn´t remember what imageshack was called (it was late).
#3459 posted by gibbie [145.116.235.109] on 2007/02/16 13:03:58
Metlsmlime please put a link to a monitor calibration site in the start post.
 Pipeline
#3460 posted by ijed [190.82.54.218] on 2007/02/16 15:40:34
Din't know this existed, looks perfect, a good reference as well. I use three different monitors and haven't had a problem with visibility, I just prefer darkness.
The maps also all have fog to some degree, even if it's only very slight, making the long distance visibility worse.
I use between 50-100 minlight with points at 300, spots at 600 and markers (like glowing computer screens or hint key textures) at 250 and sunlight at 150-200, depending.
Having said that most of my testers have commented on the lack of light, and at the office I do turn up the brightness alot to get rid of glares, which ruins the visual effect.
Ah well, learning curve I spose.
 About Pipeline
#3461 posted by inertia [134.53.176.37] on 2007/02/16 18:54:57
It's dead. A few years ago, when the site was new, Killer took a week to approve shots. Now, well, think about it....
 Pipe_line
#3462 posted by MadFox [84.26.7.202] on 2007/02/16 21:48:08
I tried to update a level, but I couldn't succeed.
 Some New Pics And Other Things!
#3463 posted by Hrimfaxi [89.186.161.119] on 2007/02/16 22:03:26
Some time ago someone asked if I had a place with my maps. Well I have finally updatet my site http://www.hrimfaxi.dk to include all the maps I have made.
There are also some new pics of the upcomming map "Breakfast at Twilight" as well as some pics of a never before showed base map!
The folks over at Speed Demo Archive asked if I could fix some skillsetting bugs and other things in the two turtlemaps from the turtlemap event tm3.
While I was at it I thought that I might as well fix all the bugs on the two maps that had come to my attention since their realese. If you would like to get the fixed versions go here:
http://www.hrimfaxi.dk/sider/turtl...
 Very Impressive
#3464 posted by aguirRe [213.101.73.137] on 2007/02/17 00:45:53
Good to hear there are upcoming stuff!
 Indeed
#3465 posted by HeadThump [4.136.90.202] on 2007/02/17 05:55:23
http://www.hrimfaxi.dk/sider/hrsp3...
The last pic makes love to my eyes. I'm looking forward to it, hrimfaxi.
 The Last Pic Makes Love To My Eyes...
#3466 posted by generic [76.3.10.225] on 2007/02/17 18:15:16
Yikes! (o_O)
 Well, More Like
#3467 posted by HeadThump [4.136.111.104] on 2007/02/18 16:46:51
that map pulls out her big ol' titties and rubs them in my face, but she doesn't go all the way yet because that
map is a good girl and we have just met.
 Yes
#3468 posted by Vigil [91.152.95.244] on 2007/02/18 20:21:49
I'm sure we all know how fun skull-fucking HeadThump can be.
 No Thanks Vigil
#3469 posted by HeadThump [4.136.111.14] on 2007/02/18 21:24:28
I have plenty of floss.
 However,
#3470 posted by HeadThump [4.136.111.14] on 2007/02/18 21:33:50
it does suggest a new approach to writing reviews if you are still in to that sort of thing.
 Warp Spasm Beta Pack
#3471 posted by ijed [200.112.94.114] on 2007/02/25 01:05:42
Is ready. It´s a 7 map Qouth episode that needs playtesters at easy and normal skills.
There are some known issue bugs that I can´t be bothered to correct and reupload just yet - a missing snfx and the secret level is missing a rune to access it.
It needs one of Aguire´s engines and Qouth.
If anyone is interested send me a mail at louismanning -at- gmail -dotcom- and I´ll send a link.
 Idbase Forever!
#3472 posted by inertia [134.53.176.37] on 2007/03/01 00:09:50
 That Is Neither Idbase
#3473 posted by R.P.G. [65.188.147.21] on 2007/03/01 00:15:05
nor is it forever.
 I Agree
#3474 posted by nakasuhito [71.35.227.102] on 2007/03/02 21:17:43
 About Image Hosting
#3475 posted by Spirit [213.39.186.13] on 2007/03/02 22:23:02
if the pipeline is not an option anymore (sad), you are welcome to use my Shub-Hub for it (maybe better than the usual imagehosters, maybe not). Just upload your images into the /images folder. The password is for uploading is ilovetheshubhub. I can't remember if I ever announced it here at func, however here you go:
http://shub-hub.quaddicted.com/
 Hm
#3476 posted by Lunaran [70.226.135.230] on 2007/03/03 00:14:50
I wonder how a DM map with like six megahealths would play ... could you design it such that one person couldn't lock down all six?
 Yes
#3477 posted by Zwiffle [67.53.148.10] on 2007/03/03 00:18:55
6 rooms that aren't connected, one spawn in each room, one megahealth near each spawn. QED.
 MegaLun
#3478 posted by Mr Fribbles [220.253.25.239] on 2007/03/03 02:56:48
I guess that would just balance it out, actually. After all, even if one person did</d> manage to keep control of all of them, they're still capped at the maximum health limit... so even though they may be able to stay at high health for longer, they don't really have a bigger advantage than they would have had they just collected the megahealth in an ordinariy map.
On the other hand, since it would be all but impossible to control all of the MH spawns if they were reasonably spaced apart, the other player/s could easily obtain the MH themselves, nullifying the advantage that the dominant player might have had.
I guess if you look at it that way, having 6 would almost be the same as having none - there would be no real advantage to be gained in most situations, assuming everyone is regularly picking them up. Having said that, it might add a random/unpredictable element to the gameplay, especially since they do decay over time - so when you pick them up matters!
 Yes
#3479 posted by Mr Fribbles [220.253.25.239] on 2007/03/03 02:58:15
I have yet to master the preview function. :)
Stating the obvious - now in italics!
 Reminds
#3480 posted by inertia [134.53.176.37] on 2007/03/03 07:26:06
of 1on1 in DM2...
2RA
2MH
3YA
...wtf
 Mars Blars Toot Bloot
#3481 posted by Friction [212.68.7.227] on 2007/03/05 14:53:31
 Hey
#3482 posted by JPL [213.30.139.243] on 2007/03/05 15:03:20
The shots look cool... while the bottom text sucks !
 That First Shot
#3483 posted by golden_boy [89.27.252.11] on 2007/03/05 15:43:09
looks like StarCraft in 3D. The textures (and use of them) are remarkably similar to the Installation tileset.
Where are the zerglings?
 Friction
#3484 posted by R.P.G. [65.188.147.21] on 2007/03/05 15:54:20
Awesome. Please write the introduction texts for all my future maps.
 Texts Are Placeholders
#3485 posted by Friction [80.186.177.163] on 2007/03/05 15:55:34
Though the corporate BS I took from the Oracle website does bear significant resemblance to ID's level descriptions.
 Far More Interesting, Though
#3486 posted by R.P.G. [65.188.147.21] on 2007/03/05 16:05:30
 I Didn't Know They Used Java On Mars Though
#3487 posted by czg [213.115.252.84] on 2007/03/05 16:19:29
...but that might a be part of the generally hellish theme they've got going there.
 Looks Great
#3488 posted by than [221.244.26.90] on 2007/03/06 01:37:43
when? :)
 Than:
#3489 posted by tron [203.94.140.5] on 2007/03/06 03:54:41
 "Five Rivers Land"...
#3490 posted by JPL [82.234.167.238] on 2007/03/07 21:58:55
The latest screenshots of my latest project... It's dark, and it's Hell.... Feel free to comment...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
PS: Brightness has been already increased by 40% and contrast by 30%.. so as usual, if it's too dark: change of eyes ;P
 Dante's Inferno?
#3491 posted by MadFox [84.26.7.202] on 2007/03/07 22:14:27
Awfull to neglect the atractiveness of that dark surounding and knowing I'll have to wait all the way along to play it!
 Jpl
#3492 posted by bambuz [213.169.4.41] on 2007/03/07 23:22:14
looks ominous!
Btw, type "gamma .4" in fitz before taking the shots :)
 MadFox / Bambuz
#3493 posted by JPL [213.30.139.243] on 2007/03/08 08:48:21
MadFox: it is not Dante's Inferno... it's rather Doom3 Hell based... you'll see that in a few month I hope..
bambuz: As it is supposed to be Hell, it has to be ominous and disturbing.... As I'm using Quoth, I also added new sounds for the ambience... Oh, and thanks for the gamma thing: I'll test it ASAP ;)
 I Dont Think The Rock Texture Fits All That Well
#3494 posted by nitin [124.191.216.47] on 2007/03/08 10:31:04
makes it look a bit cartoony.
 Yeah
#3495 posted by bambuz [130.233.243.229] on 2007/03/08 13:31:51
I meant the ominous as a compliment.
I like the unpredictable rock formations a lot... and that other stuff departs from basic quake too. I hope it works well.
 Bambuz
#3496 posted by JPL [213.30.139.243] on 2007/03/08 14:56:03
i understood that it was a compliment: don't worry... and believe me, it works fine with the sounds :>
 Q4 Tourney Beta "Sunshine"
#3497 posted by pjw [75.128.252.25] on 2007/03/11 08:31:43
Concerns:
1. The lower YA area is pretty much one-way, barring a sorta clumsy drop-down from the top, or an equally clumsy jump-and-pray to the jumppad from over RG or at +50. There's not really a place to sit and lurk for your opponent that's all that safe down there, so I don't know if it's really a problem.
2. RA<-->MH seems kinda fast, but anywhere to anywhere in the map is pretty fast, so they're probably final. On the other hand, I've moved the YAs around about four times now...
Still To-Do: Sounds, changing out the current bloody fluid for something custom that's a bit more energy/radioactive/something, more minor detailing, a bit more breaking up of huge expanses of concrete, a couple more windows here and there. Detail light settings. More bot clipping. A fair amount of decals.
Custom textures from Evil Lair and sky from Hipshot. Sabot file included (v10).
Screenies:
http://pjw.planetquake.gamespy.com...
http://pjw.planetquake.gamespy.com...
http://pjw.planetquake.gamespy.com...
Downloads:
Fileplanet: http://www.fileplanet.com/dl.aspx?...
Non-fp mirror, courtesy of Scourge: http://www.jwivie.com/q3wmaps/pjw/...
 Is That A Remake
#3498 posted by nitin [124.191.216.47] on 2007/03/11 09:02:58
looks very similar to one of your q3 dm's, pjw3dm5 ?
 Nope
#3499 posted by pjw [75.128.252.25] on 2007/03/11 09:23:49
That map is gigantic compared with this one, and the layout is completely different, but I do like that concrete and metal look.
#3500 posted by gone [87.249.61.2] on 2007/03/13 14:48:19
very PJW-ish indeed
I almost though its q3
 Almost There...
#3501 posted by distrans [149.144.189.66] on 2007/03/22 01:08:03
...we are just bundling all the files together for the complete mission beta testing, and neg!ke has taken the time to set up a little profile over at ModDB. It has new shots of the levels (taken by him) that are far better than the rather spotty ones I posted not long ago.
http://mods.moddb.com/8904/travail...
#3502 posted by Trinca [87.196.242.143] on 2007/03/22 01:20:19
i want to map like this... :\ i suck to hard...
 Looks Like Something Special
#3503 posted by ijed [201.222.207.247] on 2007/03/22 01:53:43
 All Look Good
#3504 posted by nitin [124.191.216.47] on 2007/03/22 06:36:14
map 3 looks the best IMHO.
 Gallery Looks Sweet
#3505 posted by Shambler [82.47.200.30] on 2007/03/22 12:35:48
Nuff said.
 I Refuse To Look At The Shots
#3506 posted by R.P.G. [75.183.9.100] on 2007/03/23 05:34:16
I'm hoping that when I play the pak I will be so shocked from awe that I will transcend reality and live forever in the land of milk and polies.
If I don't, I'm going to demand my money back and sue for compensatory damages.
 Beer And HuGs For RPG...
#3507 posted by distrans [59.167.39.77] on 2007/03/25 11:19:39
...lol, I so needed one of those just now.
PS: We'll gladly give your money back, but fight to the death for one cent more!
 Sunshine Beta 2
#3508 posted by pjw [71.90.27.94] on 2007/03/26 04:43:04
Finally stopped playing Stalker long enough to get this updated with various tweaks, changes, and bits of fixage. Added a new MH area to get it farther from RA. This is feeling pretty solid and is almost certainly the final beta, barring some major revelation.
The pk4 also includes a botfile for TinMan's Sabot v. 10 (extract to Quake4\sabot\maps\mp).
Screenies:
http://pjw.planetquake.gamespy.com...
http://pjw.planetquake.gamespy.com...
http://pjw.planetquake.gamespy.com...
http://pjw.planetquake.gamespy.com...
Bonus editor shot, if anyone cares: http://pjw.planetquake.gamespy.com...
Download (map is ~13 meg):
http://www.fileplanet.com/dl.aspx?...
Non-FP mirror, courtesy of Scourge:
http://www.jwivie.com/q3wmaps/pjw/...
 Too Late To Submit For Travail?
I would like to put in a DM map for travail, I have the layout in my head, but I was just wondering whether or not its too late or still feasible to get anything submitted that isn't SP?
 RE: Travail Shots
Pics look excellent btw.
 Voodoo...
#3511 posted by distrans [149.144.189.66] on 2007/04/03 07:36:22
...thank you for your kind offer.
As it stands, our three coders are just about finished pulling our progs together. We could say "go for it" but there's a good chance the mission will be ready to go before you can complete. Also, the DM maps that are included are there for specific reasons:
- qtdm1 answers the question "How much must one twist a new SP map (qtfin1) to make it playable in DM?"
- qtdm2_duel and qtdm2_ffa are natural extensions of brushwork stolen for use in qte2m2
- qtdm3 is an exercise in reskinning "qte1 style" (as well as some route expansion).
So, maybe we should look you up for the next project.
 Ogre
#3512 posted by Preach [81.152.239.99] on 2007/04/11 14:00:14
Here's a shot from a work in progress, based of course on metlslime's design.
http://people.pwf.cam.ac.uk/~ajd70...
The animations are barely started, and I'm not happy with the legs yet. Also this is a 'clean' version aside from the chainsaw, no blood splatters yet. One of the reasons for this is the skin is mirrored at the moment, and Rorschach style symmetric blots of blood might look quite odd. The skin has been designed so that the seams of the torso and head lie along the left edge of the skin. So if there's no way to make the ogre work as it is, then it can be mirrored and the left and right sides will line up exactly. It seems a bit odd to double the dimension of the skin just to accomodate the blood splatters, but never mind.
Criticisms are welcomed, hopefully with them it can be made into a faithful substitute model.
 Preach
#3513 posted by JPL [213.30.139.243] on 2007/04/11 14:35:41
Sorry to say that his face looks too "flat" IMHO... Maybe it is due to the shot angle... I don't know...
Anyway, it looks quite promising.. Keep it up !
 Ogre
#3514 posted by Spirit [213.39.219.106] on 2007/04/11 16:35:07
That looks nice! The head is too human though in my opinion. The Quake ogre has almost no neck so the head is more near the body. At least that's how I think it looks.
I love the muscles!
 Spirit Is Right...
#3515 posted by generic [68.35.250.145] on 2007/04/11 18:41:30
Ogres have no necks, but Fiends do have eyes ;-)
 Gremlins Have Shotguns!
#3516 posted by MadFox [84.26.197.164] on 2007/04/11 23:27:40
the model looks quiet symetric while the original looks rather crippled.
For texturing I must say it suits good, knowing how hard it is to fit them.
But I would make it more damaged, somehowe a more reacktive attitude.
 Suggestions
#3517 posted by than [220.47.251.83] on 2007/04/12 01:57:27
you might want to add more shape to the main model. At the moment he still looks really low poly and simple, so there doesn't seem to be much point in changing the ogre for an updated one unless there is a significant improvement in both mesh and skin.
I'd concentrate on his characteristic parts most. Give him stubby legs and no neck with a chunky head and make his funny armour stand out more, then I'd probably do something with the chainsaw to make it look even meaner (than the original id chainsaw, which looks mean :). Try and think what cloud/carmack might have wanted him to look like had they had a bit more headroom.
 I Always Thought
#3518 posted by Text_Fish [82.32.1.90] on 2007/04/12 21:15:16
the ogre wore a blacksmiths apron rather than armour.
 TextFish:
#3519 posted by metlslime [204.15.3.5] on 2007/04/12 21:19:19
I also imagined him with an apron sometimes (splattered with blood like a butcher's apron of course.) If there were ever a need for an alternate Ogre skin, that would be a very suitable look for him.
 Like Leatherface
#3520 posted by ijed [190.82.48.110] on 2007/04/12 23:33:13
Which is documented somewhere - chainsaw, leather apron, cannibal.
 Responses
#3521 posted by Preach [217.44.86.211] on 2007/04/13 02:40:48
I see it as a kind of leather 'apron' type thing for want of a better word, with darker brown cloth to the side, and also leather shoulderpads. But there is such thing as leather armour so I guess it serves as both. On the level of detail, the apron is at the moment contoured but not embossed, if you understand what I mean. There are polygons in the torso that correspond to it's outline, but they join directly to the polygons for the cloth.
The mesh is already at 940 odd polygons, and the limit is either 1000 or 1024, I forget which. Either way, there's not a whole lot more scope for detail, the mesh is pretty efficient, although some polys could maybe be shaved off the back, which isn't seen much, and bought to the front. The chainsaw is a difficult one, as I'm not sure how to do the saw blades on it. Going the zerstorer way of modelling spikes on seems out of the question, in a full model like this they'll just get mangled by the mdl format. So I guess it'll just have to be carefully skinned, but I'll keep thinking.
The single most overwhelming piece of feedback is that the ogre shouldn't have a neck, so I've acted on that one straight away. I agree that the face does look flat from the screenshot, but I'm gonna try and blame the angle and the quake model format for flattening it. Here's a 3/4 angle shot from the editor with a better view of the shape of it.
http://people.pwf.cam.ac.uk/~ajd70...
If it keeps getting flattened like that when I export, I'll try exaggerating the features a bit so something shows up. A lot of this is going to be fighting against the twin limits of the mdl format, low polygon limit and poor vertex accuracy. Well, polygon limit is an engine limit, but still...
 Ah!
#3522 posted by Urre [213.153.113.27] on 2007/04/13 09:42:42
That second shot looks great my man! Did you already get rid of the neck on it? Looks like it, but I'm not entirely sure. But anyhow, why such a high poly count for such a sad model format? Once you get into animating all that detail you've put into the face for example (omg a nose) will more or less get lost, as the vertexes will swim around on his face. Not entirely that bad ofcourse, but not far from it. I must admit Quake2 had close to this level of detail on its monsters, which has a model format suffering as much from wobbleitis as Quakes, so it might just work. Chillo makes models with around 1500 polys using the Quake model format, and they sometimes look just fine.
This post has no purpose, as I just contradicted myself, but whatever. Cool stuff man.
 On Wobbles And Mdl
#3523 posted by Preach [217.44.221.109] on 2007/04/13 13:07:49
Yeah, the neck is already gone, the model wasn't changed that much, I just gave it a slouch by adjusting the neck and head bones. I think I can get away with that level of detail better than a md2 could, because the quake 1 model format is in some ways less prone to wobble.
Both model formats do compressed coordinates, in that a single byte is uses to store each coordinate, from -127 to 127. The engine then applies a scale factor and a translation vector to these coordinates to give the model the correct scale. The difference is that mdl has a single scale factor and translation vector for the entire model, whereas md2 defines the translation vectors and scales per frame. This has advantages if your model grows and shinks - the problem is that models rarely do, they tend to occupy the same volume.
So md2s will generally try and maximise the accuracy per frame by setting the scale to the model's maximum extents/127. That sounds like a good idea, but if your model moves in the frame so that the outermost vertex in any direction changes, then the positions of every vertex get recalculated. Hence you get a lot of wobble. In mdl, if a vertex doesn't move, then it will snap to the same point on the grid next frame.
You could of course get around this in the md2, after all, it's a more flexable format in principle. For instance, you could just write the same scale/origin for all frames, emulating the mdl format. A better solution might be to write the same origin/scale for all frames in the same animation scene - or have an option that controls when you inherit the scale/location from the previous frame. That way, when the whole body is moving anyway, you can make use of the increased accuracy, and when it's a smaller motion of just part of the model you could hold things still. But I've not seen an md2 editor/exporter that offers these kinds of controls.
The trick for good results in mdl is either to keep something still, or make sure the animation is large if it moves. Then you tend to get good results. Exaggerating animations to a degree is usually a good idea anyway, so they are apparent on screen. If you need to do translational movement, then try and do it on the qc side of things, and constantly centre your mesh in the mdl. In any case, to make the mdls I export an md3 and covert it with quark. So I'm sure I can release the intermediate md3 as well, for people with engines that support 'em. Who knows, there might even be a normal/glossmapped version too...
 Well...
#3524 posted by the silent [213.188.221.74] on 2007/04/13 14:43:08
...since I am a complete donkey at doing anything for this community except playing Quake, since a little discussion on visuals of the Ogre arose and I did not feel like doing anything at work, I decided I'd do a SpeedSketching session and had a take on the Ogre. This is the result
http://shub-hub.quaddicted.com/fil...
and this is likely to have me blown right out of the office, people looked at me weird while I was doing it...
I know it sucks bad, but, hey, it's only a wacom graphire! You can draw with more ease on your fingernails!
Anyyways, this is how, IMHO, da Ogre should look like, a little dumb or retarded (in a Friday 13th sense) while resting, and completely open jawed, all-out-of-it, when it's awake...
Hope someone out there enjoys my attempts at being fired...
 Oh...
#3525 posted by the silent [213.188.221.74] on 2007/04/13 14:50:51
... Maybe a lower res works better for everyone...
http://shub-hub.quaddicted.com/fil...
 I Think
#3526 posted by negke [82.82.165.21] on 2007/04/13 14:57:25
i looks pretty cool actually
 I Like It
#3527 posted by ijed [190.82.49.132] on 2007/04/13 15:34:37
Fits the style well, I always thought cell-shading would look good in Quake if done properly (even though everyone probably hates the idea). Getting blood spraying across walls and dismembered limbs in a cartoon style would be pretty cool.
I tried it for Q2, the Lazarus mod along with the Ratamahatta model (for enemies) for a mini-mod. Ended up with quite a few maps but Q2 couldn't compile them, even with Dewan's compilers. Got BSP but no light.
Maybe one day in the more robust Quake engine. I can probably import the geometry from .map, assuming I've got the source backed up somewhere.
 Preach Silence...
#3528 posted by generic [71.1.12.65] on 2007/04/13 16:40:22
Maybe there are too many polys in the ogre's head or maybe it is too round but somehow it looks a little like Charlie Brown to me o_O
The Silent's pics are actually very nice. I like the way the ogre's mouth looks like his lips got torn off. The little guy in the lower left corner is perfect, to me, proportion-wise.
You guys should collaborate ^_~
 Silent
#3529 posted by necros [206.186.24.146] on 2007/04/13 17:13:10
dude, that looks great! :o
the face looks esp. awesome. very expressive!
 You Know...
#3530 posted by necros [206.186.24.146] on 2007/04/13 18:36:59
you should try to draw that in some orthographic views (front, side, back) and stuff.. that'd make a kick ass model, even if it wasn't in quake and just a high poly thing.
 Silent:
#3531 posted by metlslime [204.15.3.5] on 2007/04/13 20:31:13
very nice. I see you went with the "elephant toes" thing that I tried originally with my picture... except I think you did a better job of it. The tunic he's wearing is well-drawn, but seems to soft a fabric for someone like him to wear.
Someone should collect all the good quake artwork that people have made.... like that rocketlauncher guy drawn by the well-known concept artist.... and the furry shambler in the room with the wallpaper and bloody floor... and put it all in one place.
 An Old Story To Illustrate?
#3532 posted by Mike Woodham [81.151.248.161] on 2007/04/13 20:45:42
We can always blame those three herberts...
Anybody could have done it, Somebody should have done it, but you can bet your boots that Nobody will end up doing it ;)
 Some Artworks
#3533 posted by Spirit [80.171.128.197] on 2007/04/13 21:11:30
They are pretty much sorted by creator on my harddisk and I excluded a lot of renders of cg models. Many of them come from a search for quake art at deviantart.com months ago. Consider it a temporary folder please.
http://www.quaddicted.com/art/
If someone feels like making a good page for Quake art, please do!
 Cool...
#3534 posted by metlslime [204.15.3.5] on 2007/04/13 22:02:19
 Aw, Boys...
#3535 posted by the silent [84.223.133.78] on 2007/04/14 02:53:51
..you make me blush!!!!
neg!ke:
u r a mapping genius, thanks for the kind words and all your awzam levels.
ijed :
first of all I have to apologize for the lack of feedback on Warp Spasm, I did not forget, it's only been 2 terrible months, I cover my head in horse poop and bow down before ya. Glad you liked my sketch, the cel shading was not intentional, just the quickest technique to pull off while the boss was not looking, but I think it turned out pretty good...
Generic:
to tell the truth, the proportions of the lil' ogrey are simply drawn on top of a screenshot, then beefed up and rounded a bit, so proportions are id's really... Damn, I was so tempted not to confess...
But, you're right, lenghtening the arms and shortening the toes give more hulking figures. Thanks for appreciation.
Necros:
the same as for neg!ke. Thanks for countless hours of unforgettable quake! I would love to be able to try my hand at skinning some model, but, really, I don't have a clue where to begin... I cannot count the times I installed Gtkradiant, QUark, Worldcraft, built my firt room, put in a monster and that was it. Once I even found a program to make quake skins but never tried... I think this is a good time to start. Thanks!
meltslime:
Thanks for the compliment's on Ogrey's tiny feet! I can't find your picture, tho'... is it an earlier post? The dress, well, u r right, I thought about it as a leather apron, but came out a lil' too soft(leather do bend anyway, maybe in a stiffer fashion which is pretty hard to render).
Spirit:
did you really had to post all that good stuff during my wharolian quarter of an hour? Some of them are amazing!
Few impressions I have(and always had) of ogres ingame to wrap things up:
The mouth is a gaping maw, I did not sketch it exactly as I "feel" it ingame, to me it has no teeth, just loose skin as if the jaw was taken out of it, and drools like hell... Maybe teeth could be inside the mouth, very tiny, like piranhas(?)
The expression when idle, or after having killed you, should be almost sad, but not fully understanding things, as a demented child that has just ripped apart grandma...
The weapons, well, I'm surprised nobody pointed that out (I drew them very bad), but to me(and even id hinted this in the manual) they are inserted into flesh a la Q2, the ogre has no hands, but a chainsaw and a grenade launcher wired to his central nervous system.
Well, I guees it's time to call it a night, thanks again to everyone for your appreciation and, if anybody ever need some kind of collaboration on a quake related project, I'd be happy to lend my pencil!
Goodnight!
 Late To The Ball
#3536 posted by HeadThump [4.136.90.18] on 2007/04/14 03:57:36
That middle sketch are pretty sweet. It would look good on a TShirt at Quakecon. Visual style there reminds me of Ronin http://en.wikipedia.org/wiki/Ronin... (a GoodThing).
 Depends On The Definition Of 'are'
#3537 posted by HeadThump [4.136.90.18] on 2007/04/14 03:59:36
Ha!
 The Silent:
#3538 posted by metlslime [71.202.113.29] on 2007/04/14 07:35:58
 Metl
#3539 posted by Zwiffle [67.53.148.10] on 2007/04/14 16:14:19
That kind of looks like what I'd imagine an ogre to look like if it were to make an appearance on Sesame Street.
 Wow, What A Pedicure
#3540 posted by HeadThump [4.136.90.121] on 2007/04/14 19:44:02
who does his toesies? I would have gone with midnight blue but Navajo red is realy cool too.
Zwif -- SS must have really changed since I was a kid. Thunderbolt fried Big Bird chicken, anyone?
#3541 posted by nakasuhito [71.219.109.28] on 2007/04/14 21:31:10
damn you all with such awesome art skills.
 New Q1 Fun-map Coming Soon !
#3542 posted by DeadLy_sp [84.123.159.95] on 2007/04/15 00:22:08
Hello, i'm creating a map, my first map as mapper. The map is called dspdm1 and is compiled for make greats ffa combats.
More info in few days.
Thnx @ all !
 Dspdm1, New Map For Qw
#3543 posted by DeadLy_sp [84.123.159.95] on 2007/04/15 11:05:52
My first map for qw is release today. Please, test it for if exist any problem not detected for me. And if someone can upload it in some qw server, please, contact with me at deadlygm@gmail.com or /query DeadLy_sp on Qnet.
Regards !!!!
-INFO-
Images on:
http://allyoucanupload.webshots.co...
Download map from:
http://www.slackers.dk/paradoks/qu...
 I
#3544 posted by inertia [134.53.176.37] on 2007/04/15 12:05:51
cant see those screens.
congratulations, though!
 Reply To Inerto
#3545 posted by DeadLy [84.123.159.95] on 2007/04/15 12:11:00
Well, a bit dark but the images are loaded :p
 More Blushing...
#3546 posted by the silent [84.222.236.250] on 2007/04/15 16:59:39
Headthump:
I guess this is the biggest compliment I ever received for a drawing! I'm a total comic geek and a supahdupah Frank Miller fiend, so big thanks on your impression!
Metlslime:
I had noticed your pictures as one of the closest to my idea of Ogre, just did not notice it was yours. Darn good job, your materic treatment of the apron is spot on! But, what do you say, shouldn't weapons be bioorganically (in a steampunk sense) implanted?
Nakasuhito:
Drawing board, pencil, gallons of coffee and no eraser!
Thanks again for all benevolent feedback, guys, I'm heading back to Photoshop and Indesign! Catch you later..
 Playing With Wally
#3547 posted by HeadThump [4.136.111.19] on 2007/04/17 06:47:21
I've always considered it a decent program for creating dirty maps to use in other aps, a Quake texture conversion tool and as a wad organizer but I never realy thought the drawing tools had much to offer. After seeing Orl's efforts, I decided to give it a try as a basic drawing instrument. Here is a pic of several steps in the creation of a texture, from fucking around and creating a tile design to an idea for a demon head I've spent the previous two and a half hours working on.
http://mortisville.quakedev.com/de...
I found that it is possible to fake a dodge and burn in Wally, though it is not an easy process given the fixed nature of the light/dark. The demon here is a pretty nasty piece of work. I took the texture about as far as Wally will go with the bottom image.
So I loaded that one up in Gimp, cleaned up the head and made it symetrical, applied a cyndrical gradiant layer to the head area, and this is the result:
http://mortisville.quakedev.com/de...
I placed it back in Wally for a reskinning with the Quake pallette.
http://mortisville.quakedev.com/de...
This image is pretty much ready for use though the higher rez version is still a work in progress. If anyone somehow has an affinity for this little mounted demon head feel free to use it, touch it up, or whatever. There are also some lossless pcx and tga versions of these pics on the site as well.
 Impressive...
#3548 posted by distrans [149.144.189.66] on 2007/04/17 07:06:33
...does that mean you'll be skinning those awesome brushes you've been pushing around with a custom set of texz?
Please :)
 Yeap
#3549 posted by HeadThump [4.136.111.19] on 2007/04/17 07:47:47
There will be a Quake version of the brushes and textures, and later a stand alone with high rez and higher poly counts most likely using DP, though I'd like to point out the Blender Game Engine is looking mighty impressive these days.
I took the Mortisville test map, imported it and subdivided the map and smoothed it, and it ran smoothly without grayflash inside of a game executable. A bit of a mystery as there is no native partition system in Blender but then it likely uses very fast Opengl routines and subdivision is itself a means of occlusion.
Anyway, I'm rambling, thanks!
 Texturing With Wally
#3550 posted by Orl [70.104.71.80] on 2007/04/17 12:31:08
I find Wally to be awesome app when it comes to texturing. I'm sure you have all seen my hideous texture work right?
Well most of it, I didn't do with Wally. But lately, I'm starting to make textures using nothing but Wally. I think using this method, my textures come out much better. Judge for yourself in some of my latest texts, a greenish rusted metal set.
http://orl.fvfonline.com/misc/omsm...
http://orl.fvfonline.com/misc/omsm...
http://orl.fvfonline.com/misc/omsm...
http://orl.fvfonline.com/misc/omsm...
http://orl.fvfonline.com/misc/omsm...
I do plan to make more greenish rusted metal textures, but this is all I have so far.
 Thump...
#3551 posted by generic [76.3.8.235] on 2007/04/17 14:15:01
For some reason, that face looks like the skull image of a Death's Head Hawk Moth on the back of a Boll Weevil -- which is kind of cool, naturally ;-)
Moth: http://ukmoths.org.uk/show.php?id=...
Weevil: http://srufaculty.sru.edu/david.da...
 That's Awesome
#3552 posted by HeadThump [4.136.111.105] on 2007/04/17 20:19:08
I didn't have that in mind as I sketched it out, but coincidentaly there is a benign creature I've modeled for Mortisville called the Hellmoth to add some atmosphere to the set.
 And, Personaly, I Think
#3553 posted by HeadThump [4.136.111.105] on 2007/04/17 20:24:38
he turned out to look like Paul Stanley. Not intended either. I was going for Hindu demoness at first and I wound up with Paul Stanley.
#3554 posted by Trinca [89.181.237.226] on 2007/04/17 23:16:00
look nice Orl
 Headthump...
#3555 posted by the silent [213.188.221.74] on 2007/04/18 12:29:42
... I guess we have more than a few things in common... Paul Stanley...
I've been a huge fan of Kiss, Stanley being my least favorite member, so, after Miller, it seems there's more common ground, or there is?
In your posts there's no clear statement about you liking or not Miller and Kiss, but, anyway, a funny coincidence...
Would love to see the creature, tough, and most of all Mortisville, the screens you posted were breathtaking...
 I'm A Fan Of Miller
#3556 posted by HeadThump [4.136.111.42] on 2007/04/19 05:22:58
and fallowed his work since I was a kid stealing his older brothers comic books, magazines and graphic novels way back in the 80's.
I'm not realy that familar with the music of Kiss to call myself a fan or a critic of them, sorry. I will say this, Gene Simmons played an excellent mobster in that series from 1990 or so, Wiseguy I think it was if I remember correctly. I'd Google for accuracy but my water is getting cold.
 Wow...
#3557 posted by the silent [213.188.221.74] on 2007/04/19 08:49:59
..."stealing his older brothers comic books" are you implying you knew him personally? I like you more and more...
As for poor Simmons, I think he only acted in a bunch of ridicolously unsuccessful flicks, like "Runaway" or "Never too young to die" but, to the best of my knowledge never had a acting role in any ongoing series...
Enough OT, already. We wait for Mortisville ; P
 Deadly_sp
#3558 posted by bambuz [213.169.5.103] on 2007/04/20 01:52:09
I had a run around in your map. I guess it's for 2on2 / 4on4?
I can see it could be a pretty nice map to play. I wish you could have taken a bit more care in it - as it's currently got some unfinished looking areas. I'm sorry that this feedback comes too late.
Some of the doorways look really bad and like they are missing brushes or have misaligned stuff and in many places too monotonous textures are used. If you wish you can come to #terrafusion and we can discuss about this.
Anyway, it's a nice effort for a first map, it definitely feels and looks like a "player's" map, ie the movement is quite fluid, the scale is pretty right and there are plenty of interesting ideas.
Cheers for doing a big dm map!
 More Textures
#3559 posted by HeadThump [4.136.111.34] on 2007/04/20 03:20:33
I've created over the last few evenings using Wally (about 90 percent of the time) and the Gimp (the remaining). It is a bit of a synthesis of the e1m5 and Ikblue styles. Note, the Quake Cross button is a resize of a 32x32 texture to get it to match up size wise with the others so the shadowing and contrast are grotesque in this display.
http://mortisville.quakedev.com/se...
 Yep,
#3560 posted by distrans [149.144.189.66] on 2007/04/20 04:35:58
progress looks good. Reminds me of Robert Cruikshank's rcdm set, I wonder if they would tone in together.
Nice signature "H" in amongst it all btw :)
 He He
#3561 posted by HeadThump [4.136.111.34] on 2007/04/20 06:38:55
Nice signature "H" in amongst it all btw :)
That was suppose to have been subtle, but you caught it right away. There is a hudden HT too, but I don;t think it shows up here without magnification. Thanks :)
 "that Rocketlauncher Guy Drawn By The Well-known Concept Artist."
#3562 posted by bear [130.242.7.250] on 2007/04/20 12:54:36
That'd would be the q2 marine with q1 rocket launcher and teleporter by Craig Mullins? http://www.goodbrush.com dunno if the image in questions is still there though
#3563 posted by Kell [80.192.18.72] on 2007/04/20 16:25:21
 And While We're About It
#3564 posted by Kell [80.192.18.72] on 2007/04/20 16:27:25
 Quake Pokemon
#3565 posted by Kell [80.192.18.72] on 2007/04/20 16:31:00
this just turned up in the search too...
http://www.conceptart.org/forums/a...
don't shoot the messenger, mm'k?
 The Source For The Last Ones:
#3566 posted by bear [80.217.113.98] on 2007/04/21 16:46:01
#3567 posted by negke [82.83.20.73] on 2007/04/21 21:21:08
nice idea. some sort of cyber-knight: think kona's barons with some strogg tech features and corresponding weaponry.
 Cool
#3568 posted by ijed [190.82.48.138] on 2007/04/23 18:02:34
Very nice galleries, shame about that kid-blocker mathematics.
 Q4 Realistic Urban Textures ( By Method )
#3569 posted by gone [87.249.61.2] on 2007/04/25 13:30:56
 Oo
#3570 posted by necros [206.186.24.146] on 2007/04/25 14:12:40
those looks pretty good. i like the aluminum siding type texture in the second shot.
 Got To Say.
#3571 posted by Shambler [82.38.192.23] on 2007/04/25 16:11:21
He's done a fine job there.
 Yes
#3572 posted by Kell [80.192.18.72] on 2007/04/25 19:10:13
because fuck knows, what the game community needs is more shiney concrete
 OMG...
#3573 posted by metlslime [204.15.3.5] on 2007/04/25 20:10:14
These windows were boarded up from INSIDE THE HOUSE!
 He's Doing Better Than Me
#3574 posted by Lunaran [76.201.159.177] on 2007/04/25 21:19:41
shit, I have competition :)
 Interesting...
#3575 posted by R.P.G. [75.183.9.100] on 2007/04/26 01:32:09
Nice to see something a bit different for D3/Q4. Not that I'm going to use any of them.
 ROFL
#3576 posted by Zwiffle [67.53.148.10] on 2007/04/26 01:45:20
/w metlslime
 Speed
#3577 posted by nakasuhito [70.57.87.145] on 2007/04/26 02:59:00
those screenshatz reminds me of a building i once went once inside with my brother. of course, the lights where off because it was abandoned!
gah, damn your awesome skills. :-)
 Generation Of SHINY SHADERS
#3578 posted by gone [87.249.61.2] on 2007/04/26 11:27:10
its all Method` work. I`v just posted a link
(I suggest you look at his site -www.methodonline.com - hase some interesting maps and articles)
and yeah, could do with less specular
 Smth From D3w
#3579 posted by gone [87.249.61.2] on 2007/04/28 16:20:35
 Woot
#3580 posted by Zwiffle [67.53.148.10] on 2007/04/28 16:22:51
Looks highly enjoyable.
 I
#3581 posted by inertia [134.53.176.37] on 2007/04/28 16:41:13
abhor those lone columns of rivets
 Rivets Are The Shit, Man
#3582 posted by R.P.G. [75.183.9.100] on 2007/04/28 22:28:55
.
 /me Shit Rivets For RPG
#3583 posted by biff_debris [24.159.178.203] on 2007/04/30 02:35:23
%^[D
 Just Curious
#3584 posted by R.P.G. [75.183.9.100] on 2007/04/30 04:29:16
%^[D
Do you always make that face when large chunks of well formed metal spurt from your ass?
 Actually, Yes.
#3585 posted by biff_debris [24.159.178.203] on 2007/04/30 14:11:51
The ladies dig it.
 Preview Scrennshot...
#3586 posted by JPL [82.234.167.238] on 2007/04/30 18:06:17
.. of the end area of my latest project.. As usual, I foresee some people will claim it is too dark, while brightness and contrast have been increased by 40 and 30% repsectively...
Anyway, all comments are welcome....
http://lambert.jeanphilippe.free.f...
Enjoy !
 JPL
#3587 posted by Scampie [67.129.250.254] on 2007/05/01 20:08:51
Looks nice!
Might be nice if the walls weren't simply all 128units tall. Some variation and architecture to make it look like some Satanist church or something would be awesome.
 Well...
#3588 posted by JPL [82.234.167.238] on 2007/05/02 22:02:23
I'm glad that at least Scampie liked the shot... :P ...
I took note of your comments about Satanic Church details, and for sure I will add some like crucified bodies (there are some already), inverted crosses, some arches, etc.... I still have to investigate on this point...
OTOH, I also made a new test changing the skybox (using the Doom3 Hell yellow/red skybox with flying stones...), and it looks better. It is less dark and makes monsters more visible (e.g flying scrags)
I hope to finish it soon... and also that Quoth update will come soon... (Kell: any comments ?)
I'll post new shots later ;)
Thanks for the feedback Scampie
 I Missed It While Browsing Last Night
#3589 posted by HeadThump [4.136.90.46] on 2007/05/02 22:28:42
the screenie has a nice evil vibe to it. It might be a bit quiet, but everyone is looking forward to the hell beneath CDA.
 HT (and All)
#3590 posted by JPL [82.234.167.238] on 2007/05/02 22:56:18
No problem if you missed it ;)
BTW, here are 2 new shots with the new skybox
Start of the first part:
http://lambert.jeanphilippe.free.f...
End of the second part:
http://lambert.jeanphilippe.free.f...
first and second part are related to the split I had to do due to engines limitations ;P
Enjoy !
 Oh The Lava
#3591 posted by Spirit [80.171.127.110] on 2007/05/03 09:20:36
The good old Quake lava would look better.
First shot looks fantastic apart from that!
 I Like The Lava
#3592 posted by nitin [60.224.123.3] on 2007/05/03 11:20:43
and the rest, looks great
 ....
#3593 posted by gone [87.249.61.2] on 2007/05/03 12:58:04
almost as dark as before
 JPL
#3594 posted by negke [82.83.27.230] on 2007/05/03 20:53:23
symmetric trims around the pentagram (white lines)
increase the scale of the lava texture?
 OK...
#3595 posted by JPL [213.30.139.243] on 2007/05/04 10:46:21
Spirit / nitin: Lava texture is the original Doom3 Lava... I maybe should increase its brightness... In anyway lava issue depends most of your taste.. philosophical question like fiend's eyes existence.... so except lava, I'm glad you liked the shots...
Speeds: As usual, you saw nothing.. When will you change your old CRT for a good flat screen ?
neg!ke: Good point, I realigned textures in order to have the trims white lines inside the area (to be give more symmetry)... It will be less visible then.. Also, I already planned to add some details in the second shots, like arches, flaying bodies, crucified bodies, etc... Maybe some blood fountains as well... And concerning the lava, maybe increasing the lava scale could help.. I'll make tests later..
Anyway, thanks for your feedback... and stay tuned ;)
 Jpl
#3596 posted by nitin [60.224.123.3] on 2007/05/04 11:08:45
I liked the lava :)
 Nitin
#3597 posted by JPL [213.30.139.243] on 2007/05/04 11:25:27
It's understood!
 Jpl
#3598 posted by [212.80.64.236] on 2007/05/05 17:31:57
The map looks great and the lava theme is to great.Lights is ok and on the 2nd picture the walls could be toller.
 So This Is Old But...
#3599 posted by Scampie [67.129.250.254] on 2007/05/06 17:57:28
Screens
http://scampie.leveldesign.org/st_...
http://scampie.leveldesign.org/st_...
Download
http://scampie.leveldesign.org/cv/...
I've been thinking about finishing up this old level I was working on before I got hired (about 2.5 years ago!). I asked #tf if it seemed worth finishing, and at least got a number of people saying 'looks cool!' and such, which I suppose is enough to make it worth finishing.
I ran through it a bit earlier, and there's still a bunch to do. One section of the map is missing which finishes the layout, and there's a number of detail bits to clean up. The exterior rockwalls are fine for the most part, but I'd want to rebuild many of the brushes and add some flavour to them.
Could any of you give the map a look and post any comments? I'm thinking I'll just poke away at it during the nights for the next few weeks and release it.
 Scampie
#3600 posted by JPL [82.234.167.238] on 2007/05/06 19:02:08
Nice shots !
 Thumbs Up
#3601 posted by Lunaran [76.201.159.177] on 2007/05/06 20:11:29
That map definitely deserves to be finished. I don't know if a whole extra area would help, because the map feels too sprawly for the amount you've got in each space.
My comments:
- Most of the trouble I see with the layout is distance, specifically between the RG/MH area and the central drum. There's a long boring walk from one to the other no matter what direction you go. I say do whatever you can to chop that space and bring those two closer together if not integrate them entirely into something more open. That'll make both spaces more interesting (because right now they're pretty simple) and speed up movement around the map.
- The RG room has two ways in that each lead to one other way out each, so all you ever do is run through it without navigating. Some interconnection in here between the spaces is needed. Merging it with the center room would go a long way, and/or you could also do this:
http://www.lunaran.com/pics/stormt...
- I really like how the center room and the outer yard are one big space if you peek up over the top. The outer area feels like it needs more variety in the walkable space for its size, though. There's one unintentional little loop around the slime waterfall that would be neat if it were detailed a bit and made visually intentional, with some stray bonuses.
http://www.lunaran.com/pics/stormt...
Little additions like this elsewhere would help add complexity to big and otherwise kind of straightforward areas.
- A ledge or two more cut into the rocks behind the lampposts would be nice also, because they could be used as cover rather than decoration.
http://www.lunaran.com/pics/stormt...
- There's two areas above to either side of the big drum that would be nice to see turned into play space also. The one on one side could provide a hole over the MH to drop through if you brought that area in, and the other (that kind of narrow space alongside/on top of the megapipe) could lead back into the central room, and provide a nice tight/interesting place for combat.
http://www.lunaran.com/pics/stormt...
http://www.lunaran.com/pics/stormt...
I say this because everything else in the map is a pretty standard open width, and having more hidden away places like this or behind the lampposts would add a lot of variety to the space. Adding more such variety in the inner spaces would be even better, so the whole map isn't made for railgun whores.
- There's an easy jump to the RA platform on one end but not the other. Putting a second ramp here and making you jump to the RA from either end would make it more dangerous to grab. (Even separating it into three platforms to make you have to jump twice to get to it.)
http://www.lunaran.com/pics/stormt...
Having the RA available immediately after grabbing the RL might be unbalancing, too, but a lot about the item placement might have to change.
- If there's no way out of the slime, kill me instantly when I fall in. :)
 Wow.
#3602 posted by Scampie [67.129.250.254] on 2007/05/06 20:20:51
And that is how you comment on a map.
Thank you so much Lun, I'll keep all those in mind as I work on the map!
 Er
#3603 posted by Lunaran [76.201.159.177] on 2007/05/07 05:22:41
Everyone else feel free to chime in, too.
 Why?
#3604 posted by pjw [66.168.26.186] on 2007/05/07 07:16:03
You already said everything.
(Scamp, I'll try to give it a look sometime in the next day or two.)
 Fge
#3605 posted by megaman [84.63.52.119] on 2007/05/07 19:26:14
Scale feels wrong for almost the complete map :/. Everything feels way too large, while the corridors are rather narrow (can bump your head!). My advise would be to rebuilt everything at a smaller scale. Vertical scale included.
also, you need some more connections to the higher levels, and place the items at dangerous spots (eg mh is way too hidden)
 I Like The MH That Way
#3606 posted by Lunaran [76.201.159.177] on 2007/05/08 03:05:40
cleverly hidden and yet plainly obvious. The problem is you NEVER come into that room from the angle necessary to be facing it.
 New Area
#3607 posted by Method [76.170.234.96] on 2007/05/08 06:44:50
Thanks for posting my stuff here, Speeds. Almsot forgot that I have an account here. Here's a newer area:
http://www.methodonline.com/temp/m...
http://www.methodonline.com/temp/m...
http://www.methodonline.com/temp/m...
Feedback is welcome.
-Method
 Looks Cool Indeed
#3608 posted by negke [82.83.32.194] on 2007/05/08 07:51:47
i wonder how the quake4 monsters would look in such an environment though
 Method
#3609 posted by nitin [60.224.123.3] on 2007/05/08 11:38:25
looks great, altough I think some dripping water from the ceiling/pipes would add a nice touch.
 Updated The Shots
#3610 posted by Method [76.170.234.96] on 2007/05/08 12:05:45
I updated the shots with things I added based on feedback I've gotten such as beam, cables, trash and grass/moss.
-Method
 Looks Good
#3611 posted by than [220.47.251.83] on 2007/05/08 12:52:56
I like the subtle colours you have there, but perhaps it could use a little more colour as it looks a little grey at the moment - the colours are maybe too subtle currently. Some extra red/brown in the bricks and mossy greens and browns on the floor probably wouldn't hurt.
 They Look Like Renders . . .
#3612 posted by ijed [201.222.202.56] on 2007/05/08 14:22:38
Very nice shots.
 Feedback.
#3613 posted by Shambler [82.47.201.73] on 2007/05/08 18:17:10
I'd just like to give feedback on Lun's feedback:
Lun that was superb feedback to Scampie. I clicked on the pictures despite not downloading the map. Good job and good justifications for your advice.
 Stormtrigger MH
#3614 posted by megaman [84.63.25.222] on 2007/05/08 18:32:22
Lun: I don't really see interesting fights happening around the mh - only annoyance with falling down and the like. More accessible places seem to work better for major items.
But maybe that's just me - i never liked 'out of the way' places for items. Let me go to a room to get that particular item, but never make me go somewhere in that room i'd never go to anyways. See ztn3t1 for reference weapon/armor placements. Personal preference, really.
 So
#3615 posted by Lunaran [76.201.159.177] on 2007/05/09 01:37:23
every item in every map should be that way? :)
The variety would be healthy. There are plenty of items already in big open spaces elsewhere. MH encounters would promise to be different, and the hole-above-an-item is it's own kind of standoffish classic. If anything, having an item in a big empty room is a partial design failure, because the design doesn't contribute much to potential encounters other than by getting out of the way.
 Hm
#3616 posted by megaman [84.63.44.61] on 2007/05/09 20:10:24
i can't really think of an item that isn't placed that way in any q3 duel map.
it's either
1) in the middle of something (dm6 mh, ztn yas)
2) somewhere on a pretty important path (dm6 ra, dm6 ya, ztn ya)
3) in some important room on a ledge(ztn ra, pt4 rail ya, pt4 mh)
t2 rl shards are the only items that are kinda tucked out of the way, and maybe aerowalk ra. The latter is probably the closest match to stormtrigger mh placement.
my view on duel maps is pretty narrow though: dm6, ztn, pt4, t2, aero
dm13 has lots of out of the way stuff, but that map doesn't really count as a good duel map to me.
Any other examples i forgot?
not saying those are the only good ways, just analysing the problem.
 Polished Area
#3617 posted by Method [76.170.234.96] on 2007/05/10 07:11:35
 D3 SP - Tower Penetrating Hell
#3618 posted by -_- [91.122.1.247] on 2007/06/01 02:49:38
 Hhmmm
#3619 posted by JPL [213.30.139.243] on 2007/06/01 08:42:35
Look cool, but dark (Have I said that ??)... Hell is Hell after all ;D
#3620 posted by wrath [213.112.29.187] on 2007/06/02 13:56:54
http://grayheaven.net/starling0001...
So. Any ideas why the light fixture doesn't get lit properly?
 Judging By
#3621 posted by Text_Fish [82.32.1.90] on 2007/06/02 20:19:09
the glowing fingernails, it looks like you haven't got any env_cubemaps in the level. I don't know if that would effect the lighting of props, but it's worth looking in to.
#3622 posted by wrath [213.112.29.187] on 2007/06/03 02:41:04
If the material is reflective, that might be it, yeah. I'll try it. Thanks.
 Yes
#3623 posted by Blitz [63.97.37.210] on 2007/06/04 01:04:22
Text_Fish is right. Any time you see props that look lit incorrectly like that, you either don't have env_cubemaps or you haven't done a "buildcubemaps" for the level yet.
 Also, Wrath
#3624 posted by biff_debris [71.88.202.112] on 2007/06/08 06:42:15
Dunno if you did (doesn't look it), but you ought to use a light_spot and env_lightglow for best effects.
#3625 posted by KAz [89.110.7.200] on 2007/06/13 23:33:32
#3626 posted by inertia [24.164.73.173] on 2007/06/14 06:19:58
looks nicely dystopian, although the shadow/lighting of that white light above the stairs doesnt seem realistic
 Iron-paw`s D3 WIP
#3627 posted by spd [87.249.61.2] on 2007/06/14 15:09:20
odd-looking temple map
http://www.doom3world.org/phpbb2/v...
browse through all the pages
 Wow
#3628 posted by PuLSaR [85.172.20.219] on 2007/06/14 18:11:12
those screens look interesting and strange. weird colored world inside of doom3 universe.
 Yeah...
#3629 posted by metlslime [204.15.3.5] on 2007/06/14 20:36:06
nice to see people breaking out of the official style for a game that has such a strong style to begin with. Maybe we won't see a return of "quake 2 syndrome."
#3630 posted by inertia [24.164.73.173] on 2007/06/15 02:22:42
 Wrong Thread.
#3631 posted by metlslime [204.15.3.5] on 2007/06/15 04:05:36
 Earlier
#3632 posted by HeadThump [4.136.111.61] on 2007/06/15 04:24:32
this week, while bored and stuck in a hotel room I dug up an old model and worked it over in Blender. Nevermind the fucked dorsal connectors and any other obvious problems (for now :)), check out that ass!
http://mortisville.quakedev.com/pl...
Hours and hours of labor went into getting them to Latin streetwalking gigilo perfection.
 Awesome
#3633 posted by Preach [131.111.8.96] on 2007/06/15 11:41:52
Love the goatee. Now export it for quake!
http://people.pwf.cam.ac.uk/~ajd70...
 Preach
#3634 posted by JPL [82.234.167.238] on 2007/06/15 18:11:54
Dead link => 404 not found :P
 Take 2
#3635 posted by Preach [131.111.8.99] on 2007/06/15 18:26:59
 Thanks Preach
#3636 posted by HeadThump [4.136.90.71] on 2007/06/15 19:34:38
Unfortunately, I suck at animation, it is something I have to bite the bullet and learn to love. I'll likely start out with animating low level non humanoid monsters and weapon frames and work my way up to animating this guy.
At his high polies, I doubt if he is practical
for anything other than Dark Places and AquiRe's engines though. BTW, He still looks decent without the smoothing groups. I just use straight box modeling extension and subdivision and I don't mess with autosmoothing or sculpting because the underlying design can get really distorted with those tools.
Does your script also implant the UVmap in the model when it is converted to MDL? If so, you have saved me many, many hours of app wrangling :)
 UVs
#3637 posted by Preach [131.111.8.98] on 2007/06/15 21:30:20
Yeah, it preserves UV maps correctly when it exports, which is the main reason you'd want to use it over, say, working with QMe to start making the mdl file. QMe is still very hand for tweaking the model afterwards though. One small warning that should come with the script is that the first frame of the model should have all separate segments of the model occupying distinct locations in space. Vertices that occupy the same point in both the uv map and first frame get merged, so with weird models you might end up with stuff joined where you don't want it. It's also the first exporter I know of that observes the smoothing groups you apply and exports them to the mdl. Of course, the vertex normals are compressed in quake, so it's not very noticeable, but it's there.
On the down side, animation exporting may be broken, I'm gonna check it out and try to post a fix once I work out what's going on...
 Wow
#3638 posted by HeadThump [4.136.90.70] on 2007/06/16 02:13:12
It's also the first exporter I know of that observes the smoothing groups you apply and exports them to the mdl.
I can't wait to get a chance to experiment with it. If you'd like a fresh model to play around with feel free to do what you you want with this one (consider it under zlib, GPL's much more permissive sister),
http://mortisville.quakedev.com/wa...
It has 41 animations, and replaces the drone you can find on gamers.org with just a few tweaks (looks better shooting a nail than a laser), and a new skin. I originaly used three metal sheet designs for the wings, body and gun but scrapped it for being too so so looking.
#3639 posted by wrath [213.112.29.187] on 2007/06/18 14:14:26
Now, I haven't mapped worth shit since I left Starbreeze, which was ages ago. But we've had people over every other month or so since last summer, to play some CS and CTF. So last time I decided I was going to build a map for us to play on. And so I did. Or, rather, it's in some kind of beta phase. It was horribly unbalanced towards the terror team until the CT's remembered to buy smoke grenades and then it swung a bit until the T's started retreating under fire and it's a long story... Nevermind.
If I learned anything during the development it's this. Making maps on your own sucks. I don't know how many of you team up and make them in pairs or something, but flying solo just drains your soul. It's all well and good to have your friend check it out, but he's a programmer and can't map his way out of a paper bag.
Anyway, here's some shots shot while shooting; http://grayheaven.net/starling/
#3640 posted by inertia [24.164.73.173] on 2007/06/19 06:23:47
er i didnt know people played cs:s... the shots look nice tho'!
 ...
#3641 posted by Bal [195.101.1.129] on 2007/06/19 09:43:02
You're obviously pretty detached from the gaming world if you're surprised people play CS inertia.
Looks nice anyways wrath, kinda feels like there are lots of wall posters/tags/etc though.
 Indoor Areas Are Great
#3642 posted by DaZ [80.41.154.86] on 2007/06/19 17:47:28
But the outdoor area feels a little cramped, maybe with more work on the skybox and non explorable areas around the outside can fix that and open it up a bit.
Agree with Bal about that decals too, maybe a few too many in areas.
 ...
#3643 posted by inertia [24.164.73.173] on 2007/06/19 20:30:57
I was talking about CS:S vs CS1.6.
 Nice Stuff.
#3644 posted by biff_debris [71.88.202.112] on 2007/06/20 03:46:53
Does seem that the decals on the exterior (the crane one and other) look to large, as well. But yeah, I played CS:S briefly, once -- and decided HL2DM is much more fun ;D
 House Cleaning, Plumbing, Security Updates
#3645 posted by golden_boy [89.27.252.247] on 2007/06/21 20:12:01
 Little Dodge & Burn
#3646 posted by HeadThump [4.136.90.92] on 2007/06/30 09:46:39
I fired up the Gimp about an hour ago: I felt like doing something evillairish, so I started with a dark grey that becomes the default highlight when I burn in some darker tones:
http://mortisville.quakedev.com/wa...
I notice I screwed up the alignment, leaving about half as much as I needed to work on the right hand side of the pic so I worked on a fix for it and added detail:
http://mortisville.quakedev.com/wa...
after getting what I considered satisfactory results, I worked on making it tileable, and then transfered it to Wally for some Quake brown love shellacking
http://mortisville.quakedev.com/ev...
It could use some directional lighting (only after I bake a normal map from it though) and more contrast if used for anything more than a diffuse texture. Other than that I'm happy with it.
 Golden Boy
#3647 posted by PuLSaR [77.66.144.138] on 2007/07/01 22:00:58
hm
I don't see the difference. There was a remake from vondur and czg. It was awesome. But here I don't see any changes in desing. Also there was Speedy who povided a different gameplay. But do you provide here?
btw i'm drunk, don't make take my opinino serious
 Yes
#3648 posted by golden_boy [89.27.252.205] on 2007/07/01 23:01:52
I do.
The main changes are gameplay related which screenies are a decidedly bad way to demonstrate. However the retexturing alone makes a noticeable difference when you're actually inside the map. Providing you have time to look at the walls because the monster count and difficulty was upped.
It is _not_ a remake, rather an update. It's meant to retain the oldschool feel because I'm an avid lover of the Id maps. I have no intention of doing an ambitious reinterpretation like Vondur/Czg did (although I dig the map.)
I should have just posted a download link instead. That would answer most questions I guess.
I believe that most people will like it when it's ready, and when they compare this and e1m1rmx (and e1m1) side by side, they'll hopefully understand what I'm going for.
Right now it's perhaps 80% done. You want to take a look, I'll gladly email it.
 Did
#3649 posted by inertia [24.164.73.173] on 2007/07/02 02:01:46
you change any brushwork?
#3650 posted by golden_boy [89.27.252.215] on 2007/07/02 17:28:04
Yes, but mostly under the hood. Off the top of my head:
- the changes required for retexturing (major part)
- supports/beams/etc get trimmed (see screenie 1)
- sticky-outy bits (lamps etc) get recessed into walls or erased
- ceiling details/lamps/light fixtures redone/added
- secret areas changed/added
- spawner rooms (a reason for going quoth)
- changed lots of small stuff, f.ex. bridge geometry, NG lift was made level with floor, some steps etc. changed to properly align floor textures, dropped some crates to put snipers on them / use them for secrets etc.
Not sure about the first slime pit yet, perhaps I'll make it bunnyable... I'll also probably make steps, rails etc. look nicer, they're pretty thick...
Mostly stuff underneath textures, a bit of obvious klunkiness and small-scale stuff. Otherwise monsters, items and lighting. There will be additions (moving/rotating) related to traps (and bobs!), but those aren't done yet (just roughly placed the traps.) Perhaps one whole area will only be guarded by such automatic security stuff.
Originally I wanted to not change any brushwork, but that turned out to be unrealistic. There's lots of work in there, but mostly it's not visually interesting. Gameplay wise, on skill 2, the map is *much* more busy than e1m1rmx/quoth. It just doesn't compare. It's more like TPOF.
I expect to do less retexturing in e1m2/3/4 but they will require a lot of effort to properly align all textures (the wall textures will be kept.) The fun will be introducing hell knights, adding monsters in general and expanding secrets there, plus more gloomy lighting. I have a few good ideas.
I expect not much retexturing/realigning to be done in e1m5/6/7/8 because their textures are more forgiving.
I might add a handful of quoth monsters (really not too many) and using the spawner functions from that will save lots of work.
State of the project is e1m1 80%, e1m2 is leak-fixed, made compilable and started to add monsters, e1m3/4 are next on the list. As I said the major part of the work is in those first 4 maps. I have a good idea of how to proceed and where the problems are. (.plan)
I'm pretty much doing this for myself, that's why I didn't start some kind of team. I also saw that others wanted to do more of a true remake, like e1m1rmx and that's not what I intend to do. I just want to clean stuff up visually and bring the gameplay up to spec. E1M1 has like 20 grunts and some dogs on hard (!) and that's really a bit like a sightseeing tour for 65-year-olds, except the texturing sucks...
...so...
 Well
#3651 posted by ijed [201.222.204.30] on 2007/07/02 21:44:24
I've started another remake of ep3, much like tpof, which actually was changed quite a bit - completely new geometry, although the small original size allowed me to get it thrown together fairly quickly.
Though I reckon (and I'm not alone) that it suffered for that.
I'll be going through the whole of ep3 map by map, rebuilding everything and adding Quoth monsters as well as changing stuff a bit. Eg; I just realised a made a big mistake in warp, recommending the Nehahra engine and not using its transprency features. Bah.
Anyhow, this is the sort of thing that would be gauranteed to fail as a group project since its more for fun, though still fairly involved.
golden_boy, I'm changing stuff quite a bit in some cases, so it's probably not what you're aiming for. I'll also be stop-starting on this, so who knows how long it'll take.
Just letting you know.
 Ijed
#3652 posted by golden_boy [89.27.252.214] on 2007/07/03 23:07:33
That sounds cool.
Perhaps once both projects are finished (loooong time) we could make a new start map to link them together. I'd be up for that. Others could do ep. 2 and 4.
Another idea I had recently is to take the normal start map, and add additional hidden slipgates.
You say rebuilding everything, so I understand you don't use the GPL source? Or are you deleting parts of the original brushwork and substituting your own instead?
You're right on everything else.
-> good luck
#3653 posted by ijed [201.222.203.75] on 2007/07/04 02:42:30
I use the source as a reference then delete it; I tend to work on a 32 or larger grid for walls so the id sources become obsolete quickly. Wc's 'save visible objects only' is useful there.
I've started to put together a version of e3m1, it'll take a week to finish it since the blocking out is around 75% done.
Its pretty fun to do, even though I've had to disasemble a section of interlocking corridors a few times. Also have alot of corrupt brushes for some reason.
Anyhow, luck with ep1.
 Ijed:
#3654 posted by metlslime [204.15.3.5] on 2007/07/04 03:05:42
one trick i've used when making conversions of maps where only the layout will be the same is to copy only the floor brushes to a new map. It helps keep things clean so you don't have a lot of messy brushwork to eventually delete.
 Golden_boy
#3655 posted by HeadThump [4.136.111.155] on 2007/07/04 07:16:53
have you thought about checking out the SDA archived speedruns and taking out some of the more glaringly easy run tricks. Not to discourage speedrunning,
but to fix those maps that are just two
GL jumps away from entrance to exit.
 Fair Point
#3656 posted by ijed [201.222.203.75] on 2007/07/04 13:55:12
But I'm just turning the whole original map into its own visgroup, then extracting chunks of it to another to build the map inside.
Floors doesn't always help; e3m1 is a bit of a mess in terms of stacked corridors meeting at various junctures.
 HeadThump
#3657 posted by golden_boy [89.27.252.17] on 2007/07/04 18:09:28
Good idea. I've watched the easy and nightmare runs of ep. 1 and those are the obvious shortcuts:
e1m3 - slope grenade jump from gold key to door. Solution: make the platform's slopes steep enough.
e1m4 - slope GJ directly to the exit. Solution: reshape the slopes there.
e1m5 1) - GJ to the teleporter/gold key
I'm willing to allow this because they still have to pass the shambler etc. and it's a cool route.
e1m5 2) - Bypass silver key and just GJ/RJ to the exit.
This is where the problem lies; they should have to get BOTH keys before they can leave. I intend to fill that level to the brim with hell knights, so I want to see some bloodbath.
Solution: The button behind the SK door is needed to deactivate a very, very deadly trap.
e1m5 3) - simply GJ/RJ through hole up to the SK
Simple, just put some bars to block it from below.
I think that would provide an interesting route, getting the keys in reverse order.
e1m6 - jump to the GK, not activating the bridge.
It's nice that the GK sits in plain sight there, so I wouldn't want to change that. You could have the exit door need another button, namely the one that also activates the bridge, so if someone jumped to the key and pressed the button behind the GK door, it would just say "1 more..." and while jumping to the key, it would say "You'll regret that, smartass."
#3658 posted by golden_boy [89.27.252.17] on 2007/07/04 18:22:14
And perhaps I could just exchange the keys in e1m5, because that would make more sense. Everyone has been going for the GK first since ... how long?
 Exactly
#3659 posted by HeadThump [4.136.111.142] on 2007/07/04 19:07:32
Everyone has been going for the GK first since ... how long?
Many of those changes would not only make speedrunning more interesting but bring some new life into regular game play as well.
 That's One Of The Goals
#3660 posted by golden_boy [89.27.252.17] on 2007/07/04 21:04:09
Early on I already added an additional "loop" to e1m1 because otherwise nobody ever would take the water passage/lift. It's still optional to do that, but when you do you get a message saying "Good soldier", a nice end battle and all kills.
:-)
 Started A New Map
#3661 posted by rudl [193.171.131.245] on 2007/07/05 15:52:54
 Rudl
#3662 posted by JPL [213.30.139.243] on 2007/07/05 16:37:49
Looks nice ! and what are these textures ?
 Ogro And Ik_base
#3663 posted by rudl [193.171.131.245] on 2007/07/05 16:42:18
A very strange combination I know
It is also in the map for the competition
 Ijed
#3664 posted by golden_boy [89.27.252.14] on 2007/07/05 19:51:08
Sorry I only found your mail today. I sent an answer.
gb
 Orlmap Series 2
#3665 posted by Orl [70.18.191.236] on 2007/07/06 23:16:04
 Orl
#3666 posted by PuLSaR [80.80.111.240] on 2007/07/07 01:00:51
too many contrast colors, you should stick better to thу texture theme. One texture pack=one map. imho it's the best variant
 Orl
#3667 posted by distrans [58.106.72.250] on 2007/07/07 01:03:52
I'm up for some testing. Use the addy in my profile.
 Orl
#3668 posted by rudl [193.171.131.245] on 2007/07/07 14:12:59
I would like to test it, but I guess I'm not experienced enough to be a good tester
 Orl
#3669 posted by golden_boy [89.27.252.83] on 2007/07/07 18:23:49
Willing. Email is in profile.
Although if it requires any custom engine/breaks any limits I'll have to decline. :/
 Golden_boy
#3670 posted by Orl [70.104.79.106] on 2007/07/07 19:07:24
One of the maps have exceeded many limits, and therefore only playable in enhanced glquake in its current stage. Once that map is finished, it will be playable in any engine.
But I already have distrans and rudl testing them, so I dont think I need anymore testers. Thanks for the offer though.
 Orl
#3671 posted by Shambler [82.38.196.180] on 2007/07/07 19:18:19
I can beta-test the first screenshot: Change those damn textures already, they are awful.
The second screenshots look cool, some well impressive designs with proper texturing. The lighting looks a bit odd though. But still looking good overall.
#3672 posted by Orl [70.104.79.106] on 2007/07/07 21:57:14
Change those damn textures already, they are awful.
I'll think about it.
 Orl
#3673 posted by rudl [193.171.131.245] on 2007/07/07 22:12:40
Check your mails
 Orl...
#3674 posted by distrans [149.144.189.66] on 2007/07/09 04:17:11
...just sent the final T zip off to Spirit so I'll sashay through 24 tonight and record a demo.
#3675 posted by rj [86.1.160.132] on 2007/07/10 01:36:20
hey ho. just thought i'd post up some screenies of the episode i'm working on, currently residing under the name of 'Numen'. suffice to say it's a fairly long way off completion yet but if anyone has any feedback in these early stages then i guess it can only help. i have seven main maps planned.. two are pretty much complete, another is about 1/3 done, i have the layout down for two more and the final two are still on the drawing board. i'm hoping to get it done before 2008.. staying optimistic!
http://www2.jameson-h.com/fr/ftp/r... (new hosting so may be unpredictable)
 Sweeeeet
#3676 posted by HeadThump [4.136.111.153] on 2007/07/10 01:47:05
interior is arranged with a nice variety of shapes and plenty of details in the design to make it look like a lived in space. Catches the eye and holds it.
Stone work could use a work over though. The base design looks 2007 and the natural stone looks 1997.
I'm looking forward this one.
 Looks Great
#3677 posted by aguirRe [213.101.73.177] on 2007/07/10 01:47:15
especially the outdoor shots! This is Q1SP, right?
 Og
#3678 posted by HeadThump [4.136.111.153] on 2007/07/10 01:48:51
I'm looking forward this one.
While my syntax is 10097 BC.
 Numen:
#3679 posted by metlslime [204.15.3.5] on 2007/07/10 01:49:17
overall i like the look of it, the fog, skybox, textures, etc. However, it seems there is not a lot of contrast in the lighting, everything feels very flat-lit. Some darker shadows and pitch-black nooks and crannies, some spotlights and bright-lit things that pop more, and some "bright light coming through a grating and casting cool shadows" type additions would be good.
 Also:
#3680 posted by metlslime [204.15.3.5] on 2007/07/10 01:51:42
If you're using minlight, I'd seriously consider not using it. This is pretty much my opinion on all maps that use minlight. But if you do use it, please keep it very dim, and put most of the burden of lighting on your point lights.
 Forgot To Mention
#3681 posted by HeadThump [4.136.111.153] on 2007/07/10 01:52:48
forgot to mention that lavafall is supergroovy.
#3682 posted by Trinca [89.180.151.178] on 2007/07/10 02:19:01
looks great man ;)
 Rj
#3683 posted by R.P.G. [75.183.9.100] on 2007/07/10 05:13:53
I completely agree with everything that everyone else has already said about those shots: looks cool, but the lighting needs more contrast, and the rocks might need a little spice.
P.S. everything is better with a little (or a lot of)wine.
 Very Intriguing Numen Shots!
#3684 posted by JohnXmas [83.79.9.180] on 2007/07/10 07:54:08
Strong sense of shapes, textures and color palette. Love the scalloped walls, square greenish pavement and the big pillars... Bravo!
 Responses..
#3685 posted by rj [86.1.160.132] on 2007/07/10 09:07:49
aguire: yes it's q1sp.. or will be, i just haven't put any monsters in yet ;D
i can't see any of the layouts working well for dm
metlslime: i too share your disdain for minlight, but have only set it to 15 in those three maps.. which is what i thought was enough to eliminate fulldark without hurting the contrast. i've been toying around with removing it altogether though, so will prob try that & post a few comparison shots at some point. i should mention that the outdoor/skylit areas use increased falloff lights to provide an overall softer 'natural' feel.. but this shouldn't appear inside
headthump: it's actually a bloodfall, but cheers :D also, when you say the stonework needs work, do you mean more detail, better shaping or just different texturing?
rpg: i agree the rocks need work in shot 9, and i intend on giving them a makeover. but the ones in the first two i'm pretty happy with
anyone else: thanks :)
 ...
#3686 posted by Shambler [82.38.196.180] on 2007/07/10 11:12:02
Fucking hell that looks amazing.
Screw the full episode thing, just release it episodically...
 Awesome Stuff
#3687 posted by nitin [203.214.62.243] on 2007/07/10 11:27:56
agree on the lighting comments.
question, some of those shots look inspired by ctf-shadar by el chicoverde. Have you played that at all?
 Rj : Numen
#3688 posted by JPL [213.30.139.243] on 2007/07/10 11:37:02
Wow, looks really nice ! Cool architecture and design layout. texturing is also very well done. And it seems there is a kind of smooth foggy effect on some shots, that is really cool !
Very tasty indeed: keep it up.. and go map :)
 Rj
#3689 posted by negke [82.82.177.176] on 2007/07/10 12:20:01
Yeah, looks cool. Quite a large scale - does this hint to excessive horde combat?
 Looks Great
#3690 posted by ijed [200.73.76.170] on 2007/07/10 15:27:55
Very interesting ideas.
 Rj
#3691 posted by HeadThump [4.136.90.206] on 2007/07/10 15:36:39
I hate dwelling on negative things when everything else about those screen shots work superbly, and I may also be oversensitive to rock formation because I spend a lot of time hiking in mountains and foot hills so this advice can be taken with a little salt.
You are not going to see very many 90 degree vertical angles on the side of cliffs when you are in nature. Erosion tends to smooth things out. So using one long brush for a cliff side is not effective because cliffs are stratified in nature. If we had phong shading for Quake it would be easier to get away with it because the edges can be smoothed out and even warped with just the shading, but given our limitations, it is best to mimic stratification by using several brushes piled on top of one another.
 Cheers
#3692 posted by rj [86.1.160.132] on 2007/07/10 23:26:17
it's nice reading these comments. thank you all!
nitin: i hadn't, but just googled the author & saw a screenshot of the map & can see how you mean. i'll have to get round to reinstalling UT sometime & have a proper look at it
neg|ke: i enjoy occasional bouts of horde combat but certainly not in excession. i've vowed to stay away from planning the gameplay too vigourously until the bulk of the layouts are completed anyway.. so who knows :p
headthump: no worries man, i'm actually intrigued.. i'll admit they may not be completely realistic but i'm also having trouble picturing your description.. is there any chance you could knock up a small example map & post a screenshot? just something tiny to illustrate the brush piling thing, would appreciate it :)
 Sure Thing
#3693 posted by HeadThump [4.136.111.131] on 2007/07/11 02:10:04
I'll put something together this weekend.
 Rocks
#3694 posted by bear [80.217.113.193] on 2007/07/11 14:02:24
triangular faces are your friends!
 Spd
#3695 posted by [87.249.61.2] on 2007/07/12 14:47:28
thats reallty awesome, havent seen such coolness in years.
fov is cheated tho haha (wider fov = better looks)
hope to see it
 Bear
#3696 posted by ijed [200.73.76.170] on 2007/07/12 14:58:06
Triangular faces are not your friends; they are soul-sucking leaches that drain you of joy and mapping spirit.
 To Rj Again
#3697 posted by Spd [87.249.61.2] on 2007/07/12 15:00:11
on lighting
It looks quite realitic - a bit washed out,
but still with proper sourced lights and shadows (unlike ORL screens that have unconvincing lite, like if he`d used linear falloffs). Reminds me of UT, which is good
minlight is the only way to simulate radiocity, but dont use a high value for it
 Headthump..
#3698 posted by rj [86.1.160.132] on 2007/07/19 01:17:21
I'll put something together this weekend.
any action on this btw? no worries if you have no time or anything, i don't want to seem impatient. it's just i'm working on a particularly rocky section at the moment and got concerned about how to go about it, so have taken a break to work on coding :p
 Hey RJ
#3699 posted by HeadThump [4.136.111.214] on 2007/07/19 01:54:32
sorry, man. I decided to use a terrain section of my base map as an example, only I didn't get as far in the construction of the map as I had hoped last weekend.
The map I made for the Winter/Norway pack (the .map file is included) has examples in the first and last areas of how you may use strips to emulate terrain, but it is not quite the technique I use now.
 Tricerops Tribolitus
#3700 posted by MadFox [84.26.138.139] on 2007/07/19 03:13:04
I know it still has a flattened skin, but I finally succeeded in the tribolitus new Quake 1 monster. Made it from scratch, based on the demon fiend.
But as I had no basemodel, I imported the original demon and stretched it back to base.
From that point I accelerated the animation frames. It may look a little scrunched, but the dxf files had so many errors, at least 15 in each frame, and there were 81.
Layed my hand on the qc, and thanks to preach it runs now with the demon leap and the shamblers magic.
http://members.home.nl/gimli/gnerk...
comments are welcome.
 Animated Vieuw
#3701 posted by MadFox [84.26.138.139] on 2007/07/19 03:28:14
#3702 posted by tron [121.45.200.155] on 2007/07/19 15:57:30
Ahah, I came in here to see it looked like the offspring of a squid and a triceratops, but I see you yourself have made part of that intentional.
It looks...odd.
I'd say the texture definitely needs some work, it looks like a higher quality texture that has been dithered down right now. The tentacles look weird as well but they could look cool ingame as it runs towards you.
 Pretty Nice
#3703 posted by ijed [200.73.76.170] on 2007/07/19 16:18:20
I agree about the texture though, looks like it has some compression problems or something - a bit pixellated.
Looking forward to your next excursion Madfox.
 Skin
#3704 posted by MadFox [84.26.138.139] on 2007/07/20 16:57:41
First I just used the demon _fiend skin, but I thought it needed something to make it look opposite this monster. So I used a scanned picture of a kamelion, but coming back in Wally all the colours needed to be substituted.
And that would be a longer job that I can effort.
Sure the texture looks pixellated, I wonder how RPG has done his retexturing work. If I scale up the skin0.texture it would survive, but then it would only be usefull in Fitzquake.
And as I ment it as a good old quake monster it wasn't my intention.
Also it has some nasty vericemeshes, but as I had already 825 behind, these less won't count.
 Skin
#3705 posted by Spirit [213.39.196.61] on 2007/07/20 18:53:01
The skin has all sorts of colors in it that don't seem to belong there. That's why it looks "pixelated".
Does it have an attack animation yet? What does it do?
 Madfox
#3706 posted by tron [121.45.200.155] on 2007/07/21 03:08:06
If you aren't going to take the time to paint a proper texture at least use a better conversion method.
Go back to your source image and convert it to the Quake pallete using closest colours instead of dithering.
 What It Does...
#3707 posted by MadFox [84.26.138.139] on 2007/07/21 07:00:46
Alright, I know how it feels to see the pie, but you just can't taste it...
So I screwed my nightrestt to make a little level for you to test it and see what it does. Maybe it gives a better feeling of what you can expect. But be warned, Spirit. It is a rather strong monster.
Tron, I realize your comment. It is just that I had so much work on the vertice meshes (1215!) I haven't had enough time to do it. I'm surely planning to go on with it. I just wanted to make sure all the other things went right. When I had the kameleon tex in wally I experienced that, although I had converted it to the q1 pal, the colours still didn't match.
But I sureley will look into it. Have fun with the test version, you're free to comment.
http://members.home.nl/gimli/gnerk...
 Did Someone Say My Name?
#3708 posted by R.P.G. [75.183.9.100] on 2007/07/21 20:05:04
I wonder how RPG has done his retexturing work.
Wait. Which retexturing work did I do?
 Argh..
#3709 posted by MadFox [84.26.138.139] on 2007/07/21 22:32:21
sorry RPG, I ment Starbuck.
 Rudl And Distrans
#3710 posted by Orl [151.204.5.144] on 2007/07/27 05:33:31
Rudl: I have sent you 2 emails within the past 2 weeks regarding beta testing the oms2 maps and I have yet gotten a reply back from you. The last email I got from you was on July 7th. Is there a problem?
Distrans: You said you wanted to beta test, and I sent you the maps. You have not yet once sent an email back to me, and its been almost a month. Why did you want the maps if you were not going to get in touch with me about them?
 Orl...
#3711 posted by distrans [149.144.189.66] on 2007/07/27 06:29:02
...Yeah, aplogies for not getting back yet. Travail release kinda got in the way.
I do in fact have a long demo with comments recorded, but when I reviewed it I discovered it was almost completely negative. I played oms24 again last night and decided I can also make some positive notes on it, so I plan to do a run through again this weekend and note as I go. If you don't want to kill me after you get that report then I could move on to 25.
 Orl
#3712 posted by rudl [193.171.131.245] on 2007/07/27 10:24:46
Sorry,
I did not see the second mail
I'll send you a mail today
 Allright
#3713 posted by Orl [151.204.5.144] on 2007/07/27 14:50:53
If you don't want to kill me after you get that report then I could move on to 25.
No no, send me all the negatives you find. I plan to do some very big changes to oms24 before its final release.
...Yeah, aplogies for not getting back yet. Travail release kinda got in the way.
Well since Travail was that good... I'll allow it. :)
Sorry, I did not see the second mail. I'll send you a mail today
Okay. Just making sure.
Sorry for sounding like a jerk in my previous post, but I haven't been having a very good week.
 Orl
#3714 posted by rudl [193.171.131.245] on 2007/07/27 17:01:18
You got mail ;)
 Now You Know
#3715 posted by MadFox [84.26.138.139] on 2007/07/27 17:30:38
what it does, Spirit, may I remind you of my revieuws I sended? I know it must have been a lot of work switching from server, so don't mind. I was surprised seeing my levels deleted.
Tron, your advice was right. I didn't have to change the converted colours, although they didn't match the Quake palette tabel.
Thanks!
 MadFox
#3716 posted by Spirit [80.171.52.251] on 2007/07/27 18:16:49
Oh yes thanks, I had forgotten.
No files were deleted (at least I didn't remove anything). I think I simply never had all your maps.
 Ah...
#3717 posted by distrans [121.44.69.54] on 2007/07/28 09:22:40
...distrans sends out beer, a beta report and the HuGs!
 Spirit
#3718 posted by MadFox [84.26.138.139] on 2007/07/28 21:58:02
The last update contained these levels, but gave a page/not/found error.
I still wonder why onepair has always been there, while gravey trail not. Also why the abandon is not at the mod-single player category(?). Also PhantomPholly is missing.
But hey, don't misunderstand me, you still have the best quake1 recource I ever saw on the net!
 Second That
#3719 posted by ijed [201.222.205.225] on 2007/07/30 04:13:12
 Ijed
#3720 posted by MadFox [84.26.138.139] on 2007/07/30 05:29:06
give me a #1307 hat. First one looks so empty.
 ?
#3721 posted by ijed [216.241.20.2] on 2007/07/30 16:03:51
That's not a hat - its the logo for a game called Quake3 . . .
Guess I'm missing something there.
 Then
#3722 posted by MadFox [84.26.138.139] on 2007/08/01 00:41:44
ít's a general abuse...
 <-- That;s The Love Ewe Symbol
#3723 posted by HeadThump [4.136.111.115] on 2007/08/01 01:58:03
http://www.muttonbone.com/
Sick, sick, sick, (but funny!), sick
 But You Would Pick The Ugliest One
#3724 posted by HeadThump [4.136.111.115] on 2007/08/01 01:59:56
 Orl
#3725 posted by rudl [193.171.131.245] on 2007/08/05 21:23:06
You got mail
 Tronyn
#3726 posted by Sielwolf [84.130.198.179] on 2007/08/06 15:11:07
I sent you a reply last week, did you receive it ?
(it bounced a few times before it seemed to send, so that´s why I ask here )
 Some Shots
#3727 posted by rudl [193.171.131.245] on 2007/08/11 13:34:04
 Rudl
#3728 posted by Sielwolf [84.130.228.129] on 2007/08/11 17:31:31
awesome rusty textures; you could turn these wall decos into some real rusty pipes or add them anyway, would make the room appear more interesting.
The floor in the 3rd shot: hmm seems like it´d be a pain to move there (just my thoughts).
BTW what is that red thingy in the first shot, looks kinda weird ?
 Looks Good
#3729 posted by ijed [201.222.205.86] on 2007/08/11 18:15:15
I'm a fan of Ogro's sets as well, and I like all the angles you've put in everwhere.
The large red lightpanel in the first shot does look a bit out of place - so make it into more of a feature with a glowing light or some details enclosing it.
#3730 posted by necros [99.244.15.189] on 2007/08/11 18:17:29
i think it could do with more texture variety. also, the three pipes on the wall's texture tiles in an obvious manner.
there's some nice geometry in there, but it needs some trim and contrast to bring it out.
cheers :)
 Try
#3731 posted by inertia [24.164.73.173] on 2007/08/12 00:07:08
idbase
 Yeah, Cheers :))
#3732 posted by ijed [201.222.205.86] on 2007/08/12 01:12:25
And maybe Ogro's brown set (of Nehahra fame) could help add some trim to break up the repeating rust texture.
#3733 posted by -_- [89.110.47.15] on 2007/08/12 01:16:33
idbase is overused
 Ijed:
#3734 posted by rj [86.1.160.132] on 2007/08/12 11:00:20
that rust texture is from ogro :-p
#3735 posted by rudl [193.171.131.245] on 2007/08/12 12:12:58
Well I like the idbase textures too, but ogro's texture-set is a bit darker grimmer.
This shots show more or less one room, so I don't think it's repeating. Here is another (with brown ogro textures)
http://rudl.quaddicted.com/joequak...
The large red lightpanel in the first shot is the back site of the computer. Already put a pulsing light there, looks a lot better.
The three pipes are made in an obvious manner, does it look bad?
Thanks for some nice ideas and feedback :)
 Ogro
#3736 posted by necros [99.244.15.189] on 2007/08/12 17:54:24
what i'm seeing here (and what i've seen before with the set, which is why i never used it) is that they don't tile well at all. take a look at the 2 thick beams on the ceiling in that shot... you can clearly see it repeating over and over. same goes for the rusty wall on the right side. it's clearly tiled 4 times there.
the textures look great on their own, but when they aren't broken up with a lot of geometry, they look shit.
i think if you added in the 16 wide trim you used on the ceiling beams in between each repetition of the rusty wall on the right side, it'd look a lot better, for example.
 And...
#3737 posted by rudl [193.171.131.245] on 2007/08/12 19:31:15
...It would look a lot better if I aligned the texture on the thick beams correct ;) lol
I did a grave mistake (The original beams were
thicker, I downsized them)
 Better?
#3738 posted by rudl [193.171.131.245] on 2007/08/12 20:46:28
#3739 posted by inertia [24.164.73.173] on 2007/08/12 22:45:07
I still think they look dated, kind of in the same way as the original rubicon textures.
 Yep, Better
#3740 posted by ijed [201.222.202.214] on 2007/08/12 23:17:31
But you should realign that panel texture on the left that's below the blocks that are below the lights. It looks like a 128 brush so that texture should align to the floor height.
The map's looking grimy and evil.
 It's Coming
#3741 posted by Mikko [91.153.54.88] on 2007/08/28 19:24:24
#3742 posted by Trinca [89.180.153.182] on 2007/08/28 21:52:15
look very nice ;) cant wait to put my hand on it!!! :) dont have any sp to play :( alreaqdy played all Q1 maps :(((
 Looks Okay
#3743 posted by Zwiffle [67.53.148.10] on 2007/08/29 01:52:56
But even the shots with angled brushes seem incredibly flat.
Angle it up!
 Nah, Box It Up!
#3744 posted by Lunaran [76.210.68.240] on 2007/08/29 04:19:20
go all frank lloyd wright in this bitch
 Spotlights . . .
#3745 posted by ijed [216.241.20.2] on 2007/08/29 15:03:41
Would like nice on those recessed anglewall lights in shot2 - AguirRe's light tool can help to set up spots without messing around with info_null's.
As it is they look pretty diffuse for what is an otherwise dark corridor.
To save yourself time lighting the more bright areas (like in shot 3) you could also use delay in the same light tool for wider range but faster falloff - produces very nice effects when normal and wide range / ffalloff lights are mixed.
 Dadaa
#3746 posted by Mikko [91.153.54.88] on 2007/08/29 17:47:14
Well, yeah I kinda noticed how the map turned out to be very boxy and x-axis but I guess that was a result of some sub-conscious planning. You see, I have been building maps for Duke3D for the past ten years (see my profile) and the editor ("Build") is somewhat limited. For example, you can't create solid objects that float (bridges, for example, unless you construct them using tons of 2d sprites).
ijed:
"Spotlights... Would like nice on those recessed anglewall lights in shot2 - AguirRe's light tool can help to set up spots without messing around with info_null's. "
Yeah, I actually wanted some kind of spotlights but found out I can't do that with tools that come with WC. I'll take a closer look at various third-party tools when the architecture is finished.
 I Use WC As Well (v1.6a)
#3747 posted by ijed [216.241.20.2] on 2007/08/29 17:50:37
And you can; open the smartedit tab on any light and give it the various fields needed (check the docs for those).
You can also write them into a fgd so that you don't need smaredit - I have a Quoth version I can forward.
 Mikko
#3748 posted by bambuz [80.221.169.201] on 2007/08/29 22:20:35
Kinda what ijed said, but if the stuff is not in the fgd (prolly not) you have to disable smartedit.
Use aguirre's build tools and read vis.txt for documentation of the new light utility. It's quite versatile.
 I Agree With Lun.
#3749 posted by biff_debris [71.88.203.178] on 2007/08/30 00:58:49
Totally digging on the rectangular vibe there, Mikko. Nothing wrong with playing to your strengths, or at least exploring them.
 Mikko
#3750 posted by R.P.G. [24.28.245.229] on 2007/08/30 05:10:12
Build... whoa, I haven't thought about that editor in quite a while.
#3751 posted by [87.249.61.2] on 2007/08/30 16:10:26
my textures + ik base. kinda cool!
 Betas...
#3752 posted by Mikko [91.153.54.88] on 2007/09/10 22:55:26
The map needs a bit more polishing and I still need to add gameplay. This could take a few days or about a week. After this the map should be ready for testing. So, I need TWO experienced mappers to betatest the map.
Anyone?
 Mikko
#3753 posted by Sielwolf [84.130.189.195] on 2007/09/11 05:21:24
I´m not mapping, but I´ve done some testing in the past.
E-mail is in my profile.
 Mikko
#3754 posted by golden_boy [217.251.60.43] on 2007/09/11 16:04:47
Sielwolf is the best playtester you can get.
 I'm Not Even Close...
#3755 posted by the silent [213.188.221.75] on 2007/09/11 17:19:03
...to the best playtester you can find, but, I'd love to give it a shot, if you cannot find anyone better.
Obviously, just jokingg... I did some playtesting in the past... Address' in the profile...
 Okay
#3756 posted by Mikko [91.153.54.88] on 2007/09/11 23:23:26
Thanks - I'll be contacting you once the map is ready for it.
One more shot: http://i7.photobucket.com/albums/y...
 Mikko
#3757 posted by inertia [134.53.120.119] on 2007/09/12 00:17:23
Try scaling the rivet texture down, and look into the appropriate way to make 45 degree trim (I'm referring to the big things on the edges of that building). Looks nice though, ikbase yaey!
#3758 posted by gibbie [69.140.12.215] on 2007/09/12 03:17:45
rivet tex looks cool i think, but yes agree with inert 45 degree texture cutoff bothers me.
looks to be a cool map!
 The Thing With Ikbase?
#3759 posted by necros [99.244.15.189] on 2007/09/12 04:36:50
trim. and a lot of it. :P
 I Think
#3760 posted by bambuz [80.221.169.201] on 2007/09/12 16:41:19
the door looks tiny compared to the rest of the scale, but it's kinda cool in a weird way... it's of course hard to judge in a screenshot.
 Inertia
#3761 posted by golden_boy [89.27.252.62] on 2007/09/13 00:58:56
what IS the correct way to make 45 degree trim, then?
This made me scratch my head. You mean the slotted brown trim is not "wrapping" around the edge, so the rusty texture looks cut off?
 Hey Golden_boy...
#3762 posted by distrans [149.144.189.66] on 2007/09/13 04:42:58
...I try to avaoid the use of 45 degree angles all together, because of the texturing issues, but sometimes it can't be helped.
The texture on the 45 degree plane at the top of the right hand side support column looks:
1. Out by maybe 2 units in the "horizontal", thus it either needs to be flipped or simply pushed left a couple of units.
2. Out in the "vertical plane", because the base of the panel on the angle does not match up with the top of the panel on the vertical. Textures place on a 45 degree angle, in most editors AFAIK, need to be either stretched or shrunk on one of the axes to make seams line up.
 45 Degree Trim
#3763 posted by inertia [134.53.120.119] on 2007/09/13 04:54:27
Not sure how to explain it, but you should use the same tactic as you would for putting trim on any angled surface. The idea is to have the width of the trim be constant (usually 16 or 32 units) as it wraps around the shape. This is all in an effort to make quake levels look more realistic -- and if not realistic, at least plausible. Someone around here has a curve-making tutorial, which should help you. Not to self-pimp, but it's the first example that came to my mind: in my only released map, I use trim a lot in the way that I am suggesting to you (although usually on a horizontal surface, not a vertical one).
....I have no idea if that made any sense. Good luck!
 New Design Study
#3764 posted by Method [76.170.234.96] on 2007/09/13 06:05:15
After watching City of Lost Children again, I was inspired to build something of similar nature.
www.methodonline.com/temp/meth_tes...
www.methodonline.com/temp/meth_tes...
www.methodonline.com/temp/meth_tes...
Feedback is welcome,
-Method
 Err...
#3765 posted by Method [76.170.234.96] on 2007/09/13 06:06:40
 Pretty Sweet, But
#3766 posted by HeadThump [4.136.111.176] on 2007/09/13 06:27:58
which game/engine is it for?
Oh, and if I forgot to mention,
Pretty Sweet!
#3767 posted by Zwiffle [67.53.148.10] on 2007/09/13 06:29:14
Looks to be HL2. :(
#3768 posted by Method [76.170.234.96] on 2007/09/13 06:31:50
Zwiffle: Actually Doom 3 :)
-Method
#3769 posted by gibbie [69.140.12.215] on 2007/09/13 07:13:06
I try to avaoid the use of 45 degree angles all together, because of the texturing issues, but sometimes it can't be helped.
You shouldn't because stuff like that is what makes your map stand out. Look at a Than map for proof. Inertia is right, trimming adds realism. It makes your map more believable and much more pleasing to the eye (if done right..).
And come on, is it really that hard to rotate/scale a texture?
Just imo :)
 Method
#3770 posted by JPL [213.30.139.243] on 2007/09/13 08:07:49
Wow, really nive shots ! Did the Hell forces invade Earth or what ? Nice ambience in anyway ! Keep it up !
 45° Angles
#3771 posted by Spirit [91.62.24.197] on 2007/09/13 09:07:36
I am a lazy bu and use them. Luckily Quark has the "fit texture to face with minimum scaling". Some multiplication here and there (as too over-/underscaled textures look pretty bad) and taaadaaaa.
 Ooooh, Doom 3 Water. :O
#3772 posted by Text_Fish [82.32.1.90] on 2007/09/13 09:46:11
Awesome screenies Method.
Is it for a particular project, or just to show off? :P
 Method's Hideout Project
#3773 posted by Method [76.170.234.96] on 2007/09/13 11:04:31
JPL: The atmosphere is inspired by a French movie The City of Lost Children. One of my favorites on the list with Dark City.
Text_Fish: It's a project codenamed Method's Hideout. My goal was to create a texture set for my themes of level design which are urban, industrial and abandoned. Then it became a design study, to show what I can do with Doom 3 engine. You can find other design studies here:
http://www.methodonline.com/temp/m...
The water I used was actually a hack. It's a shader that distorts any diffuse map. If you jump into it, you'll fall through :(
-Method
 Method
#3774 posted by PuLSaR [80.80.111.200] on 2007/09/13 15:08:25
wow very nice shots and very interesting textures. will you release them before/after your project?
 They're The First
#3775 posted by ijed [216.241.20.2] on 2007/09/13 15:15:22
Original looking screenshots I've seen for a Doom3 project.
Very nice.
 Textures
#3776 posted by Method [76.170.234.96] on 2007/09/13 15:35:21
 Wow
#3777 posted by Spirit [213.39.158.211] on 2007/09/13 16:06:42
Those are some kickass impressive textures. Great work!
 Method:
#3778 posted by metlslime [204.15.3.5] on 2007/09/13 20:28:06
nice work on the textures, and nice shots.
 45 Degree Surfaces
#3779 posted by golden_boy [89.27.252.81] on 2007/09/13 21:29:08
I see what you mean now.
I'm actually using that method myself (shrinking), it kinda seemed natural.
Is there a formula concerning how much textures are stretched at what angle?
I actually thought you meant the rust texture on the side of the left pillar/air duct? thingy, which is chopped off without anything to cover it up.
But yeah, it's clear now.
 Method
#3780 posted by -_- [91.122.109.236] on 2007/09/13 21:46:22
oh cool! I want to map with those
 Gibbie...
#3781 posted by distrans [149.144.189.66] on 2007/09/14 04:22:44
...did you play Travail?
 Well
#3782 posted by bambuz [80.221.169.201] on 2007/09/14 18:47:41
in basic trigonometry, if the horizontal texture scale is 1 and the texture is stretched upwards to 45 degrees, it travels sqrt(2) [sqrt means square root] or 1.414 units along the surface now. So the scaling must be 1/sqrt(2) = 1/1.414 = 0.7071.
If you have a 27 degree slope (aka "czg curve" ie 0:1 1:2 2:1 1:0) the stretch factor is 0.89. (cos 27 or rather more explilicitly cos(atan(1/2)) )
But a bit depends on the qbsp settings (ie -oldaxis) and map program settings...
Yeah it prolly doesn't make sense without pictures and also possibly doesn't work in the editor or final map.
 And To Method
#3783 posted by bambuz [80.221.169.201] on 2007/09/14 18:52:23
Man, you make good stuff, too bad the engine wrong way shininess somewhat detracts from it.
2003... could someone do an improvement to the engine?
 Bambuz
#3784 posted by golden_boy [89.27.253.232] on 2007/09/14 18:59:28
Cool. I aim to one day understand that :-)
 Method,
#3785 posted by Shambler [82.38.199.129] on 2007/09/17 11:18:23
"unless of course I'll make a SP level. "
Looking at those sweet shots, that course of action should be obligatory.
 Kill Me Now.
#3786 posted by necros [99.244.15.189] on 2007/09/18 03:16:28
 TWIST
#3787 posted by Zwiffle [67.53.148.10] on 2007/09/18 06:19:01
You were dead all along!
 I'd Like To Show You All Something
#3788 posted by grahf [71.206.185.91] on 2007/09/18 06:32:39
I've been working on this for the last few weeks. It's a map from 2002 that I've touched up, sealed, lighted, and compiled. Just eclipsed 4000 brushes. For the sake of anachronism, I've been editing it in the same ancient editor (quiver!) I used to use back then. Textures are mostly rtgnosis and rtarbor, with a few unreal and kingpin sneaking in. I'm pleased with the lighting so far, but it is not perfect. There is no progression of objectives yet, nor many things to kill. I've not decided whether to just throw some keys in and release it, or save it for something much larger.
Oh right, it's some kind of medieval city for Q1, currently I'm using Nehahra entities.
This part is very old and unchanged:
http://img260.imageshack.us/img260...
dense narrow streets:
http://img458.imageshack.us/img458...
you can go inside the buildings:
http://img146.imageshack.us/img146...
I'm aware that this lighting is rather flat:
http://img231.imageshack.us/img231...
#3789 posted by yes!!! [71.219.107.81] on 2007/09/18 07:25:21
its fucking awesome shit fuck!
 Grahf
#3790 posted by JPL [213.30.139.243] on 2007/09/18 08:05:34
Oh, very nice !! I love the medieval city atmosphere.. It remind me the "Petite France" in Strasbourg :)
Keep it up, and release it soon please !
 Grtahf
#3791 posted by Shambler [82.38.199.129] on 2007/09/18 08:58:38
Go white girl go!
 Grahf.
#3792 posted by Text_Fish [82.32.1.90] on 2007/09/18 09:50:34
You win.
#3793 posted by grahf [71.206.185.91] on 2007/09/18 18:05:21
Thanks guys. Any critiques? like, is that grey wood plank texture overused as trim?
 Grafh & Method
#3794 posted by Vigil [91.152.93.88] on 2007/09/18 19:43:33
Looking sweet, guys.
Grahf: Really cool, strong and original theme there, I dig the textures and your heavy structures. Lots of supports, pillars and girders, very nice. Maybe the lights and monsters are enough to bring some splotches of colors, making them stand out even more. Fits right into Quake.
Method: Foreboding, forgotten, isolated, old, decayed. Hope you'll be releasing that texture set? Would fit right into HL2, too, I feel. It's got a good vibe to it, like something out of the dark, old alleys of an old European city.
#3795 posted by Trinca [89.180.48.219] on 2007/09/18 20:08:41
zommgmggggg Grahf welcome back ;)
look real good the map :) can´t wait to put my hands on it...
 Grahf
#3796 posted by golden_boy [89.27.252.77] on 2007/09/18 22:20:02
Looks like something out of Thief: The Dark Project.
Especially the lit windows.
 Grahf
#3797 posted by nitin [210.84.9.225] on 2007/09/19 00:03:29
looks great, I like that texture combination.
Method, that's very nice. Looks quite City of Lost Children-ish, which is a good thing.
 I've Got A Long Way To Go
#3798 posted by grahf [71.206.185.91] on 2007/09/19 02:13:04
I should comment on method's screenies. I seriously thought it was a max/maya rendering, before he said it was D3. That level of mapping is so far beyond anything I could attempt.
 Grahf
#3799 posted by Method [76.170.234.96] on 2007/09/19 06:20:52
Thanks Grahf :) I'm planning on making a SP level in the future. Currently thinking of cool ideas for it and geometry.
-Method
 Grahf
#3800 posted by ijed [201.222.205.179] on 2007/09/20 01:23:29
That looks very solid - nice to know you're using Nehahra as well, it remains one of the greats.
You're going ahead with a full SP or you have grander plans?
Both good.
 Orl
#3801 posted by rudl [193.171.131.245] on 2007/09/20 17:58:49
You got mail
 Whoa
#3802 posted by starbuck [80.192.72.117] on 2007/09/21 12:24:17
Cool stuff Grahf! Looking forward to that one!
 Yeah, Nice Goodly Stuff Here, Grahf
#3803 posted by HeadThump [4.136.90.90] on 2007/09/23 04:37:49
Those deep shadows remind me of the first Thief game as well.
 If You Want A Little Criticical Eyeballing
#3804 posted by HeadThump [4.136.90.90] on 2007/09/23 04:42:50
those trims could use some color variation. I'd avoid using the same color on the trim as you do on the dominate tiles. That one tile with the X cross I'd recommend whipping out photoshop and making the X portion a lighter tone so it doesn't look so flat.
 Also,
#3805 posted by HeadThump [4.136.90.90] on 2007/09/23 04:48:23
similar to advice Metl once gave me, the wooden post and the brown brick in http://img260.imageshack.us/img260... kind of fade in to one another because they are almost the same shade of brown. Lighten the wooden post tile and it should bring out its material properties better in contrast to the brick's dark bulky presence.
 You Rock, Grahf.
#3806 posted by biff_debris. [71.88.203.178] on 2007/09/23 05:00:12
Digging the medieval vibe, must see more!!
 New Small Episode For Quoth - Deja Vu - Testers?
#3807 posted by RickyT23 [86.138.194.24] on 2007/09/24 14:13:35
OK people, Ive made a six map mini episode using quoth. I have sent a copy to kell. So far I havent incorporated skyboxes (but will) and it probably needs a bit of tweaking here and there. I need some playtesting done, but dont want to host a final version online yet cause obviously its not finished. If anyone thinks theyre up for the job, then please email me and I will send you a copy, or leave your email address where I can see it on this messageboard and I will send you a copy. It uses a base theme mostly, lost of quoth demons on the later maps and kell's fury texture wad.
My address: trowbridge.richard@googlemail.com
Jolly Good!
 How About
#3808 posted by Text_Fish [82.32.1.90] on 2007/09/24 20:37:59
a couple of screenshots to pique everyones interest Ricky?
 Bones
#3809 posted by MadFox [84.26.112.218] on 2007/09/25 07:12:56
I'm working on some new Q1 monsters, and so far all goes well. So I tried to get grip on the Q3 bones model, and it has touched me with its grey haze. Converting it to quake1 gave me a tough job, as animating frames all had to be concealed again. Made it some tougher, because it got rather thin, and then
Qmle showed up with a strange texture convertion, as well as a lot of vertice meshes, but that aside. I had the skin part right, but somehow a part of the texture keeps mirrored. I made three models now, but they all turn up with the same error.
http://members.home.nl/gimli/bone0...
http://members.home.nl/gimli/bone1...
http://members.home.nl/gimli/bone2...
Anyone knows how to avoid this nasty habbit?
 ScreenShots For Y'all
#3810 posted by RickyT23 [86.138.194.24] on 2007/09/25 13:09:30
Here are some screenshots of me maps:
http://shub-hub.com/files/images/D...
http://shub-hub.com/files/images/D...
http://shub-hub.com/files/images/D...
http://shub-hub.com/files/images/D...
http://shub-hub.com/files/images/D...
I have now added skyboxes (evidently from the shots), and tinkered around with the ending a bit. But I wouldnt have said this version (which I'm not hosting yet) is final, cause it seems the more things I fix, the more problems I see. Took Three hours to compile the last map last night (Aargh!!!), and Ill prob end up doing it again tonight.
Mail me if you wanna playtest the NEW beta! (new from yesterday, that is...)
 Hell, Yes...
#3811 posted by the silent [82.185.144.141] on 2007/09/25 13:28:16
...Mail info is in the profile!!!
 Madfox
#3812 posted by Lunaran [75.134.23.155] on 2007/09/26 01:34:59
check your surface normals in whatever modelling app you started the model in (I'm assuming you didn't build all this in QME...), make sure they're all contiguous and none of them are reversed.
 Lunaran
#3813 posted by MadFox [84.26.112.218] on 2007/09/26 21:26:11
I've chequed all vertices. It seems to happen when I export the model to a dxf file.
I've had 14 verticemeshes in each frame, so I went all the 87 frames, untill I counted my dry bones. One perticular vertice seems to be the error.
http://members.home.nl/gimli/bone3...
Is there a way in Qmle to make this surface triangle get back to its origin position?
Because I can't controll the outcom of the dxf files my am2000 is transporting.
 Meh.
#3814 posted by Fern [71.208.44.92] on 2007/09/26 21:26:24
I'm making a Q1 episode for speedrunning right now and designing it as fast as I can to avoid getting bogged down in details.
http://www.suspenlute.com/fr3nrun1
The Egyptian map should be done by next weekend.
The obtex map is a pain in the ass. :(
 ^
#3815 posted by starbuck [80.192.72.117] on 2007/09/26 23:57:21
looks badass, good to see you mapping, fern!
#3816 posted by Trinca [89.180.141.3] on 2007/09/27 00:06:43
OUM textures... zomggg SEXY!!!
looking good ;)
 Madfox
#3817 posted by Preach [86.148.8.52] on 2007/09/27 00:28:05
Yes, in QMe select the triangle tool and right click on the offending triangle to flip the way it faces. I've noticed that a few of your other models have also had this in places, although it's less plain to spot in them.
 Arggh, Ctrl-click
#3818 posted by Preach [86.148.8.52] on 2007/09/27 00:37:05
You although you can do it by right clicking and selecting the option from the menu, I actually meant to tell you the quick way, which is to hold ctrl and left click on the triangle in question. Much faster if you have more than one to do!
 OUM Textures?
#3819 posted by metlslime [204.15.3.5] on 2007/09/27 02:59:59
Don't you mean Oblivion textures? :)
 Preach
#3820 posted by MadFox [84.26.112.218] on 2007/09/27 06:00:34
Possible I had this error in other models, but the reason was I didn't had your advice to solve it.
Sure it was easier than the vertice error!
http://members.home.nl/gimli/bones...
Thanks!
 Madfox
#3821 posted by ijed [216.241.20.2] on 2007/09/27 17:08:47
If you have access to max try using the STL check as well, its not easy to find but it basically finds all lost verticies, backward facing normals and open edges.
I haven't used it since max5 to be honest, but I doubt its been removed. For character models in Quake (ie. models without alpha polys) it was very useful.
 Qmle
#3822 posted by MadFox [84.26.112.218] on 2007/09/27 20:20:49
I've got max, but the program is so huge I never seem to get grip on it. Same as blender. I know both are programs with lots of efforts.
On this moment I can delete the triangles in Qmle, and adding a new one restores the original skin texture.
In contrary there are also some that don't.
Drawing straight on them also add the texture both on front and backside.
 Screenshot Whoring
#3823 posted by grahf [71.206.185.91] on 2007/09/27 22:53:13
I would hate to give the impression that the map is almost done by posting more shots. I do indeed have episodic intentions here, which I'll say more about when I have something to show for it.
The majority of the feedback I have gotten has concerned lighting contrast and texture variation. There are several other wooden plank textures in the RT_arbor set, which will vary up the grey wood, but I have't decided which to use yet. The lighting is only marginally better, but I added subtle color values, which I thought looked different and neat enough to show off some new angles: (taken in darkplaces)
http://img474.imageshack.us/img474...
http://img529.imageshack.us/img529...
http://img229.imageshack.us/img229...
http://img259.imageshack.us/img259...
http://img208.imageshack.us/img208...
 Looks Very Unrealish
#3824 posted by nitin [210.84.4.18] on 2007/09/28 00:09:31
specifically like the Illhaven custom map pack, which is a very good thing.
 You Hit It Right On The Nose
#3825 posted by grahf [71.206.185.91] on 2007/09/28 00:15:26
Illhaven has been one of my single biggest inspirations.
#3826 posted by Trinca [89.180.128.60] on 2007/09/28 00:48:53
ye is looking real real good :)
 Looks Cool
#3827 posted by rudl [193.171.131.245] on 2007/09/28 10:58:45
definitely got some atmosphere
 Looking Very Nice
#3828 posted by ijed [216.241.20.2] on 2007/09/28 16:09:31
 Grahf
#3829 posted by golden_boy [89.27.252.204] on 2007/09/28 21:33:55
Hate to be the nitpicking one again, but...
#1 Texture alignment on the grey cobblestones
#2 Roofs normally look different from the inside.
#3 Roof textures clipped off at 45 degrees.
I guess the answer to #2 is to put some wooden beams on the inside of the roofs. The answer to #3 is: Don't build this style of roof then. I've had the same problem in another map. Hrimfaxi's new map has the same issue IIRC although it's less obvious. Look at some real roofs, those seams are always covered up there.
Another concern, which is either very big or very small, depending on perspective, is: It doesn't resemble Quake anymore. :-)
Also, it looks very much like a facade. If those windows were _real_ windows, that would be something else. It always bugged me in Thief that I would see the lit windows and hear people talking and laughing, but could never go inside and see them. It felt like a fake, which is what it was.
Painted-on windows are problematic. Unless they are breakables with rooms behind them. Also, windows are normally set back into the wall a bit.
Try using some more and different kinds of chimneys?
#3830 posted by metlslime [204.15.3.5] on 2007/09/28 21:39:17
#2 Roofs normally look different from the inside.
Well yeah, they don't have shingles! Try replacing the inside shingle textures with a wood planks texture.
 Don't "hate" To Nitpick
#3831 posted by grahf [71.206.185.91] on 2007/09/28 22:03:56
That kind of critical feedback is exactly what I need to hear, as it's really hard to stay objective after staring at my own work for hours upon hours. I'll address them one by one.
1: That cobblestone texture simply does not align well, unless I changed the width of the streets, which I am loathe to do at this point. I may conceivably change it, though most other cobblestone textures I have seen are just as non-directional.
2: I agree, the roof's interior should be flat wood planks or somesuch. I've changed this in some places, but not in the area I took that shot in.
3: Roofs at 45 degrees, I assume you are referring to http://img208.imageshack.us/img208... ? This can be rectified with clever stretching, though I don't think you'd notice it in game as much, as you would be seeing the roofs from street level most of the time.
Regarding the windows... I can assure you that you can, in fact, go inside all of the buildings. They are lit with a point light of delay 2 (1/x^2 falloff), light 32 or 23 (depending on size of the window) right in front of the window. In other Nehahra engines, this looked fine, but the overbright gamma of darkplaces oversaturates the window and makes it look too bright, even though the light is not traveling too far. For certain windows where the light ought to travel farther and spill out into the street, I intend to try delay 1, 1/x falloff, though I haven't done so yet.
The window frames, and the wood "X" frames, used to be made from individual brushes. The X frame prefabs were 11 brushes each. Realizing this was insanity, I made up flat textures in photoshop and reduced my brushcount by at least 1000. Do you mean the windows should be inset on the inside or outside? Given the open nature of this map, I'm trying to keep surfaces flat where possible. In certain places where gameplay dictates, I do intend to make the windows transparent and breakable, but it's not realistic to have every one be like that.
I like the idea of chimneys for atmosphere and realism, I'll look into where some more would look good. Do you see the one here? http://img529.imageshack.us/img529... The misc_smokemaker trails are still moving a bit fast to be realistic, but they are there.
I'm aware it's not your typical quake scene, I've never been big into blood and spikes style maps myself, I think it will become appropriate in context.
#3832 posted by Kell [80.192.19.108] on 2007/09/28 23:02:36
Don't "hate" To Nitpick
Really? Oh ok then.
Those wood textures are shit. They're horrible. The graininess and contrast on them is ugly on its own, but is all the worse because the material supposedly being represented is wood grain. They look like they were molested by an Unsharp Mask filter. Twice.
What stuns me is they are - I assume - from a professional source. Ditch them if you actually want your map to look like a nocturnal medieval townscape by firelight instead of the inside of my cooker.
HTH
#3833 posted by golden_boy [89.27.252.209] on 2007/09/29 00:06:52
Yes, that's what I was referring to. And you're right that they will be viewed from floor angle. But it might still be easy to fix if you devise some kind of clever "cover-up."
I meant that the windows should be inset on the outside with little ledges below them. Unfortunately I'm missing the English words here just as I was missing "shingles"... Window sills? As it is, the scenery looks about as much like a medieval European city as ... the inside of Kell's cooker.
I'm aware of the brushcount implications etc. and what you say is perfectly understandable.
Kell: The textures are by Undule, from an unfinished Unreal total conversion project IIRC (Real Tournament = RT?). Same source as "Day of the Lords". I agree they look a bit unrealistic here. I also agree that the wood textures in Knave are damn good (and underused) ;-) That's just empty theory though because the author of course decides these things. ^^ RT_* are very good for stone and stuff like doors though.
Chimneys: I was thinking more of the "industrial" English ones. You have a "brick" on the roof and several pipes coming from it in a row. Typically right on top of the house. Not medieval but atmospheric.
I would suggest breaking up the facades a bit (portals? arcades? ever see medieval entrances?), but your project is already hitting all sorts of boundaries.
 Oh And...
#3834 posted by golden_boy [89.27.252.209] on 2007/09/29 00:31:20
Stairs. Old towns are chock-full of different kinds of stairways, steep ramps and *very narrow* passages between houses.
If you're going Lovecraftian, check out slanted stairs.
And even cobblestone roads are in reality very uneven, in fact they are little mountain ranges. Carriages and weak underground have made them like this. Don't be afraid to make the roads 3D, it's realistic. Higher in the middle with parallel dents in them and water in the dents. You can also slant them in parallel to the houses.
Another typical thing is that the houses themselves are asymmetrical because part of them has sagged away. The main horizontal support beams on old European houses will always be either slanted or slightly U-shaped, or both. Really. Sometimes also the whole house is A-shaped a bit. Slanted walls and floors! There will be no 90 degree angles. And around, behind and between the houses will be wooden shacks and stables. And the streets will be FILTHY. I'm talking little pools here. You know in Rome they had these treadstones, so people could cross the street without getting really dirty feet.
There will be unused spaces between houses, too. And burned down houses. The last war can't be long ago. And empty dark windows.
Also, space between buildings will probably be either bigger or really narrow (a man's width.)
-> Geometry looks much less neat than in your shots.
#3835 posted by metlslime [204.15.3.5] on 2007/09/29 00:40:08
There will be no 90 degree angles.
All of what you say is true, but QBSP isn't going to like that a bit :)
 I Always Liked
#3836 posted by ijed [201.222.201.250] on 2007/09/29 04:26:13
the medieval / plagued village level in Painkiller.
#3837 posted by golden_boy [89.27.252.145] on 2007/09/30 00:02:29
QBSP isn't going to like that a bit :)
Yeah, I was being extreme. It would have to be translated to the game of course. Like just using some slanted walls and ceilings, and a malformed house or two, symbolically so to speak, to liven it up. I meant to create a pile of material that he could just use where he wants, not copy an original to a T.
It's clear.
 Guys
#3838 posted by bambuz [80.221.169.201] on 2007/09/30 12:42:17
this is quake! No unrealistic expectations... For example you probably can't do that much with the ground/roads or the player will get stuck easily with the qbsp errors in the hull generation. But it could be cool to try?
#3839 posted by golden_boy [89.27.252.35] on 2007/09/30 19:18:17
can't you do triangle terrain for the roads?
#3840 posted by -_- [89.110.55.174] on 2007/10/01 01:09:42
Forget it guys, even quake3 shits on the detailed 'natural-like' maps with subtle angles all over the place (Sock`s PoM)
And we are talking engine 2 generations behind that
#3841 posted by Fern [71.208.44.92] on 2007/10/01 03:34:15
can't you do triangle terrain for the roads?
Maybe with a clip brush over all the triangles...
 DarkPlaces Water Stuff
#3842 posted by Urre [213.114.202.41] on 2007/10/01 20:55:45
 Cool....
#3843 posted by metlslime [204.15.3.5] on 2007/10/01 22:14:18
looks almost as good as the Sauerbraten water.
 Nice Nice
#3844 posted by bambuz [80.221.169.201] on 2007/10/01 23:49:54
both reflection and refraction unevenness there.
 Ooh Nice
#3845 posted by starbuck [82.41.204.47] on 2007/10/02 01:42:10
actually looks like real water, in quake! Feels weird and new. Like a new pair of underwear, at first it's constricting, but then it becomes a part of you [/garth]
 GeForce 2 Sux !
#3846 posted by RickyT23 [86.138.194.24] on 2007/10/02 11:47:53
Oh well...
 Shots Of SickBase
#3847 posted by RickyT23 [86.138.194.24] on 2007/10/03 11:35:05
I have been making another level for Quoth, just one massive level, cause I realised the downside of making six small levels is that I cant watch demos (nobody sent me any, anyway), cause you cant record multi-map demos (can you?).
So far this thing only runs on AguirRe's engine:
http://shub-hub.com/files/images/q...
http://shub-hub.com/files/images/q...
http://shub-hub.com/files/images/q...
Will have a version (with rocks surrounding) ready for testing in a day or two.
So far it looks like its gonna have a lot of monsters, I've populated about half of it so far.
Contact me if you wanna be on the list to test it, when it is ready for testing I'll probably be just as impatient about finishing it off as I was for DejaVu, so if you do wanna test it you'll have a couple of days to do so and if you havent got back to me then it'll probably end up out anyway!
 That Looks Quite Good
#3848 posted by nitin [210.84.7.209] on 2007/10/03 11:42:56
although some in level shots would mae it easier to judge.
Great skybox selection though.
#3849 posted by spd [87.249.61.2] on 2007/10/03 13:01:02
turn on the ligth please
#3850 posted by spd [87.249.61.2] on 2007/10/03 13:03:41
turn on the ligth please
 Multiple Demos
#3851 posted by Preach [131.111.213.35] on 2007/10/03 13:31:54
You can record sequences of demos over many maps. In the original engines they wouldn't play back crrectly, but some(if not most) more recent ports correct this behaviour somehow...
 Lighting
#3852 posted by RickyT23 [86.138.194.24] on 2007/10/03 13:32:08
I havent quite got the lighting right yet then.. I have set the sun brightness at about 115, I did have it at about 300 but it was too bright (I need to adjust the angle too, to match the background in thew skybox). I'll try it at 140-150 next time.
I took these shots late last night (about 3:30), and had to stop working to get sum sleep!
Damn thing takes about 20 mins to compile (fast vis, normal light), so its a pain to tweak the settings. Im trying to go for a dusk type feel.
 If You're Using
#3853 posted by aguirRe [212.151.8.139] on 2007/10/03 14:56:26
my Light util, don't forget to add -fast -gate 1 to the cmd line to speed things up considerably. You can also tweak indoor/outdoor lighting separately using -sunlight 0 and -nolight respectively.
And of course you don't need to vis just to check lighting ...
 -fast -gate 1?
#3854 posted by RickyT23 [86.138.194.24] on 2007/10/03 15:33:35
Does that affect the quality of the outcome?
I have been using the -sunlight (115 - was the last I tried), what will '0' do?
What does -nolight do?
Im also using -light 50 to set a minimum light value for dark areas.
BTW I LOVE your engine. I was in a panic when fitzquake wouldnt run the level (un-vised I think at the time) and I tried a few other engines, with a bit of a sweat on, finally got to yours - it worked! I was sooooooo relieved.
I have set it up now so most of the monsters spawn as player progresses through level, I think that helps too.
Vis-data size is 7-8000k on a fast vis, what might it be after a full vis. Should I use -fast -gate 1 for the final full compile?
So many questions for tech people!!
 RickyT23
#3855 posted by ijed [216.241.20.2] on 2007/10/03 16:04:27
Again, read aguirRe's documentation!
http://user.tninet.se/~xir870k/
And his engines will handle almost anything you throw at em. I managed to break them once or twice but that was with a leaking Warp map.
 Also,
#3856 posted by ijed [216.241.20.2] on 2007/10/03 16:05:09
The map is looking very nice.
 That...
#3857 posted by necros [99.227.108.217] on 2007/10/03 17:43:15
looks fucking cool. :o
 Documentation A Bit Confusing...
#3858 posted by RickyT23 [86.138.194.24] on 2007/10/03 18:09:17
I ended up reading the aged qmap forums, but Im gonna be reading it forever - three years worth of entries with void links (what happened to planetquake BTW?)
Seriously - I dont know what -nolight does
I can use trial and error to get sunlight right
Anyone wanna point me in the right direction with using Quoth sound function, i.e. what bit-rate and sampling rate can they be (Ive got some cool metal music stuff to put in the level!)
Sorry Im not brighter!
P.S. Im glad you like the look of it.
 Oh Also
#3859 posted by RickyT23 [86.138.194.24] on 2007/10/03 18:10:52
Im scared to put strobe effects in the level. Is my reluctance wise?
#3860 posted by gibbie [128.183.109.101] on 2007/10/03 18:41:55
Ricky calibrate your monitor. Those pics are way too dark, brighten them up.. I know it's quite complicated but give it a try.
About the map, it looks a little messy. Overdetailed, badly lit, bad texture alignment. I see you're trying to push engine limits, but that's no excuse for no visblockers at all, that's just bad construction. Use your brushes wisely (e.g., the railing could easily do with a lot less vertical supports).
 Ricky
#3861 posted by aguirRe [212.151.14.218] on 2007/10/03 19:40:29
I'll answer in the Mapping Help thread.
 Strobes
#3862 posted by Lunaran [24.158.1.74] on 2007/10/03 20:02:57
Im scared to put strobe effects in the level. Is my reluctance wise?
Yes, yes it is, I nearly had seizures in multiple places in your last pack. flickering/blinking lights are okay as accents, but don't light an entire area with them. an entire 19" monitor flashing in your face is not pleasant.
 Lunaran:
#3863 posted by metlslime [204.15.3.5] on 2007/10/03 20:48:36
Use vid_vsync 1
Then at least you won't see tearing as you have your epileptic fits.
#3864 posted by gibbie [69.140.12.215] on 2007/10/04 00:05:14
Ah hmm maybe it was my monitor... sucky work flatscreen.. my bad
 Ricky
#3865 posted by inertia [134.53.120.119] on 2007/10/04 07:15:14
Truly, avoid minlight. There's no excuse to use it!
 I Like Minlight!
#3866 posted by RickyT23 [86.138.194.24] on 2007/10/04 11:43:38
Perfect excuse to use it:
It get rids of totally black areas of your map!
 Ricky
#3867 posted by JPL [213.30.139.243] on 2007/10/04 11:52:30
Fine if you don't use -nominlight option in your litgh tool :P
This option allow you to have complete black areas if you use antilight (i.e light with negative value), while in other places, the minlight value allow to limit shadow darkness to something less "dark"... check if aguirRe's light tool have this option ;)
 -nominlight
#3868 posted by JPL [213.30.139.243] on 2007/10/04 11:53:17
... can also be a -nominlimit option... depending of the tool... :P
 JPL Makes Me Wonder...
#3869 posted by Mr Fribbles [220.253.9.87] on 2007/10/04 14:06:12
Has anybody ever done a completely antilight "lit" level? Start out with a high minlight, and use the technique he describes to refine it?
Of course, it would probably be a stupid idea to do it arse-backwards like that, but hey, you never know till you try. If nothing else, you could do it just to say you did it! :)
#3870 posted by Trinca [194.65.24.228] on 2007/10/04 14:22:08
pics look great ;) keep the good work!
 Yeah
#3871 posted by bambuz [193.167.3.57] on 2007/10/04 14:50:35
vis blockers, guys. It's quake, not a flight sim. :)
Looks grand, Ricky, I hope it will be playable.
 Antilight
#3872 posted by ijed [216.241.20.2] on 2007/10/04 15:22:36
Haven't really gone into using them properly, or even local minlights. Davinci painted on a black canvas because light creates what you see, what comes first is always darkness.
Following that idea you could antilight a high minlight / sunlight map or else try local minlighting the whole map with sunlight for outdoors and occassional point lights only for highlighting.
As opposed to chucking torches everywhere.
It'd take a long time but produce a very hand crafted and lit map.
 Minlight
#3873 posted by Lunaran [68.190.88.207] on 2007/10/04 15:34:21
It get rids of totally black areas of your map!
Wow, why not just set it to 255 then? You wouldn't have to light the map at all!
It's lazy. You can never use shadow to intentionally hide things or direct attention elsewhere, you reduce the contrast of all the lighting in your map, and unlit areas wind up looking worse because all the textures are rendered at the same flat value instead of just being black. If a part of your map is dark, light it yourself. It's guaranteed to be better.
Look at efdm12 - it's gloomy and there's a lot of cool things done with light and shadow, but Frib avoided blackness with his actual lighting, not with minlight.
 Multiple Level Demos
#3874 posted by Fern [71.208.42.146] on 2007/10/04 15:37:05
You can start recording a demo, play through multiple levels, and then use demtool to split it up into individual .dem files to play in your engine of choice. SDA marathons are recorded this way afaik.
 Contraversial
#3875 posted by RickyT23 [86.138.194.24] on 2007/10/04 17:41:42
Ive been using a minlight of 35. I think its good cause the sunlight is really low to, and I have the sun mangle set so that the sun is going down and the shadows are really long. I dont know if you have ever spent a lot of time running around as dusk out in the country but I think you'd find that the contrasts start to fade, and gradually your eyes start to adjust to the darkness.
I have put a lot of lights in the map as-well as using the sunlight settings, I dont think I would be able to get the desired effect using light entities only.
'Wow, why not just set it to 255 then?'
Because it would look shit, and we wouldnt want that now, would we?!?!
#3876 posted by gibbie [128.183.109.101] on 2007/10/04 17:50:29
seems like you do
 Sniping
#3877 posted by RickyT23 [86.138.194.24] on 2007/10/04 17:59:56
35 = 255?
#3878 posted by starbuck [82.41.204.47] on 2007/10/04 20:29:28
Has anybody ever done a completely antilight "lit" level? Start out with a high minlight, and use the technique he describes to refine it?
Of course, it would probably be a stupid idea to do it arse-backwards like that, but hey, you never know till you try. If nothing else, you could do it just to say you did it! :)
Awesome idea... It'd be worth a try as an experiment anyway.
I agree that minlight sucks, but it's great when you're speedmapping (or I guess, just lazy). If you have more time though and want a similar effect, low level lights with a huge range work better I find, eg light 50, wait 0.05. Put one of those lights next to a normal 200 brightness light (which you placed near an actual light fixture hopefully) and you'll get subtle light that extends into the darkness but doesn't look bland.
 Anti-light...
#3879 posted by metlslime [204.15.3.5] on 2007/10/04 20:34:36
I did use antilights in a few places in rubicon, but since then I haven't becuase they are very hard to use in a natural way. It always seems to look like a bite was taken out of the lighting or something. Maybe I haven't found the optimal way to use it (i think i was using it to darken spots in a sunlit room, which might be the problem. Maybe in a room where the positive light isn't so flat, the negative light would fit in better.
 Could Be Used
#3880 posted by HeadThump [4.136.90.183] on 2007/10/04 21:10:46
to create some interesting results if approached conceptually like with dodge and burn painting in photoshop and gimp. You normally start off with a canvas at a medium point (128,128,128 - gray) and from there your dodge setting creates a light contrast and your burn setting creates dark contrast.
Say you start with a min light of 255, and you use antilight for darker contrast and additive light entities for brighter. At the very least, it would eliminate the problem where vertices with slight angler differences create a huge light/dark contrast that look unrealistic and you have to place ambient lights to soften the results.
Thanks, Mr Fribbles for this idea. I don't know how realistic it is to go this route as of yet, but it is something to think about.
 I Created A Quick And Dirty Test
#3881 posted by HeadThump [4.136.90.4] on 2007/10/04 22:24:05
I took a chunk of a current map I'm working on, and created a gray texture using a color from from the mid grays of the Quake palette, as well as a gray sky texture. I replaced source lights with anti-lights under the beams above the stairs. Minlight was set to 255.
http://mortisville.quakedev.com/qu...
One obvious problem you'll see on the side walls, the anti-light created shadows create their own shadows, but it is likely a problem that can be minimized with some tuning of the entity settings for falloff.
 On Minlight
#3882 posted by necros [99.227.108.217] on 2007/10/04 22:58:44
i agree with lunaran on this. i used minlight on all of my early maps and the major complaint with them from everyone was usually the poor lighting (sometimes my penchant for horde combat though :P).
my later maps i used less and less minlight until i did one without it completely. i found the extra contrast you get from not using it is very desirable. it's more work, but it pays off in the end because it looks so much better.
 A Slower And Cleaner Test
#3883 posted by HeadThump [4.136.90.46] on 2007/10/04 23:14:22
same scene but done with -extra4 -soft and the addition of two lights in the fore using FitzQuake instead of WinQuake. What is interesting here (at least to me) is the softening effect where the vertical line blends and where the faces receive multiple lighting/darkening sources. It's worth exploring as a potential lighting paradigm.
 I Dont Know About The Tech Stuff
#3884 posted by nitin [210.84.7.209] on 2007/10/04 23:38:30
but headthump that shot looks very cool.
 That Reminds Me Of
#3885 posted by metlslime [204.15.3.5] on 2007/10/05 00:23:27
the glquake bug where all lightmaps are inverted when gl_texsort is 0 in 32bpp mode. (or was it gl_texsort 1?)
 IIRC...
#3886 posted by distrans [149.144.189.66] on 2007/10/05 04:47:04
...XeNoN did the lighting in one of his levels using the high minlight - antilight combination. I think it may have been his "outside of competition" 100 brush level Centurion. I may be completely wrong of course.
 More Minlight
#3887 posted by Lunaran [68.190.88.207] on 2007/10/05 05:48:44
Yes, I know about eyes adjusting. :)
At dusk when the sun is at a low angle you're getting a lot of scattered ambient light from the upper atmosphere. So, yes, there isn't much contrast between what's in direct sunlight and what's shaded from the sun, but to reduce all the other light contribution to the scene other than the sun to a single universal value is too broad an assumption to jump to. Nooks, crannies, and gaps where geometry meets other geometry, and areas farther from the sky, will all be darker than areas that are more exposed to open air. You get a lot of soft gradation between the two, soft enough that any minlight contribution will throw it way off. Having it makes a scene really pop with realism. Replacing it with a flat value will ruin it.
 Hey...
#3888 posted by necros [99.227.108.217] on 2007/10/05 08:02:17
would ambient occlusion be possible in a quake1 light compiler? o.o
 And What's Nice
#3889 posted by bambuz [130.233.228.9] on 2007/10/05 09:57:45
(that probably most here know) at sunset is that the stuff in the sun is orange (direct sunlight) while stuff in the shade is blue (scattered sunlight from the blue sky). You can notice this in the real world if you play close attention.
 Necros
#3890 posted by RickyT23 [86.138.194.24] on 2007/10/05 16:06:19
How much minlight did you used to use?
 Who Wants To Test It?
#3891 posted by RickyT23 [86.138.194.24] on 2007/10/05 16:19:14
Its by no means finished, but I want some feedback.
Finished version will incude:
Some sort of perimeter for the complex
Music!
Extended start
Start map
Anyone wanna test it and make me aware of any other issues than those above?
BTW, The lighting prob needs some adjustments too!!
Ask me to mail a copy.
 RickyT
#3892 posted by JPL [213.30.139.243] on 2007/10/05 16:37:29
How much minlight did you used to use?
Personnally in a range of 25 up to 35, depending of the ambiance I want to have... And also with sunlight set into the 100-150 range..
And I don't forget to add -nominlimit/-nominlight in light tool command line ;)
Well, you have to experiment to find your way: it is just a question of taste...
 Necros
#3893 posted by Lunaran [24.158.1.74] on 2007/10/05 16:41:26
would ambient occlusion be possible in a quake1 light compiler?
I don't see why not. I wanted something like that in q3map2, which would basically do an occlusion test against skybrushes to get exactly the effect I described, but q3map2 is nearly impossible to compile since ttimo decided to add nearly functionless dependencies on very specific releases of all kinds of random source libraries (like PNGLIB ...)
#3894 posted by necros [99.227.108.217] on 2007/10/05 17:48:00
i don't have my really old maps, but my first ones had pretty high minlights... probably around 40-50 or something.
i think i lowered it more and more every time until i got to nesp09, which has 35.
marb and deadcity had 0 though.
as for ambient occlusion, would it be easier just to test how close a face is to other faces and just give a light value based on that alone? might not work well with huge faces vs small ones though.
i don't really know the first thing about light programs though, just tossing it out there. :P
 Minlight
#3895 posted by inertia [134.53.120.119] on 2007/10/05 20:17:34
I still don't understand why anyone uses it. As Lunaran pointed out, it makes shadows less shadowy, and washes out the whole visual experience of playing the level.
It sucks.
 #3883
#3896 posted by HeadThump [4.136.90.198] on 2007/10/05 20:49:30
just realized I never posted the second shot intended for #3883
http://mortisville.quakedev.com/fi...
same scene (using minlight at 250 and anti-light entities as subtractive value) but done with -extra4 -soft and the addition of two lights in the fore using FitzQuake instead of WinQuake. What is interesting here (at least to me) is the softening effect where the vertical line blends and where the faces receive multiple lighting/darkening sources. It's worth exploring as a potential lighting paradigm.
 Q3map2 Already Has An Ambient Occlusion Hack
#3897 posted by BlackDog [58.7.103.204] on 2007/10/05 20:57:23
It doesn't trace against skybrushes though, simply nearby geometry. Look at -dirty, -dirtscale, etc. It also have skylight, which is very similar to what Lun describes.
So I dunno what he is bitching about. Unless it's the q3map2 source, which seems all kinds of fucked up.
 Oh,
#3898 posted by HeadThump [4.136.90.198] on 2007/10/05 21:00:32
thanks Nitin, and Metlslime, I recall that error as I managed to generate it one time when screwing up a tutorial posted on Quakesrc.
 Blackdog
#3899 posted by Lunaran [68.190.88.207] on 2007/10/06 03:35:13
Neither of those are quite what I wanted. I don't think skylight gives you attenuation control, or something. I know I panned it, I just forgot why. :)
 Because I Can...
#3900 posted by Fern [71.208.42.146] on 2007/10/08 02:22:10
 Fern
#3901 posted by nitin [203.214.32.60] on 2007/10/08 11:14:13
lighting still looks flat, dont know if its lit properly yet but that's one area in most your maps that seems to be consistent.
otherwise, nice texture choices.
 Fern
#3902 posted by starbuck [82.41.204.47] on 2007/10/08 13:06:36
really interesting texture combination, I like! I agree with what nitin said about the lighting, but presumably it's just not done yet.
Architecture looks good and the overall look is very neat, but maybe a bit boxy in the first shot, there's a lot of right angles. Good work so far though.
 Yeah....
#3903 posted by Fern [71.208.42.146] on 2007/10/08 13:26:54
the lighting is bad because there is none :P
Thanks tho :)
#3904 posted by rudl [193.171.131.245] on 2007/10/08 21:08:07
That blue door looks cool
#3905 posted by rudl [193.171.131.245] on 2007/10/12 10:44:17
 OOOooooohhhh
#3906 posted by JPL [213.30.139.243] on 2007/10/12 12:05:32
Looks cool !
 Looks Pretty Awesome...
#3907 posted by Fern [71.208.50.103] on 2007/10/12 12:50:44
...at first glance and after a few seconds it looks a bit of a hodgepodge... still love to play it though. :)
#3908 posted by Trinca [194.65.24.228] on 2007/10/12 14:28:21
looks great man, god job!!!
 Seems That
#3909 posted by bambuz [80.221.169.201] on 2007/10/12 15:02:22
it's technieval. I wonder if the tin panels rattle if you shoot at them. :)
#3910 posted by rudl [193.171.131.245] on 2007/10/12 15:17:48
That's true it itended to be a conservative medival map but, now there are not really medival elements
But don't worry the final version won't have any medival elements or textures. ;)
#3911 posted by Orl [209.146.26.5] on 2007/10/12 15:48:27
But don't worry the final version won't have any medival elements or textures. ;)<\q>
Aww, why not? I'm getting tired of all the base maps (trinca). I want to see some medieval stuff!
 Whoops
#3912 posted by Orl [209.146.26.5] on 2007/10/12 15:51:28
forgot its a / not a \
 That Looks Mad!
#3913 posted by RickyT23 [81.156.237.196] on 2007/10/12 16:19:24
Hell, I say go for it! Enforcers v Ogres, Grunts v Knights! Quake was always a fusion of eras anyway.
 Yeah
#3914 posted by ijed [216.241.20.2] on 2007/10/12 18:01:10
Looks really nice.
I'd suggest going for the fusion style as well . . .
 I'd Suggest
#3915 posted by Lunaran [24.158.1.74] on 2007/10/12 23:16:21
using some lights with lower brightnesses and much bigger radii. In that shot I see a dark map with a lot of tiny lights highlighting a bunch of spots that aren't really visually contiguous.
#3916 posted by rudl [193.171.131.245] on 2007/10/13 16:38:55
that's probably because I'm playing Doom3 at the moment ;) And there will we also be a lot of viscera and blood.
but I think the high contrast gives a little bit more atmosphere. And making the outside lighter results in a reduced contrast with the skybox
But the interior will be lighter.
fusion-style yes/no well I haven't descided yet I'm consider putting some Nehahra ents in it
The other reason is that you don't need to download the skybox, because it's from Nehahra
 70s Are Back
#3917 posted by Friction [80.186.104.175] on 2007/10/13 16:59:39
 Friction
#3918 posted by JPL [82.234.167.238] on 2007/10/13 18:07:24
It's Doom3 textures for sure, but I'm not sure if it is Doom3 game: is it ?
In anyway, the sky outside looks disco !
#3919 posted by Lunaran [71.90.129.120] on 2007/10/13 20:55:26
but I think the high contrast gives a little bit more atmosphere
okay, fine.
can we rename this the "unquestioning praise for screenshots" thread?
 Rudl
#3920 posted by necros [99.227.108.217] on 2007/10/13 21:59:03
black and white texture is wierd, kind of ugly, and doesn't fit with the rest of the textures. also, the use of the yellow and white 4box lights is not good. consider using the square, white lights with the copper trim and the yellow version for the yellow 4box lights.
also, lighting d3 style is not a good thing. the major problem with lighting a d3 map is to get nice contiguous light sources without overloading the video card. q1 doesn't have that problem, so you should take full advantage of it.
the brushwork itself is kinda neat. something that's not seen much, sort of like a techy castle. i think when the textures are fixed up and the lighting is smoothed out a bit, it could look pretty cool. :)
 Seventies...?
#3921 posted by MadFox [84.26.196.113] on 2007/10/13 23:23:38
#3922 posted by gibbie [69.140.12.215] on 2007/10/14 01:36:07
wow that is some next level shit madfox! are you gonna make it shoot lasers?
 "Unquestioning Praise"
#3923 posted by Fern [71.208.50.103] on 2007/10/14 02:09:54
...would be a better title than "unquestioning capitulation to Lunaran's criticism."
 . . .
#3924 posted by ijed [190.20.103.205] on 2007/10/14 02:51:40
Everyone want's to see more Quake maps. Encouragement helps that happen. If you can change the mappers opinion on how they're building to what you think is a better design concept then everyone's happy.
But you're not going to do it from a screenshot - you need to betatest. Maybe Unquestioning praise isn't such a bad rename (although very sarcastic) for the thread. The members of func are jaded because nobody, ever, posts screenshots of something that is just ugly and bad.
Granted now and again stuff crops up that needs input by people with more experience, but hardly ever.
rudl - I'd suggest changing the skybox. What you have there is a dark map in the middle of a glowing dusky void. Don't change the lighting; I like high contrast myself, instead change the skybox to something darker. Stars or maybe even pure black void, so that the light in the map reflects it.
It'll make it feel more like a real place and less like a map, immersion being the key.
 By Hipshot
#3925 posted by -_- [91.122.7.45] on 2007/10/14 09:48:31
 Ooh
#3926 posted by starbuck [82.41.206.175] on 2007/10/14 11:22:27
nice shots for that Hipshot map... is that Quake 3? Lighting from the sky looks very good indeed, how was it done?
 Starbuck
#3927 posted by nitin [203.214.120.57] on 2007/10/14 12:33:51
yep thats q3, you can just make out the RL in one shot.
 Lunaran:
#3928 posted by RickyT23 [81.156.237.196] on 2007/10/15 11:00:17
After your comments about the lights in MY map, I put more light ents in and reduced the minlight!
Did you look at it? (I dont know how up to date the copy I mailed you was, will have been big, un-vised and nasty, but lit)
Its compiling now - browning nicely!
 Yes
#3929 posted by Lunaran [24.158.1.74] on 2007/10/15 16:46:34
I did get it, sorry I kind of shirked on looking at it. you see, I bought this box, and it's orange, and full of irresistable toys ...
 I Can't Even Buy That
#3930 posted by RickyT23 [217.44.37.26] on 2007/10/15 16:52:08
until this friday! When did it come out on your side of 'the pond'?
 October Tenth
#3931 posted by Lunaran [24.158.1.74] on 2007/10/15 21:46:55
two thousand and seven
 More Eyecandy
#3932 posted by Fern [71.208.50.103] on 2007/10/17 06:13:26
...continuing the theme of id-mixed with other stuff.
http://www.suspenlute.com/fr3nrun1...
#3933 posted by gibbie [69.140.12.215] on 2007/10/17 06:50:06
ohh that looks cool! nice nice... but fix the misaligned wizmet tex
#3934 posted by Trinca [89.180.31.252] on 2007/10/17 08:25:25
very old school nice!
 Fern:
#3935 posted by metlslime [71.202.113.29] on 2007/10/17 08:59:19
that looks like pure id to me...
lighting looks pretty good.
 Link Is 404?
#3936 posted by RickyT23 [217.44.37.26] on 2007/10/17 10:38:11
 It's Not 404 For Me
#3937 posted by bambuz [193.167.3.93] on 2007/10/17 15:15:18
Looks ID1 to me... The blue and red and the button's metal kinda clash but maybe it looks better in game.
Relating to how you think when it was constructed, parts were plastered with dull white and red plaster, partly tiles were left in the open, but what is the blue stuff and what is the runic metal doing there and the riveted stuff in the ceiling... I think it's mixed, but I understand if you are experimenting so that it all doesn't repeat the same old style...
 Ah, Its Working Now..
#3938 posted by RickyT23 [217.44.37.26] on 2007/10/17 15:25:46
I think it looks cool, v nice brushwork!
 Interesting Stuff
#3939 posted by ijed [216.241.20.2] on 2007/10/17 15:55:40
Looking forward to it.
 How Do You
#3940 posted by RickyT23 [217.44.37.26] on 2007/10/17 16:08:26
make a sound play?
I know how to make a sound play but the sound is always sourced from the entity that is 'playing it', I mean the source of the sound physically in the 3D map. What I want to do is make sound play where it remains audible (at a constant volume) regardless of how far away from the entity you are.
Alternatively I could trigger the same sound to come from a group of identical entities all at the same time, with sound entities positioned in different parts of the map, so that as you moved away from one entity you are aproaching another, so the sound never fades out completely.
The reason is that I want to put music into a level, like in Warp.
 I Did It
#3941 posted by ijed [216.241.20.2] on 2007/10/17 16:46:04
With a Quoth ambient_generalpurpose with attenuation -1 so that it was heard globally. A bug with that is that the position of the music changes depending which direction you face.
To do it in normal Quake I think there's a hack (teaching old progs .dat thread again) but not sure if it'll let you do looping music - just trigger_once ambient sounds.
To make something be heard constantly attenuation -1 is pretty much your only option, unless you burn a cd (Travail) or do some coding (This Onion). Or replace one of the ambient wavs that already exists - you put the same ambient_whatever in the map with attenuation -1 and it'll play like music.
I experimented with having one in each cardinal point of a map, and even though it did work the bug was still discernible and the overflow for sound channels occasionally crashed the engine - even aguirRe's. I could have got it working, probably, but it was too risky and low priority.
Should have posted in the mapping help thread ;)
 Oops
#3942 posted by RickyT23 [217.44.37.26] on 2007/10/17 16:53:45
so:
"attenuation" "-1"
I would have posted in the mapping help, but it seemed to me that this is a hot-spot for mapping help after yesterdays stuff about "Teaching old progs.dat new tricks" cropping up.
Hmmm. Methinks new map pack will be created with my original soundtrack - some guitar only thrash metal that me and my mate steeve layed down earlier this year - was going to put it in my imminent release, only I couldnt figure out how to do it.
If you look at the mapping help thread over the last three weeks you will find me querying how to do this to no avail!
 Sounds Without Direction
#3943 posted by Preach [131.111.213.35] on 2007/10/17 17:09:29
I've read on inside3d if you put two entities emitting sound at '4096 4096 4096' and '-4096 -4096 -4096' then the sound is directionless, so you might wanna try that. Also, you should know that anything more complicated than a single, sourced sound is going to require some custom coding. You can't precache new sounds with the hacks, sadly.
#3944 posted by RickyT23 [217.44.37.26] on 2007/10/17 18:03:12
I managed to get my sounds in the level in Quoth, and I was happy with it except for the fact that if you strayed away from the entity it would fade out then be in-audible. So hopefully the 'attenuation' '-1' is what I was missing. I dont mind if the music is coming from one direction, if anyhting that will give a cool kind of spinning effect during gameplay!
To do the sounds without direction, if I put them for example at '2048 2048 2048' and '-2048 -2048 -2048' that would have the same effect right? ie it doesnt have to be 4096?
 Hmm
#3945 posted by Preach [131.111.213.35] on 2007/10/17 22:05:20
That should have the same effect if you never leave that cube within the map, I've not tested the idea out before.
 Ricky:
#3946 posted by metlslime [71.202.113.29] on 2007/10/17 22:26:43
please post in the correct thread next time.
 RickyT23
#3947 posted by inertia [134.53.120.119] on 2007/10/18 08:20:13
BTW, a 404 error is different than the server timing out. :)
 Inertia
#3948 posted by Spirit [80.171.20.96] on 2007/10/18 09:03:50
It was a 503 actually.
 Work In Progress
#3949 posted by JPL [82.234.167.238] on 2007/10/18 23:58:22
Just a preview of my current project...
http://lambert.jeanphilippe.free.f...
Feel free to comment
#3950 posted by Trinca [89.181.26.162] on 2007/10/19 00:02:36
looks great!!!
fuck why are your rocks always so sexy? :| you must teach me this one of these days :)
#3951 posted by gibbie [69.140.12.215] on 2007/10/19 00:44:51
am i seeing tanks or wtf? quake doesn't have tanks didn't you know?
 Ha
#3952 posted by bambuz [80.221.169.201] on 2007/10/19 01:32:42
nice break from the ordinary style!
The rock texture is ungood. :/
 JPL
#3953 posted by Fern [71.208.50.103] on 2007/10/19 01:36:49
I always find your works quirky and interesting and departing from expectations in unusual ways and the screenshot is no exception. Keep it up. :D
 Hrm...
#3954 posted by Fern [71.208.50.103] on 2007/10/19 01:39:02
Relating to how you think when it was constructed, parts were plastered with dull white and red plaster, partly tiles were left in the open,
Maybe it's a basement with partial veneer on the foundation. ;)
but what is the blue stuff
Jam. Blueberry jam.
and what is the runic metal doing there
Looking cool.
and the riveted stuff in the ceiling...
Ensuring that gameplay remains riveting.
I think it's mixed, but I understand if you are experimenting so that it all doesn't repeat the same old style...
Actually it's just that I have awful taste and "like" it when styles clash as much as possible in really horrific ways. That's really what it's all about.
 Nice Shot
#3955 posted by ijed [190.20.70.210] on 2007/10/19 02:52:49
But is that a hl1 prefab tank? Looks familiar anyway.
Looks interesting and I like the low angle sunlight, casting the long shadows.
 I Can Certainly Abide Tanks In Quake
#3956 posted by Lunaran [71.90.129.120] on 2007/10/19 04:39:42
but ijed makes a good point - they're real-world looking tanks, Half-Life tanks. Where's the idbase tanks? :)
There's an interesting conceptual design question - what would the vehicles of today's games look like if made to fit into the Quake aesthetic? Kind of stumpy and lumbering, with lots of bevels, to be sure. A few cyan-fullbright running lights, with some exposed enforcer-backpack-looking mechanicals in the back. And brown.
 Tanks...
#3957 posted by JPL [213.30.139.243] on 2007/10/19 08:19:55
These are indeed HL1 prefabs I found on the web: this tanks are Panzer (or Tiger.. I'm not sure). I have to modify their textures has they are based on Africa Korps camouflage sand colors... not cool here: They will turn into brown-greenish later, don't worry ;)
And gibbie point is valid, till today, there were no tanks in Quake... however, I'm working on a ww2 theme / project, so tanks are mandatory! BTW I have no idea if quake / Quoth / Quoth2 (??) monsters would fit in such a theme... I'll see that later...
Also, concerning the rock textures: any suggestions to change it ?
Oh, and concerning the sun angle: I spent a lot of time to make somethinng realistic given the position of the sun in the skybox :D
 Rocks
#3958 posted by Fern [71.208.50.103] on 2007/10/19 08:33:56
Also, concerning the rock textures: any suggestions to change it ?
Maybe something with a color palette closer to the skybox you're using.
 Fern
#3959 posted by JPL [213.30.139.243] on 2007/10/19 08:39:57
I looked for that kind of texture, but it quite hard to find a good grey-red rock texture.. Well, like the tanks, I'll have to modify an existing texture to fit better with the skybox... I can't see other possibilities, except if somebody have what I'm looking for, or can direct me to a particular rock texture that would fit.... Anyway, thanks for the help ;)
 The Rock Texture
#3960 posted by HeadThump [4.136.90.191] on 2007/10/19 09:20:55
in IkBlue in quite good and underused. Maybe try gray scaling that bad boy and see how it fits.
 What Would The Tanks Look In Quake?
#3961 posted by -_- [89.110.5.78] on 2007/10/19 10:42:42
Looted leman-russ tanks, just with less color!
like this
http://homepage.mac.com/james.clay...
and ww2 theme in Quake must be banned. Im serious - its a blasphemy!. There are too many WW2 games already
 Rock Texture...
#3962 posted by Mike Woodham [81.154.10.184] on 2007/10/19 13:02:18
... I would change the colour of the skybox. The redness is overpowering.
 Shot Looks V.nice
#3963 posted by RickyT23 [217.44.37.26] on 2007/10/19 13:14:29
I like the IDBase crane!
What editor do you use? I was thinking of upgrading to WC 3.3 cause 1.6 is a pain in the arse, texture-lock only works if you dont want to rotate things. The crates I can see in the shot look rotated, and tex are lined up fantastically.
 Dudes
#3964 posted by Mr Fribbles [220.253.51.28] on 2007/10/19 13:41:38
Just say no to the light sprite. There is a reason why it was rarely used, even in the original game.
 The Hl1 Tanks
#3965 posted by ijed [216.241.20.2] on 2007/10/19 14:12:20
Are Tigers, I believe. And Nehahra had the Humvee's in some levels - I'm going to be stealing it for a current map.
I remember one level in basic q2 (not Lazarus) that had a working tank turret that was excellent, open area with a black parked tank with a dozer blade on the front, you had to open it up at the back (keycard) and chuck a grenade inside to kill the gunner, great stuff.
 Mmmm, Sprite!
#3966 posted by RickyT23 [217.44.37.26] on 2007/10/19 14:41:19
I use 'em
If it wasnt fer sprites, we never would have had polygonal stuff, then there would never have been cool stuff like HDR Lighting, bump-mapping and whatnot, realtime shadows. Spherical sprites are OK, your never gonna see it from the side. Globes look cool with marsh_lights, different colours!!
 So...
#3967 posted by JPL [82.234.167.238] on 2007/10/19 20:10:26
There are too many WW2 games already
I agree on that point, maybe a simple war theme would be enough.... I'll see if I find another tank prefab (Leclerc, T62 or M1 tank would fit better I think).. something more in line with our spatio temporal continuum :P
In anyway, I will tune Tiger's texture to see if it is possible to make it looking better there.
About the editor, I'm using QuArK. It has an embedded terrain generator, but I don't like it: I prefer using Nemesis' terrain generator, and import the terrain file directly in the map.
Oh, and thanks for the texture recommendation: I'll take a look soon to IKBlue texture pack ;)
I also tried with several skybox, and I love this particular one, that looks really cool: thanks Kell for your DragonHeart skybox: it rocks !
Thanks a lot for all the comments and advices !
 JPL
#3968 posted by inertia [134.53.120.119] on 2007/10/19 20:39:38
I challenge you to come up with a tank that would be used by an ogre.
 Changes...
#3969 posted by JPL [82.234.167.238] on 2007/10/19 22:57:03
Here are 2 new shots of the modifications I did tonight:
ttp://lambert.jeanphilippe.free.fr...
ttp://lambert.jeanphilippe.free.fr...
Tiger tanks have been replaced by Russian tanks (T62 and T72), rock texture has been changed as well...
Inertia: Ogre's tank is effectively a challenge ;) but I don't want to start it.. maybe in another project :P
Enjoy !
 Fucking Links...
#3970 posted by JPL [82.234.167.238] on 2007/10/19 22:57:52
#3971 posted by inertia [134.53.120.119] on 2007/10/19 23:06:33
Stop with the orbs already... :)
 I Agree
#3972 posted by ijed [216.241.20.2] on 2007/10/19 23:23:38
Change the orbs for an orb model or something - they're ok floating in the air but look a bit strange (in game) when supposed to be attached or resting on something.
 They Look Fine.
#3973 posted by Lunaran [24.158.1.74] on 2007/10/19 23:52:48
 Ogre Tanks
#3974 posted by CETME [74.76.48.223] on 2007/10/20 01:52:53
The Weapon Factory (weaponf.bsp) had full-ID-style tanks - definitely something an Ogre would drive.
 Thta Looks Cool
#3975 posted by nitin [210.84.10.30] on 2007/10/20 02:51:45
and orginal jpl.
#3976 posted by necros [99.227.108.217] on 2007/10/20 07:11:57
what's with the anti-orb stuff? it's by no means a bad sprite, and it works well for a light source in the shots.
#3977 posted by gibbie [69.140.12.215] on 2007/10/20 08:14:40
tanks in quake has been done before... remember airquake? the most awesome mod ever, better than nehahra! but they're not really quake style tho
 Tanks..
#3978 posted by JPL [82.234.167.238] on 2007/10/20 08:40:58
.. are more decorative than functional here...
 Cough
#3979 posted by negke [82.82.179.29] on 2007/10/20 10:59:59
The Weapon Factory (weaponf.bsp) had full-ID-style tanks
http://img507.imageshack.us/img507...
ID-style, eh...
 Hahahahaha
#3980 posted by starbuck [82.41.206.175] on 2007/10/20 11:37:47
that's the stupidest thing i've ever seen!
 Heheh
#3981 posted by ijed [190.20.118.235] on 2007/10/20 13:05:28
 Another Case
#3982 posted by ijed [190.20.121.107] on 2007/10/20 13:28:57
Of memory / imagination playing tricks when dealing with old games - you remember it as some majestic fortress towering into the clouds, populated by vicious slant eyed goblins.
Then you go back and it's a bright pink cardboard box with block green stickmen.
Remember that from an Edge article.
 Yeah
#3983 posted by CETME [74.76.48.223] on 2007/10/20 15:32:20
I guess they're worse than I remembered :)
 Ahahaha
#3984 posted by Lunaran [71.90.129.120] on 2007/10/20 19:35:10
man, that's gold. thanks neg|ke :)
 JPL...
#3985 posted by distrans [149.144.189.66] on 2007/10/22 06:57:10
...give the rock texture from Hexameron Phase three a go :)
 Distrans
#3986 posted by JPL [213.30.139.243] on 2007/10/22 08:22:58
Hexameron Phase three ? Where can I find this ?
#3987 posted by nitin [124.168.136.49] on 2007/10/22 12:16:57
I think he means Hexameron phase one, it's q1 sp map by NotoriousRay. From memory, it's the HL1 rock texture converted to the quake palette.
 Nitin
#3988 posted by JPL [213.30.139.243] on 2007/10/22 13:36:28
Oh, I can check for HL rock textures: I have the wad at home ;) Thanks for the clue :)
 HL Rock Textures Suck
#3989 posted by czg [213.115.252.84] on 2007/10/22 13:42:37
The rock texture you're thinking of is one of the brown 256x128 Quake 2 ones.
 Czg
#3990 posted by JPL [213.30.139.243] on 2007/10/22 13:47:57
I can also look at Q2 rock textures, as I have the wad file at home as well ;)
 I Have The Wad File At Home As Well ;)
#3991 posted by czg [213.115.252.84] on 2007/10/22 15:20:04
I have the wad file at home as well ;)
 Here's A Tank:
#3992 posted by RickyT23 [217.44.37.26] on 2007/10/22 17:24:51
#3993 posted by PuLSaR [80.80.111.200] on 2007/10/22 18:15:50
lol
 Orbs
#3994 posted by Shambler [82.47.200.179] on 2007/10/23 09:59:38
Are the new crates.
 Oops...
#3995 posted by distrans [121.44.35.163] on 2007/10/23 11:00:51
...getting ahead of myself there :) Hex One indeed. I sure hope NotRay is doing some work on Hex Two.
Anyhoo, I'll shoot it through to you tomorrow JPL. Along with some others that might suit.
 Distrans
#3996 posted by JPL [213.30.139.243] on 2007/10/23 11:27:31
Thanks a lot, I''l look forward patiently to your mail... you rock !
 JPL
#3997 posted by RickyT23 [217.44.37.26] on 2007/10/23 15:11:43
I like the way you use minlight and sunlight to light your map.
 About Tanks Prefabs
#3998 posted by JPL [82.234.167.238] on 2007/10/23 23:27:20
Well, I checked the textures placement of the tanks, and unfortunately, they are completely misaligned, so I have to re-texture both of them completely: it sucks...
hhhmmm, at this point I'm able to rebuild them properly (grid aligned) and also to use HL texture set only....
wait and see
Oh, and Ricky, FYI: sunlight equals 150, and minlight equals 25... ;)
 Hmm
#3999 posted by RickyT23 [217.44.37.26] on 2007/10/24 12:09:54
Do you mean the prefabs aldreadt had misalligned textures?
If you just mean the allignment got screwed up when you were positioning them I would just like to say that I had many problems like that in Worldcraft 1.6 but in 3.3 it is all fixed!!
Anyone who is thinking of upgrading to 3.3 ( with the Quakeadapter) I would highly recommend it.
Or am I the only person who was still using 1.6?
 Well... I Am Not Sure...
#4000 posted by JPL [213.30.139.243] on 2007/10/24 13:02:08
The tank prefab I used comes from an HL prefab library, and I guess textures alignment has not exactly the same format in HL .map compared to quake .map.. (not sure...) . so either it was already completely crappy, either the .map import failed somewhere (I'm more "confident" with this possibility)
So now the story is, how much time will I need to realign to grid all polygon corners, and then retexture it properly
Also, when I said I'd like to use HL texture set only it was not only for the tanks, but also globally for the all map.... as I did for SRC and Five Rivers Land that use Doom3 texture set...
I'll see later if it fits or not ;)
 Often If All Textures Are Slightly Misaligned
#4001 posted by bambuz [80.221.169.201] on 2007/10/24 15:16:36
you can take off texture lock and move the whole object/assortment of brushes so they match, instead of moving all the textures, which is much more tedious. Then put texture lock on and put the object where you wanted it. But everybody probably knew this trick.
 Bambuz
#4002 posted by JPL [213.30.139.243] on 2007/10/24 16:21:04
It is not enough as some textures have also rotated: don't ask me, I don't know why...
Anyway, I will have some nice tank prefabs at the end: this is the most important ;)
 Tank
#4003 posted by -_- [89.110.55.222] on 2007/10/25 00:54:27
#4004 posted by Trinca [89.181.6.62] on 2007/10/25 01:14:50
sexyyyyyyyyyyyyyyyyyyyyyyyyyyyy
 Jpl
#4005 posted by necros [99.227.108.217] on 2007/10/25 01:16:42
you might have more luck if you did your tank as a model (mdl) and then just make it nonsolid and use clip brushes to block out the basic shape so the player can walk on it.
mdl can be a lot more detailed, texture alignment isn't a problem, and it won't affect qbsp or vis. only thing is light, as it won't cast or receive shadows.
but with mdl, you could even make it move around and stuff (like if you had some in the distance or something).
 Supertank
#4006 posted by metlslime [71.202.113.29] on 2007/10/25 01:31:39
is cool.
P.S. there are a couple of Q2 textures that could pass for tank/catepillar treads. Maybe you could try those.
 Wow
#4007 posted by PuLSaR [80.80.111.200] on 2007/10/25 02:04:45
tank is true!
 Supertank Is Badass
#4008 posted by starbuck [82.41.206.175] on 2007/10/25 10:57:57
I propose that we only map tanks from now on.
 WoW
#4009 posted by JPL [213.30.139.243] on 2007/10/25 12:18:39
Really nice indeed !
 Now That's A Quake Tank
#4010 posted by ijed [216.241.20.2] on 2007/10/25 14:22:19
 Yeah
#4011 posted by negke [82.82.188.212] on 2007/10/25 16:33:23
Just as a reminder: SM138.
 MATSP3 - Q1 Sp Level
#4012 posted by MaTi [81.219.236.138] on 2007/10/25 21:51:07
vehicle made from brushes - 1st try to make a texture (that part with logo) and I have to align it better in photoshop and add rest of the parts...
http://level-design.org/flyer.jpg
and a part of the map with details (roof have to many brushes - it have to be changed :()
http://seir.level-design.org/portf...
 Looks Muted
#4013 posted by bambuz [80.221.169.201] on 2007/10/25 22:01:18
but that could be good once the lighting is in! Hope it won't be too open in the final version.
The rocks look quite cool too, some nice environments to move around in and kill monsters, with all the passages, ramps and columns etc... that could possibly work in multiplayer too.
 Very Brown
#4014 posted by ijed [216.241.20.2] on 2007/10/25 22:05:48
But looks quite nice - the second shot is an internal?
Looks Q2 style as well. Maybe try using some (subtle) coloured lights to offset the texture set - yellows and reds.
 I Was Going To Say
#4015 posted by Fern [71.208.72.157] on 2007/10/26 02:31:13
...that your engine sucks until I realized it was a worldcraft shot. :) Looks pretty good - the rocks especially are natural and quake-y.
 Yes,
#4016 posted by MaTi [81.219.236.138] on 2007/10/26 07:32:02
it's VHE shot ;)
more soon :>
 No Tanks...
#4017 posted by JPL [82.234.167.238] on 2007/10/27 22:52:41
I made some modifications on the map, particularly texturing (I used only HL and Doom3 sets) but this is not the most important...
Is the forklift looking cool or not ?
http://lambert.jeanphilippe.free.f...
Oh, and thanks to distrans who provided the cool rock texture that fit well with the skybox ;)
 Yummy!
#4018 posted by JohnXmas [83.78.24.145] on 2007/10/28 03:37:59
Fork truck is sooo cute...
Tasty rock texes too!
 Yes
#4019 posted by Fern [71.208.72.157] on 2007/10/28 05:11:55
nt
 Tank And Truck
#4020 posted by JPL [82.234.167.238] on 2007/10/28 09:55:32
Thank for the comments ;)
So now, same map, but with a "4-tubes" Tank and a truck (I had to rework both prefab a little bit in order to be able to build the map...)
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
wWhat do you think ?
 Hmm
#4021 posted by inertia [134.53.120.119] on 2007/10/28 09:59:15
Quake does fantasy really well, but not "realistic vehicle with human proportions."
I dislike both of them -- make an idbase tank or something like that! (seriously)
 The Truck Looks Nice
#4022 posted by Fern [71.208.72.157] on 2007/10/28 15:27:59
But when you stand closer, it's clearer that the tank's guns look like tiny water cannons i.e. unrealistically narrow. (And the Quake engine doesn't do narrow stuff very well anyway).
 Enforcer Super-tank
#4023 posted by Shambler [82.47.200.179] on 2007/10/28 15:59:19
Totally bad-ass, someone needs to feature this in a map.
JPL - what inertia and Fern said. Good otherwise.
 Have To Agree
#4024 posted by ijed [190.20.84.152] on 2007/10/28 19:47:01
The tank and truck look a bit out of place, and probably would in any Q1 map.
 Already Explained On #terrafusion
#4025 posted by JPL [213.30.139.243] on 2007/10/29 07:59:45
Let me explain the storyline (at least my starting point idea for this map):
This is war on Earth (you will hear that ingame...) as Quake armed forces are invading us now... And just back from a new mission, you release your base on earth has been infested as well... and you have to kick these bastards' ass, etc.. etc.. bla bla bla...
Well, the concept is that you are on Earth, with humans, with human military stuff, so why should it be "Quakish" ? BTW, it doesn't mean it will not be Quakey ingame... On the outside area the soldier bestiary will fit perfectly IMHO, and inside the base, it will be another story (Ogres in a surgery room, etc...)..
Wait and see... Five River Lands map was also flamed when I presented the first shots (too dark, too "Doom3-ish", etc...) Let me the chance to finish the map, and we will discuss after the release ;)
 Jpl
#4026 posted by nitin [124.168.114.157] on 2007/10/29 12:16:55
but if it's future earth, the forklift etc look out of place.
But something like the tank that someone lse posted a shot of which look futuristic (and quakey) would be a better fit I think.
 I Think
#4027 posted by RickyT23 [217.44.37.26] on 2007/10/29 12:56:06
the truck looks cool. Particularly the truck. Fern is right about the barrell of the tank, but apart from that they look cool also.
Honestly though I think the rock texture is cool and the road texture looks cool but the texture of grass - the ground in between the rock and the road - I think it clashes a bit, certainly with the skybox. I would try and find a texture different to, but similar colours of the rock texture. Maybe. I dunno, it looks cool!
 Cool!
#4028 posted by inertia [134.53.120.119] on 2007/10/29 13:10:40
 JPL
#4029 posted by -_- [91.122.3.5] on 2007/10/29 17:04:38
I think you are mapping for the wrong game
try Halflife or Medal of Honor
 Mapping For The Wrong Game ?
#4030 posted by JPL [82.234.167.238] on 2007/10/29 20:13:49
I don't think so..
And I'm very surprise how much people are so "conservative": can somebody explain me why people are so reluctant when new things come? It doesn't make sense, as I try for each map to find new "setup" (texture use, ambience, story,..), to push the game close to its limits, to do in fact things that have not yet done (AFAIK)...
I have to admit Quake has its own setup, that it has its own "world", but come on, something new will not kill the game at all, it will just enlight how much it is possible to do new things with some imaginations...
My 2 cents... :P
 2 Cents As Well
#4031 posted by ijed [216.241.20.2] on 2007/10/29 22:13:41
When people say 'Quake doesn't do realism well' what they mean is 'nobody's done realism well in Q1 yet'.
#4032 posted by Willem [71.70.208.231] on 2007/10/30 00:04:37
Well, I think there's something there though. The lighting engine, the movement, and the feel of Quake are all very fantasy oriented. Scenes tend to be dark in Quake and that doesn't mesh well with realism. Also, it generally uses low res textures and lightmaps which further detaches it from doing realistic scenes well.
Quake has many strengths but realism, IMO, isn't one of them.
 Realism
#4033 posted by -_- [91.122.99.72] on 2007/10/30 00:14:12
Its not about 'conservatism' its more about coherency and style. Those HL models look completely out of place in a typical quake environment.
If you want to use the 'realistish' models you would need to use the fitting realistic textures (probably from kingpin, SoF1 or HL as well ) and ditch the IDbase and the 'floating ball' sprites. But then how would quake monsters look in such surroundings? It might actually work...
So Im taking my words back. Try to pull it off in Quake and we`ll praise you if you sucseed (and eat you alive for the realistic vehicles in an e1m1-styled map!)
And 'nobody's done realism well in Q1 yet' because... Quake doesnt do realism well.
Lets see: quake player has eyes in the center of his 'body' and runs at the speed of a car! Thus you can never make a realistic environment that would look and feel right at the same time. Its either huge or super-cramped. The gameplay works much better in spacious surroundings. And the engine/compilers are not really suited for small-scale detail. But then again something like 'realist-ish' outdoors city scene could work.
 ...and Just For The Record,
#4034 posted by distrans [149.144.189.66] on 2007/10/30 07:09:30
that new rock texture comes courtesy of Lunaran. There is no doubt...the guy rocks!
 Realism In Quake...
#4035 posted by JPL [213.30.139.243] on 2007/10/30 07:50:02
Quake has many strengths but realism, IMO, isn't one of them.
you can never make a realistic environment that would look and feel right at the same time
So I think this is challenging to prove that it is possible to be "realistic" in Quake (not like in HL / COD2 / etc...), and that's exactly what I'm looking for in this map.
Wait and see now...
 Dude
#4036 posted by inertia [134.53.120.119] on 2007/10/30 07:54:49
Just the let the man WORK!
 I Say
#4037 posted by RickyT23 [217.44.37.26] on 2007/10/30 12:21:59
Go for it! I mean as long as theres enough space around the tanks/trucks to maneouvre in a Quake style fashion, then whats to disinguish a truck from an ID-crate, as far as giving cover goes!
Id really like to se someone do a level with pain skin progs. I had it workin' once a long time ago - pain skins and blood splats/gibs stuck yto walls behind where enemies had been hit. I had five increment pains skins for enforcers, dogs and grunts. That computer died a long time ago, and I couldnt program it anymore.
It would be cool to see pain skins in Quoth / Quoth2! Its easy enough to draw blood onto a skin ythat already exists. I mean its not going to be realistic like Soldier of Fortune style (damage localised to the body part hit) vut it looks cool nonetheless.
#4038 posted by Willem [71.70.208.231] on 2007/10/30 17:26:35
"Just the let the man WORK!"
Hey now, I support his drive and desire - if he can do it, that's awesome! I've never seen a realistic or modern scene done well in the Quake engine before but that doesn't mean that it CAN'T happen. Just that it's increasingly unlikely. :)
 It Won't Be "realistic"
#4039 posted by Drew [66.79.234.14] on 2007/10/30 19:23:37
...The guy just wants to put some damn tanks in his level.
 Well
#4040 posted by JPL [82.234.167.238] on 2007/10/30 20:28:33
Realism is quite subjective... What is realism in Quake game ? For Quake it is impossible to be as realistic as COD2 / SoF / HL2 / etc... I have to be honest, it is a fucking hard challenge, but I think the effort on the ambience is the way to go... and alos on the design layout... nice details touch could make the difference (tanks, forklift, trucks, etc...)... For the gameplay, I have som ideas to investigate...
At least I will try to do something as real as possible, with static stuff, trying to repsect the "Quakeness Harmony of the Universe" :P ... I'm also thinking to the purists... :D
And now: let me work ... I go back mapping :)
 Sure, Give It A Try
#4041 posted by negke [82.83.23.43] on 2007/10/30 20:58:27
Nothing wrong with experimenting and unusual themes. Just make sure the dimensions fit. In Quake, everything is pretty small or stout (models) so small or thin brushes look odd in relation. Realistic vehicles might work, but only if they're not like three times as large as the player.
 Scale Is Key...
#4042 posted by generic [71.1.70.117] on 2007/10/30 23:53:38
In Quake, nothing is scaled according to real world dimensions. The player typically starts on a 16-unit slipgate textured brush which is > 1/4 of his/her player height, yet he/she can walk up it with no problem -- that would be like taking 2 or 3 stairs at at a time in the real world!
Also, the native textures in Quake don't effectively show detail: a textured wall won't look as good as the skin on the player's double-barrelled shotgun at a very close proximity.
There "may" be a balance though that involves brushes based off of the player height and scaled-down or 24-bit textures, but it would be a difficult one to strike.
Good luck ;-)
 Lighting
#4043 posted by Preach [131.111.213.35] on 2007/10/31 00:59:10
Another issue you might have to contend with is the lighting model, as it's one of the visual differences between half-life and quake, which might explain why "realistic" things suit one and not the other. Half Life does radiosity, which washes things out. That's kinda annoying from a style point of view, quake lets you do great gloomy places with the control you have over where light goes. But it also means that intricate geometry can get very hard shadows in quake. This makes the object look unnatural in it's environment.
An alternative is to make all your detailed things alias models rather than bsp models, but that's a lot of work. And it's not to say that detailed objects in quake can't be lit in such a way that they look convincing. It'll just require care.
 Neg|ke / Generic_maps / Preach
#4044 posted by JPL [213.30.139.243] on 2007/10/31 08:55:18
Thanks a lot for all the good points you mentionned there: I'll try as far as possible to take them into account.
 Oops...
#4045 posted by MadFox [84.26.196.113] on 2007/10/31 18:35:11
do I need ID licenses to drive them?
 New Monster
#4046 posted by MadFox [84.26.196.113] on 2007/11/01 18:29:24
I tried to make a new Quake1 monster. Pyrogirl.
I remodelled the Atlantis babe and added frames.
I was searching for a good flamethrower code to suit her, but sofar I didn't have luck. I watched the quoth code.
http://members.home.nl/gimli/pyro0...
http://members.home.nl/gimli/pyro1...
http://members.home.nl/gimli/pyro0...
Now I'm trying with sprites like flame.spr and explod.spr But it still doesn't work out I planned. Also texturing is rather flat.
#4047 posted by Trinca [89.180.5.197] on 2007/11/01 18:56:42
nice tits :p
 Lara Croft Porno Wonder Woman!
#4048 posted by ijed [216.241.20.2] on 2007/11/01 21:11:22
In Quake!
Heheh, looks good though. But don't use sprites for the fire, they never look good when scaled up. A model could work well.
 It Makes Ruliano Look Like Doom 3
#4049 posted by Fern [71.208.40.5] on 2007/11/02 03:27:32
nt
 Hahaha! Hahahahahahahaha!!!!
#4050 posted by RickyT23 [217.44.37.26] on 2007/11/02 10:16:29
That looks really cool. Reminds me of Malice!
Would go really well with Malice texture set.
I wonder what it (she) would look like with some bilinear filtering? Cant you program it to use the fireball model already in quake - the one on the hard difficulty bit on the Quake 'start' map? Would look better and save modeling.
 Mange Babe Anyone?
#4051 posted by negke [82.83.18.190] on 2007/11/03 01:42:25
Careful with that style...
 Model
#4052 posted by MadFox [84.26.196.113] on 2007/11/03 06:00:32
So far I can make her use the lightning bold and throw a fireball. This in despite she has no weapon. The fireball falls in short distance on the ground though. Must have made a bad coding while using the shotgun loaded with the fireball.
As good as the flamethrower in Quoth I can't get it. Get blocked with a SPAWN_CRUCIFIED error. As far I as I can see it is done with sprites.
Texturing is still to flat for bilinear filtering, although it looks goood in fitzquake.
 Monsters
#4053 posted by Tronyn [24.79.154.192] on 2007/11/03 09:03:59
I've always thought Quake's style didn't lend itself to babes, that that was more of a Duke-Nukem thing, but if you are gonna have one she might as well use multiple weapons.
Quake's "Femaleness" so far, to me anyway, seems to consist of Vores and Shub Niggurath - monstrous fertility, and all that.
Quake universe seems to me to work with the whole "obsessive asexual male, any biological fact is disgusting," Lovecraft angle. But this is all subjective, I must admit. There has got to be a way you can pervert this monster enough to make it appropriate to fit into the Quake canon (of Ogres, Shamblers, Fiends, etc). But remember: they took the BEST from Texas Chainsaw Massacre, not the worst.
 This Came Out Kinda Funky
#4054 posted by HeadThump [4.136.111.31] on 2007/11/03 09:27:28
http://mortisville.quakedev.com/so...
screwing around with the DKT3 textures, I attempted to derive a shape from the arch window at the top. The gray scale image is a quick dodge and burn of the basic shape. The top portion got a bit screwed so I created a symmetrical window frame instead. Several steps later and you get the results at the bottom.
I need to make the metal frame more uniform (probably superimpose a vector of the same shape over it with
some blending), but its all gravy.
 Bedy Bye Time
#4055 posted by HeadThump [4.136.111.31] on 2007/11/03 09:44:46
now for the crate version of the same texture,
http://mortisville.quakedev.com/cr...
 Monsters
#4056 posted by MadFox [84.26.196.113] on 2007/11/03 19:20:26
The pyrogirl I made is for a Hellboy mod. She doesn't fit in Quake because as you say, she differs to much with the other monsters.
I was curious to know if there are other attacks possible.
Something like the trogball in zerstorer.
Or spawning a monster in and out, like in HexenII. Sad Quake's engine won't permit these actions, but I'm sure there more ways.
Only bad thing is, it needs so much coding knowledge to devellop new attack shapes.
 Attack Suggestion
#4057 posted by ijed [190.20.121.158] on 2007/11/03 20:31:39
I always liked the trog's ability to teleport at will, but only when in sight of the player. Kind of like the Quoth Polyp invisibility, but quicker. Unsettling and requireing some quick reactions, maybe that would be good for her.
 More Red Mapping
#4058 posted by Fern [71.208.66.135] on 2007/11/03 23:45:23
#4059 posted by Trinca [89.180.106.167] on 2007/11/04 00:58:29
look great Fern
 And Another..
#4060 posted by Fern [71.208.66.135] on 2007/11/04 02:21:06
...because someone complained about the lack of contrast in lighting.
http://www.suspenlute.com/fr3nrun1...
 ...still Complainin'
#4061 posted by czg [213.115.252.84] on 2007/11/04 02:39:31
 Umm
#4062 posted by bambuz [80.221.169.201] on 2007/11/04 02:47:38
the light doesn't fall off with distance? Use a different formula?
 Nice Shots
#4063 posted by ijed [190.20.95.106] on 2007/11/04 16:32:58
 Fixed :P
#4064 posted by Spd [87.249.61.2] on 2007/11/05 13:32:40
 Well...
#4065 posted by RickyT23 [217.44.37.26] on 2007/11/05 14:08:07
I think the lighting looks better in that shot^^
You might want to rotate the texture with the grey-ish brickwork on the slanted face just below the ceiling at the back of the shot by 90 degrees, it would make to bricks look like they have all been 'laid' horizontally, just a minor consideration which could be considered to add a minute level of realism...
V. nice texture theme and lighting work though!!
 Speedy's Shot
#4066 posted by nitin [203.214.64.250] on 2007/11/05 14:37:01
does look better
 New Shot...
#4067 posted by JPL [82.234.167.238] on 2007/11/05 23:31:31
... of my current project: the outside is finished.. while missing monsters, etc... Tecture set used is HL / Doom3 / Nature / and rocks from Lunaran via distrans ;)
So is it so bad ?
http://lambert.jeanphilippe.free.f...
 JPL
#4068 posted by Orl [68.38.78.49] on 2007/11/06 00:56:24
No it is not. I think it looks great.
 Hrm...
#4069 posted by Fern [71.208.66.135] on 2007/11/06 02:38:23
I looked at speedy's photoshopped suggestion and tried a bit to make it work in the map itself. How's this for starters?
http://www.suspenlute.com/fr3nrun1...
#4070 posted by gibbie [69.140.12.215] on 2007/11/06 07:08:12
better! are you using fitzquake? other gl engines don't support overbrighting or whatever it's called so lighting may look a little flat
 Gibbie:
#4071 posted by metlslime [71.202.113.29] on 2007/11/06 07:20:13
it says "Wrote Tomaz34.tga" right in the screenshot :)
 LOL :)
#4072 posted by Fern [71.208.58.55] on 2007/11/06 14:29:17
I always use tq148 for screenshots and software joequake for actually playing Q1
 I Know
#4073 posted by gibbie [69.140.12.215] on 2007/11/06 14:36:24
metlslmsmie: go map
plant: go fitzquake, take screenie again
 I Know
#4074 posted by gibbie [69.140.12.215] on 2007/11/06 14:36:24
metlslmsmie: go map
plant: go fitzquake, take screenie again
 If You Insist...
#4075 posted by Fern [71.208.58.55] on 2007/11/06 15:06:28
 JPL
#4076 posted by ijed [216.241.20.2] on 2007/11/06 17:12:01
Looking better and better.
 Orl / Ijed
#4077 posted by JPL [82.234.167.238] on 2007/11/06 17:32:45
Thanks for the positive comments ;)
I'm currently working inside the bunker : new shots will come...
BTW, I'm looking for a base map big boss to fight for the final: any suggestions ? Maybe Quoth2 will have something interesting..
Wait and see..
 Hmmm....
#4078 posted by RickyT23 [217.44.37.26] on 2007/11/06 17:53:22
Quoth 2 - ETA?
Would anyone care to say, dare I even axsk? ;-)
 Granito
#4079 posted by MadFox [84.26.196.113] on 2007/11/06 19:49:09
Hey JPL, try Granito. It's in your mailbox!
 New Quake1 Monster
#4080 posted by MadFox [84.26.196.113] on 2007/11/09 18:45:24
I made a new Quake1 monster. It's rather plumpy because of the odd angle it switches from back to front. It was my intention to make a monster of a elementary cube which comes alive.
But by making it wake up backwards, its walk behaviour has become rather drunk. Maybe I should make it wake up in front, so this strange habbit disappears.
screen:
http://members.home.nl/gimli/grani...
test load:
http://members.home.nl/gimli/grani...
 It Should Be Rock-textured And Throw Rubble
#4081 posted by Fern [71.208.69.77] on 2007/11/10 02:59:55
nt
 Ah
#4082 posted by MadFox [84.26.196.113] on 2007/11/10 18:34:04
before it should be...
it first has to be...
but thanks for the hint.
It hit me first with accurate placement and verticemeshes rubble.
I thought I furnished it with a decent attack load, still wonder how to avoid that nasty swing.
 Quake Editing Fun..
#4083 posted by Willem [71.70.208.231] on 2007/11/11 20:15:13
So I started hacking around with Objective-C on my Mac and have come up with the basics for a Quake level editor. It loads standard Quake MAP files at the moment and has a barely functional texture browser.
It's more of a viewer, in truth. But I hope to add to it...
Read about it:
http://wantonhubris.com/blog/2007/...
See it:
http://wantonhubris.com/blog/wp-co...
http://wantonhubris.com/blog/wp-co...
http://wantonhubris.com/blog/wp-co...
Thanks!
 Wow
#4084 posted by necros [99.227.108.217] on 2007/11/12 05:43:16
nice work! any idea yet if it will be similar in GUI setup as editors that are out there already like gtkr or WC, or if it will be completly different or completly customizable?
i've been thinking of picking up a macbook pro soon and it would be cool not to have to boot into windows just to do a bit of mapping on the train. ^_^
 A Quick Viewer
#4085 posted by grahf [71.206.185.91] on 2007/11/12 06:15:05
willem: Even if you don't add everything and the kitchen sink to your editor, a simple viewer can be very useful sometimes. It can be nice to just peek around a map without having to wait 5 minutes for radiant to load, or stop everything else you're doing to boot up quake. It will be a universal binary I hope? ;)
necros: gtkradiant runs on mac os x: http://redsaurus.net/gtkrwiki/inde... (ignore the wiki spam at the top of the page)
#4086 posted by Willem [71.70.208.231] on 2007/11/12 11:19:13
necros
I'm not sure yet. It'll take most of its influence from Radiant I think because that would be the easiest to code. :)
Grahf
Yeah, universal binary. I really want a native editor that doesn't require X11 and other stuff.
 Another Try
#4087 posted by MadFox [84.26.196.113] on 2007/11/14 07:05:57
I suceeded to avoid the strange swing in the monsters walk.
It's behaving better now.
Textures of 64x64 are well suporting, I can resample them to 125%.
128 x128 I have to part. But by manipulating the size I think also the gamma changes. If I make the tex more lighter it gets bleached.
I made this screenshot in standard Quake
http://members.home.nl/gimli/grani...
testload:
http://members.home.nl/gimli/grani...
 ARSOME
#4088 posted by negke [82.82.185.168] on 2007/11/16 16:42:16
or did I miss the joke?
 Neg|ke
#4089 posted by JPL [82.234.167.238] on 2007/11/16 22:25:50
It was not a joke :P
#4090 posted by Trinca [89.180.46.0] on 2007/11/17 01:12:18
already post for some guys :)
http://trinca.quaddicted.com/joequ...
http://trinca.quaddicted.com/joequ...
my maya map for christmas i hope... let´s see if i got time to finish it.
 Granito
#4091 posted by Sielwolf [84.130.202.32] on 2007/11/17 04:46:23
Crate DM anyone?
 Although
#4092 posted by MadFox [84.26.196.113] on 2007/11/17 18:07:38
I succeeded to develop a new Q1 monster with more than usual combat tactics, it seem to be rather easy to kill.
Constant shooting at it stop all attacks in pain frames, so it's not such a strong monster afterall.
This inspite of the
"self.pain_finished = time +2"
which ought to give the monster time enough to reach its attack state.
 Pain_finished
#4093 posted by Preach [131.111.213.35] on 2007/11/17 18:43:48
When you say that time + 2 should be enough for the monster to reach it's attack, are you taking into account the length of the pain animation as well? It might be worth making sure that sometimes granito_pain_decide returns without running any pain animation even if pain_finished < time. Although weak monsters like grunts tend to go into pain from any attack, you'll notice that the chance of the more powerful monsters going into pain is proportional to the amount of damage done, you could try adding that code to the granito.
 Nice Shots...
#4094 posted by generic [76.3.11.41] on 2007/11/18 17:54:09
Trinca. I typical don't think of Mayan as curvy (i.e. 1st shot), but I can't wait to see what you do with the theme.
 Dspdm6 Need Beta Testers
#4095 posted by DeadLy_sp [84.123.158.28] on 2007/11/18 18:44:24
#4096 posted by Trinca [89.181.81.38] on 2007/11/18 22:03:05
thks generic_maps i hope to make a map you guys remenber! since my last are a litle crapy...
#4097 posted by gone [91.122.176.54] on 2007/11/19 17:15:20
 My Shirt Back!
#4098 posted by MadFox [84.26.196.113] on 2007/11/19 19:39:55
 Nice White Style
#4099 posted by ijed [216.241.20.2] on 2007/11/19 20:34:53
Roman Temple?
I wouldn't use the floor texture in shots 1 and 3 though; looks pretty low-detail.
 Hu Madfox
#4100 posted by bambuz [80.221.169.201] on 2007/11/19 20:39:33
what happened? It looks great...
But is the guy noclip flying, or is the scale off?
#4101 posted by Trinca [89.181.59.123] on 2007/11/19 20:44:06
look nice Madfox, but i will not coment your maps untill you coment other´s people maps :p
 Wow
#4102 posted by negke [82.82.182.217] on 2007/11/19 20:44:09
Are you really the same MadFox who used to post maps here in the past?
Looks nice so far, lighting seems to require tweaking. Don't mix base textures in.
 To Comply With Spd's Demand Myself
#4103 posted by negke [82.82.182.217] on 2007/11/19 20:53:38
http://negke.quaddicted.com
Some colorful screenshots, e.g. of my still-WIP vertical map. Most people will probably know the stuff already but anyway..
 MadFox
#4104 posted by JPL [82.234.167.238] on 2007/11/19 21:06:57
OOoooohh, very nice ! I like the antique Greece style ! Keep it up :D
 Negke/madfox
#4105 posted by nitin [124.168.105.215] on 2007/11/19 22:20:03
looking good.
madfox, needs better lightng but very good start.
 Uh...
#4106 posted by MadFox [84.26.196.113] on 2007/11/19 23:27:15
dunnoh, do I realy have that madmapper's hat,
or were my last maps that offcourse...
Screenshots are taken with spirits config.cfg advice,
but it makes the pix look rather fisheye, and turned my gun in a pinriffle.
Trinca, you don't have to judge it.
I'm 'still here with my part in the base-start map,
and wonder why I made it.
#4107 posted by Trinca [89.181.27.99] on 2007/11/20 00:42:52
for nothing my friend... for nothing...
 Neg!ke...
#4108 posted by generic [76.3.11.41] on 2007/11/20 00:44:17
It needs more details and a bigger texture variety. Also, quit mapping because you are obviously no good at it. (^_^)
 Not Really
#4109 posted by HeadThump [4.136.111.177] on 2007/11/20 01:39:38
dunnoh, do I realy have that madmapper's hat,
or were my last maps that offcourse...
The base/mine map I play tested of yours was solid in design.
 Old Mappers Hat...
#4110 posted by MadFox [84.26.196.113] on 2007/11/20 08:33:33
 Wow!
#4111 posted by RickyT23 [217.44.37.26] on 2007/11/20 10:46:34
Two interesting looking projects!
Neg!ke - Nice map - very clean and stylised construction - Interestiong how you use idbase bindings on a mid-evil theme (also interesting website - never seen it before, I like the look of the 'fleshy' speedmap :P
Madfox - Also looks very nice, nice texturing, good positioning of lights. I would maybe drop the lighting down a bit, and sourced lights (like the flames in the second shot) i would concentrate the immediate light around the flame by adding a 'wait' key with a value of '2' or something like that maybe, or maybe just drop the light level a bit...
I dunno ;-P
 OMG
#4112 posted by Shambler [82.47.200.179] on 2007/11/20 11:19:11
Madfox discovers proper texture combinations, the world will never be the same again.
Speedy that looks uncannily like you (the map pics now dude).
 Madfox
#4113 posted by grahf [24.28.249.38] on 2007/11/20 17:10:42
I like the theme. I have some suggestions.
- All but the last shot looks cramped. Also, make sure to lay clip brushes over pointy bits or recesses in the walls. Cramped hallways plus pointy bits sticking out would equal not fun.
- Those textures are good, but very directional. Make sure to align everything. I'm mainly noticing arcus2.jpg, the column bases and curved arch bricks. Because the brick texture is heavily shadowed, it really stands out that it is not aligned to the architecture.
- Similarly, realism in texture choices. In arcus1.jpg, there are horizontal boards across the slanted ceiling that should be wood, not detailed marble.
 Arcus
#4114 posted by MadFox [84.26.196.113] on 2007/11/20 18:23:51
RickyT23 - I am just on the point of brushes. Trying to get them aligned. I thought to be smart and imported it in DMM. Now all texures are back in the grid again, but it obviously turned all my lights with a delay - 1 option.
Shambler - Thanks for your command. I tried to email you, but it seems as if your adress will ever be the same mailerror.
Grafh - This is my first map with a skybox. The outer part is very big and I'm fitting the map with small boxes I created in DMM. If I delete the boxsides it won't be so cramped anymore. Also by importing and exporting in DMM some textures get substituted.
 Little By Little...
#4115 posted by distrans [149.144.189.66] on 2007/11/21 04:15:03
 Awesome!
#4116 posted by generic [76.3.9.209] on 2007/11/21 04:22:33
#4117 posted by Trinca [89.180.48.36] on 2007/11/21 08:29:10
Awesome!
 Awe
#4118 posted by negke [82.82.168.0] on 2007/11/21 08:32:28
some! Just what do we see?
Also if that is dissp6, where are the other five??
 Distrans
#4119 posted by JPL [213.30.139.243] on 2007/11/21 09:01:05
Looks cool... is it really Quake ?
 Some Shots!!
#4120 posted by RickyT23 [217.44.37.26] on 2007/11/21 11:23:37
OK, er - here are some shots of my latest project. Hoping to get it out within the next couple of weeks.
Non action shots:
http://shub-hub.com/files/images/R...
http://shub-hub.com/files/images/R...
http://shub-hub.com/files/images/R...
http://shub-hub.com/files/images/R...
I have almost finished the gameplay for a first version. Map spans four areas of different ambience. Although it is fundamentally tech/base, there is a cave system and a Fury .wad area also (not as of yet shown)
Comments / advice welcome.
 Looks Good
#4121 posted by nitin [124.168.5.66] on 2007/11/21 11:40:13
 RickyT23
#4122 posted by JPL [213.30.139.243] on 2007/11/21 11:46:57
Nice shots indeed !
#4123 posted by gibbie [82.161.62.98] on 2007/11/21 12:53:08
have to say i like this a lot more than your previous map!
 Wow
#4124 posted by starbuck [82.41.206.175] on 2007/11/21 13:17:35
some great great screenshots! Madfox that looks really badass, very nice architecture, how far through is that?
Neg!ke I hadn't seen that map before, very smooth nunuk-style architecture, and that's always a good thing.
Distrans, very tastefully done, would like to see more yes please.
RickyT23, looks very solid, good use of subtle coloured lighting. 2nd shot is the best I think. Architecture does look a bit square in places tho. though
 Too Many Tho / Thoughs
#4125 posted by starbuck [82.41.206.175] on 2007/11/21 13:17:56
#4126 posted by MadFox [84.26.196.113] on 2007/11/21 19:28:47
RickyT23 - second shot indeed the best. Would place some upperspand in the sky of the first one. Could spare some gamespeed.
Trinca - you're going great, at least suceeded to avoid the blocky look of the map.
Distrance - give me the keys to that vehicle.
Starbuck - first start:
http://members.home.nl/gimli/arcus...
second:
http://members.home.nl/gimli/arcus...
 Ta Much...
#4127 posted by distrans [149.144.189.66] on 2007/11/22 03:15:37
..just the encouragement I need to finish that sucker.
As to the previous 5 neg|ke
dissp1: released under my initial net nick palldjon as pdbq_sp1: Recuurent Rumours...the first prequel to Travail.
http://img261.imageshack.us/my.php...
dissp2: Grendel's Keep, 75% complete, stalled while I explored non-standard lighting, second prequel to Travail, will be completed.
http://img509.imageshack.us/img509...
dissp3: Ground Swell, 40% complete, stalled while I struggled with texture conversion, DooM2 skinned multi-arena, will never be finished.
http://img514.imageshack.us/my.php...
dissp4: Tar And Feather, 50% complete, stalled while I explored horrendously complex chains of timed entities, DTCTD skinned E A Poe horror level, sequel to Usher Recompiled, will be finished for next Halloween.
http://img515.imageshack.us/my.php...
dissp5: SG1, meant to be a sequel to JPL's level 'CMC', 20% complete, future unknown. May be converted to DM.
http://img258.imageshack.us/my.php...
Of course there's also been two 100b entries, one coagula entry, sm57 and Rubicondom actually released along the way :)
Oh, and that other thing.
 !
#4128 posted by necros [99.227.108.217] on 2007/11/22 04:34:09
ohhh, finish dissp3! just include the unpalletized versions as tga for fitzquake!
hehe, i love doom marb so much ^_^
 Holy Carp
#4129 posted by Fern [71.208.57.102] on 2007/11/22 05:02:38
dssp3 looks amazing. at least share it with someone you trust and then maybe we'll have another e1m3rmx type situation where it eventually gets finished :)
 Hughe
#4130 posted by MadFox [84.26.196.113] on 2007/11/22 07:38:51
and tremendous, distrance!
Look promissory.
 Distrans
#4131 posted by JPL [213.30.139.243] on 2007/11/22 08:31:54
Eh eH eh !! Nice screenshots !! I love particularly the Doom textured part: amazing ! go map and finish it soon, I can't wait playing these maps !
 Dssp3
#4132 posted by nakasuhito [75.165.228.183] on 2007/11/22 10:06:34
the textures dont look so nice i think. they dont look as strong as they do in doom. too faint looking.
 Dssp2
#4133 posted by nakasuhito [75.165.228.183] on 2007/11/22 10:07:07
looks pretty cool :)
 Yep
#4134 posted by nitin [203.217.66.69] on 2007/11/22 10:13:32
24 bit tgas for dissp3 please. Oh and complete the map of course.
 Dissp2
#4135 posted by Spirit [80.171.27.6] on 2007/11/22 10:34:02
looks damn sexy.
 Yeah Loving Dissp2
#4136 posted by starbuck [82.41.206.175] on 2007/11/22 12:29:08
nice detail. Also, I agree with nitin on the tgas.
 3.
#4137 posted by Shambler [82.47.200.179] on 2007/11/22 14:20:38
Looks meh.
2 and 4 are where it's at.
 Yay
#4138 posted by negke [82.82.182.107] on 2007/11/22 17:06:38
So much potentially great stuff in the works these days!
 Yeah... ...Potentially
#4139 posted by RickyT23 [217.44.37.26] on 2007/11/22 18:42:12
In order to help me realise the full potential of my recent creation, I could really do with some help to have a rigarous playtesting regime!
Also happy to offer my services to anyone else who requires such services.
I have tested my map on Hard difficulty (level 2), trying to make sure it's difficult but not impossible, and have scaled down from there.
Also I have geared this map towards allowing for plenty room to maneuovre throughout, and have allowed some good firepower at an early stage, level 0-1 has a larger proportion of ID monsters, with level 2 containing more Quoth monsters but slightly heavier duty weapons, slightly earlier...
Please let me know if you are interested, any help would be greatly appreciated and is entirely necessary. I understand that patiently taking the time to implement solutions or suggestions can make the end result entirely worth it.
Either request here or mail me!
 Level Error Shot
#4140 posted by MadFox [84.26.196.113] on 2007/11/22 20:37:26
 Madfox
#4141 posted by nakasuhito [75.165.228.183] on 2007/11/23 00:37:38
that looks very colorfull :)
 R_speeds
#4142 posted by hylke [82.161.62.98] on 2007/11/23 02:26:15
please think of them. but looks good!
 It's Not Mine
#4143 posted by MadFox [84.26.196.113] on 2007/11/23 08:35:13
I thought you could easily see, it's Q3Arena Base in Q1 style.
 NEED TESTERS ! ! !
#4144 posted by RickyT23 [217.44.37.26] on 2007/11/23 11:10:33
Still have no testers for latest level!!
PLEASE HELP!!
Screenshots - #4120
 Heh
#4145 posted by Spirit [213.39.187.239] on 2007/11/23 11:35:57
I could test, but damn I hate base maps and my criticism often is very harsh. If you want send it to me.
 I'll Send It To You Spirit
#4146 posted by RickyT23 [217.44.37.26] on 2007/11/23 11:39:43
I'd rather get all of the criticism out of the way as early as possible. I'm in no major rush to get this one out, so there's plenty time for adjustments.... ;)
Anyone else?!
#4147 posted by Trinca [194.65.24.228] on 2007/11/23 14:09:36
if you want sent me to ;)
cheers
 If It's OK
#4148 posted by aguirRe [213.101.69.72] on 2007/11/23 15:03:20
with only a tech evaluation, I'll see what I can come up with.
 Thanks - Ya'll Should Have Mail :)
#4149 posted by RickyT23 [217.44.37.26] on 2007/11/23 15:32:56
If anyone else fancys a go please just ask!
 Alright
#4150 posted by MadFox [84.26.196.113] on 2007/11/23 18:58:41
RickyT23 - send it and I will see.
 Hmm
#4151 posted by aguirRe [213.101.73.202] on 2007/11/23 19:40:33
Nothing yet ... did you send a link or a big attachment?
 Distrans
#4152 posted by killjoy [63.249.102.185] on 2007/11/24 01:38:49
dssp4 looks awesome.
 Let's Include A Pocketlight...
#4153 posted by MadFox [84.26.196.113] on 2007/11/24 08:04:58
 Oh Noes!
#4154 posted by negke [82.82.161.43] on 2007/11/24 08:31:56
A fleshlight with legs!!
 Haha
#4155 posted by starbuck [82.41.206.175] on 2007/11/24 14:27:51
no YO MAMA is a fleshlight with legs
 A Small Ship
#4156 posted by rudl [193.171.131.241] on 2007/11/24 20:47:29
 Nice
#4157 posted by ijed [190.20.65.62] on 2007/11/24 21:10:30
Why is there a lava sea though? Maybe put a standard water there with a trigger_hurt - so you don't have to map the ocean, that is.
Reminds me of the Painkiller docks level.
 Enteren!
#4158 posted by MadFox [84.26.196.113] on 2007/11/24 21:15:03
Can you really get in it, or is it just solid?
Good design, a little industrial.
 Trick With The Lava
#4159 posted by bambuz [80.221.169.201] on 2007/11/24 21:28:30
upscale and rotate so repetition isn't as obvious.
 .
#4160 posted by necros [99.227.108.217] on 2007/11/24 21:54:38
you could make a new lava texture that's say 256x256 (or use the original one and modify it in a way to make it look good) and then stretch that new texture by 2x.
this'll break compatibility with glquake (i think? or was it software quake/winquake?) as the texture will show up wierd but works in FQ.
i just figure since the lava takes such a prominent place, it would be worth a new texture or something. :)
 Lava
#4161 posted by Shambler [82.47.200.179] on 2007/11/24 22:35:27
I like the lava sea, it says Quake fucked-up-ness to me.
 </shrug>
#4162 posted by ijed [190.20.65.62] on 2007/11/24 22:48:25
It was just my first impression that I asked about it, from a couple of screenshots as well. It looks a bit repetative and cartoon next to the real style architecture - to me.
But rudl, do what you like - I didn't mean to dictate or dissuade you.
 That Is . . .
#4163 posted by ijed [190.20.65.62] on 2007/11/24 22:52:16
If you were hanging on my words ;P
 A Big Ship
#4164 posted by rudl [193.171.131.245] on 2007/11/25 12:07:55
http://www.picupload.net/f-2f06c1c...
http://www.picupload.net/f-dfe12e2...
http://www.picupload.net/f-bafc0c1...
@Madfox At the moment it's solid, but It's big enough to make rooms inside it
@ijed No you did not dictate or dissude me.
This time I scaled the lava *4 and it does not look too good. It makes the ship look that small, though its more than 2000 Units long;)
 Nice!
#4165 posted by ijed [190.20.65.64] on 2007/11/25 13:58:09
 2 More Shots
#4166 posted by rudl [193.171.131.245] on 2007/11/25 14:28:13
 Note That
#4167 posted by bambuz [80.221.169.201] on 2007/11/25 16:25:31
in reality trusses consist of triangles. If it's squares, it just forms a giant parallelogram that is not a stiff structure.
 The 'real Life' Theme Seems To Be Catching These Days
#4168 posted by necros [99.227.108.217] on 2007/11/25 17:24:23
and it looks a lot better than earlier times. :)
#4169 posted by gone [89.110.7.168] on 2007/11/26 07:57:19
lava-laval-lava
big ship
big ship
lava-laval-lava-lava
Aaaah! crane, its crane!
 Speeds U So Funny U Make Me Laugh Out Loud (lol)
#4170 posted by czg [213.115.252.84] on 2007/11/26 12:18:47
 Another Pic
#4171 posted by Fern [71.208.47.41] on 2007/12/02 06:41:33
http://www.suspenlute.com/fr3nrun1...
If anyone can tell me why the nifty looking floor keeps giving me "healing point" error messages in QBSP and whether I'll be able to fullvis with them unfixed....... I'd be grateful :/
 Fern
#4172 posted by JPL [82.234.167.238] on 2007/12/02 10:29:04
Healing point are just warnings, and can be fixed as described in aguirRe's document:
http://user.tninet.se/%7Exir870k/t...
AFAIK, even if you are not able to solve it, it should not prevent you to fullvis your map.
As example, in SRC, I had around 10 of them (for a ladder, using clipping brushes based on 0.1 grid size), and I was able to build the map without hving any leaks, HOMs, etc...
Nevertheless, I agree it is better to have a warning-clean map... ;)
 Fern
#4173 posted by nitin [210.84.25.63] on 2007/12/02 10:40:12
that looks quite good.
 Looks Good Indeed
#4174 posted by negke [82.82.165.93] on 2007/12/02 10:47:52
I like unusual color combination these days. ;)
Healing point warnings do not influence VIS at all. They usually come from messy brushwork (even from seemingly okay brushwork if QBSP has a bad day). In most cases you can ignore them - sometimes they go along with portal errors (invisible faces/HOMs) however.
 I Can't Wait...
#4175 posted by generic [71.1.71.88] on 2007/12/02 14:15:10
to see the texture set you finally end up with on this one, Fern :)
 Yeah
#4176 posted by ijed [190.20.107.124] on 2007/12/02 15:24:49
Nice combinations there, I like the red and blue theme.
#4177 posted by Trinca [89.181.61.159] on 2007/12/02 18:35:29
look real nice :) now go finish it! ;) i need fresh Quake maps :) hehe
 Good
#4178 posted by MadFox [84.26.196.113] on 2007/12/02 20:29:40
shapes there, Fern.
 Shots
#4179 posted by JPL [82.234.167.238] on 2007/12/07 22:17:47
It is still the outside, but the bunker front is ready. I redesign the tank (T72), and I already started the design inside the bunker, but it is far to be ready....
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
Enjoy !
PS: I know HL texture sucks, and that I should go map for other games, bla bla bla... :P
#4180 posted by Orl [68.38.78.49] on 2007/12/07 22:36:14
That tank looks really awesome.
 Looks Good, JPL!
#4181 posted by generic [98.192.129.54] on 2007/12/07 22:46:49
Those shadows are sexy ;)
#4182 posted by Trinca [89.180.10.82] on 2007/12/07 22:50:52
HUUMMM sexy pics? :)
 And Joying...
#4183 posted by MadFox [84.26.196.113] on 2007/12/08 21:29:07
good textures fits, jpl!
I know it reminds me of the yellow Q2 lightning, and there's nothing medieval in a tank, but it reminds me of Quake, somehow.
 That Looks Cool JPL
#4184 posted by RickyT23 [217.44.37.26] on 2007/12/09 00:24:05
Like it, good stuff - does look pretty realistic!! ;-)
 Wanted Beta Testers For Dspra2
#4185 posted by DeadLy_sp [84.123.158.28] on 2007/12/09 00:37:44
I'm searching people for test and improve my next (second) ra map. If u want/can help with it, please, post here or speak with me on IRC (qnet) #terrafusion or msn 'deadlygm-[AT]-gamersmafia.com'
And help with the title for this map. Actual title is "Arena Tribute", what u think?
Screenshot:
http://dsp.quaddicted.com/beta/dsp...
Download dspra1 beta 3:
http://dsp.quaddicted.com/beta/dsp...
Thanks !!!!
 Anyone Else Try To Download The Above File
#4186 posted by RickyT23 [217.44.37.26] on 2007/12/09 00:48:26
and have "file not found" message?
 Yes
#4187 posted by Vigil [91.152.93.88] on 2007/12/09 01:28:29
Because the links have been gently caressed. Relink, Mr. SP, please.
 Fixing Links !!! SOrry !!!!
#4188 posted by DeadLy_sp [84.123.158.28] on 2007/12/09 01:32:36
 New Beta, Dspra2b4
#4189 posted by DeadLy_sp [84.123.158.28] on 2007/12/09 13:23:06
 JPL
#4190 posted by inertia [134.53.120.119] on 2007/12/09 21:32:39
Orbs aren't realistic! :)
 Orl, Generic_maps, Trinca, MadFox, RickyT23, Inertia
#4191 posted by JPL [82.234.167.238] on 2007/12/09 21:50:42
 FYI
#4192 posted by inertia [134.53.120.119] on 2007/12/09 22:17:56
Those orbs are attached to things.
#4193 posted by nakasuhito [75.165.246.178] on 2007/12/10 03:44:37
on his map, orbs are placed on a "thing" too :)
i say, as long as he is doing the level for himself, he should do it the way he wants, and if someone doesn't like it, well too bad.
they don't look ugly too me, and its just a detail that even if i didn't like, it would not bother me at all while playing the level, unless they get on the way somehow.
 Afterall
#4194 posted by JPL [213.30.139.243] on 2007/12/10 08:36:40
it's just "lights".... there no use to fight there....
 Jpl
#4195 posted by nitin [124.168.53.44] on 2007/12/10 11:49:41
looks good to me, I think you've pulled it off.
 Maps NEEDS ONE MORE FINAL PLAYTESTER!!!!!
#4196 posted by RickyT23 [217.44.37.26] on 2007/12/10 13:04:51
Sorry I dont have a screenie (very busy, loads of work at work (christmas) etc)
I just need one more person to have a look!
300 monsters (exactly) on hard!
Coloured lighing
Doom/base style with Fury set area
Takes me 35 minutes on hard!
Grenade launcher within 1 minute!!
PLEASE HELP!!!!
VOLOUNTEER MUCH APPRECIATED :-)
Much love x
 Alright, Alright, Here Are Some B@#&*y Screenies
#4197 posted by RickyT23 [217.44.37.26] on 2007/12/10 16:30:24
#4198 posted by DeadLy_sp [84.123.158.28] on 2007/12/10 18:20:41
wo0ow seems good :b RickyT23. base map base map base map power ! :D :D
 Those Orbs Are Everywhere
#4199 posted by MadFox [84.26.196.113] on 2007/12/10 23:20:22
#4200 posted by Trinca [89.181.34.12] on 2007/12/11 08:56:22
 Madfox - Trinca
#4201 posted by RickyT23 [217.44.37.26] on 2007/12/11 10:54:32
You're maps both looks cool!
(Deadly_sp - So does you'res)
Madfox - Loads of detail 0_o A skybox would help methinks!
 Yes
#4202 posted by nitin [124.168.53.44] on 2007/12/11 11:18:57
madfox, find a good skybox for sure.
 New Shots Here
#4203 posted by JPL [82.234.167.238] on 2007/12/16 15:53:25
http://lambert.jeanphilippe.free.f...
Check out fd4 to fd8.jpg
It's dark, but these are preliminary shots ;)
 Death
#4204 posted by inertia [24.164.65.208] on 2007/12/16 16:29:33
I hate minlight.
 JPL
#4205 posted by Orl [71.58.131.69] on 2007/12/16 16:46:44
Looking good. What texture pack is that?
 Texes Pack Used Are
#4206 posted by JPL [82.234.167.238] on 2007/12/16 17:09:36
.. Half Life, Doom3, and Fury (for concrete essentially)
 Hmm
#4207 posted by DaZ [84.208.229.31] on 2007/12/16 17:47:57
I see the kind of style you are going for but I really think it could use some more colour and less minlight. Get some more static light fixtures mapped into the halls and rooms, the whole thing will look 10 times better with some contrast provided by sourced lights imo.
Also, if you really want to up the "german ww2 bunker" style you have going on I would suggest adding some red into the mix somewhere :)
 I Think It Looks Good...
#4208 posted by RickyT23 [217.44.37.26] on 2007/12/16 18:43:38
...but the small lights in the darker areas (i.e. the spotlights in the entrance to the bunker and ones on the cieling of darker corridors) - hmmm... I think it can be a pain in the arse to get right!
I mean if fullbright textures are supported in the engine being used (like fitzquake) you can have a fullbright texture on the light, with a spotlight entity underneath it, and then below that have something like:
"classname" "light"
"light" "65"
"wait" "0.3"
underneath it, about halfway between the cieling and the floor.
OK
But if fullbright textures arent supported then you have to makesure that the texture used on the light itself is fully lit, with another light entity close to the light itself, maybe with "wait" "4" and quite a high light value...
My (rather badly explained) point is that I dont think it looks good when you have light cast around the edges of the light brush on the cieling, cause in real life it wouldnt be there!
 Well
#4209 posted by JPL [82.234.167.238] on 2007/12/16 19:01:13
These shots are preliminary shots, and I still didn't really focused on ligths... I know it has to be reworked.. don't worry ;)
Thanks for the comments.
 Maybe
#4210 posted by ijed [190.20.110.5] on 2007/12/16 19:06:04
A harsh industrial warning stripe trim could help indoors - either red or yellow could help.
Are you going to be putting prefabs / hl textures inside as well?
 JPL : For A Reference
#4211 posted by gone [89.110.51.64] on 2007/12/16 19:42:11
 Ijed / Speeds
#4212 posted by JPL [82.234.167.238] on 2007/12/16 20:13:38
ijed: yes indeed, I will add it later ;)
Speeds: Nice reference shots! Thanks
 Has Fd6 Got Two Panes Of Glass In It ? (!)
#4213 posted by RickyT23 [217.44.37.26] on 2007/12/16 23:46:42
 Speeds
#4214 posted by Shambler [82.47.200.179] on 2007/12/17 00:38:59
Good reference shots indeed, I think looking at JPL's style and textures, those shots contain just the right ideas to ramp up the designs and details.
 RickyT23, And All...
#4215 posted by JPL [213.30.139.243] on 2007/12/17 08:37:12
Yes, it is 2 pane of glasses.
Also, as I said, these are preliminary shots, and lot of modifications are planned (trims with yellow/black stripes, box of ammos, doors, etc..). This part of the bunker is the first defense line (i.e you can see the outside from this place), so as usually in such bunker: it is very "flat".
A second (and a third) part will come with more details, for sure... and thanks for the shots speeds: they gave me plenty of ideas ;)
Thanks a lot for all the comments :D
 Is That Mod Still Going
#4216 posted by nitin [203.217.76.135] on 2007/12/17 10:59:34
nightwatch that is, I thought they said it wouldnt be finished anymore?
 Wasn't It
#4217 posted by Text_Fish [82.32.1.90] on 2007/12/18 11:32:26
NightFall that got cancelled?
 Quake/Doomish Map
#4218 posted by Mechtech [24.162.224.144] on 2007/12/23 17:32:48
Doom E1m4/Quake/E1m1
Screenshot
http://www.angelfire.com/mech/mech...
Map
http://www.angelfire.com/mech/mech...
.map file included.
Thanks!! Teaching Old Progs.dat New Tricks. thread.
 Sorry About Angelfire
#4219 posted by Mechtech [24.162.224.144] on 2007/12/23 17:34:46
 Mechtech:
#4220 posted by metlslime [67.180.79.169] on 2007/12/23 22:45:16
Need a place to host your screenshots? Upload them here:
http://shub-hub.quaddicted.com (password is ilovetheshubhub)
 OK.........
#4221 posted by Mechtech [24.162.224.144] on 2007/12/24 00:16:48
 Mechtech
#4222 posted by inertia [24.164.65.208] on 2007/12/24 06:00:25
I suggest adding more complex geometry to the map. Given your texture choices, you could choose to develop a new style in this level, one that feels like doom, but utilizes the possibilities of quake. 3D!
 Sorry But...
#4223 posted by Fern [71.208.72.74] on 2007/12/24 20:42:51
That map looks awesome in Doom, but it's absolute bollocks in Q1. Like inertia said, you need to make it more complex. You can't just use the exact same lines as the original and expect it to look good.
 I Liked It
#4224 posted by RickyT23 [81.132.175.238] on 2007/12/25 02:47:28
JUST like doom, but with Q1 monsters!
Nowt wrong with that if thats what you wanted to do, you did it quite well!
Progs barrels are cool - shame they dont have a 'dominoes' effect when shot.
 New Shot
#4225 posted by JPL [82.234.167.238] on 2007/12/26 17:58:07
 DM Map
#4226 posted by Dreadful [74.138.192.83] on 2007/12/26 19:33:12
This map took me a little while to create. I'm not all that good at map making, yet, so not near as good as many of you. But I put time into this map. Its a basic DM map I want your honest opinions, any input is good input.
Screenshots:
http://www.mediafire.com/imageview...
http://www.mediafire.com/imageview...
http://www.mediafire.com/imageview...
http://www.mediafire.com/imageview...
http://www.mediafire.com/imageview...
Map Download:
http://www.mediafire.com/?fmnmycuj...
 Hmmm..
#4227 posted by RickyT23 [81.132.175.238] on 2007/12/26 19:46:43
JPL - Looks cooler than before, nice details, like the Half-Life textures, conveyorbelt and ventilations shaft details make the place look a l00t more realistic. Still light around the lights though, but I'm sure you said you were aware of that!! Maybe a lower alpha keyvalue would make the glass look a bit better (?) - I'm looking forwards to this map!
Dreadfull - No email address in your ID? Your deathmatch map looks interesting, like the Metal style! A few more detailed textures on the wall wouldnt hurt, or some fixtures maybe with flames on the top or something would spice it up a bit - also the floor texture looks a bit too much like the wall texture, maybe something that contrasts a bit more? The layout looks interesting, and some of the rooms (Quad room, outside area with lava 'fountain') make for good gameplay! :)
#4228 posted by Blitz [69.25.132.5] on 2007/12/26 20:29:30
http://img81.imageshack.us/img81/2...
^^ Looks like a gigantic undetailed box room. It's nice that you put a lot of time into it but you need look at some existing custom MP maps and put the same amount of detail into your level.
Look at aerowalk for example...not terribly "detailed" but a great layout that looks interesting. You can't just put up 4 walls a floor and a sky and call it a DM map.
 Dreadful:
#4229 posted by metlslime [67.180.79.169] on 2007/12/26 21:24:31
i agree with the others that your map seems to need more detailed architecture/geometry.
However, this one screenshot looks cool:
http://www.mediafire.com/imageview...
 Level Preview
#4230 posted by Willem [75.177.185.17] on 2007/12/26 21:54:40
Here's something I've been working on as a test for my level editor. Not sure if this will become something I can feel good about releasing but it's been fun to work on nonetheless!
http://wantonhubris.com/blog/wp-co...
#4231 posted by Dreadful [74.138.192.83] on 2007/12/26 22:02:58
HEY! I just found out about this on the inside3d forums today. You must release it! As a mac user I am limited to what I can use to create quake1 levels with. And by limited I mean Quiver 1.2 It sucks and is currently part of my problem with development. At least let me get a version of it ;) It looks very well developed and seems to be able to do a lot more than most editors, especially quiver. If you do release it (please) Do you know an estimate on a release date?
#4232 posted by Dreadful [74.138.192.83] on 2007/12/26 22:12:18
The level looks very nice. well done. Did you ever do any editing before you started work on this app? If so what did you use?
 Heck Yes
#4233 posted by Blitz [69.25.132.5] on 2007/12/26 22:13:52
Lookin' good Willem. Shots are kind of narrow in scope but I like the architectural elements so far! I say keep working on it so it's more than a test level. :)
#4234 posted by Willem [75.177.185.17] on 2007/12/26 22:29:27
Dreadful
Hey, does Quiver run natively or do I need to install X11 and all that junk?
Which compiling tools (bsp/light/vis) are you using with Quiver?
I am definitely going to release it once I work a few more things out. The list of stuff that needs doing never seems to end. PLEASE keep an eye on my blog because eventually I'm going to want to beta test it with some Mac users.
And yeah, I did levels back in the day under the handle "Taskmaster". I also ran the original Multiplayer Quake web site. Those were the days...
 Oh Snap
#4235 posted by Dreadful [74.138.192.83] on 2007/12/26 22:38:18
Well No Quiver just runs under OS classic, and all you need is quickdraw 3d (Free. If you dont already have it which i think you should, I believe it is on apple's website) and quake.. It is here:
http://developer.chaoticbox.com/qu...
And it is equipped with its own compiler built in but it is crap, so I use the tools off of here:
http://www.aegidian.org/gqt/
I would love to get a hold of your app once you let it out for beta. Do you have an estimate on the release date? ^_^
#4236 posted by Dreadful [74.138.192.83] on 2007/12/26 22:40:15
Hey guys, is mediafire not letting you download the bsp?
#4237 posted by Willem [75.177.185.17] on 2007/12/26 23:01:04
Ahh yeah, I've got the Giles tools as well. I compiled my own tools, actually, but they work as well as the Giles ones do.
As for an esimate ... for a beta release, I really only have to get the hard coded stuff out of the editor and add support for mods like Quoth. Once those are done, it should be testable. Send me an email and I'll be sure to notify you once I need beta testers.
I imagine it'll be ready for beta before the new year.
#4238 posted by Willem [75.177.185.17] on 2007/12/27 00:57:31
Heh, err ... yeah, I meant by sometime in January - not before the new year. I don't think I'll be ready in, like, 4 days. :)
 Willem...
#4239 posted by distrans [58.111.234.202] on 2007/12/27 00:58:36
Here's something I've been working on as a test for my level editor. Not sure if this will become something I can feel good about releasing but it's been fun to work on nonetheless!
...and...
The list of stuff that needs doing never seems to end. PLEASE keep an eye on my blog because eventually I'm going to want to beta test it with some Mac users.
I like your style: no sub-par release just for the sake of release. I'm looking forward to it.
 Does It Work
#4240 posted by necros [99.227.108.217] on 2007/12/27 02:50:12
on leopard?
btw: can i request the feature to select all faces that are coplanar to a currently selected face?
it's the one thing i really missed when i moved from quark to gtkr. annoyingly, even 3ds max doesn't have that... ¬_¬
 I'll Finish It This Time :)
#4241 posted by Mechtech [24.162.224.144] on 2007/12/27 03:59:05
 Hmm
#4242 posted by HeadThump [4.136.111.56] on 2007/12/27 06:22:55
http://shub-hub.com/files/images/b...
that first one is just all right with me.
I like the texturing on and around the side door.
chandeliers are a nice touch in the third pic. Keep it up.
While I'm at it, some love to the dude behind the shub-hub.
#4243 posted by Willem [75.177.185.17] on 2007/12/27 11:10:49
necros
Yep, works in Leopard. It's a universal binary written in Cocoa.
I'll add your selection request to The List, but I won't promise it yet since I'm not sure how to implement it at this point. :)
MechTech
Looks good but you might want to do something more interesting with the ceilings. You don't have to go crazy but you'd be surprised how far a few holes or beams can go.
 Remix Of The Damned
#4244 posted by Kell [80.192.19.108] on 2008/01/01 14:19:29
 Oh, Yeaahh!
#4245 posted by generic [76.3.8.109] on 2008/01/01 19:02:42
Kell is kooler than the second koming of kool-aid man!
#4246 posted by Trinca [89.181.34.109] on 2008/01/01 19:22:35
sexy kell
 Ha
#4247 posted by bambuz [88.193.31.200] on 2008/01/01 23:53:25
strong looking.
 Damned The Remix Of
#4248 posted by nakasuhito [75.165.247.208] on 2008/01/02 10:31:26
the orange structure on the #2 screenshot looks weird to me, but the rest is fucking awesome! :)
 Interesting To See
#4249 posted by bambuz [88.193.31.200] on 2008/01/02 19:12:22
what they will look like with lighting.
 Hell Yeah
#4250 posted by Fern [71.208.59.29] on 2008/01/05 06:48:43
I was going to do a e1m2rmx to go with fr3n1m3, but yours looks better, :)
 2 New Shots
#4251 posted by JPL [82.234.167.238] on 2008/01/06 22:16:43
#4252 posted by Joint [89.180.14.198] on 2008/01/06 22:51:48
sweet
 Looks Cool!
#4253 posted by RickyT23 [81.132.175.238] on 2008/01/07 10:29:26
er...
...Looks Cool!! - Put me on the list for tester candidates >8D
 JPL:
#4254 posted by grahf [24.28.243.72] on 2008/01/07 19:15:21
first shot: interesting looking crane puzzle. The buttons are to be pushed to move the boxes, yes? I like object puzzles. But please make the floor and ceiling more interesting, they are very flat.
second shot: ah, now we are looking out into a misty cavern. Very enticing, and somewhat spooky. Not much to comment on, except that it looks like an interesting place to explore.
 Grahf / RickyT23 / Jointss
#4255 posted by JPL [82.234.167.238] on 2008/01/07 20:31:14
@Jointss:
Thanks !
@RickyT23:
Put me on the list for tester candidates
Well, I already have many people that asked me to beta test, so I will have to make some choice.. so please don't blame me if you are not "elected" for betatesting ;)
@Grahf: The buttons are to be pushed to move the boxes, yes?
Not all of them, you will have to discover what's working, and what's not ;)
But please make the floor and ceiling more interesting, they are very flat
Well, it is not visible, but the is a nice curve on the ceiling ;)
Thanks for the comments :D
 JPL
#4256 posted by gone [78.37.13.151] on 2008/01/07 21:04:06
getting better, go on
try a trim or a texture with some trim or paint on the walls
 Just An Idea
#4257 posted by ijed [190.20.81.251] on 2008/01/08 03:47:07
Seeing as you're converting the textures anyway, but maybe a couple of the classic blood /slime splatter decals baked into a base texture could add more interest.
 Ijed
#4258 posted by JPL [213.30.139.243] on 2008/01/08 08:27:57
Yes, nice idea: I'll try to see what is available.. maybe I will have to do it myself.
Thanks for the idea ;)
 Very Cool Looking Q4 Level
#4259 posted by nitin [210.84.3.254] on 2008/01/09 00:42:52
http://www.quake3world.com/forum/v...
scroll down to screenshots by Method
 !
#4260 posted by ijed [190.20.104.158] on 2008/01/09 04:30:14
Those shots look great. I like the moss normal, the low rez compared to the diffuse works well.
JPL - most likely you'll have to DIY it, but the decals will be easy to cut in PS or PSP.
 Ijed
#4261 posted by JPL [213.30.139.243] on 2008/01/17 13:07:28
Well, I hope I will not ruined the texture with too much bloody splashes :P
 I'm
#4262 posted by ijed [216.241.20.2] on 2008/01/17 13:52:37
Doing the same in some maps I'm working on currently, just a few here and there amidst the large expanses of metal / base flooring. It's probably easier just to paint the blood yourself rather than cut up some lo-rez decal.
I experimented with sludgy mounds of toxic waste as well (trigger_hurt attached) but it didn't work too well since its a new-ish trap mechanic and there was no pit - it was just mush heaped in a corner.
 Ijed
#4263 posted by JPL [213.30.139.243] on 2008/01/17 13:55:19
Well, I would like to ad it directly onot bmp extracted from the texture, bot copying/pasting them from something else.... I have to experiment...
 Heres A Link...
#4264 posted by RickyT23 [86.139.217.8] on 2008/01/17 14:13:44
http://www.freeserifsoftware.com/s...
This is a good (free - 'V6' ;D) program for what you want - it has a 'smart select' tool, like Photoshop - a 'magic wand'. Im using it at the mo for a company website!! Might be stating the obvious here, but select the area around the 'splat', click (on the 'select' button) 'invert', then you can copy and paste the splat without a rectangular box around it!!
(sorry if this sounds patronising) :-P
 Nice Architecture Drawings
#4265 posted by jiri_b [84.191.169.252] on 2008/01/18 03:40:01
http://www.columbia.edu/cu/librari...
you can open the sid-format witch irfanview
 Wrong Thread - Sorry
#4266 posted by jiri_b [84.191.169.252] on 2008/01/18 03:41:32
#4267 posted by Trinca [89.180.4.252] on 2008/01/19 11:26:30
to my fan club!
just to let you guys know i didn´t quit mapping! still progressing on trincasp4
http://trinca.quaddicted.com/temp/...
http://trinca.quaddicted.com/temp/...
 Ooooh!
#4268 posted by Shambler [77.100.140.250] on 2008/01/19 11:28:09
Nice nice nice!!
Haven't seem a good temple style for aaaages - been missing it!
 I Still Haven't Seen It
#4269 posted by czg [83.253.251.70] on 2008/01/19 11:57:24
 Yay
#4270 posted by DaZ [84.208.229.31] on 2008/01/19 13:04:45
thats looking good Trinca! Maybe have it a little darker on the inside to get some contrast but looks really nice so far!
 Finally Something Non-base
#4271 posted by Orl [68.38.78.49] on 2008/01/19 14:12:44
Looks nice Trinca.
#4272 posted by Trinca [89.180.68.187] on 2008/01/19 14:35:06
thks guys :)
yes Daz need less light on top
 Trinca... Fan Club?
#4273 posted by Zwiffle [67.53.148.10] on 2008/01/19 22:05:16
Now I've heard everything.
 Trinca For Prexy...
#4274 posted by generic [71.76.49.144] on 2008/01/20 01:35:05
That outdoor area looks especially nice!
 Yes, TRINCA FAN CLUB!
#4275 posted by biff_debris. [24.159.177.80] on 2008/01/20 02:37:06
Call me Mr. President!
 ToeTag Sample Level
#4276 posted by Willem [75.177.185.17] on 2008/01/20 12:26:19
This is the sample level I'm going to include with ToeTag from the next version onwards. It's nothing fancy - just a small level that lets you choose your skill level and then launches you into E1M1. However, it shows off most of the fundamentals of what makes a map tick so it's a good example.
MAP and BSP:
http://www.wantonhubris.com/levels...
Shots:
http://www.wantonhubris.com/levels...
http://www.wantonhubris.com/levels...
http://www.wantonhubris.com/levels...
http://www.wantonhubris.com/levels...
http://www.wantonhubris.com/levels...
Thanks!
 Looks Very Nice Willem
#4277 posted by nitin [210.84.27.78] on 2008/01/20 13:00:07
excellent detailing.
 Willem
#4278 posted by JPL [82.234.167.238] on 2008/01/20 14:38:19
Looks nice indeed !
 Ooh, Yes.
#4279 posted by biff_debris. [24.159.177.80] on 2008/01/20 17:29:43
Love the archy stuff, and excellent base usage overall.
 Looks Cool
#4280 posted by than [220.47.251.83] on 2008/01/20 17:41:20
going to have a run around it now. Looking forward to any proper maps you might make with your new editor ;)
 Fine!
#4281 posted by MadFox [84.26.196.113] on 2008/01/20 18:53:36
congrats with your new Mac Editor!
#4282 posted by Willem [75.177.185.17] on 2008/01/20 19:16:13
Thanks all!
Yeah, definitely looking forward to doing some larger, real maps.
 Willem/Than
#4283 posted by RickyT23 [86.139.217.8] on 2008/01/20 19:38:47
Your levels are a similar style - 'v.nice IDBase'
You should make a Pak!!!
Trinca - Your map looks cool!! Hurry up and finish it!! Also, I started making a new map, "IKDoom" !!! Bah :-P
#4284 posted by Trinca [89.180.100.221] on 2008/01/20 19:41:56
Willem looks fucking hot!!! :)
 Willem
#4285 posted by Spirit [80.171.51.14] on 2008/01/20 19:49:43
I am very disappointed by the proper texture alignment on those crates.
 Looks Really Good
#4286 posted by starbuck [82.41.206.175] on 2008/01/20 19:55:47
I love the small super detailed maps, there should be more of that I think!
Also Trinca, looks nice, you've got some temple skills for sure.
#4287 posted by Willem [75.177.185.17] on 2008/01/20 19:56:03
Hah!
#4288 posted by Willem [75.177.185.17] on 2008/01/20 19:56:30
I see my crate alignment skills (or lack thereof) have preceded me. :P
 Fanca Trinclub
#4289 posted by bambuz [193.167.3.22] on 2008/01/21 12:40:22
looks pretty good but your floors in the two shots are completely flat, that's what I'd concentrate on changing perhaps? (Or maybe you have done that in the other areas already?) Kind of a macro level thing, a different question altogether from detail and decorations.
 Another Shot
#4290 posted by JPL [82.234.167.238] on 2008/01/24 19:50:24
Second part of the map started some weeks ago (after SK), it remains 50% of the map to finish... and it is already huge...
http://lambert.jeanphilippe.free.f...
Feel free to comment... ;)
 Nice Footlights!
#4291 posted by MadFox [84.26.196.113] on 2008/01/25 01:09:03
I wish I could make that effort in short time!
 (Droole...)
#4292 posted by RickyT23 [86.139.217.8] on 2008/01/25 10:30:47
JPL - that looks v.cool, reminds me of 'office complex' from Half-Life 1 (it's the floor tiles)
I'll put a screenie up next week...
 As Promised...
#4293 posted by RickyT23 [86.139.217.8] on 2008/01/28 11:07:33
 Ricky
#4294 posted by nitin [124.168.31.44] on 2008/01/28 11:12:57
that looks great. Not too sure about the D3 tex though, I dont think they convert that well.
I like the rockwork!
 Copycat !!
#4295 posted by JPL [213.30.139.243] on 2008/01/28 11:58:13
These shots looks good, but what are you copying my latest project shots (same base theme, same rock tex, same skybox... grrrr..) ??
No seriously, it looks really interesting, and the Doom3/DKT base theme is really well implemented: I can't wait to play this map !
Keep it up !!
 Nice
#4296 posted by bambuz [130.233.79.10] on 2008/01/28 12:25:21
imo hex tiles in the roof don't work tho.
and be careful with the openness, have good vis blocking.
 Ricky
#4297 posted by DaZ [84.208.229.31] on 2008/01/28 12:26:40
Very original texture scheme, but as Nitin said, some of the textures do not transition well, especially the grey metal one in the 2nd screen shot before the stairs.
I really like the build style though and the lighting is good, looking forward to the final product :)
 OK
#4298 posted by RickyT23 [86.139.217.8] on 2008/01/28 13:38:13
Rockwork - used 64 unit deep triangular prisms throughout! It seems a good technique, so far all of that has only one Txqbsp warning!
nitin/DaZ - D3 textures - some of those texes definately converted better than others! Its a shame really, cause they could have been cool!! I might try touching up some of the ones i'm using myself. Or find some better ones...
JPL - 00ps! Sorry if your first impression was that I was copying you (I hadnt even realised about the skybox). I think the overall theme is different, yours seems much more 'present day' whereas mine is kinda meant to have a sort of sci-fi/aliens sort of feel to it! I dont think the rock texture is the same, mine comes from DktE1.wad. I had to fuck around with it something rotten so get fullbright speckles out... I actually was attracted to the Daikatana textures after having a blurt around your Event Horizon map (I've never played DKT)
Vis blocking - The area shown is meant to be a sort of 'hub', the idea being that a network of underground passages interconnects around it, with different chambers and stuff. Maybe some caves. The area shown (1st shot) is likely to be as bad as the vis gets!!
(admittedly its pretty open, but nothing on the Sickbase, or maybe even parts of The Hand...)
 Looks Nice
#4299 posted by ijed [216.241.20.2] on 2008/01/28 13:50:38
Only thing I'd say is have some more outdoor shadows and better spotlighting indoors, otherwise looks good to me.
 RickyT23
#4300 posted by JPL [213.30.139.243] on 2008/01/28 13:57:04
No offense taken, don't worry: and no go map, and release it quickly ! I want to play this map soon :D
#4301 posted by Trinca [89.181.13.167] on 2008/01/28 20:59:21
looks cool Ricky :)
 The Texture Mix...
#4302 posted by distrans [149.144.189.66] on 2008/01/30 04:41:33
...is pretty slap dash. I doubt you could get DKT or D3tech to mesh well with gothic Q3. Why not try the evil lair tech sets instead. Having said that, will we see a D3 Temple section hidden below the base...please :) Your implementation of the Fury underground in The Hand was excellent!
 Small, Pointless Base-style Deathmatch Map
#4303 posted by negke [82.83.21.187] on 2008/02/04 18:39:07
http://negke.quaddicted.com/files/...
Someone please comment on the item placement.
I'm not going to add RL or LG.
 ...
#4304 posted by Shambler [77.100.140.250] on 2008/02/04 19:57:38
Lush looks for a simple base map, superbly made.
I think without the RL or LG, you should up the numbers of GL or SNG, otherwise it will be a bit of a scrappy fight with lesser weapons, I expect. Or chuck a quad in....or ROS....
 I Can't Play
#4305 posted by Text_Fish [82.32.2.69] on 2008/02/04 21:18:55
Quake at the moment. :( Can somebody post some screenshots so that I can pretend?
 My Only Complaint
#4306 posted by Zwiffle [67.53.148.10] on 2008/02/04 22:07:35
would be to remove those square heat vent things. They ruin the scene.
Else looks good.
#4307 posted by Trinca [89.180.60.200] on 2008/02/04 23:19:17
where is lg and rl? :)
 Great Level!
#4308 posted by MadFox [84.26.196.113] on 2008/02/04 23:33:52
I like the doorshapes and the round teleporter.
Sorry I'm no dm player, but looks fun to play.
 Negdm1b
#4309 posted by nakasuhito [75.165.224.233] on 2008/02/05 00:13:38
is fucking awesome. this is why i usually stop making, because levels like this make me jealous to and i never finish anything that i start :)
 Typos As Always....
#4310 posted by nakasuhito [75.165.224.233] on 2008/02/05 00:14:17
making supposed to be mapping.
#4311 posted by Trinca [89.180.60.200] on 2008/02/05 00:37:14
i now what you mean nakasuhito got 9.000 brushes made that i will probably quit :\
 Stop Being So Emo Please And Go Map
#4312 posted by czg [83.253.251.70] on 2008/02/05 00:48:49
#4313 posted by Willem [75.177.185.17] on 2008/02/05 01:51:10
Some really cool brushwork in there! I love the crates being stored under the floor. It's simple brushes but it has a great visual impact.
And that is, hands down, the most elaborate teleporter i've ever seen!
 Negdm1b + Reaperbot(81) = L00ds Of FUN!!!
#4314 posted by RickyT23 [86.145.190.97] on 2008/02/05 14:40:48
Heres a demo of me playing four reaperbots on Neg|ke's "Small, Pointless Base-style Deathmatch Map". I downloaded the map just for a peek. It reminds me of that bloody Aerowalk map everyone's always going on about (only better IMHO), so I just couldnt resist the thought of wiling away a half hour or so....
Also reminded me of Q3A!!!
http://shub-hub.com/files/demos_si...
 Almost Forgot
#4315 posted by RickyT23 [86.145.190.97] on 2008/02/05 14:41:38
Thanks Neg|ke!!!
 FYI => Demo Doesnt Require Any Mods
#4316 posted by RickyT23 [86.145.190.97] on 2008/02/05 14:42:36
 Neg!ke
#4317 posted by Spirit [213.39.223.30] on 2008/02/05 15:00:47
Kinda big arsch_beads (only noticed because I used a software engine and decoration flickered out of sight).
The things on the ceiling walls look a bit out of place in my opinion. Except for that, super sexy as usual. Can't wait to play it some day.
#4318 posted by Willem [24.199.192.130] on 2008/02/05 15:30:34
I noticed that flickering as well. What causes that, tons of func_walls?
 But If
#4319 posted by MadFox [84.26.196.113] on 2008/02/05 21:15:41
it's pointless I'll also stop mapping.
#4320 posted by gb [89.27.208.95] on 2008/02/06 02:58:02
Neg!ke: Noticed really high r_speeds as well, I assume this wasn't vised. Nice map, very slick, personally I'd like some more kinks to set it apart from other dual-atrium maps. It seems very modern.
 Thanks
#4321 posted by negke [82.83.0.180] on 2008/02/06 15:46:06
But what do you think about amount/placement of health and ammo?
Gameplay is supposed to be similar to DM1 (as the title implies) - a.k.a. scrappy and boring, yeah. :D I think having only one GL/SNG is ok here, considering the size of the map. Quad would be too much, ROS could work though.
The map is intended for 1on1 matches, possibly three players maximum - any more are too many, especially when playing without weaponstay, like in the demo.
Damn those flickering funcs, i will have to cut back on them, making the lights textures maybe. They are all func'd to bring r_speeds down. Then again, r_speeds are high anyway (up to 1200) - the map is vised of course, but it's too open/detailed - so those few extra polies won't hurt that much, I guess..
#4322 posted by bambuz [193.167.7.19] on 2008/02/06 18:36:54
ROS? Do you mean Ring? I don't like it when acronyms are used when real words are just as short. I bet someone says QD when they mean quad.
Otherwise, I can't find anything to complain about in this thread right now as I don't have quake here, will complain later when I load it up.
(People avoid dm1 because it's not fun, or so I've heard, I haven't actually even tested it much myself, even the layout of dm1 is very amateur style IMO... But this doesn't yet disqualify this Small, Pointless Base-style Deathmatch Map or SPBSDM.)
 Skyboxes
#4323 posted by MadFox [84.26.196.113] on 2008/02/06 21:35:20
I suceeded in creating a skybox, and use the same mountains to create an mdl file of them.
They're much smaller in bytes than when I would have made them out of quake brushes.
Each mountain became a 125kb mdl.
So the pictured mountains on the skybox become physical in the map editor. Only they have a kind of slitch, as they are not real.
And texturing is hard, because they get really out scaled.
http://members.home.nl/gimli/skybo...
http://members.home.nl/gimli/skyb0...
I used Wazat's Voident.
 The Best Weapon In This Map
#4324 posted by bambuz [91.152.85.201] on 2008/02/06 21:40:00
seems to be the SSG. But maybe it's my bad aim or tactics with the others. Tested a little with Gibbie.
I still didn't get any tactics since I couldn't yet get a grasp on what is where.
 Madfox
#4325 posted by ijed [216.241.20.2] on 2008/02/06 22:01:49
That's pretty cool. Skyboxes are usually out of scale to the map anyway, so maybe just a plain night sky without the mountains would be better.
Is the idea to box the map inside clip brushes to stop the player exploring the (small) mountains of madness?
 Ricky:
#4326 posted by nakasuhito [75.165.224.233] on 2008/02/07 01:05:45
i wanna watch the demo but whats a dz file? how do i open such things? whats so bad about zip files?
:(
 Nakasuhito
#4327 posted by Kell [80.192.19.108] on 2008/02/07 01:59:45
.dz files are to be opened with DZip.
DZip is a Quake community created program specifically for zipping demos, because it zips 'em up way tighter than any other compression prog.
Don't try to download dzip from the official page though, cause that version is corrupt.
Download it from Signs Of Koth, and rejoice:
http://kell.leveldesign.org/stuff/...
#4328 posted by Trinca [89.180.13.27] on 2008/02/07 08:25:14
http://speeddemosarchive.com/dzip
in here got all the explinacion!!!
#4329 posted by negke [82.82.168.0] on 2008/02/07 10:40:43
Kell: Not quite. 7zip does it even better.
bambuz: I know. I used ROS because Shambler brought it up. At least it's better than using "666" for the the pentagram. I assume you don't like the use of "tp" for teleporter, either? :P
Thanks for testing the map; next time record a demo please.
 People, People...
#4330 posted by RickyT23 [86.145.190.97] on 2008/02/07 11:01:38
Nakashuhito - find your dzip.exe, stick it in the same dir as your .dz file, then run it from a command prompt like so: "dzip -x filename"
neg|ke - 7zip is a powerfull tool, but it will generate archives which you can only use with 7zip. When I was compiling the .zip for Thehand, at one point I had a .zip file which I could only open with 7zip! Top be fair it was a smaller file than the one which got released! When you pick the method used for compression, some are compatible with other zip programs/windows/whatever but some are 'too extreme'.
Thats not to say that Dzip is any better, you can ONLY open dzip files with dzip :P
Madfox - What you have created there looks pretty striking! I wouldnt know where to start making mountains like that! How long did it take you?
Bambuz - ROS, ROS - ROSROSROS!!! stands for (drumroll) "Ring of Shadows"! This saves you TWELVE keypresses! I mean "ring" could be referring to any ring in the level. Perhaps a hoop of some description. Maybe a corridor! Maybe the but-hole of Shub-Niggurath his very self! Haha!! I still think your funny tho ;-D
 Dzip
#4331 posted by Spirit [80.171.29.2] on 2008/02/07 11:16:26
Several engines support unpacking dzip "on-the-fly", at least Joequake, Qrack and aguirRe's nehquake (glquake maybe too).
7zip is a great compression I love and support. It is open source thus many un-/packers (could) support it. Quake maps and mods should always use zip (as default) though in my opinion just because it has been standard for more than a decade now. And don't confuse the file extension .zip or even the term "zipping" with the ZIP algorihm itself. :P
Madfox: Those are the best looking mountains I have yet seen in Quake, wow. I wonder how it is performance-wise.
 7zip
#4332 posted by negke [82.82.186.226] on 2008/02/07 12:01:01
can also be opened with WinRar. Of course, if you're still using that shitty WinZip, you'll have a problem. Yes, 7zip's zip compression is better than regular zip compression too. I've never had problems opening those with other programs.
 DZip
#4333 posted by aguirRe [213.101.70.115] on 2008/02/07 12:22:22
7-zip is the leading allround compressor in terms of compression ratio, but dzip is almost always much better than 7-zip on normal q1 demos, i.e. demos made in std protocol 15, which is also the only protocol dzip understands.
If dzip can't parse the demo (e.g. any of my custom protocols, DP's or Tomaz'), it'll just default to std zip (or crash), no better and no worse. In such a case, 7-zip will easily beat dzip as it always beats std zip with a large margin.
So for std q1 demos use dzip, nothing's better than that. For custom demos use 7-zip, almost nothing beats that.
The only case where rar is usually better is on multimedia, e.g. lots of wavs.
In my upcoming versions of GL/WinQuake, I've added built-in handling of dzips, same as in present NehQuake.
 Interesting Idea Madfox
#4334 posted by bambuz [91.152.85.201] on 2008/02/07 12:27:48
So the mountains are models! And you did them in a modeling program.
The brushwork looks cool too... but quake wasn't really designed for that kind of work. So I think you're limited to a small map that way.
 Ooh - Upcoming AguirRe Quake!!
#4335 posted by RickyT23 [86.145.190.97] on 2008/02/07 12:32:21
:D :D :D :-D
#4336 posted by gone [89.110.51.248] on 2008/02/07 13:28:43
 Speeds
#4337 posted by JPL [213.30.139.243] on 2008/02/07 14:25:38
Oooooooooooooooh.... nice polys :P
 Speeds
#4338 posted by gb [89.27.211.189] on 2008/02/07 18:35:33
Build a map around that :-)
 Skyboxes II
#4339 posted by MadFox [84.26.196.113] on 2008/02/07 22:47:05
Ijed and Spirit, just download and tell me again.
Ricky,I have a terrain editor, that shifts landscapes like this. Exporting them to dxf give an huge amount of date. Fortunately I can import them into AM2000, an animating studio, and choose to export them again with smaller, quake friendly data.
Still the amount is 2010 vertices, quake's maximum. I wonder, if by doing this I archive more dataspace, then when I would use real brushes in Quake?
http://members.home.nl/gimli/mount...
 Thanks Kell
#4340 posted by nakasuhito [75.165.224.233] on 2008/02/08 02:46:44
got dzip and saw the demo. haha, cool shit! :D
now to find the reaper bots and play like hell.
 Madfox
#4341 posted by ijed [216.241.20.2] on 2008/02/08 13:41:21
I seem to remember that aguirRe's engine has raised limits for verts.
The mountains are excellent - a way to have Quake rocks that isn't like pulling teeth. Shame there's no good way to fake the collision (apart from a big clip brush) but that'd defeat the purpose of a decorative feature anyway.
The upcoming Quoth2 release features spawnable models, as does Nehahra, which should make doing stuff like this allot easier. Hello Q1 mapobjects!
 ToeTag 0.9 Preview
#4342 posted by Willem [24.199.192.130] on 2008/02/08 15:23:19
Just a note that ToeTag is nearing it's 0.9 release. I blogged a few of the new features including:
Entity filtering:
http://wantonhubris.com/blog/2008/...
Vastly improved CSG Merge functionality:
http://wantonhubris.com/blog/2008/...
Coming, hopefully, sometime over the weekend!
 Willem
#4343 posted by Kell [80.192.19.108] on 2008/02/08 16:35:47
I haven't even read all your updates and features posted about ToeTag yet, and I thought your demo start map was tragically built to the wrong scale, but still...your editor looks so good you actually make me wish I had a Mac to try it out on.
I am a PC user, and I am envious.
Really good job on this, mate.
#4344 posted by Willem [24.199.192.130] on 2008/02/08 16:41:50
Thanks Kell!
Was that map to the wrong scale? It felt OK running around in it. Too small you mean?
#4345 posted by Kell [80.192.19.108] on 2008/02/08 17:11:30
Yeah, very cramped - I'd have made the areas about twice the size. Twice the width anyway. Look at the id start map for example. The skill corridors are small rooms in themselves, even though their only function is for the player to travel down them once into a teleporter. Yet they don't' feel cavernous, just comfortable.
It's not a big problem though. The map has no gameplay other than skill selection, it looks great, and works fine as a demo for the editor.
#4346 posted by Willem [24.199.192.130] on 2008/02/08 17:13:41
Heh, I've always felt the id start map was way over scaled - at least in that starting area. The episode selection part seems OK but I never liked those skill hallways.
I do agree, for the most part, and if the map had any gameplay in it at all I would have made the combat areas much larger!
 Scale
#4347 posted by gb [89.27.234.170] on 2008/02/08 20:25:24
1. I can relate - my idea of what the right size is for a Quake map changed quite a lot over the last two years. I used to think cramped = good but I'm not so sure anymore. I now think 256 is the perfect width for a corridor ^^ in id maps, they're not even half as wide. I still think you have to factor in the size of the monsters, and the reach of their attack, though. As well as the size of the player model with regard to stairs etc. If fighting area and distance get too large, dodging gets easier, which is another natural limit. The final natural limit is sound; it's rather unfair to not even hear a rocketeer's rocket coming before it hits you. You're simply missing the sound cue.
2. Since I started mapping from the ground up instead of hacking id maps, I noticed things feel smaller in the game than they look in the editor. This was a surprise. You can have a 1024x1024 room no problem. I didn't believe my eyes how normal it looked.
3. The start map corridors, well I think it's just not the smartest design. It's not necessarily the size that bothers me. The concept itself seems a bit simple. And they didn't apply the scale to the whole map, just attached that big front-end to a rather minute map. Like some guys attach big exhaust pipes to cheap cars.
 Cheers For Willem!
#4348 posted by bear [213.89.235.176] on 2008/02/09 01:37:53
Who made excessus resurface (and boy has his english improved)!
 I Second That
#4349 posted by Mr Fribbles [59.167.164.157] on 2008/02/09 09:14:24
I wanted to say hello (to Excessus) but I couldn't post on the page for some reason... it just kept timing out or something.
Tell him to come here, he might not even know of this site? :)
#4350 posted by Willem [75.177.185.17] on 2008/02/09 11:19:07
I'll prod him. :)
#4351 posted by Excessus [217.127.14.10] on 2008/02/10 02:22:06
Mr Fribbles! :) Well, I have been always around more or less, I read Shambler's blog from time to time, dive into Pauk's map repository and play some Quake games on one platform or another, even if its once per year ;) Willem software has insuflated new energies into this old hearth of me. :)
... and no, I dont think my broken english is at all better! :D
 Shambler Has A Blog?
#4352 posted by nitin [203.217.86.235] on 2008/02/10 02:53:04
#4353 posted by ericw [75.156.169.136] on 2008/02/10 03:16:00
I had a map idea involving a floating castle against a nebula filled backdrop, with some shub-nigguraths (Perhaps there were more than the one you killed :). I made this skybox a while ago from a hubble space telescope image, and I think it looks really good against shub and some quoth textures.
Screenshot: http://shub-hub.com/files/gfx/skyb...
Skybox download: (feel free to use/modify)
http://shub-hub.com/files/gfx/skyb...
 Excessus
#4354 posted by Mr Fribbles [59.167.164.157] on 2008/02/10 03:32:22
Good to see the Quake spirit is still alive in you. With any luck you can get ToeTag working for you and give us some more maps!
 Shots...
#4355 posted by JPL [82.234.167.238] on 2008/02/10 10:38:11
#4356 posted by Spirit [91.62.22.162] on 2008/02/10 11:18:39
Are you sure you are mapping for the right game? That screams HALFLIFE so loud.
That ceiling texture is kinda ugly, looks so very comic-like.
 Ericw:
#4357 posted by rj [86.1.160.132] on 2008/02/10 13:49:59
that looks awesome; very xen-like. i think a xen themed space floater would work well in the context of quake.. *ponders*
 Huh
#4358 posted by ijed [190.20.113.144] on 2008/02/10 16:39:12
That looks great - but yeah, half life. Even so It'd be nice to see more of the same. It's a shame Q1 doesn't support skybox rotation like Q2.
 JPL
#4359 posted by RickyT23 [86.137.238.33] on 2008/02/10 16:59:59
I like the look of it! The texture you have used for the frames of the beds looks very high quality, but I do think the ceiling could be better. TBH I like it! :D
 Excessus Is Cool.
#4360 posted by Shambler [77.100.140.250] on 2008/02/10 21:38:26
Shambler doesn't have a blog tho, not that I know about anyway!
 Blog. About. It.
#4361 posted by czg [83.253.251.70] on 2008/02/10 22:10:27
 Ericw...
#4362 posted by distrans [59.167.236.18] on 2008/02/11 05:03:34
...thanx cobber, I'm immediately inspired.
 Ok, It Has To Be Said
#4363 posted by Mr Fribbles [59.167.164.157] on 2008/02/11 09:22:58
'blog' is just about the most horrible word (or non-word, as the case may be) in existence. Second only to 'brunch'.
#4364 posted by Willem [75.177.185.17] on 2008/02/11 11:52:33
web log = blog. It's a contraction. It's fine.
As for it being a non-word:
http://dictionary.reference.com/br...
English changes and evolves over time. Catch up, gramps. :)
 Hahahaha!!!
#4365 posted by RickyT23 [86.137.238.33] on 2008/02/11 12:02:42
Ive got a blog.....
http://rickyt23.blogspot.com/
Please feel free to comment. ;-P
 What People Mix Up
#4366 posted by bambuz [91.152.85.201] on 2008/02/11 13:24:34
is a blog and a blogpost.
They say "I wrote a blog about it". That means he/she posted weekly, perhaps even daily for years about the subject.
More likely they mean that "I wrote a post on it" or "I wrote a blogpost about it".
More complaints later.
 Hang On Let Me Go Write A Blog About These Findings
#4367 posted by czg [213.115.252.84] on 2008/02/11 13:57:59
 Thanks Willem...
#4368 posted by Mr Fribbles [59.167.164.157] on 2008/02/11 15:42:25
I get it, I just hate it. Not the definition of the word, the word itself. It's like brunch. I mean fuck off, you know?
No personal offense intended to anyone who maintains, err, a column or diary of their thoughts or ramblings on the web, of course.
Now leave me alone to wallow in my irrational anger!
 Fribbles
#4369 posted by bambuz [193.167.3.16] on 2008/02/11 16:20:52
There are a variety of those too and maybe the terms will be differentiated better in the future. Some are almost like publishing scientific articles with quite elaborate content that is released only intermittently. And some are just talking almost hourly on how the "author" feels and what he/she is doing.
Hell, even conventional paper publishing differentiates the totally different terms, "magazines" and "newspapers".. And there are "books" and "short stories" etc.
But the word. Do you think you have some only right to that combinatory style, mister Friday Nibbles?
(This is in the wrong thread, I cease talking about it now.)
 Uh Huh.
#4370 posted by Shambler [77.100.140.250] on 2008/02/11 20:53:18
Fribblog would rock.
(Possibly)
 Shamblog No Less
#4371 posted by Spirit [80.171.127.95] on 2008/02/11 21:04:48
 Speaking Of Which
#4372 posted by Vigil [91.152.85.201] on 2008/02/11 21:33:41
I had a dream a few nights ago where Shambler had a blog. About anime.
 Yes...
#4373 posted by metlslime [64.175.155.252] on 2008/02/11 22:13:34
you should start a blog just so you can call it "Friblog."
reminds me, I should add a "strikethrough" tag to func.
 Metl
#4374 posted by Mr Fribbles [202.161.117.131] on 2008/02/12 02:16:38
This is a winning strategy. I fully support and endorse this suggestion.
 BLOG ALTERNATE
#4375 posted by inertia [134.53.120.119] on 2008/02/12 04:48:44
 Blag
#4376 posted by gb [89.27.212.45] on 2008/02/12 17:59:41
"Blagen" is (Northern) German slang for small children :-) If you want to talk negatively about someone, you say "ugh, they brought their blagen" usually followed by "bleh, those people multiply like rabbits" especially when relating to Ausländer. It's not the most kids-friendly society I guess. :-/
I like kids though.
 Oh Please
#4377 posted by gone [78.37.15.135] on 2008/02/13 01:58:59
shut up and stay on topic
post more pics of maps
http://www.speeds.quaddicted.com/n...
 Speeds
#4378 posted by RickyT23 [86.137.238.33] on 2008/02/13 10:13:37
What is that? Looks smart, but its not exactly Quake is it? :D
#4379 posted by goldenboy [89.27.204.10] on 2008/02/13 20:11:22
#4380 posted by Willem [24.199.192.130] on 2008/02/13 20:52:56
Man those are dark. Looks cool from what I can see but I can't see much. :-/
#4381 posted by Trinca [89.180.54.185] on 2008/02/13 20:53:52
goldenboy crapy? i dont even considere this pics...
go make some proper ones!!!
#4382 posted by gb [89.27.204.10] on 2008/02/13 21:43:29
There are some very dark areas, yeah. The rest may be my laptop screen, I'll post some with gamma way up then.
 Actually
#4383 posted by gb [89.27.204.10] on 2008/02/13 22:10:33
when I put gamma way up, it looks all blocky as is normal in software. It looks brighter in GLquake, but I can't run that at enough fps to normally move around the map. And I don't have GIMP installed right now. Plus, the map IS very dark, the last two shots represent that rather well. There are indeed areas where you can barely see the half dozen fiends that rape you :-) not all at the same time though. That is intentional. It is intentionally "unfair" towards the player. In some areas at least.
Trinca, do you find it too dark when you actually play the map? You do have the option to retreat towards the light, it's your own choice if you fight in the dark... you don't have to. There are light sources nearby, and the corridors are well-lit.
I'd prefer to work on the map now instead of screwing around with brightness on pictures :-)
later.
 R-D-R
#4384 posted by RickyT23 [86.137.238.33] on 2008/02/13 23:54:45
 Goldenboy
#4385 posted by JPL [82.234.167.238] on 2008/02/14 08:51:15
Nice architecture, nice lightning effects, while a little bit dark, but seems OK. Instead of playing with gamma, you should try to increase brightness by 40% and contrast by 30%, it would look better ;)
Keep it up !
#4386 posted by gb [89.27.239.224] on 2008/02/14 15:04:44
Heh, thanks. Those do seem a bit dark by daylight, it was night when I posted them and I have an old LCD...
I'm installing Gimp then.
 Lol!
#4387 posted by RickyT23 [86.137.238.33] on 2008/02/14 22:07:25
Goldenboy - Honestly, I like dark maps too, I like the idea of it being like a Sci-Fi horror world. Good Metal style, Im sure the map will feel very ID-Quakey.
I thought #4383 was a funny post, cause it seems you were frustrated that people didnt "get" your shots.
I got whinged at for posting dark screenies of the hand, so I did adjustments on the last preview-shots of my current map. I dont know what people thought of it really, but I remember Ijed telling me to 'sort out the shadows around the rocks".
You cant win, can you? :D
 Have You Seen
#4388 posted by Zwiffle [67.53.148.10] on 2008/02/14 22:56:47
the shots for my first map? Dark shots r4wk.
 You Could Try
#4389 posted by bambuz [91.152.85.201] on 2008/02/14 23:37:54
just entering
gamma .4
in the console before taking shots. Dunno if it would work for you
 Well
#4390 posted by gb [89.27.239.224] on 2008/02/14 23:41:15
I think I wasn't quite ready for playtesters (top players) finding this both too hard (to the point of LOL) and too dark and being blunt about it, too.
The map will be better for it, though. I'm rather thankful I get the flak now instead of later.
As for my last post, no, I pretty much meant what I said. I can't be arsed to spend hours doodling around polishing up screenshots. I prefer giving the map to people. I'll just beg them for some screenies when it's released.
I'm not whining or anything, I'd really rather just get my hands dirty than mess with pictures. Seeya.
#4391 posted by Willem [75.177.185.17] on 2008/02/15 01:05:37
As a note, I'll just say that gamma correcting screen shots will take less time than uploading them to a server. :)
 Screenshots
#4392 posted by Spirit [91.62.25.95] on 2008/02/15 07:21:09
I have an alias in my .bashrc called "screenshotquake" which takes ~/.tyrquake/id1/quake00.tga, adjusts gamma and saves as JPEG to my quaddicted-work folder using imagemagick's convert. Very handy as it only takes a second.
 Bambuz:
#4393 posted by metlslime [98.210.181.179] on 2008/02/15 08:43:57
which engine are you talking about? Most engines do not apply gamma correction to their screenshots.
 Oh, Come On
#4394 posted by negke [82.83.41.206] on 2008/02/15 09:46:33
If you can't be arsed making your screenshots viewable, why bother posting them at all? After all, your doing it for people to view and comment on them which is quite hard if they are too dark. People shouldn't be expected to do this part of your work themselves. Increasing brightness and contrast by some standard values (the same for each shot) doesn't take hours but only a couple of seconds, and since you have to open them in an editor to save them as JPG, doing this little extra step can't be regarded as much of a hassle.
 Besides
#4395 posted by negke [82.83.41.206] on 2008/02/15 09:47:59
It should be quite clear by now that dark screenshots don't automatically mean the map is (too)dark too. Lighting always looks better ingame.
 Whey-hey For Shooting Yourself In The Foot, GB!!
#4396 posted by RickyT23 [86.137.238.33] on 2008/02/15 10:35:52
In a way I like your attitude, but in a another, I think many wont.
If you fix up your shots by increasing brightness and contrast then people wont look at them and think "huh, that level looks too dark to play, so im not gonna bother with it".
Unless you make your levels for yourself and only yourself in which-case why bother posting on func at all? See ya!
 Huh?
#4397 posted by gb [89.27.201.135] on 2008/02/15 22:42:26
Ricky: what? ??? I say "seeya" and you flip?
Willem, neg!ke: this is a misunderstanding, I don't have an image editor installed and got a weird bug when trying to, which atm IS more hassle than I'm willing to bear since I'd rather use my limited time for mapping, please understand that I meant that literally, not in an arrogant way that some ppl were quick to assume. I used nview to convert them to jpg, and it took half an hour plus googling and two tries to figure that out because it's badly documented. I tried adjusting brightness with that, which produced a weird grid like effect and that was when I said "OK I'll stop this for now."
Gosh. You live, you learn.
 I Can Relate
#4398 posted by HeadThump [4.136.90.240] on 2008/02/16 00:05:07
If you take a look at efdat's screenshot in our ZerTM topic, it looks pretty blurry and blendy. It's my fault, but I assure you when I put his pic through the motions in Gimp, doubled the size, added contrast, light, rebalanced the colors and passed it through an Unsharp filter, the results were pretty damn good.
However, in browser, not as much so. I think Gimp resampled the original with the treated version when I saved it to a compressed format.
 Just Took A Look
#4399 posted by HeadThump [4.136.90.240] on 2008/02/16 00:08:10
out of curiosity, now I'm certain it blended the two because I had the original untreated except for doubling of the size in an alpha channel.
A mistake on my part, my apologies, efdat.
#4400 posted by negke [82.82.162.72] on 2008/02/16 08:12:08
gb: OK, i see. Apparently, you picked one of the most awkward tools available then...
HeadThump: Uh, it's not a science. And you're not supposed to create a Picasso either. Doubling the size?! Rebalancing the colors, unsharpening? WTF?
 Can't Help It,
#4401 posted by HeadThump [4.136.90.62] on 2008/02/16 09:03:00
it's (literally) in the blood.
 Efdat
#4402 posted by HeadThump [4.136.90.62] on 2008/02/16 09:07:54
sent a screenshot that was a wee on the small side. I processed it (really, those are only a few steps) to give a better idea of his map, only to fuck that up by shuffling the original into a separate channel.
 Wtfdat Then!
#4403 posted by negke [82.82.162.72] on 2008/02/16 09:32:00
 Of My Many Sins
#4404 posted by HeadThump [4.136.90.62] on 2008/02/16 10:31:18
in life, screwing up the screenshot is not one I'm going sweat much about. Hindsight is something cattle do while chewing grass.
 Big Industrial Complex
#4405 posted by rudl [78.104.18.224] on 2008/02/16 13:55:51
 Rudl
#4406 posted by JPL [82.234.167.238] on 2008/02/16 15:46:14
Nice shots!, but I suspect fullvis runtime will turn has "forever" due to the huge wide open area... I faced this issue on CDA. did you already tested fullvis ?
OTOH, the global architecture is very good: I can feel the ambience already !
Oh, just a "bad thing": the water texture is not that good: the square limits of the texture are is visible... just change it to something else like *water1, and it wil be OK
Keep it up !
#4407 posted by Trinca [89.180.33.196] on 2008/02/16 16:44:16
look like a real huge area... looks nice hope it will not take forever to fullvis!!!
 Reminds Me Of Sickbase
#4408 posted by RickyT23 [86.137.238.33] on 2008/02/16 17:01:28
6 and a half days. How long did you say CDA took, JPL? 6 weeks or something?!??!
Rudl - I hope you like the sound of cooling fans trying to escape the pull of gravity. And I would recommend aguirres vis util, cause it has an autosave feature.
GB - I didnt flip. The pen is mighier than the sword. You give a pretty good explanation for you dark shots when put under pressure to, why didnt you say all of that in the first place?
I do like the look of your map tho, a nice dark metal map. I hope the gameplay is scary too :D
 Rudl
#4409 posted by necros [99.227.108.217] on 2008/02/16 17:13:25
first two shots look nice, but there's no lighting down at the 'docks' type area. same with the second shot, plenty of lighting to show off the top areas but the floor is completely black.
i'm not a fan of the 3rd shot though. those textures don't look good as main architectural textures. maybe use idbase?
 CDA Fullvis Runtime
#4410 posted by JPL [82.234.167.238] on 2008/02/16 18:36:47
How long did you say CDA took, JPL? 6 weeks or something?!??!
It ran exactely during 1218 hours = 50 days and 18 hours... You have to learn how to be patient...
 CDA Fullvis
#4411 posted by Orl [68.38.78.49] on 2008/02/16 18:58:37
Just curious JPL, what was the processor?
 What?!
#4412 posted by starbuck [129.215.58.92] on 2008/02/16 19:13:52
1218 hours?!
#4413 posted by Willem [75.177.185.17] on 2008/02/16 19:43:14
50 days to do what? VIS? If it's VIS, that's absolutely insane.
#4414 posted by Willem [75.177.185.17] on 2008/02/16 19:44:07
Even 6 1/2 days is crazy. WTF are you guys doing? Might be time to optimize a little. :)
 Rudl
#4415 posted by Shambler [77.100.140.250] on 2008/02/16 20:13:33
Good designs / look. Textures well busy, not sure how that would feel through a whole map.
Now, the other 40%...
 There's Nothing
#4416 posted by aguirRe [213.101.70.104] on 2008/02/16 21:18:44
"crazy" about having fullvis processing for days or weeks in a big map, many high quality Q1 maps in the recent years have required that, e.g. Kinn's Marcher took about one week I think.
With an open layout, fullvis time goes up in a highly non-linear manner. It's certainly not an optimal algorithm, but no-one has come up with anything better so far.
 Lost A Post There
#4417 posted by ijed [190.20.67.137] on 2008/02/16 21:32:06
My longest compile time in warp was ~5 hours, including bsp and light - there's always a way to cut back on vistime, through using func_walls or illusionaries, all the old tricks like ubends, doughnut corridors or just basic corners. Warpd which had a massive open area that connected to four others was the quickest compile, at around four hours.
Granted there wasn't much detail in the map but even so, I could have filled it with func's with a negligable compile time hit.
Rudl, I'd suggest using sunlight, but at a very low value. Maybe 20 for direct and 15 for ambient. If you think of it as moonlight or light pollution then it'll probably be a more attractive proposition. It should help you light the map whilst maintaining it's blackness.
#4418 posted by Willem [75.177.185.17] on 2008/02/16 21:43:52
A few hours I can see, or even over night in a pinch but any longer than that and I have to think you've done something unfriendly to Quake. That's all. :)
 Goldenboy, Get Xnview
#4419 posted by bambuz [91.152.85.201] on 2008/02/16 22:19:48
if nview works, then xnview (a graphical program) should work. It has all image edit needs. Adjust gamma and save to jpeg for example.
It's free and for multiple platforms. www.xnview.com. Associate it with pcx images.
You can even run batch, select multiple files in the file viewer. But you don't need to do that first, you can just do individual files.
Oh and that xnview doesn't mean it's for the x window system or that it's anything unix crap with a horrible ui, it's just a name.
You certainly don't need Photoshop or Gimp (and don't need to endure their loooong start times) for just slightly editing some shots or photos.
 Rudl
#4420 posted by inertia [134.53.120.119] on 2008/02/17 07:09:14
Shot #2 reminds me of the factory from the movie "Joe and The Volcano."
 CDA Fullvis Runtime
#4421 posted by JPL [82.234.167.238] on 2008/02/17 08:54:44
Just curious JPL, what was the processor?
I have an AMD Athlon 2600+ with 768 MB RAM... it is an old configuration bought 3 years ago, and CDA was released in October 2005... So the gap I could obtained with a brand new processor is not that obvious...
I don't think it is insane to wait for 1218 hours to see your "baby" out, when you spent 7 months building it... It was worth to do, I don't regret, cause as of today, I consider CDA as my best map (visulally at least...)
Also, aguirRe was very happy that I used his vis tool, and that CDA proved it was supporting loooooong run, and was not buggy at all at the end ;)
#4422 posted by rudl [78.104.3.217] on 2008/02/17 10:05:31
I think I have to wait for a multithread vis tool to vis it.
#4423 posted by Willem [75.177.185.17] on 2008/02/17 11:26:20
Well, I posted this before but here is my code for multithreaded LIGHT and VIS that run on OSX.
http://wantonhubris.com/SrcForJim/
If someone wants to make that work on Win32, go for it! I'm sure the community would love you to pieces for it.
#4424 posted by Willem [75.177.185.17] on 2008/02/17 11:28:17
I know that multithreading VIS gives you about a 30% speed up with a second processor in your machine so even with a dual core machine, you'd cut that 1218 hours down to 852. Still an assload, but much less of one.
And if you could find someone with an 8-core machine, well, that should give an improvement that would almost bring it into the realm of reasonability. :)
 AguirRe's Vis Tools
#4425 posted by than [220.47.251.83] on 2008/02/17 11:42:52
Automatically save the vis data every now and then, so you can stop vis and resume later. I've never had to use that particular feature, but I can't imagine JPL or Kinn not taking advantage of it... imagine if a thunderstorm made the power go out 45 days in!
My maps have never taken more than an hour or so to vis, and my old maps took around the same time to vis on a p200 with 64mb ram. I, however, am not throwing around these big open spaces quite so much as other people seem to be doing these days. If you look at Marcher, you will discover that the main outside area of the map takes up half the available area for making a map in Quake. It's fucking huge.
I wonder how long czg_hate was taking. Care to enlighten us, czg?
 Ch, Chek...
#4426 posted by distrans [124.149.45.175] on 2008/02/17 11:54:27
...skill set beta locked and loaded. Now we wait :)
 Rudl...
#4427 posted by distrans [124.149.45.175] on 2008/02/17 11:55:55
...computer panels as exterior structural elements just doesn't make sense, even in Quake.
 Wow - Good Discussion!
#4428 posted by RickyT23 [86.137.238.33] on 2008/02/17 16:15:02
Several things:
1 - Somebody PLEASE do a multithread vis for windows. All of you Mac users are getting off on this and rubbing your cocks in glee. We need to make a stand!!! I would do it, but I aint no computer science student, I cant even do QuakeC, and I dont know where to start with compiling from Willems source code. (Did you create that youself BTW Willem?)
2 - Than, your too smart to need a long compile time. Your maps are soo fucking good that you dont need to resort to trying to blow peoples mind with the biggest wide open space. Your maps are just classy.
3 - JPL, Sickbase took 6 and a half days on an Athlon XP1700! CDA would have taken longer on my machine! What did you do for 2 months, aside from tear your hair out, and try to block out the sound of the CPU fans?
4 - Willem, Sickbase was not nice to Quake. Its not nice for anyone! For starters you cant play it, cause it only runs in AguirRes modified GLQuake, or his NehWarp engine is better. I dont think its OSX compatible ATM. Also, the only person who managed to do a Nightmare Hundred Percent run was Sielwolf, who, from what I can gather, has been in hiding ever since. And I have the demos on my hard drive(s), but he told me not to post them. He didnt say anything about not emailing them though....
What I mean is its too hard for you, Willem.
5 - Rudl how long is Fast vis? What is your processor and what vis tool do you use?
#4429 posted by czg [83.253.251.70] on 2008/02/17 16:46:40
All of you Mac users
All two of them?
 RickyT23
#4430 posted by JPL [82.234.167.238] on 2008/02/17 18:06:49
JPL, Sickbase took 6 and a half days on an Athlon XP1700! CDA would have taken longer on my machine! What did you do for 2 months, aside from tear your hair out, and try to block out the sound of the CPU fans?
What I did ? nothing with my home PC (except internet and email accesses), but fortunately I installed QuArK / Quake / etc... on my office laptop, in order to start something else.... Did you think I was just waiting for 1218 hours in front of my PC screen doing nothing ? Come on, be serious ...
#4431 posted by Willem [75.177.185.17] on 2008/02/17 18:27:50
" (Did you create that youself BTW Willem?) "
I didn't do a whole lot in reality. I just fixed up the function calls and type names that Carmack already had in the code so that they worked on OSX. I don't know/think it would be that easy on Windows but it would certainly be worth someone's time to do it! Many people would benefit.
 I Dunno
#4432 posted by ijed [190.20.125.101] on 2008/02/17 19:30:48
But if a map takes more than 24 hours to compile there should be a good reason for it. Marcher had probably the biggest area yet in Q1, outside of a test or beta map and it took a week.
Noclipping around you can see how well optimised it is, whereas eg. Sickbase wasn't so much. I'm not having a go at you Ricky, because the improvement in the Hand was obvious, in all ways.
I think its worth remembering that good mapping isn't good visuals and gameplay alone, but also the technical side of using the tools efficiently to produce the best results.
I know alot of the old Quake sites are 404 but even so a Google for bsp tutorials will still turn up a lot of the old stuff which was thought through back when people were compiling on 486's. Granted we've moved on in the amount of processing power available, but that's not to say that the old methods are now invalid.
#4433 posted by Willem [75.177.185.17] on 2008/02/17 20:22:00
I agree. It's still the same engine at its core and since nobody is rewriting QBSP or VIS, the old techniques and optimization rules still apply.
#4434 posted by rudl [78.104.3.217] on 2008/02/17 21:14:43
5 - Rudl how long is Fast vis? What is your processor and what vis tool do you use?
Several minutes.
Processor is an AMD 6000+ X2
and I use aguirRe's tools
 ?
#4435 posted by distrans [149.144.189.66] on 2008/02/18 00:04:17
Marcher had probably the biggest area yet in Q1, outside of a test or beta map and it took a week.
*cough* qte1m1 and m2 *cough*
 Aardappel
#4436 posted by aguirRe [213.101.70.76] on 2008/02/18 00:58:00
made already in 1998 a DM level Kasteel that allegedly took five weeks to do a level 2 vis on a sun ultrasparc 300MHz.
Some years later I did a level 4 vis of the same map in three days on a PIII 600. On JPL's system it'd probably take less than a day now ...
#4437 posted by gb [89.27.245.210] on 2008/02/18 01:06:56
Bambuz: Thanks, I got gimp running fine now. Xnview is rather good, but the convert part of it is badly documented. With gimp, at least I know how to use it.
The problem is, even when I raise brightness by 50 and contrast by 35 percent, you can't really see any more in the shots. :-/ A tiny bit more, perhaps. It may have to do with the fact that I'm using software rendering with its smack-dark shadows. GLquake looks almost drastically different.
I'm also using tyrlite which seems to enhance the shadows, not the brightness, which I like for this map... using Lord Havoc's light tool for example, it's radically different, almost a radiosity effect like in Quake 2. I could play with different falloff settings etc I guess, but if I did just for the screenshots, they would look nothing like the actual map, which kinda defies the purpose :-)
When it's time, I'll organize some good-looking shots.
 Screenshots
#4438 posted by Spirit [91.62.27.222] on 2008/02/18 09:15:18
Do not tinker around with Brightness and Contrast, that will look like poo (or take too much time). Instead use the layers -> curves tool. You can save the curve for later usage to save more time.
 Multithreaded Vis
#4439 posted by inertia [134.53.120.119] on 2008/02/18 09:54:57
Seriously, if you guys code up an EM64T-compatible linux multithreaded executable, I'll run it on our supercomputer. I'm curious to see compile times!
 Sickbase Had Really Bad Speeds.
#4440 posted by RickyT23 [86.137.238.33] on 2008/02/18 11:43:25
Practically 0 vis-blocking.
I'm learning still. New map also hs some high detail wide open bits, but I'm trying to bend all of the corridors leading away from it. In Fitz I type r_showtris 1 then run around the map, seeing where the slow spots are.
Rudl - I think my 6 and a half day spout was a 6-7 minute fast vis. I think.
Inertia - trying to get people to code things for us is not easy. I ask all of the time. The ones who are capable just dont listen. I guess they think I'm lazy or ignorant or something. I'd like to think that some coders are working on some new stuff which we would like, but are saving it for a surprise.
I'd like to hear what a supercomputer can do to vis times too!!
AguirRe - I'm glad I didnt make Sickbase on a p133 with 16mb ram.
 Distrans
#4441 posted by ijed [216.241.20.2] on 2008/02/18 13:01:23
I forgot - need to play again.
#4442 posted by Willem [24.199.192.130] on 2008/02/18 18:23:33
Hey would someone be willing to send me one of these ridiculously huge VIS time maps so I could fool with it in ToeTag? I would need the WADs as well of course.
If not, that's cool, but I'd be curious to see what could be done to improve VIS times without huge restructurings.
 Willem
#4443 posted by Orl [68.38.78.49] on 2008/02/18 18:31:31
I have a map that takes over 30 hours to complete. Do you want just the .bsp and wad file?
#4444 posted by Willem [24.199.192.130] on 2008/02/18 18:37:27
Well, I would need the MAP file so I could look at the brush work. If you're willing to send that and the WAD files to me, that would be awesome.
willem at wantonhubris
 Let's Do A Vis Benchmark
#4445 posted by rudl [78.104.4.47] on 2008/02/18 18:46:38
 Willem
#4446 posted by Orl [68.38.78.49] on 2008/02/18 19:21:38
For some reason, I am unable to send you the email. I have tried to sent it twice already, and each time I did I got a "Undelivered Mail Returned to Sender" a minute later.
Is something wrong on your end?
#4447 posted by Willem [24.199.192.130] on 2008/02/18 19:28:11
Not sure.
try warren at wantonhubris if willem isn't working.
 Rudl
#4448 posted by negke [82.82.171.89] on 2008/02/18 19:29:38
Upscale the water texture
 Nope
#4449 posted by Orl [68.38.78.49] on 2008/02/18 19:44:14
Still isn't working Willem. warren at wantonhubris gives me the same error. Any other methods we can try?
 Willem
#4450 posted by ijed [216.241.20.2] on 2008/02/18 20:00:05
The warp .map source is available at the shub-hub:
http://shub-hub.com/files/misc/map...
With the zip password - warpspasm
They're fairly big maps but the vis time isn't over five hours, warpc is the longest at around that, just because its alot of connected stuff with some dodgy vis-blocking thrown in.
If you want to experiment with it then let me know which map and I can extract a Wadfile tonight.
#4451 posted by Willem [24.199.192.130] on 2008/02/18 20:17:05
Orl
I dunno, I sent myself an email just now and it hasn't bounced. Not sure what to tell you.
Maybe do the shub-hub thing that ijed did. Post a link and I'll grab it tonight.
 Okay Willem
#4452 posted by Orl [68.38.78.49] on 2008/02/18 20:53:20
I uploaded the map onto my web space temporarily. You can grab it here: http://orl.fvfonline.com/misc/oms2...
Let me know when you got it.
 Willem
#4453 posted by inertia [134.53.120.119] on 2008/02/18 20:58:35
Perhaps you need to specify a root domain name there :)
#4454 posted by Willem [24.199.192.130] on 2008/02/18 21:14:04
Orl
I won't be able to grab it until tonight, so please leave it there until later on.
Thanks!
#4455 posted by Willem [75.177.185.17] on 2008/02/19 00:43:54
Hey, Orl, all 3 of your emails did come through. I'm not sure why you were getting failures on your end.
Yours too, headthump!
At any rate, thanks!
 Hmm
#4456 posted by Orl [68.38.78.49] on 2008/02/19 02:23:54
that's weird. Well, at least you get em.
 Some Nice Work Being Done
#4457 posted by nitin [124.168.62.191] on 2008/02/19 09:35:35
 Oooooohhhhh
#4458 posted by JPL [213.30.139.243] on 2008/02/19 09:38:00
Very nice !
 Ive Got The Sickbase Src Do You Want That Willem?
#4459 posted by RickyT23 [86.137.238.33] on 2008/02/19 12:48:07
You can get a wad from the BSP, but its mostly IDbase tex and fury.wad.
AguirRe, do you still have the version of the map source from Sickbase after you altered the solid ents? I think I might have it at home, but I dont have it here at work... I do have the one before you altered the solid ents, i.e. the exact file I sent to you.
Willem - this took 6.5 days to vis!! On an Athlon XP 1700 that is. All that is wrong with the version I have is there are a few flickering ents, cause my solid ents fall into to many places around the map. AguirRe broke them up a bit by hacking the map file. (What a hero!!)
 Warpc
#4460 posted by rudl [78.104.28.23] on 2008/02/19 14:47:01
bsp: 7,28
light: 10,15
basevis: 1.10
full: 39,28 minutes
 Hm
#4461 posted by ijed [127.255.255.255] on 2008/02/19 15:27:59
Better machine than mine then, but that's not saying much.
By basevis you mean full?
I used a few lighting options like -extra4 and stuff, but also the -gate option that would counter balance any slowdown.
#4462 posted by Willem [24.199.192.130] on 2008/02/19 15:32:13
I thought I had time for VIS research but in reality, I probably don't. :P I have a few maps that people sent me if I DO get time though, but thanks!
#4463 posted by rudl [78.104.28.23] on 2008/02/19 16:50:47
---- Vis 2.31 ---- Modified by Bengt Jardrup
File: warpc.bsp
7341 portalleafs
20038 numportals
testlevel = 4
average leafs visible: 174
max leafs visible: 594 near (-2560 3968 512)
c_chains: 147877441
visdatasize: 477 kb compressed from 6581 kb
Elapsed time : 39:28
State time : 0:07
 Hehe
#4464 posted by RickyT23 [86.137.238.33] on 2008/02/19 16:56:04
The Hand had something like 3000 max leafs visible.
My new map isnt far off the same!
This is a reflection of speeds, isnt it?
So Warpc is a pretty fast running map, innit.
Its over the lightmaps limit tho, so Ijed makes biiiiiig maps with simple enough brushwork that they run at a good speed.
#4465 posted by Willem [24.199.192.130] on 2008/02/19 16:59:32
Is the max leafs visible thing eqivalent to r_speeds?
 I Dont Really Know But...
#4466 posted by RickyT23 [86.137.238.33] on 2008/02/19 17:26:08
...I think they're fairly relative.
TBH I dont really know what a leaf is. I sort of assume that it's an "area of the map". The more complex the geometry of the map, the more leafs there will be, right? (somebody help me out here...)
It all equates to more triangles on the screen at any one time which is basically kinda what r_speeds is a measure of?
(its very shady around here...)
 Ricky...
#4467 posted by metlslime [64.175.155.252] on 2008/02/19 21:31:00
you're not too far off.
qbsp divides the worldspace into many small, convex volumes, some solid (inside a brush) and some non-solid (air, water, etc.) A leaf is a non-solid volume of space in your bsp. As you walk around the level, your viewpoint is always inside a leaf. And vis.exe figures out what other leafs you can see from the leaf you're in, and the game will only draw polygons that are touching one of those other leafs. (each leaf has a list of polygons it touches.)
r_speeds actually counts those polygons as they are being drawn.
If you want to visualize a leaf, imagine the simple case of a cube-shaped leaf. It has 6 sides, and some of those sides will be touching other leafs -- these are portals. Other sides of the cube will be touching solid space -- these are polygons (since there's a visible surface anywhere air meets solid.) For example, a leaf in the corner of a room might touch a floor and two walls, and the other 3 sides are portals.
 Do I Understand Correct?
#4468 posted by rudl [78.104.28.23] on 2008/02/19 21:50:10
The number of triangles shown (=r_speeds) is a lot higher than the number of leafs?
 Rudl:
#4469 posted by metlslime [64.175.155.252] on 2008/02/19 22:06:07
Not necessarily -- some leafs have no polygons (if they are floating in the middle of the room, for example) so they would increase the leaf count but not the r_speeds.
Also, r_speeds counts polygons, not triangles. Each polygon is made up of 1 or more triangles. (square = 2 triangles, hexagon = 4 triangles, etc.)
 Something Else
#4470 posted by ijed [127.255.255.255] on 2008/02/20 01:22:54
I knew the outlines of that, but is it also right that polygons are split by textures - so a 256 square wall with a 128 texture becomes 8 triangles instead of 2?
Also affected by scaled up / down textures?
 Ijed...
#4471 posted by metlslime [64.175.155.252] on 2008/02/20 01:30:17
it's true that there is a max size to polygons, based on the amount of texture/lightmap space taken up by it. At texture scale 1.0, the max size is 240 in world units, and anything larger gets split.
But all that splitting happens in qbsp, so when the engine is rendering, each polygon is already verified to be 240x240 or less.
#4472 posted by Willem [75.177.185.17] on 2008/02/20 01:35:33
You can visualize that pretty easily, FYI. Just build a large hollow box, compile it, and load it in Quake.
"r_drawflat 1" will show you the BSP splits and where QBSP cut everything up.
 #4467
#4473 posted by distrans [59.167.236.18] on 2008/02/20 04:17:44
Probably the most concise yet useful explanation of the process I've ever come across.
 Yup, Thanks Metl...
#4474 posted by RickyT23 [86.137.238.33] on 2008/02/20 12:48:08
I now know what a portal is! As well as a few other interesting facts...
...next time I compile I will read the log from a slightly different viewpoint.
So "r_showtris 1" in Fitzquake is showing the triangles which comprise the polygons.
I will try "r_drawflat 1" later and see what that looks like. Are there any other things you can do? Like to see the leafs for example?
I am learning the need to know about these things from a mappers point of view. I want my level to be as big as possible but not limited to certain engines. So I'm always looking at the info in the Qbsp log to see how many marksurfaces etc I have got. Also AguirRe's Bspinfo.exe is usefull to me for the same reason. The only way I can find out how many lightmaps I have is by loading in AguirRe's engine, and typing lightmaps on the console.
#4475 posted by Willem [75.177.185.17] on 2008/02/20 13:07:37
Well, "r_draworder 1" is a fun one because it draws the world backwards so you can see exactly what is being drawn from your current location.
I think that about covers it...
 Notes:
#4476 posted by metlslime [98.210.181.179] on 2008/02/20 22:02:19
r_draworder is only supported in software engines (winquake, etc.) i believe.
also, you can see lightmap count in fitzquake using "imagelist" command -- they are numbered starting with lightmap00.
#4477 posted by Willem [24.199.192.130] on 2008/02/20 22:04:04
Sorry, I'm a software guy so that's how I roll. :)
 Willem Doesn't Code On The Shabbos, Either.
#4478 posted by biff_debris. [24.159.177.80] on 2008/02/21 02:34:38
Shomer fucking Shabbos.
 Uh,
#4479 posted by distrans [127.255.255.255] on 2008/02/21 03:24:06
...how many dudes you know roll like this, how many dudes you know flow like this, not many, if any, not many, if
any,
how many dudes you know who got the skills to go in and roarck, a show like this, uh uh, uh uh, I don't know any body.
cept Willem, uh uh, uh uh.
 And Than
#4480 posted by RickyT23 [86.137.238.33] on 2008/02/21 10:23:12
he likes software... Im sure I saw a load of shots with pretty square pixels somewhere....
#4481 posted by Willem [75.177.185.17] on 2008/02/21 11:23:12
biff, you're out of your element.
 I Like Fitzquake
#4482 posted by bear [127.255.255.255] on 2008/02/21 13:25:45
with GL_NEAREST_MIPMAP_NEAREST...
So there's no way to visualize the current PVS in FQ? Maybe a lockPVS like in q3 would be a good addition if you have the time/desire?
#4483 posted by Spirit [127.255.255.255] on 2008/02/21 14:16:38
What is/are PVS?
Darkplaces can show portals (r_showportals 1) and surfaces (r_drawsurfaces 1) (might be slightly different cvar names, from the top of my head) in a very appealing way. And thanks to metl's post I have now understood what portals are.
#4484 posted by Willem [75.177.185.17] on 2008/02/21 14:28:10
Spirit
PVS = Potentially Visible Set
Basically, he's asking for a way to freeze the rendering engine so that he can walk around and see what the engine was seeing from the spot where he was when he froze it. This is pretty useful to see, in the wild, what Quake is drawing.
 Yeah Well Bear
#4485 posted by bambuz [91.152.85.201] on 2008/02/21 15:00:02
I dunno, except that r_showtris is the closest and it prettymuch makes r_draworder obsolete too.
http://g.photos.cx/fitz0025-3a.jpg
http://g.photos.cx/fitz0024-38.jpg
(tuhnu2.bsp by Zaka, recommended for duel)
#4486 posted by gb [89.27.241.142] on 2008/02/23 21:36:04
Tyrquake has r_lockfrustum and r_lockpvs IIRC.
#4487 posted by man in space [127.255.255.255] on 2008/02/28 01:27:23
155.207.113.227
#4488 posted by Scampie [24.240.45.18] on 2008/02/28 05:34:48
MAN
IN
SPPPAAAACCCEEEE
 Uh
#4489 posted by Spirit [91.62.25.80] on 2008/02/28 09:10:54
Now how did someone manage to have a 127.x.x.x (localhost) IP logged for that post?
#4490 posted by Willem [75.177.185.17] on 2008/02/28 11:50:12
Anonymizer?
 The Posts! They Are Coming From INSIDE The Server!
#4491 posted by czg [127.255.255.255] on 2008/02/28 12:08:50
 OMG
#4492 posted by bambuz [127.255.255.255] on 2008/02/28 16:40:35
Czg is inside the intartubes. Beware, he might come out of your socket at night.
#4493 posted by gone [91.122.105.103] on 2008/02/28 17:41:22
gg turning this once good thread into generic flame and offtopic banter
 All It Needs...
#4494 posted by Shambler [77.100.140.250] on 2008/02/28 19:38:48
...is Speeds to pop up being a moany cunt, and it's the complete Func_thread :)
 For RickyT23 And Who Wants To Look
#4495 posted by Hrimfaxi [87.49.45.204] on 2008/02/28 23:25:09
 Hrim
#4496 posted by inertia [127.255.255.255] on 2008/02/29 05:23:47
I support those ikbase shots. The lighting in the last shot looks a bit plain, but you probably know that already... keep it up!
 Ikbase
#4497 posted by Vigil [91.152.85.201] on 2008/02/29 06:31:59
I really dig the second shot especially, cool supports, and a mix of a lot of elements in the room.
 Hrim
#4498 posted by Shambler [77.100.140.250] on 2008/02/29 09:19:28
Yes please.
 Good Work
#4499 posted by ijed [127.255.255.255] on 2008/02/29 12:19:45
Very interesting looking maps.
 Thanks Hrimfaxi
#4500 posted by RickyT23 [86.137.233.151] on 2008/02/29 12:45:55
It was about time somebody posted another screenshot or two on this thread!! After all it is meant for screenshots!
What can I say? Both maps look, er, cool!
After your previous titles I see you have decided to try other styles than the mid-evil one. IKBase is always cool, and it looks like your execution of an IKBase map is promising!
Looking forwards! :D
 Hrimfaxi
#4501 posted by JPL [127.255.255.255] on 2008/02/29 13:09:36
Looks good. Very interesting shots... go map ;)
 Hehe
#4502 posted by Mr Fribbles [59.167.144.120] on 2008/02/29 13:14:38
...is Speeds to pop up being a moany cunt, and it's the complete Func_thread :)
It's funny because it's so true!
p.s. make sure you post using nerdux or inertia will be very cranky!
 Hrim
#4503 posted by Drew [127.255.255.255] on 2008/02/29 17:46:02
Totally sexy.
Pics look pretty awesome too.
#4504 posted by Trinca [89.180.86.34] on 2008/02/29 19:40:49
sexyyyy
 What
#4505 posted by inertia [127.255.255.255] on 2008/03/01 04:39:42
p.s. make sure you post using nerdux or inertia will be very cranky!
 Yeah
#4506 posted by Mr Fribbles [59.167.144.120] on 2008/03/01 05:19:05
Fuckers posting on windows and macs. Just like those coders who deliberately don't release linux versions of their compile tools.
#4507 posted by Scampie [24.240.45.18] on 2008/03/01 05:27:43
BeOS is superior.
#4508 posted by Willem [75.177.185.17] on 2008/03/01 11:29:20
"BeOS is superior."
Amiga Workbench fo' lyfe, yo!
 OS
#4509 posted by Shambler [77.100.140.250] on 2008/03/01 11:42:19
I suck bill gates cock.
It tastes like chicken.
#4510 posted by Willem [75.177.185.17] on 2008/03/01 12:18:04
I would have guessed it tasted like shame.
 Amigas
#4511 posted by gb [89.27.199.46] on 2008/03/01 19:35:36
are worthless pieces of shit. Atari STs are where it's at.
And Roxette, and Michael Jackson. Uh!
#4512 posted by gone [91.122.109.154] on 2008/03/01 20:57:51
YOU ARE KILLIG QUAKE COMMUNITY!
 Qonquer - V1.0 Released
#4513 posted by Willem [75.177.185.17] on 2008/03/01 20:58:29
I released the first version of my mod, Qonquer today.
http://wantonhubris.com/blog/2008/...
Let me know if it works for you and/or if you had fun! :)
 Qonquer
#4514 posted by Kell [80.192.19.108] on 2008/03/01 21:55:17
Cool mod. Feedback to come.
 Good Going, Willem
#4515 posted by HeadThump [4.136.90.127] on 2008/03/01 21:59:54
definitely a great variation on the monsters in death match theme.
 Willem
#4516 posted by Vigil [91.152.85.201] on 2008/03/01 22:13:47
There's also a "submit news" button on the bottom of the main page. Cough.
 Willem:
#4517 posted by metlslime [98.210.181.179] on 2008/03/01 22:14:37
if this is not a beta release, you could submit it as news.
 Hungover, Opinions Arbitrary
#4518 posted by ijed [127.255.255.255] on 2008/03/01 22:27:33
Minion - nice idea, sometimes got in the way, trapping me in cubbyhole or just being annoying. Player gets close = minion buggers off (when not fighting)?
Qonquer is a strange name, since the player can't Qonquer the maps. I get the arcade form but some progression would be nice. The doors that open the weapons are good - I'd expand on this, maybe have tougher monsters emerging from newly opened areas, and maybe on wave 30 have an exit teleporter open, returning to the hub and giving the player a rune. Finally they unlock the fifth arena (based off Shub's pit) and face the final battle, but nothing stops them from re-entering an old arena to refight it. Just an idea.
Seemed very easy on hard skill at the start of each arena, maybe increase the monster quantity earlier on.
Pretty good, but without the progression of areas I got bored quick, but maybe that's because I need asprin.
 Forgot
#4519 posted by ijed [127.255.255.255] on 2008/03/01 22:29:14
I got the walkmonster in wall error every time a monster spawned in - I think this is a classic spawn bug where the engine checks if the monster can move or not, and returns an error if not.
 Yeah
#4520 posted by Preach [127.255.255.255] on 2008/03/01 23:13:14
Walkmonster in wall fails because your monsters are not onground when they spawn, so they can't walk anywhere, which is the way the qc checks if it's stuck in a wall. You can make sure that droptofloor() is run on each of the spawning walkmonsters, but that would make it impossible to spawn them in the air if you wanted to - even if they weren't stuck there. Probably better to make an exception to that bit of code for monsters which are spawned in.
#4521 posted by Willem [75.177.185.17] on 2008/03/02 04:14:02
The better solution would be for you guys to play with "developer 0". :P
 Willem - Try Brainwashing Everone First...
#4522 posted by RickyT23 [86.137.233.151] on 2008/03/02 15:39:00
...then release mod! Hehe... this is exciting, I will check it out ASAP! :D
 Good Screenies
#4523 posted by MadFox [84.26.196.113] on 2008/03/02 19:48:41
hrimfaxi!
I'll dive into conquer, willem!
 Willem
#4524 posted by bambuz [91.152.85.201] on 2008/03/02 21:07:36
make a zip that has the qonquer directory not qonquer/qonquer. It's redundant you know.
Will test before complaining more.
 Tower Of Dal Gurak
#4525 posted by spy [92.46.25.230] on 2008/03/04 17:01:30
i made a map 'tower of dal gurak' remake of 'Blade of darkness' game, maybe someone wanna beta test it?
note: you need kinn's marcher fortress to play my map
p.s the rocks/cliffs are suxx
 Ill Test It!!
#4526 posted by RickyT23 [86.137.233.151] on 2008/03/04 17:11:51
I haven't ever heard of "Blade of Darkness", but I'll happily test it. Ill do it tonight if you mail it to me within the next hour!!
trowbridge (dot) richard (at) googlemail (dot) com
 No Title
#4527 posted by spy [92.46.25.230] on 2008/03/04 17:26:16
RickyT23, check your mail
 No Title
#4528 posted by spy [92.46.25.230] on 2008/03/04 17:28:50
and DON'T FORGET to put the map in marcher's maps directory or you can't play it
 OK, I Got It!!
#4529 posted by RickyT23 [86.137.233.151] on 2008/03/04 17:47:43
So its a map for Marcher progs then? I'll use Marcher.exe.
Feedback tomorrow! :-)
 Spy
#4530 posted by Sielwolf [91.4.233.237] on 2008/03/04 18:28:43
if you want I´ll test it too, mail is in my profile.
#4531 posted by spy [92.46.25.230] on 2008/03/04 18:39:23
>So its a map for Marcher progs then? I'll use Marcher.exe.
marcher.exe is outdated glquake by aguirre, version 1.26 or something, i suggest you to use
lastest version 1.32
the map is long time ago ready to release but these fecking rocks/cliffs look like shit i can't properly make 'em, maybe i should play around with terrain generator by nemesis
 Blade Of Darkness
#4532 posted by Shambler [77.100.140.250] on 2008/03/04 20:16:48
Top game. Steep learning curve and harsh in places but great atmosphere & combat potential.
Good luck with map.
 Yea'
#4533 posted by Text_Fish [82.32.29.116] on 2008/03/05 01:04:08
BoD was great. I never understood why other developers didn't pinch its melee system. Instead we're still stuck with 'mash button to swing sword in generic arc' systems about five years on!
 Blade Of Darkness
#4534 posted by ijed [127.255.255.255] on 2008/03/05 02:02:31
Looks intersting, will give it a look.
 BoD
#4535 posted by nitin [124.168.111.104] on 2008/03/05 10:21:05
I have to say, there were numerous times where I just resorted to button mashing out of frustration, so I dont know if I agree on its melee system :)
 Now...
#4536 posted by distrans [127.255.255.255] on 2008/03/17 04:44:08
...siewolf has done his duty by hammering my level into the ground, and following this humiliation I've made some changes. Now, who else gets close to Mr S for arse-kicking Quake play...I need fresh HARD meat to test this version.
 Distrans
#4537 posted by spy [89.218.30.226] on 2008/03/17 08:34:05
>I need fresh HARD meat to test this version.
if you want i can send fresh hard meat to you to test:)
 Oh God. Distrans
#4538 posted by RickyT23 [86.137.233.151] on 2008/03/17 14:27:33
I'll do it. Send it to me and I'll try my hardest.
 RickyT23 NEEDS A PLAYTESTER ! ! !
#4539 posted by RickyT23 [86.137.233.151] on 2008/03/17 14:28:22
Who wants to smash some crates?
 Shots For My Upcoming Maps
#4540 posted by Orl [68.38.78.49] on 2008/03/17 17:43:55
 You've Been Busy
#4541 posted by RickyT23 [86.137.233.151] on 2008/03/17 17:55:46
I like your style there Orl! You can almost tell its your maps even if nobody said who it was!
These maps look to be interesting to say the least, some very massive buildings and wide open spaces. Classic Quake enemies?
Is there some sort of ferris wheel in one of the later shots?
And as for carving - check out Deja Vu for what NOT to do with the worldcraft carve tool. AguirRe is about the only person who looked at the source, but it's really quite embarrassing. No wander they wouldnt fucking vis!
Not now though - it's triangles all the way for me. Everything must be on grid! ughh....
 You Did
#4542 posted by MadFox [84.26.196.113] on 2008/03/17 19:54:11
great work, Orl!
#4543 posted by Orl [68.38.78.49] on 2008/03/17 21:28:52
I like your style there Orl! You can almost tell its your maps even if nobody said who it was!
My maps are that obvious huh? :)
Classic Quake enemies?
Yeah. I know Quoth2 was just released and, while I do enjoy it, I just prefer the classic.
Is there some sort of ferris wheel in one of the later shots?
Some kind of ferris wheel. It's giving me a heap of problems though, it may have to be removed in the end, but I'm hoping it doesn't come to that.
And as for carving - check out Deja Vu for what NOT to do with the worldcraft carve tool. AguirRe is about the only person who looked at the source, but it's really quite embarrassing. No wander they wouldnt fucking vis!
Heh, I know about all the evils of carving. I used to abuse it so much in my older maps... Now I use it rarely. But again, that picture is just a joke :) I'd like to see Deja Vu's source though, just to look at how you made it, if it's alright with you of course.
You Did great work, Orl!
Thanks :)
 Looks Good
#4544 posted by ijed [127.255.255.255] on 2008/03/17 22:03:23
But the shots seem a bit washed out, a contrast filter might help.
Also shot4 (the green base) they're your textures? I'd maybe sharpen them up a bit to retain the Quake grittiness.
Looking forward to the pack.
#4545 posted by Trinca [89.181.84.223] on 2008/03/17 23:25:45
look evil ORL ;) i already test one of then is pure fucking speed fun!!! can´t wait to see the hole pack my fiend!
 Nice Orl
#4546 posted by aguirRe [127.255.255.255] on 2008/03/18 00:45:14
Good to see you're still working with the complex structures like the wheel and the dome despite all the struggles. One totally unique map, that's for sure.
And thank God for the classics ...
Ricky: Your Deja Vu pack wasn't bad at all, I liked it. And the maps basically only needed sealing, you should've seen some of the mess I've cleaned up before ...
 RickyT...
#4547 posted by distrans [127.255.255.255] on 2008/03/18 03:48:03
...thanks for the offer, I might keep you on the reserve bench if that's OK...a couple slipped in before you.
Yes, I know...this particular build process has been one long double entendre.
 Ricky
#4548 posted by HeadThump [4.136.90.56] on 2008/03/18 03:56:00
you should've seen some of the mess I've cleaned up before
He means me :)
 Present Parties Excluded
#4549 posted by aguirRe [127.255.255.255] on 2008/03/18 10:57:54
of course ...
 Hehe...
#4550 posted by RickyT23 [86.137.233.151] on 2008/03/18 11:00:36
Can I send you a link to my new map AguirRe ?
I get a couple of warnings . . .
Managed to keep track of all my monsters this time though!
 I Still Need More Testers...
#4551 posted by RickyT23 [86.137.233.151] on 2008/03/18 11:33:41
...I've got two. A couple more would be very helpful please!
Please?
 I Can Do It
#4552 posted by mwh [118.92.138.131] on 2008/03/18 11:46:14
But I'm in NZ (so funny) and only around for the next couple of days before being away for a week or so.
Email in profile if you like.
 Er
#4553 posted by mwh [118.92.138.131] on 2008/03/18 11:46:46
so funny *timezone issues*.
Dammit.
 Mwh
#4554 posted by ijed [127.255.255.255] on 2008/03/18 12:17:48
I don't get it
 Ricky
#4555 posted by aguirRe [127.255.255.255] on 2008/03/18 15:34:11
Sure, I can take a look.
 Orl
#4556 posted by JPL [127.255.255.255] on 2008/03/18 15:44:10
Oh, c'est joli ;)
 Ricky
#4557 posted by spy [89.218.0.104] on 2008/03/18 16:45:54
i can do the beta test, if you please:)
 AguirRe
#4558 posted by RickyT23 [86.137.233.151] on 2008/03/18 16:46:29
I sent it to your gmail account. They're links to mediafire.
Cheers !
#4559 posted by Trinca [89.180.169.254] on 2008/03/18 23:14:48
 I'm Looking Forwards To This Map Trinca !
#4560 posted by RickyT23 [86.137.233.151] on 2008/03/18 23:23:54
Looks like fun
#4561 posted by Trinca [89.180.169.254] on 2008/03/18 23:25:40
is a old map RickyT23 is from 2006 but after all the delay in base pack map was almost 2 years in rest!!! doesn´t show my current mapping skills but yes i think is fun ;)
 Looks Good Trinca
#4562 posted by Orl [68.38.78.49] on 2008/03/19 01:45:19
It's gonna be a slow two weeks :)
And I'm praying that this is the last base themed map we'll see for a long awhile.
 If You Need Another Round
#4563 posted by HeadThump [4.136.90.11] on 2008/03/19 06:25:17
of beta testing, Trinca, I'll be glad to take it for a few spins this weekend.
 Doh
#4564 posted by JPL [127.255.255.255] on 2008/03/19 08:11:02
And I'm praying that this is the last base themed map we'll see for a long awhile
I don't want to be pessimist, but I think this is only the beginning......
#4565 posted by Trinca [89.180.206.72] on 2008/03/19 08:46:43
thks HeadThump already got neg|ke and ijed help they are great testers ;)
but neg|ke is evil he is never happy :p
 Nice RickyTrinc Map
#4566 posted by MadFox [84.26.196.113] on 2008/03/19 22:12:12
but trinca is good and is always kind.
#4567 posted by Trinca [89.180.175.152] on 2008/03/19 23:30:03
"but trinca is good and is always kind."
what do you mean?
 Qonquer Map Beta
#4568 posted by Zwiffle [67.53.148.10] on 2008/03/20 02:42:19
Looking for 2-3 testers for a Qonquer map, specifically gameplay and visuals.
#4569 posted by Willem [24.199.192.130] on 2008/03/20 13:46:17
I'd love to give it a go but won't be able to until the weekend. If you can wait, count me in!
 Zwiffle
#4570 posted by Sielwolf [91.4.186.18] on 2008/03/20 17:46:57
I would do it too.
 Spy
#4571 posted by Sielwolf [91.4.186.18] on 2008/03/20 17:49:20
since 3 days I´m trying to reach you, but the mail keeps bouncing back (just tried again). I even registered a new accout at yahoo; the mail did send fine with that.
please reply?!
 Sielwolf
#4572 posted by spy [89.218.4.126] on 2008/03/20 18:23:58
i got your mail (bernd templous) today, i dont understand why you can't reach me? is it your or mine email glitches? did you receive the last beta i sent you yesterday?
> - the two changed outer areas near start look very bland (big scale),
maybe put some more trees/ruins etc. there
there is already almost 7000 brushes, so i don't know should i add something more (ok, maybe trees)
>- the tele texture at the MH secret seems to be too close to the walls
i never noticed 'bout first one (tnx)
the second is fixed now
>- it´s possible to telefrag the first shambler at the SK
yeah i know about it (is it bad or good?)
>- the big battle before the final lift - why do you keep the doors open
it's fixed now (when you enter in the room, the door closes, after the battle the both of doors are open now)
>the last boss door(ditto)
ps. sorry for a long post
pps. thank you for suggestions
ppps. i'll send you new beta tonight ok? :))
 Feeling Better Sielwolf?
#4573 posted by RickyT23 [86.137.233.151] on 2008/03/20 18:45:10
 Ricky
#4574 posted by spy [89.218.4.126] on 2008/03/20 18:56:36
i missed you :)
 Spy
#4575 posted by Sielwolf [91.4.186.18] on 2008/03/20 20:41:55
I get *your* mails, but I can´t send from my home account; I will send from the other account then (yes send the new beta if you like).
@Ricky: slightly, thanks for asking :)
 Sielwolf
#4576 posted by spy [89.218.4.126] on 2008/03/20 21:12:17
sent it to ounij@------ is it right?
 Kiddin'
#4577 posted by MadFox [84.26.196.113] on 2008/03/22 19:20:39
trinca,
i know neg!lke can be mean, but that's why he's a beta tester.
Here's another one of my map,
it is getting to wide again...
http://members.home.nl/gimli/fitz0...
 MadFox
#4578 posted by Preach [127.255.255.255] on 2008/03/22 20:58:09
Love the way the lighting looks in that shot, in particular the way it picks out the architectural details of those towers. I think it would really help if the floors had a different texture to the walls, at the moment it's not very defined. Also, the water texture does not suit at all. If you're trying to capture the reflection of the sky, your best bet would be a golden brown colour, which would also look okay as dirty water under the archways. At the moment it looks like a huge portal to the unknown - I'd jump in that and expect to be teleported.
#4579 posted by Trinca [89.180.161.57] on 2008/03/22 21:12:44
look nice madfox
 Jigsawing
#4580 posted by MadFox [84.26.196.113] on 2008/03/23 01:09:13
The water texture is indeed out of order. I get some strange effects on the pillars, some of them seem to noclip, others don't.
I was glad, because the map only gave me 6 warnings. Then I decided to rebuild this part nice on grid and then suddenly the warnings went up over 300.
 Looks Good Madfox!
#4581 posted by RickyT23 [86.137.233.151] on 2008/03/24 18:04:13
Er, good luck with the warnings!
 Warnings
#4582 posted by MadFox [84.26.196.113] on 2008/03/24 20:29:31
The compilers warnings... I mean, when a map compiles, it is playable.
Will avoid or correct these warnings make a better gameplay?
Let's say, I've got two maps of the sanme subject, one with 6 and one with 300 warnings.
Both maps play good, what's the difference?
Or is a warning a caution or a breaking compile rule, which affects the playability of a map?
#4583 posted by Willem [24.199.192.130] on 2008/03/24 20:46:33
If the map lights and gets through VIS without a problem, odds are you're good to go. Many of the messages that QBSP spits out are harmless warnings.
#4584 posted by Trinca [89.181.83.215] on 2008/03/25 03:09:15
some warnings make leeks and this is not good... my older maps had warnings now they dont have any...
 Me Too !
#4585 posted by RickyT23 [86.137.233.151] on 2008/03/25 10:58:59
Well ATM I get:
TxQbsp - 3 warnings
Vis - 1 warning
Tyrlite - 3 warnings.
I used to get a lot more! THTFY had 15 TxQbsp warnings...
The vis warning scared me, but it still works so no problem :-)
Warnings are getting less & less with every map!
Deja Vu had loads of warnings and every map was boxed. I've learned a lot since then!
 Just Wondered
#4586 posted by MadFox [84.26.196.113] on 2008/03/26 09:16:40
Making a map is great, sure when there aren't much warnings.
It can feel such as a waist, when adding a new part which is mapped fine, suddenly raises these warnings.
#4587 posted by Willem [75.177.185.17] on 2008/03/26 10:56:26
Well, Quake is an ancient game engine. The fact that we can make maps for it at all is something of a miracle. :) And yes, errors can be disheartening - especially considering how little Quake does to help you fix them.
"new portal clipped away"
Oh thanks! Yeah, I'll get right on fixing that. Sheesh...
 True That!
#4588 posted by Mr Fribbles [121.44.228.50] on 2008/03/26 11:20:01
Yeah, it's pretty amazing that the engines and tools still run and are fairly solid (and we have some nice new versions to play with as well).
The mystery errors and (at times) seemingly unfixable problems can really break your spirit though, at least when you're starting out with the Quake stuff. You learn real fast that you need to get it compiling ASAP, and do regular builds to make sure QBSP and the other tools are still happy. At least that way, when the compiler does choke, you'll have a pretty good idea what killed it (likely something you recently added).
The best error I ever had with QBSP was some crap like CHECKFACE: BUGUS or something similarly cryptic. I wish I could remember exactly what it was (not sure if that's it). Anyway, after hours of searching on the web, all I could find was one post or webpage about the error... some guy reckons he asked Carmack about it, and he supposedly walked away muttering and shaking his head...
Not sure if that's true or not, but it makes for a good story. :)
#4589 posted by Willem [24.199.192.130] on 2008/03/26 12:50:44
Yeah, that reminds me of when I started out. I would build 2 or 3 rooms before compiling. This was before editors would load the pointfile or any of that helpful stuff. What a nightmare.
You really do quickly learn to get the new area into a sealed, compilable state before adding all the trim and detail work. It's just not worth it to fly blind.
 Noob
#4590 posted by MadFox [84.26.196.113] on 2008/03/27 03:08:32
real bad with maths, but if I compile two maps without errors, the both still can give a lot of them.
that's what made it so diverse. I used to make maps from one room to another, just watching where the error count goes.
Now I compare parts and put them partly together, arised with that error count.
I'm not using prefabs, probably the reason.
 I Seem To Have Developed A Technique...
#4591 posted by RickyT23 [86.137.233.151] on 2008/03/27 10:44:40
...just watch yourself when your making something. Rectangles and cubes are no problem to keep on the grid, but when you start messing around with triangles or wedges, just make sure its on grid. Also, we all know you can overlap brushes in .maps, but the point where the lines cross - that has to be on grid! I think this is a big causer of errors - lines overlapping off-grid. Cause you KNOW Qbsp is gonna put it on the grid, and it might no necessarily go where you wanted! All of a sudden you have a bad bsp.
#4592 posted by Willem [75.177.185.17] on 2008/03/27 10:49:04
"Also, we all know you can overlap brushes in .maps, but the point where the lines cross - that has to be on grid! "
I really doubt that's the case. QBSP doesn't snap the intersection points to the grid, just the brush vertices.
I might be wrong on that count as I haven't studied the code in-depth but a BSP compiler that snapped every resulting vert to the grid would be extremely limited.
 Hmmm, Interesting!
#4593 posted by RickyT23 [86.137.233.151] on 2008/03/27 11:13:40
Well, ha ha! It occurs to me that I dont know what a vertice is!
http://www.mediafire.com/imageview...
But heres an image, possibly better explaining what I mean (you may have to make sure you are viewing the image full size)
I know that the Doom3 engine allowed things to be ultimately snapped onto a 0.125x0.125 grid...
I assume, I suppose, that things have to be on grid. I dont really know.
It would just certainly explain a lot of the problems and issues I have run into while mapping. But I do strive to understand it better, so please, explain...
 Hmmm
#4594 posted by RickyT23 [86.137.233.151] on 2008/03/27 11:16:19
you might have to download that image to view it! click the link and then select "download image", on the website...
#4595 posted by Willem [75.177.185.17] on 2008/03/27 11:17:25
Your image link isn't working but my basic understanding is that the brush vertices really should be on the grid for best results. What happens after they get chopped up by BSP isn't necessary to be on the grid since there's no danger of floating point creep there. It's compiled once and saved.
There -may- be some sort of snapping that occurs during processing but whatever it is, it will be way smaller than a 1 grid unit.
But there's no harm in lining up your brushes like you are if you want to, so really it's a personal choice.
#4596 posted by Willem [75.177.185.17] on 2008/03/27 11:18:40
Pretend my post was written in comprehensible English and it reads much better. Sheesh. Is it Friday yet?
 Nope, Thursday!
#4597 posted by RickyT23 [86.137.233.151] on 2008/03/27 11:22:57
What's floating point creep?
#4598 posted by Willem [75.177.185.17] on 2008/03/27 11:33:44
It's technical but if you save a float value over and over again in a text format file, for example .MAP, the values will change slightly each time due to floats only having a set number of decimal points. You lose a little precision each save and eventually the vertices drift apart ever so slightly and you get leaks and errors in your maps.
That's why the early Quake editors had so much trouble and eventually everyone switched to storing vertices as integers for the most part.
 It's A Thing In An Argument
#4599 posted by bambuz [91.152.87.250] on 2008/03/29 17:09:21
it's the evil twin of the counterpoint - you can't counter it since it floats.
 Cavey Mountains
#4600 posted by MadFox [84.26.196.113] on 2008/04/01 10:00:09
I tried some more with the mountain.mdl as some terrain mapping. It appears as the triangle methode is worth its effort.
Texturing and lighting are undone, just to see it would vis well.
http://members.home.nl/gimli/gimli...
 Monster_func
#4601 posted by MadFox [84.26.196.113] on 2008/04/10 22:09:48
I have this map with a monster in the wall. When player enters it triggers the monster with a trigger_once. Because the monster is in the wall it takes 5 sec to leave its place. So this place needs to be sealed. It takes a func train with 5sec delay to seal the wall again.
Is it possible to give the monster a target to the func_train so it opens the wall again when it dies?
For now I can only make the func_train wait for another 30 sec untill the monster is killed. What of course is only an approximately moment. Better would be to connekt it to the monsters death. But I can't see how.
#4602 posted by ijed [127.255.255.255] on 2008/04/10 22:16:07
If the monster is angry at the player automatically when triggered (not targetting a path) then you should be able to target it to a trigger_relay, which it will fire when it dies, AFAIK this can be pointed at the train. But I'm not sure.
There's alot of bugs in these kind of setups (you can't killtarget and target from the same relay, for example) and the methodology isn't very clear.
I assume you've got your own code base - compare monsters and triggers with other mods that have a much cleaner trigger system - Quoth1 and 2, for example.
#4603 posted by MadFox [84.26.196.113] on 2008/04/11 00:32:38
AFAIK this can be pointed at the train
but a trigger_relay won't fire a func_train to a destiny point.
Already tried. I guess I got to keep it to a timelimit.
 Ok
#4604 posted by ijed [127.255.255.255] on 2008/04/11 00:45:10
I get the idea.
You could always use two trains and killtarget one whilst the other moves into place.
A hack, basically - but it'd probably work.
 Soon
#4605 posted by gone [89.110.5.255] on 2008/04/20 23:19:58
 That Looks Freaky
#4606 posted by RickyT23 [90.199.193.113] on 2008/04/21 01:01:31
interesting combination of textures
nice lighting
 Soon?
#4607 posted by Shambler [92.232.214.79] on 2008/04/21 20:09:03
Good!
#4608 posted by Trinca [89.180.157.48] on 2008/04/21 20:27:20
look nice!
 Looking Good Except
#4609 posted by Sielwolf [91.4.193.230] on 2008/04/21 20:48:57
the skull tex doesn´t fit somehow
 Speeds
#4610 posted by JPL [82.234.167.238] on 2008/04/21 21:03:57
Cool architecture, but flat lights (I guess it is not yet lighted ?) More shots please !!
#4611 posted by gone [89.110.5.255] on 2008/04/21 21:31:24
its not flat its realistic
besides this map is not for looking at
 Good.
#4612 posted by Shambler [92.232.214.79] on 2008/04/22 12:01:07
Cos I'm going to play it with my monitor turned off.
 So..
#4613 posted by starbuck [129.215.58.2] on 2008/04/22 21:17:13
why are you posting screenshots?
Oh well. Looks pretty good anyway.
#4614 posted by gone [89.110.7.94] on 2008/04/22 21:22:40
ok I wont. map`s cancelled. have a nice day
#4615 posted by gone [89.110.7.94] on 2008/04/22 21:22:58
/phait
 Speedy
#4616 posted by Scampie [24.158.1.74] on 2008/04/22 23:04:29
You are a beautiful flower.
 No Vermis
#4617 posted by negke [82.82.187.165] on 2008/04/23 11:52:05
 Goddammit Negke
#4618 posted by bambuz [130.233.228.9] on 2008/04/23 12:15:52
statistical significance of sexiness is overwhelming
 Wow
#4619 posted by nitin [124.168.16.149] on 2008/04/23 12:24:31
that looks great
#4620 posted by Willem [24.199.192.130] on 2008/04/23 12:34:31
That looks -sick-! Nice work.
 I Like The Look Of It Too...
#4621 posted by RickyT23 [86.140.189.62] on 2008/04/23 12:36:21
...what theme is it?
 Neg|ke
#4622 posted by JPL [213.30.139.243] on 2008/04/23 13:48:19
Looks really nice !!
 Negke's Mapping
#4623 posted by Shambler [92.232.214.79] on 2008/04/23 17:03:30
...defies themes and other mundanities.
 Nah
#4624 posted by ijed [216.241.20.2] on 2008/04/23 18:00:33
That theme is called "Negke's New Theme".
Looks great by the way, most interesting looking map since Aderlass?
But please post no new shots until it's released.
 Heh
#4625 posted by negke [82.83.18.95] on 2008/04/23 18:51:13
No name, just a semi-arbitrary mix of green, red, brown (surprise!), bits of blue, and beige trim. Or something.
#4626 posted by gone [78.37.15.214] on 2008/04/24 19:16:59
#4627 posted by gone [78.37.15.214] on 2008/04/24 19:17:33
 Dunno What The First Link Is Speeds
#4628 posted by RickyT23 [90.199.193.113] on 2008/04/24 19:51:45
Firefox wont let me open the php file. But the second shot looks cool. It doesnt offend me at all. I love the green walkway and the sinister blue lighting, very atmospheric-looking :-O
 It Is
#4629 posted by bambuz [91.152.87.250] on 2008/04/24 20:35:23
offending. What are those things? Is the lighting broken disco style?
 Speeds
#4630 posted by JPL [82.234.167.238] on 2008/04/24 22:26:17
is turning to disco gay quakey :P
#4631 posted by Scampie [24.158.1.74] on 2008/04/24 23:06:12
hey look, a shitty map in a shitty quake engine.
 Monster
#4632 posted by MadFox [84.26.196.113] on 2008/05/01 00:05:44
Finally have it straight. Attack0.
Pepakura has its own oppertunity.
http://members.home.nl/gimli/Apple...
Don't mind the logo.
 Madfox
#4633 posted by Kinn [86.156.76.15] on 2008/05/01 20:41:17
you are barmier than a bag of carrots
nice origami though
 Kinn
#4634 posted by MadFox [84.26.196.113] on 2008/05/01 23:20:05
everyone loves parfait.
are your carrots really having a bag?
 Java?
#4635 posted by gone [78.37.12.224] on 2008/05/02 03:08:58
cant you just upload a vid to youtube?
for ppl who dont have java
 I Have Only Just Realised What The Hell That Was!!
#4636 posted by RickyT23 [90.199.193.113] on 2008/05/02 03:22:59
Was it a model dinosaur?
Tell me that this is what has happened:
You have made a model dinosaur out of wood or cardboard or plastic or paper or something, then taken pictures of it from loads of angles in a circle around it, then used java to make it so a PC viewer can scroll around it by dragging the mouse.
Brilliant! :D
You could have made it into a GIF, but then it wouldnt have been interactive.
Why not make it into an mdl then animate and program it as a Quake monster?
 It Is Already A Quake Model
#4637 posted by czg [83.253.254.12] on 2008/05/02 03:28:37
It's a papercraft of a Quake model.
 Heh, If You Keep Spinning It To The Right It Gradually Zooms In.
#4638 posted by czg [83.253.254.12] on 2008/05/02 03:31:01
 RickyT
#4639 posted by MadFox [84.26.196.113] on 2008/05/03 00:19:14
It just happened when I watched Discovery Channel. Suddenly there was this dot of paper with a hand. Then the hand drew back and left an origami elephant of the paper.
It was just a second or two, but I couldn't get it out of my head.
Then I found Pepakura, a chinese site to turn dxf models into a flat paper match.
So I decided to make one of my models, and of course it went wrong. Untill my next attempts.
The Java applet comes with PhotoVista, a program to make 3D scenes of your house and show objects. I already tried some Quake maps which gives a Atlantis-like feeling. Pity the java plugin needs credit.
Here's an example of the monster:
http://members.home.nl/gimli/gimli...
and here's a gif of the file:
http://members.home.nl/gimli/steg....
 Basepack Map Status
#4640 posted by than [220.47.251.83] on 2008/05/10 16:37:54
Still quite a lot to do but the end is in sight. This got a bit out of hand and has turned out a much bigger map than I wanted to make initially. It's about 8200 brushes at the moment. All the major areas are now in but there is still a bit more detail and tweaking that needs doing before I sort out all the gameplay, which is currently in a really early state.
http://than.quaddicted.com/files/t...
Note there are a lot of funcs that are added for detail that are not visible in the shot, so some areas look rather empty. They are not, I assure you.
No proper shots for now, but here is an overview of the level. There are a couple of old shots on my temporary site here: http://than.quaddicted.com/
 Than
#4641 posted by RickyT23 [90.199.193.205] on 2008/05/10 17:19:05
That looks really smart! Hurry up and finish!
 And While Your At It
#4642 posted by DaZ [80.41.169.50] on 2008/05/10 17:28:28
ASP3 looks great too :)
Halt your life please and finish it for us, you owe it!! :)
 Than
#4643 posted by JPL [82.234.167.238] on 2008/05/10 18:46:07
It looks indeed very big ! Nice work: now go map and finish it please ;)
#4644 posted by Trinca [89.181.26.182] on 2008/05/10 19:55:32
/me loves than :)
 Mase Back Pathos
#4645 posted by MadFox [84.26.196.113] on 2008/05/11 00:05:54
I will get bastardmap status anyway than
#4646 posted by RickyT23 [90.199.193.205] on 2008/05/11 00:26:12
(it really is quite remarkable isnt it ^^ ! )
 Than
#4647 posted by Shambler [92.232.214.79] on 2008/05/15 23:28:43
Rad shot dude. Can't exactly get the full flavour but it's a cool way to present it. And of course we trust your mad skillz :)
 Screenies At Bottom Of This Thread
#4648 posted by nitin [203.217.82.219] on 2008/05/17 03:28:13
 Tech Proto
#4649 posted by gone [78.37.135.131] on 2008/05/17 08:03:19
http://www.speeds.quaddicted.com/d...
exported meshes from MAX, blended terrain, foghull culling. ~30k tris onscreen
#4650 posted by gone [78.37.164.219] on 2008/05/19 03:45:33
#4651 posted by Willem [75.177.185.17] on 2008/05/19 11:48:36
Oh hey, that's a neat map idea! Very cool!
#4652 posted by Willem [75.177.185.17] on 2008/05/26 21:30:45
So I think I've finally found a method of mesh deconstruction that looks like it might work in the end. It's almost there. I've tried a lot of different things and finally have this much working at least:
http://wantonhubris.com/blog/wp-co...
It's getting there. It messes up on complicated meshes still but I'm working on it!
http://wantonhubris.com/blog/2008/...
 Cool But
#4653 posted by gone [78.37.20.109] on 2008/05/27 12:17:04
why not mod the compilers to support meshes?
qbsp is the main problem, not the editors
 Willem
#4654 posted by inertia [24.164.67.55] on 2008/05/27 12:35:23
I can't find the source anywhere on your site, did you forget to upload it?
#4655 posted by Willem [75.177.185.17] on 2008/05/27 12:50:31
Speeds
I tried that. It's harder that it appears to get QBSP to accept meshes. For me, anyway. It really, really, really wants convex shapes.
inertia
http://wantonhubris.com/ToolSrc/
It doesn't have my latest QBSP, however. Once I figure out what I'm going to do there I'll upload it as well.
 Willem
#4656 posted by inertia [24.164.67.55] on 2008/05/28 02:49:24
I mean the source of ToeTag.
 So...
#4657 posted by Scampie [24.158.1.74] on 2008/05/28 09:01:38
How long until I'll be able to use UE3, export my level as OBJ, import into ToeTag, compile and play it in Q1?
:)
#4658 posted by Willem [75.177.185.17] on 2008/05/28 11:29:22
inertia
Ahh, no, not yet. I'm not sure when would be the best time to do that. I might set it up as a download once the 2.0 release is done (which is the one I'm working on now). Maybe in a few months.
Scampie
I hate you. :)
 Unspeakable Horror
#4659 posted by gone [78.37.6.108] on 2008/05/28 17:09:22
 What The Hell Is That Suppose To Be ^^^
#4660 posted by RickyT23 [81.157.18.146] on 2008/05/28 17:30:34
Firefox rejects it.
It's just a load of jibberish weird characters?!?!
 Judging By
#4661 posted by Lunaran [24.158.1.74] on 2008/05/28 18:31:01
the url containing "session=" and nothing else, methinks speedy copy-pasted the wrong link
 <- Uses Telepathic Force
#4662 posted by Spirit [213.39.225.169] on 2008/05/28 18:41:06
 Spirit
#4663 posted by ijed [216.241.20.2] on 2008/05/28 18:44:29
That's a pretty good psyhcic attack there.
Than, that looks the business.
 That Looks Like
#4664 posted by than [220.47.251.83] on 2008/05/28 18:56:39
one of the old unreal dm maps.
 I Just LOVe That Coloured Lighting!
#4665 posted by RickyT23 [90.199.193.247] on 2008/05/28 20:38:22
How tremendous!
 I Love
#4666 posted by bambuz [91.152.87.250] on 2008/05/28 20:47:26
the exit sign on top of the tele. The real universal exit sign.
How handy would those be in buildings on fire!
It should have fullbright green glow tho. So I think that shot is not perfect because of that.
 Than
#4667 posted by Zwiffle [66.170.5.18] on 2008/05/29 00:52:41
Yeah I thought it was built in original Unreal at first. Then I thought "No, that's a really colorful Portal map." Then I was like "Oh my that's Quake."
 ...
#4668 posted by starbuck [92.237.128.247] on 2008/05/29 01:57:20
that lighting is way too subtle
 Holy Shitballs
#4669 posted by Mr Fribbles [59.167.175.183] on 2008/05/29 13:59:07
Well it's not called ImagePILE for nothing I guess.
 Death Is Not Final
#4670 posted by [89.110.45.224] on 2008/05/31 03:29:19
 Mother.....
#4671 posted by RickyT23 [90.213.8.201] on 2008/05/31 03:31:58
:-0
 That Enforcer Is Purple
#4672 posted by Orl [68.38.78.49] on 2008/05/31 04:33:57
 It Must Be Wash Day
#4673 posted by DaZ [80.41.169.50] on 2008/05/31 08:32:10
 It's The New Breed
#4674 posted by Spirit [213.39.223.86] on 2008/05/31 09:02:32
shooting love in cans
 Non Washday Comments
#4675 posted by Preach [131.111.213.35] on 2008/05/31 12:44:33
Love all the work with the trims, the way all the girders have that exposed metal edge to them. It could just be the angle, but the barrels look really out of proportion to the enforcer. Perhaps making them shorter and about twice as narrow would be better.
 Death's Final
#4676 posted by MadFox [84.26.196.113] on 2008/05/31 21:27:54
 ...
#4677 posted by starbuck [92.237.128.247] on 2008/05/31 22:18:45
I really like the enforcer shot, the details are really big and solid looking. Those barrels are big though, unless you're going for huge silo things that aren't normal map barrels. Make the blue sky lighting just a tiny tiny bit more subtle and it'd be perfect. Not sure who posted the shot though, was it you MadFox?
 Nope
#4678 posted by MadFox [84.26.196.113] on 2008/06/01 07:01:53
me was death,
myself also,
and I already.
 <Friction> Repppossstttt:
#4679 posted by gone [78.37.19.203] on 2008/06/02 21:39:24
#4680 posted by Willem [24.199.192.130] on 2008/06/02 22:13:54
Good feel in that second shot.
 Fric
#4681 posted by Blitz [69.25.132.5] on 2008/06/02 22:36:04
Hurry up and release that thing!! It's been what, 3 years?
 What's The Rush
#4682 posted by Friction [91.154.126.78] on 2008/06/05 22:35:12
You're harshing my mellow.
 Friction.
#4683 posted by Shambler [92.232.214.79] on 2008/06/08 16:23:10
Is this the same fucking Doom3 map you were making like 5 years ago??
 Hmm
#4684 posted by nonentity [87.194.146.225] on 2008/06/08 18:54:54
Jesus, he still hasn't released that?
Nice to see some things don't change
 Mapping For Doom3...
#4685 posted by Kinn [86.156.167.165] on 2008/06/08 20:34:48
...one uniquely detailed, dramatically lit, wall panel at a time.
 Lol
#4686 posted by DaZ [80.41.186.123] on 2008/06/09 02:24:00
I gotta say, some of these maps are dropping into legend :)
Friction, Kinn, im looking at YOU!
(go map)
 Oh And Thanks
#4687 posted by DaZ [80.41.186.123] on 2008/06/09 02:24:16
for the ftp links!
 Pot Calling The Kettle Black?
#4688 posted by Mr Fribbles [59.167.175.183] on 2008/06/09 06:19:26
How long since you released a map, DAZ? :D
(Not saying you're wrong!)
 The Dnf Of Maps
#4689 posted by than [220.47.251.83] on 2008/06/09 17:09:17
http://www.disenchant.net/maps.htm...
I hope he releases it one day, because the beta from th 10 year anniversary qexpo was really nice.
 Beta
#4690 posted by [91.122.98.56] on 2008/06/11 05:48:47
 Nice Texturing
#4691 posted by Spirit [213.39.158.106] on 2008/06/11 07:45:39
The door seems shifted to the left (different floor) and not yet "cut out" though.
I like the subtle colored lighting too.
#4692 posted by Trinca [84.39.122.168] on 2008/06/16 12:50:40
ok after 25-10-2005 in sm109 i finally put a end to the mapping, got many reasons but the biggests are my family and my time in work that is smaller everyday... i´ve only got two scraps in my hard drive maybe someday someone might finish then, or not. :\
http://trinca.quaddicted.com/temp/...
I will continue on the community and i surely will keep comments and record demos on others people maps, because I think is one of the most satisfied retribution from the players to the mappers.
Hope this community keep mapping because i like most part of then a lot, and i want to keep playing Quake.
#4693 posted by Willem [24.199.192.130] on 2008/06/16 13:03:45
Why make an official cut off of mapping, though? Just put it on the back burner and do it as time permits. I don't see the reason for announcing an official cut off point unless you're trying to quit an addiction or something.
#4694 posted by Trinca [84.39.122.168] on 2008/06/16 13:06:24
Willem why dont you shut the fuckup? i didn´t ask you anything...
this msg wasn´t for people like you...
#4695 posted by Willem [24.199.192.130] on 2008/06/16 13:33:38
Then STFU and take it to email. This is a public message board in case you didn't notice. We can all see your posts.
 Calm Down Trincoa
#4696 posted by czg [213.132.100.2] on 2008/06/16 13:41:04
#4697 posted by Trinca [84.39.122.168] on 2008/06/16 13:50:32
many people in this community need to growup...
do u think i got nothing better to do then write emails with people i dont like??? get a grip...
#4698 posted by Spirit [80.171.7.151] on 2008/06/16 13:51:37
Thanks for your fun maps, Trinca!
#4699 posted by Trinca [84.39.122.168] on 2008/06/16 13:56:31
thks Spirit :) i like a lot of people in this community and i will not forget then!
#4700 posted by Willem [24.199.192.130] on 2008/06/16 13:59:32
"do u think i got nothing better to do then write emails with people i dont like??? get a grip..."
No, write the emails to PEOPLE YOU THINK WOULD CARE. Fuck, go take a nap.
 DAMN THOSE OPEN MESSAGEBOARDS!
#4701 posted by Spirit [80.171.7.151] on 2008/06/16 14:20:56
NO ONE SHOULD BE ENABLED TO POST ANYTHING PERSONAL!
I DEMAND NAPPING AND A FUCK!
WAIT!
 Spirit You Use Linux And Thus Have No Privacy.
#4702 posted by czg [213.132.100.2] on 2008/06/16 14:28:41
 Trinca
#4703 posted by Sielwolf [91.4.255.125] on 2008/06/16 18:26:38
All the best to you in your personal life and thanks for the ride :)
 Trinca
#4704 posted by JPL [82.234.167.238] on 2008/06/16 18:52:06
Come on, you do not need to provide a map each week: Look at me, I'm providing a map each 7 months roughly, and it becomes longer in between each delivery. Nobody is requesting any minimum output level here: I'd rather prefer to see 1 map per year with decent quality (like Kinn provides) rather than a map each day with full of crap.
I just mean I'm pertty sure you can find a mean between stop mapping and being prolific :P
It's up to you
However, I hope we'll get in touch later on ;)
 Joke Of The Day
#4705 posted by gone [78.37.142.218] on 2008/06/16 22:42:36
Trinca
many people in this community need to growup...
btw Im quitting q1 mapping too
 Negke
#4706 posted by Spirit [80.171.7.151] on 2008/06/16 23:10:40
please test this map, especially the quad:
http://forum.ingame.de/quake/showt...
 13base
#4707 posted by negke [82.82.170.145] on 2008/06/17 00:26:49
First assessment: lol http://negke.quaddicted.com/images...
I like the texture work on the floor tiles/trim. Ceilings could use a little more detail, 'hangar' door, too. There's a clipping issue at the window frame right of the RA.
The Quad trap is a nice joke but most likely annoying in proper games - though it probably could be regarded as a lava/void/hazard-like obstacle.
Let's 1on1 it online sometime soon.
 Negke
#4708 posted by Spirit [213.39.146.28] on 2008/06/17 09:07:55
Well, I simply played it and the butt-surprise made me think of you for some reason. Weird and creepy, isn't it?
 Yes
#4709 posted by negke [82.82.163.207] on 2008/06/17 09:22:21
I wonder what made you think that...
 Trinca And Willem
#4710 posted by Shambler [92.232.214.79] on 2008/06/17 11:44:17
Handbags out, ladies!!
 Whassup, Trinca?
#4711 posted by the silent [82.185.144.141] on 2008/06/17 15:29:27
...Just had a quick trip through Tchak. It's easily the best architecture you ever produced, and it does not seem far from complete... Why don't you finish up this one? The old ones will thank you for eternity...
As JPL said, take it easy, anything within the next 50 years or so is good...
#4712 posted by Hipshot [84.55.65.2] on 2008/06/17 17:57:02
Is this the same Friction that made the Iron Yard?
 Yeah That's The Guy
#4713 posted by czg [83.253.254.12] on 2008/06/17 19:16:05
 Hi Hipshot
#4714 posted by Blitz [69.25.132.5] on 2008/06/17 20:49:57
I'd say welcome to func_msg but it looks like you've been registered for a while :O Post more :)
 Oh Dang!
#4715 posted by Electro [210.5.36.1] on 2008/06/18 03:58:52
well.. with 2 people leaving, I don't think I can anywhere NEAR fill that spot. I have however started on a q1 dm map. I'll post pics and throw around downloads in #terrafusion for playtesting sessions and feedback. Hopefully people actually record demos so I can watch though (I'm looking at YOU inertia ;)
Sad to see you go Trinca, but I can understand not having much time at all (now that I've just recently got a daughter). Make sure you keep in touch in irc like you promised :)
Speeds.. noooo oh well! hehe I hope this means that you will map for a newer game maybe? I hope so!
#4716 posted by Trinca [89.181.74.85] on 2008/06/18 04:05:06
"(now that I've just recently got a daughter)"
roulfff i got two boys ;)
one with 5 ~years and another with 3 month almost
 Electro
#4717 posted by Mr Fribbles [202.161.117.131] on 2008/06/18 13:31:55
Email it... and get your damn server working so we can playtest!
I'll see if I can run a non-retarded server, actually... I might have an old kteams mod somewhere.
 To " The Silent" (i Like This Italian Bitch) :)
#4718 posted by Trinca [194.65.24.228] on 2008/06/19 18:22:33
One of the stuff i like more in this community is the way people participate...
people like Willem, necros, kell, madfox and others that like to see people comment there’s maps and then don’t comment at all of just comment the great map that old dudes that map something like 5 or more years make great maps... or receiving emails about Quoth2 and never responded… is a very mature way to deal with people… I already got two kids I don’t have to take care of other’s people kids.
Apart from family this is my second major reason is very satisfied to make a map and having 2 demos... and only 20 comments... is really very motivated... honestly take me almost all motivation because i don’t just map for fun, i also map to keep this community alive and to have feedback from the people...
my maps suck? they might i have really few time to map so i cant progress as much as i wanted to...
When i started my last map in progress tchak is invested lots of time in it and then i realise that scale is all fuckedup and will loose something like one fucking year to map for nobody reply or just to condemn the than bastard...
This made me think?!?!? does is worth finish?
Honestly i don’t think so...
Why waste my precious time on mapping if nobody cares about it and just love the fucking work of professionals?
I would like that people could all be like Shambler, he always make comments bad or good is a way that he have to reattribute us, i wish that someday the few that we are don’t let this die because IF U FUCKING PLAY THE MAP YOU HAVE A FUCKING MORAL OBRIGACION TO COMENTS EVEN IF IT USES 2 LINES OR A STUPID DEMO DIEING AT START WITH 10 OR 20 KILLS.
ok ok, i´ve said what I had stuck in my trough.
P.S-> I now my English sucks, sorry for that but my Portuguese is much better then anyone in here.
thks god that some people in this community still rock! god bless Spirit, JPL, Ricky, Negke, ORL, Sielwolf, Shambler, HT, Hrim e.t.c sorry for those that i didn´t add.
#4719 posted by Willem [24.199.192.130] on 2008/06/19 18:34:45
Whatever happened to mapping ... for fun? That's what we used to do in the olden days. We didn't care if anyone was going to comment on the map - hell, in those days, if you wanted to comment on a map you had to send the author an email!
If you're looking for comments and stroking after each release you're doing it for the wrong reasons, IMO. Do it for yourself.
I didn't write ToeTag to hear anyone's oohs or aaahs. I did it because it was a tool that I wanted to write.
Have fun doing it because you WANT to or don't do it at all. I'm sorry that you now feel the need to lump me in with the "bad guys" now but that's fine. I'm one of those old school bastards you seem to generally dislike anyway.
#4720 posted by rj [82.4.228.100] on 2008/06/19 19:31:53
IF U FUCKING PLAY THE MAP YOU HAVE A FUCKING MORAL OBRIGACION TO COMENTS EVEN IF IT USES 2 LINES OR A STUPID DEMO DIEING AT START WITH 10 OR 20 KILLS.
like hell you do. feedback comes at the user's discretion and should never be taken for granted. if i felt forced to leave a comment i'd probably be less inclined to.
#4721 posted by Trinca [89.181.56.107] on 2008/06/19 21:42:40
"if i felt forced to leave a comment i'd probably be less inclined to."
chif you made me cry...
 My First Map
#4722 posted by st3ady [71.179.169.166] on 2008/06/19 21:57:36
anyone interested in checking out my first map?
check it out here:
http://quake3world.com/forum/viewt...
also, im having some trouble with creating the .aas for bots and the map is still not showing up even though i have a .arena file setup. ?
 St3ady
#4723 posted by RickyT23 [90.211.135.163] on 2008/06/19 22:43:34
Hey man - its cool to see a first map, for Quake3!
Looking at the shots I would say that you definately need to texture your map! The lighting looks OK, but I would guess it's hard to judge the lighting properly on an untextured map. But then again what do I know - everybody has a different way of mapping!
Although for me the texturing is always used from the start, it is kind of an integral part of the theme. For me ultimately the textures I use will have an effect on the layout of the map, but others will disagree with me on that one....
nice work :P
I have never made a Quake3 map, and unfortunately I dont have a copy of Quake3, so I cant try it out . . .
Trinca - Your last map is on QuakeOne.com, and my last map isnt!! Your map got some great reviews! Hehe - your a fine mapper! Now go map.
 Well...
#4724 posted by metlslime [64.175.155.252] on 2008/06/20 01:00:45
it looks like he's sorting out the gameplay and proportions/scale first, which is actually a good approach since once you make some cool detailed geometry, it can be harder to change/delete it for gameplay's sake.
 Interesting
#4725 posted by RickyT23 [90.211.135.163] on 2008/06/20 01:30:13
No more shots please!
(joke)
Well I've never even made a deathmatch map! So I cant really say anything about that. I'm just not used to things which are som much still WIP, or even to see things which are almost finished but completely one-colored! There goes more evidence of my amateurish approach to things...
 Once You Figure Out
#4726 posted by inertia [24.164.67.55] on 2008/06/20 02:08:31
how to build gameplay, doing the visuals is almost easy.
 ...
#4727 posted by gone [91.122.99.104] on 2008/06/20 05:29:44
says pseudo-mapper
 Trinca
#4728 posted by Mr Fribbles [202.161.117.131] on 2008/06/20 10:45:28
Sounds like you were mapping for the wrong reasons, and it was a good decision to stop.
#4729 posted by gibbie [145.116.233.163] on 2008/06/20 14:32:11
how do you know that inertia?
#4730 posted by inertia [24.164.67.55] on 2008/06/20 23:40:34
Pretend I am anonymous.
 Hi-dy Hos
#4731 posted by HeadThump [4.136.111.117] on 2008/06/23 03:29:25
While I can't map with the laptop when on the road, Blender works fine, so I've been doing some more of the next best thing, modeling:
There is a monster from one of the Quake2 mission packs whose design, animation and attacks I have taken a shine too. I forget which of the packs it is from, but I found it repackaged in a mod called XXX.
I'm more fussy about copyrighted material now than I was a few years ago when using Daikatana textures didn't phase me, so instead of just repackaging it in a mod, I decided to ripoff the original with a variation of the design from scratch of my own.
http://mortisville.quakedev.com/sn...
The model on the left is the original, the one on the right is the one I made this afternoon. Note the use of edge loops in my baby.
Here are a few more angles:
http://mortisville.quakedev.com/sn...
http://mortisville.quakedev.com/sn...
http://mortisville.quakedev.com/sn...
and a final dramatic render:
http://mortisville.quakedev.com/sn...
Thank you for your time, you may now go back to discussing our screwed up sapien species and the validity of mental states on a subjective or scientific level (woah, not judging here, you are all beautiful and unique in my eyes, except for you, inertia).
 Headthump
#4732 posted by Sielwolf [91.4.255.166] on 2008/06/23 05:06:43
it's the stalker from the ground zero pack. I noticed you took all the edges/spikes away which made the original quite fierce looking, the head looks kinda stump now.
But maybe you're going for some cute n cuddly monster :)
 Thanks For The Info, Sielwolf
#4733 posted by HeadThump [4.136.111.117] on 2008/06/23 05:19:22
I'm going for a more organic Quake feel instead of the biomechanical Quake 2.
The overall plan this badboy is to have a one level total conversion ready for the QExpo. I'm working on the animation right now. Modeling and skinning I feel
confident about, but I suck at animation.
 Looks Interesting
#4734 posted by Lardarse [62.30.157.25] on 2008/06/23 14:37:42
Except that I can't tell what the hell it's supposed to look like right now. I might have more luck once it has a skin...
 I Know What You Mean
#4735 posted by HeadThump [4.136.90.55] on 2008/06/23 15:54:34
after I do a rough conversion, I'll be able to get an accurate current polycount, and then I'll know how much detail I can add on to the model, esp. in the undefined head area.
 Organic . . .
#4736 posted by ijed [216.241.20.2] on 2008/06/23 16:12:17
Is ok, but the best Quake monsters have spiky claws - Fiends, Shamblers and the Vore's legs.
What attacks are you thinking? I remember they spat poison, swiped with their claws and had some sort of climb along the ceiling ability - but that might have been a mod.
 Pretty Much
#4737 posted by HeadThump [4.136.90.83] on 2008/06/23 16:47:56
claw attacks, side to side sweeps and paralyzes (slowing the player down temporarily) are the ideas I'm working with. I have no idea how I would do ceiling crawling, might look into it though, there should be some useful code to show how it can be done in Nehara given what the Vore could do in it.
 Nehahra
#4738 posted by Lardarse [62.30.157.25] on 2008/06/23 17:10:27
wasn't written in qc, though, so good luck with that...
 Code From It Isn't Difficult
#4739 posted by HeadThump [4.136.90.117] on 2008/06/23 18:06:14
to understand; Pascal is just a stricter procedural language than derivative languages based on C. I could never get that code base to compile with the tools that came in the SDK, though.
 Is This That Thing With The Toungue
#4740 posted by RickyT23 [90.211.135.163] on 2008/06/23 18:43:10
that sucks the life out of you?
Also is it going to be mecha or fauna or both?
 Thing With Tongue Was The Parasite
#4741 posted by Sielwolf [91.4.242.118] on 2008/06/23 19:34:54
the stalker is a spider like enemy, it can indeed run on the ceiling. The behaviour is much like the spiders in Travail (dodging grenades right when player fires grr)
 Stalker Thing
#4742 posted by Kinn [86.162.11.209] on 2008/06/23 20:23:41
looks kinda flatter and boxier than the original, despite it containing a lot more polys, maybe that was the intended look I dunno.
 My Lovely Lady Lumps
#4743 posted by HeadThump [4.136.90.184] on 2008/06/23 20:58:07
Flatter? Take a good look at those haunches -
http://mortisville.quakedev.com/sn...
-- and tell me you wouldn't want to put a squeeze
on that backside.
 (more)
#4744 posted by HeadThump [4.136.90.180] on 2008/06/25 06:27:30
Snapper (not the final name) is progressing at a pretty fair
clip. I even have an in game version of him up and running. The code for this version isn't mine so I'm not going to link the Q1 ready model.
However, if anyone is modding for Quake, need a monster, and know there way around Blender, feel free to use the blend file:
http://mortisville.quakedev.com/sn...
here's a pic of the skeleton rig:
http://mortisville.quakedev.com/bo...
The heels need to be narrowed for some definition, and so does the back. Also, there are some pincers around the mouth I am not happy that I'll need to rework. They look chintzy compared to the rest of the model. You'll see in the upcoming shots.
 Now For The Fun Stuff
#4745 posted by HeadThump [4.136.90.180] on 2008/06/25 06:41:48
I wanted to see how well the creature looks in Quake at an early stage, so I made a rudimentary set of animations congruent with the animations set up for this simple QC creature (only 30 frames):
http://www.gamers.org/pub/idgames2...
I was also pleased to find upon converting snapper that he was a mere 2044 faces in size which is withing the bounds of the format for Quake. He runs smoothly when I tested in toChris and Dark Places.
some in game shots (the skin is rudimentary as well, it is the fiends face auto splotched over one hundred times and then made seamless), here's a nice sequence:
http://mortisville.quakedev.com/qu...
http://mortisville.quakedev.com/qu...
http://mortisville.quakedev.com/qu...
Snapper fights with an Ogre:
http://mortisville.quakedev.com/qu...
http://mortisville.quakedev.com/qu...
Poor snapper lying dead on beside an an Ogre:
http://mortisville.quakedev.com/qu...
Snapper searching for the Ogre who shot his paw:
http://mortisville.quakedev.com/qu...
http://mortisville.quakedev.com/qu...
http://mortisville.quakedev.com/qu...
http://mortisville.quakedev.com/qu...
http://mortisville.quakedev.com/qu...
 Looks Like Out Of The Shrak TC
#4746 posted by Sielwolf [91.4.227.152] on 2008/06/25 07:14:10
needs perhaps more Lovecraft/weirdness, the head appears too small imo.
 It Is Difficult To Notice
#4747 posted by HeadThump [4.136.90.180] on 2008/06/25 07:27:33
with the dark skin, but his face is long like the general in the last Star Wars trilogy. It'll help with the weirdness factor when I do a real skin job for it.
 Thanks For That Input
#4748 posted by HeadThump [4.136.90.180] on 2008/06/25 07:36:22
now, I know what it needs, those claws should be asymmetrical where the clamps fold in at different lengths and one claw is much larger than the other for a proper Lovecraftian vibe. Thanks again Sielwolf!
 UT3 Lovin
#4749 posted by Blitz [67.168.57.20] on 2008/06/25 11:40:32
Working on a UT3 map, some crappy shots because I'm just now getting to the decoration part of it :)
http://img210.imageshack.us/img210...
http://img143.imageshack.us/img143...
#4750 posted by Willem [75.177.185.17] on 2008/06/25 12:05:00
Always good to see UT3 stuff in progress!
#4751 posted by Willem [75.177.185.17] on 2008/06/25 12:06:02
If you have UT3, my primary mapping influences were CTF-Strident and DM-Biohazard. I helped on almost every map, of course, but those 2 were the ones that I designed and primarily meshed/lit.
 Willem
#4752 posted by Jago [194.86.38.38] on 2008/06/25 15:58:42
Who did Diesel, Arsenal and brownish/gothic'ish 2-4 player DM map (the name of which escapes me)?
#4753 posted by Willem [24.199.192.130] on 2008/06/25 16:14:03
I believe Arsenal was David Spalinksi. Diesel is a map that was done awhile back but I can't remember who did it originally. And the brownish map might be Sentinel? If so, that's also Spalinksi.
 Dm-fearless
#4754 posted by DaZ [80.41.163.47] on 2008/06/25 17:07:50
<3
 Ps
#4755 posted by DaZ [80.41.163.47] on 2008/06/25 17:08:27
tell Epic to make a real unreal sequel, k? :)
 If You Make A Naked Dom Scene In Gears 2 I'll Mention It On My Blog.
#4756 posted by czg [213.132.100.2] on 2008/06/25 17:18:47
 #4755
#4757 posted by Shambler [92.232.214.79] on 2008/06/25 18:17:48
tell Epic to make a real unreal sequel, k? :)
Daz is correct.
I can't believe that U2 was fairly average. It had the potential to be the Best Game Evar. Sequel to the amazing Unreal developed by the people who did the very good mission pack and the rather classy Wheel Of Time. How could it fail?? Hmph. So yeah, proper U2 plzkthxbye.
#4758 posted by Zwiffle [66.170.5.18] on 2008/06/25 19:01:40
Unreal 2 sucked. Unreal sucked. Unreal 2 IS a real unreal sequel, people.
And frankly, fuck a real unreal sequel. Let's see a real Quake sequel ffs.
 Hmm
#4759 posted by nonentity [87.194.146.225] on 2008/06/25 19:13:29
Yeh, Unreal 1 sucked about as much as spending years running through dark, brown corridors and suddenly emerging into a brightly lit, outdoor environment with vast waterfalls, caverns and temples that made your jaw hit the floor.
(seriously, I remember getting out the prison ship and looking down at the water fall took my breath away. And then I realised I could jump into the lake...)
#4760 posted by RickyT23 [90.211.135.163] on 2008/06/25 19:40:01
I liked unreal
It was scary.
Unreal 2 was too juvenile and felt completely on a rail. It just sucked.
 Unreal
#4761 posted by Kinn [86.162.11.209] on 2008/06/25 20:09:08
was phenomenal for its time. None of its followup games have even approached that level of ambition.
 *Nods*
#4762 posted by Shambler [92.232.214.79] on 2008/06/25 22:07:25
I concur.
 Yeah
#4763 posted by DaZ [80.41.163.47] on 2008/06/25 23:48:46
(seriously, I remember getting out the prison ship and looking down at the water fall took my breath away. And then I realised I could jump into the lake...)
Who DOESN'T remember that! Even crawling along at 10fps with loading pauses and hitches on my woefully out of date system didn't ruin that moment for me, definitely up there in my top 5 gaming moments ever.
Unreal 2 totally missed the point in my opinion, where was the exploration? The wonder of the environments? and the uneasy push forwards into the unknown... Epic failure (to coin a phrase!).
 Hominy, Hominy, Hominid
#4764 posted by HeadThump [4.136.111.188] on 2008/06/26 07:06:19
the dude (one on the right) I've been working on tonight --
http://mortisville.quakedev.com/al...
is inspired by the Berserker from Quake 2. I've always thought the Berserker cut a great figure with those high hips and long legs. Instead of hammer and half of a scissor attachments, this dude carries around a pair of missile launchers.
I will need to change the design of the missile launchers to look more missilelaunchery. The missile launcher combo makes him look somewhat like the heavy MJ-12 troopers in Deus Ex.
I got hammy with the edge loops tonight; I may
rebuild him from scratch. It depends on how well he deforms during animation.
 Hmmm
#4765 posted by HeadThump [4.136.90.31] on 2008/06/26 08:28:38
A double rocket launcher wielding mech soldier departs too far from the theme (alternate dimension alien). I've thought up an alternative idea, he'll wield double needle guns that spread out like fans when he his ready to attack to allow three needles per round, similar to the Hell Knight spread fire. The needle guns can double as mêlée weapons in close combat.
 Are These Gonna Work Under Standard Quake?
#4766 posted by RickyT23 [217.44.37.217] on 2008/06/26 10:49:56
Me like cool monsters..... Me see many polygons and fear DP dependency....
 Unreal Sequel
#4767 posted by jakub [193.179.216.60] on 2008/06/26 13:26:47
the only true unreal sequel si fan-made mod called operation na pali. imho it is even better than unreal itself. and it free. unreal 2 is short and borring.
 New Q3 Map.
#4768 posted by Hipshot [84.55.65.2] on 2008/06/26 13:36:17
 Looks Cool!!!
#4769 posted by RickyT23 [217.44.37.217] on 2008/06/26 13:50:56
Me jealous!
 Hipshot
#4770 posted by nitin [203.217.76.123] on 2008/06/26 14:14:34
that map is pure class, easily your best gameplay map and the looks are as usual quality. Scale feels just right and plenty of nice trick jumps too.
If I get some time over the weekend, I will give this a whirl with a mate to see how weapon and item layout is.
why is bot support so bad? nothing in the layout that should warrant it IMHO.
 The Bots Get Sidetracked
#4771 posted by RickyT23 [217.44.37.217] on 2008/06/26 14:31:29
admiring the setting.
 Headthump
#4772 posted by ijed [216.241.20.2] on 2008/06/26 15:16:26
Just a couple of ideas from looking at the mesh, but the first thing I thought wasn't missile launchers but that the end of the arm would extend on a rail and then slam back, like a piston, as a kind of mechanical punch attack. Maybe a bit close to the original CC only enemy.
If you remember the Robocop2 bad 'guy' you'll know what I mean.
Mind you, if you're wanting that netherworld alien vibe then maybe the splinter cannon things could work with those blade-looking edges being a slice of the same crystal that the weapon fires, used as a cutting edge.
#4773 posted by HeadThump [4.136.90.166] on 2008/06/26 16:54:36
Mind you, if you're wanting that netherworld alien vibe then maybe the splinter cannon things could work with those blade-looking edges being a slice of the same crystal that the weapon fires, used as a cutting edge.
That's a pretty cool idea. I could put some blue or blueish green colors in the palette to represent crystal surfaces.
Me like cool monsters..... Me see many polygons and fear DP dependency....
I got carried away with the hands as I always do because they are the most challenging part of the anatomy to model. However, I'll scale those back and it should fit the Quake 1 limits fine. I'll test in both ToChris, a nice software rendered Quake, and also FitzQuake. They are both Quake standards compatible, whereas GLQuake isn't.
 Yeah
#4774 posted by ijed [216.241.20.2] on 2008/06/26 17:28:12
At first I was thinking of Q3 type reflection shaderfx, but a nicely painted crystal would work on its own.
Polytrails! Bloom!
->It's Quake!
Heh.
 He, He
#4775 posted by HeadThump [4.136.90.166] on 2008/06/26 17:54:31
Polytrails! Bloom!
Yeah, this one is going to be completely retro (I'll include 24 bit targas non palette converted files for all of the model skins, and textures as a seperate down load for those who want that), just some additional smoothing, higher polies since no one still uses PII's and gyro physics in the game play. It is really the heart of why I started this little project.
Working title for it is Ferocity, FWIW
Mortisville is still around, but I'm moving it over to Quoth and using the assets for something else in the works.
 If Anyone Hasn't Seen This In #tf Yet
#4776 posted by Lunaran [24.158.1.74] on 2008/06/26 18:23:41
http://lunaran.com/images/maps/lun...
thread at some icky other forum:
http://www.quakeworld.nu/forum/vie...
beta:
http://lunaran.com/files/lundm1g.z...
Mainly looking for gameplay feedback, because inertia and I have polished it up as far as a filename that ends in "g", so a wider base of opinions would be helpful.
 Lun Sorry No Gameplay Feedback.
#4777 posted by Shambler [92.232.214.79] on 2008/06/26 19:16:58
But a few comments:
1. Sound for the lift is b0rked.
2. Maybe *too* friendly towards slope-jumping, i.e. some of the slope trim makes it a "go anywhere" map and could reduce navigation challenge.
3. Rivets on the orange texture are ugly, and there is perhaps a bit too much orange texture. Smaller rivets and perhaps another texture might be nice.
Other than that I think it's cool. Good design, good build, good theme. Quad placement is genius. Looks very "fast and furious".
Hmmm. What are good bots these days??
 Shambler
#4778 posted by JPL [82.234.167.238] on 2008/06/26 20:03:37
I would rather ask for a server where the map is downloaded: any QWers interested ? I like when people kick my ass on QW... I'm not that good in DM you know :P
 Shamb
#4779 posted by Lunaran [24.158.1.74] on 2008/06/26 20:27:10
The lift is silent intentionally, because when it was the only thing in the map that made a lift sound it was really easy to gank anyone using it in a tournament.
And it has less orange than efdm9 which was not too orange for anyone!
 Hipshot:
#4780 posted by metlslime [64.175.155.252] on 2008/06/26 23:34:48
looks nice, be sure to submit that as a news item here when you release the final version.
 Hipshots Map
#4781 posted by DaZ [80.41.163.47] on 2008/06/27 00:08:28
reminds me of TF2 maps for some reason. I think its the panelled buildings and various windows and angled roof parts that do it.
Looks nice, if I still had quake 3 still I would give it a try for sure.
 DP?
#4782 posted by RickyT23 [90.211.135.163] on 2008/06/27 00:10:20
 Hmm
#4783 posted by nonentity [87.194.146.225] on 2008/06/27 00:13:47
I thought a modern version of "The Doom that came to Dunwich" Fingers made back in the day.
I could load it in Warsow, but then the weapons wouldn't all work :(
 HeadThump
#4784 posted by DaZ [80.41.163.47] on 2008/06/27 00:20:23
Is blender a free program? I remember reading something like that a while ago...
How is it compared to 3dsmax?
 Yes
#4785 posted by Zwiffle [66.170.5.18] on 2008/06/27 00:47:33
I think Blender is still free. I'm not an expert on either program, but Blender seems to be very useful/powerful and easy to learn for being free.
 Google Is Great
#4786 posted by DaZ [80.41.163.47] on 2008/06/27 01:34:21
http://www.blender.org/
Indeed its still free, and seems very feature complete.
I've only been looking at it for 20 minutes, the interface is very alien to me so far but im sure it will fall into place with time and practice.
 I Haven't Used The Latest Versions
#4787 posted by HeadThump [4.136.90.163] on 2008/06/27 02:29:09
of Max nor Maya. I have older versions of both on disk but haven't bothered to install on this system as Blender suits my needs. Blender is easier to use than any of the previous versions of Max, and the tools set is modern enough for what I want to do with it.
There is a learning curve with animation, but modeling is easy. I'll give you a quick lesson now that will be useful in 90 percent of what you do in Blender.
See that cube up in the middle of the screen at start up? Notice the interface beneath, it says object mode on the menu bar. Press the tab key, now it flips into edit mode. Press the little hand that you see on menu tab. Now the green and arrows surrounding the cube are gone. I get rid of these first thing for no other reason than they annoy the fuck out of me.
Look farther down the menu bar, and you will see a triangle. Press that, and you are now in face mode (vertice manipulation is the starting point in edit mode). Now press your alt key down and at the same time press the left mouse button. The view point rotates around now. Play with it until you get a good view of the top cube face. Now move the cross hairs over to the face, press the right mouse button. It will highlight that face. Press the E key (for extend), and then you can move the mouse up and down to extend the new poly you have created. Pressing Y, X and Z will alter the direction of the extension.
Other buttons that are useful, 's' for scale, 'g' for get and 'r' for rotate, and space bar menu-ed options. Master these functions and the work flow will flow.
To manipulate the perspective use the 1, 3 and 7 keys, and you will get top, front, and right views. CTRL key + 1 or 3 or 7 will show you the back face of each of those perspectives. The other numbers have similar functions worth exploring.
CTRL + alt + LeftMB will allow you to zoom in and out. CTRL + Shift + LeftMB will allow you to slide the screen like a sliding bar.
 Lun
#4788 posted by negke [82.82.164.204] on 2008/06/27 08:26:22
(Sorry for the lame attempt at a joke. Was spoilt be the other guy and blah)
A few minor things I noticed:
There's a portal issue (two missing faces) in the lava near the lower SNG.
Some misaligned textures: lava hole (Quad), blue light trims. It would look better if the textures on the 45° faces were scaled to 0.75, though it would probably mean too much additional work to make their edges fit with the adjacent ones.
There's a hollow space under the upper RL.
Not really necessary, but what about sky textures behind the teleporters to remove bullets?
I like the way the Quad is placed, it's much better than before - reduces the chances of permanent Quad rape.
 Beta-testers Wanted
#4789 posted by rj [82.4.228.100] on 2008/06/27 20:25:54
just about gotten this badbwoi to the beta stage and could use a couple of volunteers to steer it in the right direction. only needs a fullvis (which i'm gonna do tonight)
http://isoterra.co.uk/stuff/e2m5/e...
(as you can probably tell from the screenies it doesn't follow the original too religiously, but the base layout is there)
 Mail Is In The Post
#4790 posted by RickyT23 [90.211.135.163] on 2008/06/27 20:27:32
Ijed Im working on yours
 This Board Needs An Edit Function
#4791 posted by rj [82.4.228.100] on 2008/06/27 20:28:40
i was going to add... if anyone fancies volunteering then let me know what email address to post it to.
 I Am In
#4792 posted by Jago [88.195.214.20] on 2008/06/27 20:32:35
dan.naumovATgmail.com
 Looks
#4793 posted by ijed [216.241.20.2] on 2008/06/27 21:10:09
a bit Insomnia.
Sorry, but can't test.
Look forward to the map though.
 Rj
#4794 posted by Tronyn [24.78.41.15] on 2008/06/27 23:40:44
oh god yeah. The original is one of my favourite original maps, and that looks amazing.
Not testing though :)
 Rj
#4795 posted by Sielwolf [91.4.245.170] on 2008/06/28 01:05:16
click my nick (!)
 Rk
#4796 posted by nitin [203.217.76.123] on 2008/06/28 01:40:32
looks fantastic!
 Looking Forward To That RJ
#4797 posted by HeadThump [4.136.90.220] on 2008/06/28 02:04:24
 Rj
#4798 posted by Lardarse [62.30.157.25] on 2008/06/28 02:24:13
I will test - my listed e-mail address is the one to use.
 Negke
#4799 posted by Lunaran [75.134.21.66] on 2008/06/28 03:42:45
are you critiquing my texture alignment under the lava?
 Greet Map Lunaran
#4800 posted by spy [92.47.238.104] on 2008/06/28 06:15:16
 .
#4801 posted by necros [99.227.108.217] on 2008/06/28 08:51:40
rj, those shots look pretty bad ass :) i like your use of trim and the semi-circlular room (top right shot) looks sweet
#4802 posted by rj [82.4.228.100] on 2008/06/28 09:54:53
fankoo people :D
jago, sielwolf, lardarse.. email on its way :-)
 Received, Preparing Reply Now
#4803 posted by Lardarse [62.30.157.25] on 2008/06/28 10:58:22
Btw, you'll need DarkPlace to view my firstrun demo. Hope that isn't too much of a problem.
 Wewt
#4804 posted by Blitz [67.168.57.20] on 2008/06/28 13:44:35
Lovin' the look of that rj! Should be interesting to compare to the original :)
Some more of my UT3 DM map http://img299.imageshack.us/img299...
 Lun
#4805 posted by negke [82.82.180.179] on 2008/06/28 17:22:41
Yes, it's a place players can and do reach. I meant some of the rivets on the slanted edge of the hole.
 I Have
#4806 posted by Jago [88.195.214.20] on 2008/06/29 01:05:43
no clue what I am doing whatsoever: http://jago.pp.fi/images/UED.jpg
 I See
#4807 posted by bambuz [91.152.79.40] on 2008/06/29 01:19:10
That red brick wall is the staple.
#4808 posted by Willem [75.177.185.17] on 2008/06/29 01:20:14
Hey, looks like a start. To something. :)
 Jago
#4809 posted by ijed [190.20.74.86] on 2008/06/29 01:32:55
Run with it. If nobody ever did nothing would ever get done.
 New Qonquer Arena - Beta
#4810 posted by Willem [75.177.185.17] on 2008/06/30 01:37:20
This probably won't see the light of day because I have apparently broken the Quake engine in some way. r_speeds are high (so don't use the software renderer!) and it's just -- slow.
I think there's either too much detail or I'm not allowed to use func_doors of this size. ANYWAY, download it if you want to take a look at what I've been hacking on for the last little bit:
Doom Arena
http://wantonhubris.com/qonquer/le...
It's textured in Doom2 textures just to prove what a huge hypocrite I am.
Oh and if you don't have Qonquer, grab it here:
http://wantonhubris.com/qonquer/Qo...
Again, this currently runs very slowly and I'm not sure that I'm going to finish it but I thought I'd give you guys a peek anyway.
I've always wanted to do a Qonquer level along these lines. Like a larger structure that slowly unfolds. I also thought the zombie minions were neat. Not all that effective as fighters but the fact that they keep getting up kicks ass.
 Willem
#4811 posted by Sielwolf [91.4.199.9] on 2008/06/30 03:11:47
Finish it ! The way the Doom textures are used and how it unfolds is totally kick ass. Runs a bit sluggish as you mentioned, but it's very playable.
Though it would be nice to have one box of rockets and more cells, these are needed around wave 15 where the multiple Shambler spawns kick in.
The rocket launsher wouldn't seem out of place either with the heavy monsters; it'd be also easily possible to rocketjump to the rafters - collecting the ammo and admiring the infights is fun :)
The detail on the floor is nice, but I hanged a few times there, and some more expansion on the side with the many teles would be great. Cool map.
 Minions
#4812 posted by Sielwolf [91.4.199.9] on 2008/06/30 03:16:23
forgot to say: the Zombies are funny for 5 min or so, but useless. What about Tarbabies as minions, they could cause alot of fun chaos, space is there.
 DoomArena Beta
#4813 posted by Shambler [92.232.214.79] on 2008/06/30 08:57:41
1. No slowdown whatsoever (in AGLQuake)
2. Theme and texture is nice. Wasn't sure if D2 textures would work but it's a pretty good look.
3. Unfolding arena is great, works very well.
4. Zombies are interesting. Pretty useful for keeping monsters occupied and preventing further spawns.
5. Difficulty level takes a huge jump on wave 16 with the multiple Shamblers.
6. Finish it.
 Doomarena
#4814 posted by necros [99.227.108.217] on 2008/06/30 09:10:39
the wierd wooden boxes that come down from the ceiling around wave 12 or something. bugged out because it was crushing one of the zombies and since they're invulnerable... well...
 Those Textures!
#4815 posted by Spirit [80.171.9.246] on 2008/06/30 09:17:47
They are from Doom? That's immoral, unethical, illegal and did you ask id Software for permission?
I really don't care and think it looks lovely. Just could not resist posting this.
 Oh
#4816 posted by Spirit [80.171.9.246] on 2008/06/30 09:18:32
I didn't read what you wrote fully. (Damn!) Sorry.
 Something
#4817 posted by necros [99.227.108.217] on 2008/06/30 10:28:41
http://necros.planetquake.gamespy....
http://necros.planetquake.gamespy....
http://necros.planetquake.gamespy....
hl2, sorry :\ would have prefered d3 because of far superior scripting and easier custom model importing, but lack of lightmaps is incredibly annoying. and no water... wtf. o_o
so anyway, i had this idea... why not build a true post-apocalyptic map. a map with no gameplay, and no reason other than to explore... ideally, i'd make nearly every building (except i guess key vis blockers) enterable with a lot of detail in all the rooms, and you could just go in and look and take in the deserted atmosphere.
dunno if it would really be well liked though. i'm sort of nuts about post-ap stuff. to me, the thought of moving through a completely dead and silent city is awesome but i guess to a normal player it would be boring.
any opinions? :P
 Necros:
#4818 posted by metlslime [98.210.181.179] on 2008/06/30 10:39:02
Not sure about how succeful a map can be with NO gameplay. Exploration is usually fun because there is a sense that you might discover something, and if there's nothing to discover, it gets old.
Simply dropping a bunch of collectible items would give people something to search for, and then you could say "2/50 collected" or something on the HUD.
Another idea is to put some danger into it, so there is tension as you're exploring. Maybe some ambushes or death traps or something, so you explore a bit more carefully.
 It Wouldn't Hurt
#4819 posted by DaZ [80.41.167.33] on 2008/06/30 10:59:59
to drop a few zombies or antlions in surely?
Good idea though, I do enjoy exploring post-ap things myself, I guess thats why I enjoyed stalker so much. But put something in there to find, as Metl said, its half the fun! :)
#4820 posted by Willem [75.177.185.17] on 2008/06/30 11:57:40
Siel
Hah, that's funny about the tar babies because I ALMOST used them as the minions. I'll give that a shot for the next version.
necros
Hadn't considered that about the zombies getting crushed! That should alleviate itself once I change the minion type...
All
Well, it seems to be a likable map so I'll give it a shot and try to finish it up. Thanks all!
#4821 posted by Willem [75.177.185.17] on 2008/06/30 12:17:03
necros
I think your idea is cool and I've had the idea in the back of my head for years that I would LOVE an Oblivion-like world to simply explore. It would be amazing and you could just look around without real fear of dying (beyond springing traps or falling to your death or something similar).
I would still give the player a narrative though. Maybe they've gone back to their city of birth to find traces of what happened to their family after the Combine occupation or what-have-you. Give them a reason to explore.
 Qonquer Gameplay
#4822 posted by Sielwolf [91.4.205.157] on 2008/06/30 20:15:19
I wonder what could be done to make the later waves in a map more playable/survivable.
Saving is good, but makes no difference if you're surrounded by 6 Shamblers, and then you get 8 of them in the next wave.
Maybe some kind of Powerup spawn system, like, starting with a certain wave a PU would spawn everytime player health reaches 25 (on the other end of the map even).
Another one is to use the minions as Medics ?
 Thanks For The Suggestions
#4823 posted by necros [99.227.108.217] on 2008/06/30 22:49:09
i'll try to work in some traditional gameplay things.
i was thinking maybe some kind of puzzles and item collection, but they would have to have a good reason to be there, not just like ravenholm's puzzles which were obviously put there.
the lack of any kind of gui scripting like d3's is going to limit what can be done though, and the generic scripting of hl2 isn't as crappy as i though, just very lame and bulky to use. i love d3 for being able to script anything directly into pseudo c++ code and not having to play games with weird ass helper entities.
 Well
#4824 posted by Shambler [92.232.214.79] on 2008/07/01 00:31:13
Saving is good, but makes no difference if you're surrounded by 6 Shamblers, and then you get 8 of them in the next wave.
One obvious solution would be to be surrounded by one Shambler. Then in the next wave, 2 Shamblers. Then 3 Shamblers and so on and so forth.
Having said that, I like both the power-up and medic ideas, both could give interesting tactical gameplay.
 Hmm
#4825 posted by Mr Fribbles [202.161.117.131] on 2008/07/01 11:51:06
One obvious solution would be to be surrounded by one Shambler.
Is that like the sound of one hand clapping?
 More Like A Big Happy Shambler Cuddle.
#4826 posted by Shambler [92.232.214.79] on 2008/07/01 11:58:09
All warm and fuzzy...
 Necros
#4827 posted by bear [213.89.245.125] on 2008/07/01 14:19:16
It could work but you'd really have to fill the place with tons of detail that suggest a narrative. So it could be a little bit of a detective story where you try to piece together what the city was like pre-apocalypse...
 Not
#4828 posted by ijed [216.241.20.2] on 2008/07/01 20:43:09
All warm and fuzzy... and electricky and bitey?
 Probably
#4829 posted by ijed [216.241.20.2] on 2008/07/01 20:43:42
Claw-e as well.
 Necros
#4830 posted by inertia [24.164.67.55] on 2008/07/02 03:56:26
I really dig the post-apocalyptic goal you have. To me, the idea is to make the player morose and empty inside once the level is finished.
 Hah
#4831 posted by Mr Fribbles [202.161.117.131] on 2008/07/02 04:19:48
To me, the idea is to make the player morose and empty inside once the level is finished.
What if they were like that when they started?
 Quake Induced Suicide
#4832 posted by Lunaran [75.134.21.66] on 2008/07/02 05:45:15
 Morose And Empty Inside
#4833 posted by Shambler [92.232.214.79] on 2008/07/02 11:15:09
What if they were like that when they started?
Well they can seek understanding and moral support here: http://www.celephais.net/board/vie...
 Trying To Nail Down A Theme
#4834 posted by Jago [88.195.214.20] on 2008/07/02 21:07:25
 Jago
#4835 posted by Lunaran [24.158.1.74] on 2008/07/02 21:36:10
The YZ view looks pretty good - very fresh use of turquoise mesh wireframe - but I'm not really feelin the XZ view. Will the final map have a windows taskbar in it?
 What Is Wrong With You Lun?
#4836 posted by Kinn [86.162.11.209] on 2008/07/02 23:46:04
To offer a more constructive criticism: Jago, digging the trendy media player running in the background, and mad props for showing an IRC client chillaxing in the taskbar there. Could do with a few more Firefox windows open maybe. But seriously, what's with the hum-drum desktop theme? Too standard, too "functional", needs more transparency - I'm just not really feelin' it, know what I'm saying? Btw what's that cool-lookin app thingy you got there in the foreground is it 3D-Maxi or Maia or something?
 I Think It's Otherwise Fine
#4837 posted by bambuz [91.152.79.40] on 2008/07/03 00:35:09
but the lightbulbs floating in mid-air are slightly too cartoony.
There's that sudden small "bridge" in the walkway. Put a mass of cables and tubes below it so it is there for a reason.
HTH HAND.
 Bambuz
#4838 posted by Jago [88.195.214.20] on 2008/07/03 00:52:16
Those lightbuilds are err, indicators of the location of the light entities/actors, they don't show up in-game.
#4839 posted by Scampie [24.158.1.74] on 2008/07/03 00:55:19
Jago: I suggest building with additive brushes you subtract out of, rather than a subtractive map. There's little fundimental differance, subtractive maps just come with an additive brush preplaced that is the size of the world, but if you were to even to set up streaming levels, those preplaced additives will get in the way.
Otherwise, not much to comment on, just glad to see someone here making some UT3 stuff. Get that theme nailed down and start jamming models together.
Also, quit using slow viewport move speed (blue buttons on the right side over the viewports), god I hate whoever made that default. I blame Willem.
#4840 posted by Willem [75.177.185.17] on 2008/07/03 01:40:41
Yeah, it's sort of a legacy thing. Just change it. It saves it in your INI file so you're good to go...
#4841 posted by Willem [75.177.185.17] on 2008/07/03 01:41:16
It actually stems from the early days when maps were smaller. The middle camera speed was FAST back in the UT99 days. These days it's slow because maps have gotten much larger...
 Willem
#4842 posted by Scampie [24.158.1.74] on 2008/07/03 18:39:07
Yeah, until a new build comes along, or some rogue programmer updates the INI :(
 Necros
#4843 posted by megaman [92.73.82.152] on 2008/07/03 20:12:10
love that idea; you could easily build in a story like 'you crashed your plane and now you need to find a way to get it working aagin' or something similar.
 Necros
#4844 posted by ijed [216.241.20.2] on 2008/07/03 20:47:15
What game are you thinking of modding?
I know you say traditional mechanics, but for some reason I'm thinking of Portal . . .
 Right Now
#4845 posted by necros [99.227.108.217] on 2008/07/03 21:46:34
i'm working with hl2 (up to ep2). i would have prefered working in d3, both because it's more powerful and i'm more familiar with it, but it has a few major shortfalls that would totally ruin the type of map i have in mind.
when i said traditional, i meant i'd try to add in a bit of combat too, but i'll try to keep that too a minimum since hl2 monster set is so limited.
 And
#4846 posted by ijed [216.241.20.2] on 2008/07/03 22:09:44
Lua is a pain in the nuts ;)
 Oh
#4847 posted by bambuz [91.152.79.40] on 2008/07/04 02:02:22
I thought LUA rocks. A simple straightforward scripting language with no gimmicks.
 That's True
#4848 posted by ijed [190.20.110.98] on 2008/07/04 02:32:56
But most scripting forms are and Lua has case sensitive format, with alot of stuff hardwired to caps or not.
We use Lua now because it's cheaper in runtime than our old scripting system, but it generally takes alot more messing around in order to use.
Lua isn't especially fantastic, but it is universal. Kind of like windows OS.
 Basically
#4849 posted by ijed [190.20.110.98] on 2008/07/04 02:45:21
It's more for programmers than level designers.
 I
#4850 posted by i [79.131.149.76] on 2008/07/05 13:39:42
i fuck you
 I
#4851 posted by i [79.131.149.76] on 2008/07/05 13:39:45
i fuck you
 I
#4852 posted by i [79.131.149.76] on 2008/07/05 13:39:45
i fuck you
 I
#4853 posted by i [79.131.149.76] on 2008/07/05 13:39:46
i fuck you
 I
#4854 posted by i [79.131.149.76] on 2008/07/05 13:39:46
i fuck you
 I
#4855 posted by JPL [82.234.167.238] on 2008/07/05 14:32:50
Thanks a lot for this great moment of sex :P
 Hmm
#4856 posted by nonentity [87.194.146.225] on 2008/07/05 14:54:21
Now we're fucked.
 Fuck
#4857 posted by ijed [190.20.122.34] on 2008/07/05 17:57:34
 I
#4858 posted by MadFox [84.26.60.178] on 2008/07/05 20:56:35
never managed to add a post without logging in.
how do they do it, I mean, spamming without logging in?
Do I have to live in the US for that?
back on toppic, my map. I tried two new monsters, bones and granito. It works well but I get the feeling I learned to much to apreciate it.
I see too many texture mislignments, played the map over and over searching the game flow.
The funny feeling of seeing through Quake's magic left my feeling of fascination.
But alright, I don't have to release a map, maybe just squeeze it for a while like a bunch of cherries, forcing it into wine until I find back my first opinion.
http://members.home.nl/gimli/arcus...
http://members.home.nl/gimli/arcus...
http://members.home.nl/gimli/arcus...
#4859 posted by ijed [190.20.81.202] on 2008/07/05 21:54:42
Don't want to pour cold water water on the thing but shots 2+3 look great, with 1 seeming to be something else entirely. Labyrinthian, but without the detailing present in the second two shots.
Maybe add some trims to that area(s).
 Nice
#4860 posted by negke [82.82.160.195] on 2008/07/05 21:58:54
First shot has interesting architecture but needs texture variation. As for the others, I recommend changing the texture of the rails to something without rivets. Two different water textures ?
 MadFox
#4861 posted by JPL [82.234.167.238] on 2008/07/05 22:03:55
hhhmmmm I concur with ijed and negke, and I add it looks tasty: go map !
 Thanks
#4862 posted by MadFox [84.26.60.178] on 2008/07/06 02:30:57
for your advice!
I must admit I have the feeling it's an example of style-breach. The first pix is a medieval style while the other two are a neat present of a nowadays town.
Point is the bsp has reached 7.2Mb and I can't do a thing to it. I'll have to break it up which I don't like or make the best of it as it is now.
Maybe someone is willing to make quick runthrough, it could help me getting a fresh look?
 Madfox
#4863 posted by rj [82.4.228.100] on 2008/07/06 07:31:02
i love the look of the architecture. there are some bits where the walls, floors and ceilings are all in the same texture though, i would consider changing them (the floors & ceilings, it works well on the walls)
 MadFox
#4864 posted by JPL [82.234.167.238] on 2008/07/06 08:59:16
Point is the bsp has reached 7.2Mb and I can't do a thing to it
Well, it is indeed very big... but you can handle it using aguirRe's enhanced engine: my current project (not yet finished) is resulting in a bsp of almost 11.5MB... you just need time for compilation, and lot of luck to avoid troubles like HOMs, leaks, etc... sometimes it appears "Lord knows why" and disappear as well... weird...
Anyway, I'll look forward to this map, that remind me a fragtown series a little bit ;)
Go map !
 Engines
#4865 posted by Spirit [80.171.20.145] on 2008/07/06 09:45:17
By requiring specific engines you reduce the "audience" of your map significantly and piss off quite a few people. I wouldn't recommend it.
 Orly?
#4866 posted by Sielwolf [91.4.205.167] on 2008/07/06 10:57:51
By requiring specific engines you reduce the "audience" of your map significantly
- I guess those still playing this game would know how to handle that (it's not like we're talking about a superadvanced engine that requires tons of extra downloads)
- if players can't be arsed to rtfm and follow a simple link - their loss
 Y'rly
#4867 posted by Spirit [80.171.81.170] on 2008/07/06 11:28:40
I guess those still playing this game would know how to handle that
If you want to limit your audience to people who know that stuff then fine. But take a look around (the quakeone.com forum attracts a lot of clueless newbies for example) and you will see that there are quite a few "invisible" people that will struggle. Hell, many people use glquake and just don't care about a map that does not run in it.
if players can't be arsed to rtfm and follow a simple link - their loss
If that is the mapper's attitude it's ok. I'm just saying.
#4868 posted by negke [82.82.161.92] on 2008/07/06 11:44:12
People should finally wise up and realize that in order to keep this game alive after 12 years, these kinds of development have to be accepted.
Even the dumbest newbie should be able to get a map to run if the readme explains it properly (optimally also supplying links to the required engines and resources).
If they follow this ridiculous attitude of strictly denying to use anything but their engine of choice or even not wanting to "clutter their Quake dir", then it's indeed their problem.
I could imagine the future of Quake mapping to rely more strongly on new engine features, at least once DP has finally become properly playable. The Doom community demonstrates this perfectly. There are so many maps using ZDoom features and nobody complains about the need to use it.
 Well Yes
#4869 posted by Spirit [80.171.81.170] on 2008/07/06 11:53:16
But for that to happen engines must be more polished and working nicely. I mean, what engines are "it"?
The current Fitzquake crashes on those maps.
aguirRe's engine has no full- nor overbrights.
Darkplaces is Darkplaces.
Just look at how awesome ZDoom is. It is no surprise it is being used. Just like ezQuake.
And yes, sure it is their problem. It is totally the decision of the mapper to in- or exclude them (I am saying that without any "weight"). I just wanted to raise awareness of "them"
 Soluce Is...
#4870 posted by JPL [82.234.167.238] on 2008/07/06 12:41:48
.. RTFM...
AFAIK, there's always a txt file in which you'll find all the necesary informations about how to play properly a map... even about engine download link if necessary... so you do not exclude people, you are just warning them about the mandatory use of specifics... though...
 Well
#4871 posted by MadFox [84.26.60.178] on 2008/07/06 14:53:36
<rj> the texture thing isn't ready yet. I'm only trying to see how far I can go with adding brushes. But your concern is noticed, thanks.
<jpl> It isn't the size but the lightmap thing. I just went to the moment adding a brush would leave me with the max lightmap default. So the map is alright but a bit plain, which I can't avoid by adding ornements.
And I have already scaled up all outside and unused brushes.
 No. Basically.
#4872 posted by Mr Fribbles [121.44.245.68] on 2008/07/06 15:09:26
If they follow this ridiculous attitude of strictly denying to use anything but their engine of choice
My engine of choice is exactly that - my engine of choice. I choose to use it because I like it, and for various reasons I actively dislike all other alternatives I've tried.
If there is a map that doesn't run in my engine of choice then in all likelihood I'm not going to be motivated to go out of my way to play it.
Some of you guys seem to be missing the key point here. I understand or can learn how to download and configure the various engines available, sure. But why the fuck should I? I don't enjoy playing in most of the asstacular engines available, and unless the map is the next coming of christ then it's simply not worth it for me.
Naturally if the mapper chooses to release a map that requires a particular engine or mod, good luck to him! Obviously that's the mapper's choice, but you do need to understand that this will limit your audience to some extent. If you don't care, fine... great. If you do care, then ensure compatibility with standard engines.
 ?
#4873 posted by ijed [190.20.106.143] on 2008/07/06 17:46:27
Warp was this - you couldn't play it in anything but it's own engines.
I never made it for anyone else, really. It was fun to make it. A labour of love. That some people enjoyed playing it was nice to hear.
If it got missed by, let's say, 90% of the Q1 players because it had it's own specific engines then I'm not going to cry.
We're talking about a 12 year old game - having anyone interested in your map is a bonus.
 JPL, Ijed, Orl, Digs, Spy, Me.....
#4874 posted by RickyT23 [90.199.193.191] on 2008/07/06 18:03:41
I love us all!!! (and AgiurRe)
Someone should port AGLQuake to Mac/OSX, just to prevent lengthy flame wars! Willem?
(This is a genuine suggestion, we all know where we stand on this issue, I'm not trying to instigate another riot...)
#4875 posted by Willem [24.199.192.130] on 2008/07/06 18:43:21
Sleepwalkr is a better choice for that kind of a job. I'm just a tools schlub.
#4876 posted by []v[] [79.76.182.238] on 2008/07/11 12:47:12
I'm creating a racing map for Quake Wars. There will be 2 versions, one for the wheels of war mod and a stand alone level. Its nearly finished so hopefully beta it soon.
http://bp1.blogger.com/_sR6bZBrp_n...
http://bp2.blogger.com/_sR6bZBrp_n...
more pics on my blog.
http://quakewarsmapping.blogspot.c...
#4877 posted by nakasuhito [70.58.47.116] on 2008/07/14 14:02:26
the 2nd shot reminds me of a part from san andreas! :)
looks great though. it looks like a cool place to drive in :)
 More Randomness
#4878 posted by Jago [88.195.214.20] on 2008/07/22 02:20:15
 Woot
#4879 posted by Blitz [67.168.57.20] on 2008/07/22 06:19:50
I like it! Looks like you're making some good progress with the editor Jago :) Stick with it!
 Progress
#4880 posted by DaZ [80.41.133.218] on 2008/07/23 23:11:18
http://daz.quaddicted.com/
Perhaps a qexpo release if I pull my finger out :)
#4881 posted by RickyT23 [90.199.193.191] on 2008/07/23 23:14:19
(drool)
 Daz
#4882 posted by nitin [124.168.76.134] on 2008/07/24 00:26:16
some of those unfinished maps look really good. Finish them off!
 All Your
#4883 posted by ijed [190.20.69.40] on 2008/07/24 03:34:12
base are belong to DaZ
 Daz
#4884 posted by inertia [24.164.67.55] on 2008/07/24 04:33:52
I am calling your bluff - those are the only rooms you've built! Prove me wrong.
#4885 posted by Trinca [89.180.90.169] on 2008/07/24 07:09:11
cool Daz you invested already to much time on it _;) please finish it!!!
 Inertia
#4886 posted by DaZ [80.41.133.218] on 2008/07/24 15:12:45
Lun will back my up, I hit max visleafs when I compiled the other day, so either those rooms are way overdetailed or there is more :)
 You Said That's Because The Map Leaked
#4887 posted by Lunaran [24.158.1.74] on 2008/07/24 23:22:55
you sealed it and the error didn't go away?
 Whatever
#4888 posted by Drew [202.62.106.31] on 2008/07/25 10:00:14
Glad to see you're investing more time. Still looks rad.
#4889 posted by Trinca [194.65.24.228] on 2008/07/25 14:31:19
neg|ke or anyone need more maya textures!!! any idear?
i´m using hexen2 and rogue wads
 Trinca
#4890 posted by spy [92.47.240.231] on 2008/07/25 15:13:37
you should use hertetic2 texes
#4891 posted by Trinca [194.65.24.228] on 2008/07/25 16:20:24
thks, i will see ;)
 Not Finished
#4892 posted by JPL [213.30.139.243] on 2008/07/28 15:01:10
Just a small shot of my current project: this should be the end area, and I still need to finish the central power plant.
Lightning are not finished as well ;)
http://lambert.jeanphilippe.free.f...
Any comments ?
 Hmmm
#4893 posted by RickyT23 [86.139.123.230] on 2008/07/28 15:12:35
JPL - Good to see this one still going strong!
I think the area you have shown could benefit from a few sourced lights inside the silo. Perhaps a a little more trim here and there....?
:-)
 Looks Exciting.
#4894 posted by Text_Fish [82.32.29.116] on 2008/07/28 15:54:41
I think you need a more subdued lava texture though. The repetition in that one sticks out like a sore thumb.
 Thoughts
#4895 posted by DaZ [80.41.133.218] on 2008/07/28 16:54:07
It definitely needs more variation in the texturing, big grey walls = bad usually, perhaps if you had a very varying shades of grey and built out some geometry with the different shades it would look cool (kinda like a geocomp map).
Lava has been mentioned but you can see the square repetition a mile away :) Perhaps try scaling the texture up a lot or find something new :)
I was gonna comment on lighting but I see its not finished yet :) Looks promising though!
 Far Concern
#4896 posted by MadFox [84.26.60.178] on 2008/07/29 01:48:38
Took some time before I saw the tin rail carried a kind of liftcage. It's rather small in scale to the other dimensions.
Can't hide the feeling it is rather big for Quake1 attitude, but that's your way of mapping.
I would try some ridges on the long big sides to break them.
Looks promising!
 I'm Happy With It.
#4897 posted by Drew [202.62.100.226] on 2008/07/29 06:19:15
 Thanks..
#4898 posted by JPL [213.30.139.243] on 2008/07/29 09:08:19
.. for the encouragements ;) I'll try to finish this map before the end of the year :P
It will be Quoth2 based, with 250 monsters in easy (that's my target), there are already 11 secrets, and you will need aguirRe's engine or an enhanced engine to play the map, as I exceeded already max marksurfaces and max visible leafs standard values... shame on me >)
#4899 posted by Trinca [194.65.24.228] on 2008/07/29 10:09:08
JPL next time a small episode like id1 :p
not big maps, that´s what i will do before tchak
#4900 posted by Trinca [194.65.24.228] on 2008/07/29 14:09:13
Oh well for those who were happy of my quit sorry. :)
But some nice people made think another time people like Spirit, negke, JPL, ricky, ijed, shamby, hrim and sorry for many other i didn’t write :)
that deserve all my efords!
so there it goes one pic with upgrades on tchak
http://trinca.quaddicted.com/temp/...
kisses to ladies and hugs to mens
even to CZG that we still don’t know what he is… ;)
 Looks Cool.
#4901 posted by Shambler [77.97.138.124] on 2008/07/29 14:28:34
Nuff said. New temple maps, long overdue.
#4902 posted by Trinca [194.65.24.228] on 2008/07/29 15:15:57
problem is that is the kind of map that eat loooootssss of time :\ but i will try to aim this year... uf uf uf
i hope...
 Well I Sealed A Bit Off
#4903 posted by RickyT23 [86.139.123.230] on 2008/07/29 15:34:23
I'll try and light it...
 Is That A Rocket Up Your Arse
#4904 posted by RickyT23 [86.139.123.230] on 2008/07/29 15:35:23
Trinc?
 Yooo, Trinca!
#4905 posted by the silent [82.185.144.141] on 2008/07/29 15:39:39
So glad you kept this up!!!!
Go, go, goooo!
 Aye Looks Neat
#4906 posted by DaZ [80.41.133.218] on 2008/07/29 16:21:13
reminds me of dazsp2 in a way, with the open plan city feel to it, I like :)
I would make it darker though, with more torches and stuff :)
#4907 posted by MadFox [84.26.60.178] on 2008/07/29 21:13:05
I think I leave the board, because trinca doesn't know me anymore
#4908 posted by Trinca [89.180.98.229] on 2008/07/29 22:31:31
dont cry madfox you in holland right?
SENT ME SOME DOPE AND I FORGIVE YOU!!!!
PURE MARIJUANA PLEASE!!!
 There We Go Again
#4909 posted by MadFox [84.26.60.178] on 2008/07/30 01:31:46
isn't the dopefish enough for you?
I thought the land of Cervantes had better intents, Sancho.
#4910 posted by Trinca [194.65.24.228] on 2008/07/30 10:27:01
Sancho is spanish... i´m NOT FUCKING SPANISH!!!
 But They Are Fucking You?
#4911 posted by negke [82.83.51.90] on 2008/07/30 11:10:04
tchak yo!
 [Prefab] [Q2] [Quark] X-Com UFO Skyranger
#4912 posted by Mikemc [66.183.103.211] on 2008/07/31 23:45:00
This isn't an upcoming project, but I didn't think it needed its own thread.
I've been playing alot lately so it's had time to wiggle into my brain :-*
I'm very pleased how the wings turned out ;D.
[url]http://www.mediafire.com/imgb...
[url]http://www.mediafire.com/imgb...
[url]http://www.mediafire.com/imgb...
[url=http://download360.mediafire....
- Mike
 Er.... Yeah!
#4913 posted by RickyT23 [90.199.193.191] on 2008/07/31 23:48:10
 Sorry, I'm New
#4914 posted by Mikemc [66.183.103.211] on 2008/07/31 23:50:23
 Does Anyone Else
#4915 posted by Lunaran [75.135.75.200] on 2008/08/01 07:07:05
only get a file-save dialog instead of actually seeing any of those images in-browser?
 Yeap
#4916 posted by HeadThump [4.136.90.238] on 2008/08/01 07:27:35
#4917 posted by Mikemc [66.183.103.211] on 2008/08/01 07:41:27
ugh just save and open them.
#4918 posted by Scampie [24.158.1.74] on 2008/08/01 07:55:26
 Mike
#4919 posted by Sielwolf [91.4.230.44] on 2008/08/01 15:00:09
looks more like a regular aircraft than a badass strogg freighter. Nice work though, but next time please decorate your screenies with some nice red bow for our more demanding customers. Thank you.
 Mike
#4920 posted by gb [89.27.194.8] on 2008/08/01 20:52:41
what Sielwolf (and Scampie) said, the wings could look a bit more massive and spaceship-like to match the Quake 2 theme.
Unless you want it to look like aeroplanes, in which case you succeeded. :-) but Strogg tend to use spaceships. Those typically look more massive than planes.
One of the Citizen Abel maps has a cool starship, I think. The Reckoning also has a space fighter, which you escape in at the very end.
I think Ground Zero also has a space fighter, in the Hangar/Anti-aircraft cannon unit.
Don't stop, Quake 2 needs mappers!
 Er
#4921 posted by Vigil [91.152.66.83] on 2008/08/01 23:15:03
That's hardly a Strogg freighter.
#4922 posted by Mikemc [66.183.103.211] on 2008/08/02 08:03:58
That's hardly a Strogg anything. It's a personnel transport ship from "X-Com: UFO". It's just something I felt like making in QuArK :).
- Mike
#4923 posted by negke [82.82.166.11] on 2008/08/02 09:47:05
Which is quite apperent as its X-Com counterpart is displayed right next to it. Is it for a X-Com Q2 mod? Might be something for pope and bambuz.
#4924 posted by Mikemc [66.183.103.211] on 2008/08/02 16:02:34
Well, there is a redone version of X-Com using the Quake 2 engine already. I tried making an open field like one of the levels but it never VIS'd. Though I do have notes on how it could work using default Quake2 (No mod).
- Mike
 Mikemc
#4925 posted by Scampie [24.158.1.74] on 2008/08/03 05:56:37
There's no need to sign your posts, the board already let's us know who posted.
-Scampie
 Hey Scamp
#4926 posted by Friction [91.154.126.78] on 2008/08/03 15:06:03
You ain't doing it right.
- Mike
 Is "-Mike" The New "Bees"?
#4927 posted by Kinn [86.158.50.87] on 2008/08/03 15:18:53
something to think about
- Mike
 FMB_BDG Probably The Final Re-Resurection Of The End Maybe
#4928 posted by Mike Woodham [81.151.98.127] on 2008/08/03 16:37:56
 Epic
#4929 posted by DaZ [80.41.133.218] on 2008/08/03 16:43:14
 Mike Hamwood
#4930 posted by Lunaran [75.135.75.200] on 2008/08/03 16:59:26
the brick texture you're using in most of those shots is a little too intense.
#4931 posted by Trinca [89.181.1.184] on 2008/08/03 17:42:45
look real nice zomggg this will be a hard bitch to fuck :)=
 Morning Woodham
#4932 posted by negke [85.176.77.215] on 2008/08/03 18:46:41
I like the rockwork in the third shot. Good to see you're trying to finish the map after all.
 Shallot
#4933 posted by ijed [190.20.110.190] on 2008/08/03 19:12:38
Motherfucker yeah.
I had an idea you were going to do the sequel Mike, good going.
Really looking forward to this.
 FMB_BDG
#4934 posted by Sielwolf [91.4.187.78] on 2008/08/03 20:06:21
looking forward to this one for sure.
Now I don't want to sound demanding, but it'd be great if the gameplay would match the looks: dark/evil/hard etc. meaning the first part had far too much ammo, which took off some of the mood for me.
 He's Back!
#4935 posted by Shambler [77.97.138.124] on 2008/08/03 20:38:45
*does the happy Quake dance*
 I Don't Think Mike Ever Went Away
#4936 posted by HeadThump [4.136.90.238] on 2008/08/03 20:44:34
but he does get too low key at times for those of us who think of him as the cool, older brother the func board. Wicked nice pics, too.
 Oh, And That Lava Is Fantastic!
#4937 posted by HeadThump [4.136.90.238] on 2008/08/03 20:45:20
 Whoah!!!!
#4938 posted by RickyT23 [90.199.193.191] on 2008/08/03 20:50:30
 Yeah Looks Good.
#4939 posted by Drew [202.71.33.129] on 2008/08/04 09:58:41
qexpo?
 With Lun
#4940 posted by nitin [203.217.66.183] on 2008/08/04 12:21:52
on the brick texture, stands out too much.
 It's Funny
#4941 posted by Mikemc [66.183.103.211] on 2008/08/04 13:02:17
to see all the effort people put into making Quake 1 look awesome, and yet the gun is still sticking out of your chest.. :P
#4942 posted by Scampie [24.158.1.74] on 2008/08/04 15:48:40
I think the guns actually come out of the Quake guy's mouth, due to them being so close to his eyes and you have to only point the guns where ever you look.
 Don't You Change The View Weapons!
#4943 posted by Lunaran [24.158.1.74] on 2008/08/04 18:31:52
Don't try to make quake look any "better" or you'll have to pry the viewmodel out of my cold dead mouth.
 I Must Admit
#4944 posted by RickyT23 [90.199.193.191] on 2008/08/04 20:19:57
I quite like having a shotgun sticking out of my mouth....
 A Favor
#4945 posted by Vigil [91.152.66.83] on 2008/08/04 20:38:32
< ctchtchhcg> someone go post a guns == dicks joke here:
http://www.celephais.net/board/vie...
 Mike Woodham
#4946 posted by Tronyn [24.78.41.15] on 2008/08/07 13:11:58
The end of the first map was completely tantalizing and I was really hoping you'd do map two - in fact I was actually lamenting the fact that I'd never see it just last week - and here's a bunch of new shots. AWESOME. You've really mastered forcing Quake to do curvy terrain, not to mention huge maps, technically you're one of the best Quake mappers and you've always had the ability to set up and efficiently link dramatic setpieces. Very much anticipating the map.
 What I Like About Mike...
#4947 posted by Shambler [77.97.138.124] on 2008/08/07 19:01:32
...he's the quiet workhorse of Quake mapping. You don't seem him much, don't hear him much, and pretty much every map is supposed to be his last, but he's still there, covertly beavering away on something that will appear at some point when you least expect it.
*raises glass*
P.S. All you other mappers are cool too of course, well the ones who release stuff anyway ;)
#4948 posted by Trinca [194.65.24.228] on 2008/08/07 20:18:12
ye shamby but i´m the most sexy and cool!!!
P.s-> normal i´m Portuguese...
 Yeah But Trinca
#4949 posted by Drew [203.189.134.3] on 2008/08/08 09:00:58
You aren't in the same league.. I mean, when was the last time you did any covert beavering.
 Water In UT3
#4950 posted by Jago [88.195.214.20] on 2008/08/08 14:21:59
Does anyone have any idea how to make the water make visual splashes when you jump into it in UT3? I have a working UTWaterZone and it makes a proper splashy sound when I enter it, I also have a sheet-brush with the water texture, but quite obviously since they are separate entities, entering the UTWaterZone does nothing to the sheet-brush surface.
How do I make a visual splash effect?
 Drew
#4951 posted by Trinca [194.65.24.228] on 2008/08/08 14:25:05
i start to be a lover, now i love everyone even nasty czg :)
/me wants peace and love!!!
/me want to finish tchak and make some in here to reconize that my mapping skills are not as bad as some in here think!!!
god bless you all
 LOL
#4952 posted by Shambler [77.97.138.124] on 2008/08/08 14:33:27
Is Trinca Junior behaving a bit better at the moment then?? ;)
P.S. I don't think your mapping skills are bad, your maps are good and I've definitely enjoyed playing them.
 Argh
#4953 posted by Jago [88.195.214.20] on 2008/08/08 14:35:18
That was supposed to go into Mapping Help
 Dear God
#4954 posted by Spirit [80.171.7.145] on 2008/08/08 14:40:04
I really wish I did not think about the ambiguity of Shambler's post.
Anyways, now to make this not yet another "chatting on a message board" post:
Are there any Quake maps that feature nice visual illusions/tricks? I mean stuff like geometry that looks like something else if look at from a certain angle (not simply "hallway hidden with shadows" stuff)?
You could make a level that looks innocent, but if you look from a secret place it spells "you like sheep".
Like that art thing where there are stripes in a room and from a certain angle you see geometric forms from them (can't be arsed to search the links).
 In The UK On TV Channel 4
#4955 posted by RickyT23 [86.139.123.230] on 2008/08/08 15:06:37
they have an advertisement scheme which does that with all sorts of stuff - coastal rock formatons, cityscapes, ornamental gardens, industrial areas and stuff like that. As the camera moves you see a "4" appear from the stuff in the shot, then dissappear again as the camera nangle shifts...
http://www.youtube.com/watch?v=-CV...
this link ^^ the first clip is a good example, the next two aren't but the rest after that are....
http://www.youtube.com/watch?v=sbZ...
this one ^^ is cool! Although you can only see the "4" for a couple of seconds
http://www.youtube.com/watch?v=jGn...
...ahh, you get the idea. There are loads of these....
 Well...
#4956 posted by Shambler [77.97.138.124] on 2008/08/08 15:17:46
go map!
 Hmm
#4957 posted by nonentity [87.194.146.225] on 2008/08/08 16:08:39
You're playing 4od, the best place to play the custom maps you want, on demand.
Part of me does intuitionally revulse at the idea of art/creativity inspired by advertising gimmicks...
 Cs_starling Public Beta 01
#4958 posted by wrath [213.112.29.182] on 2008/08/08 23:51:49
http://www.grayheaven.net/cs_starl...
Cubemaps might be fucked, lighting might be fucked, the whole damn map is most probably fucked.
If there is no func_ cs:s server running custom maps, I might be able to host something for us to playtest maps on. Might.
Comments are unwelcome, expected, probable, and will of course go ignored.
 I Think There Was A Map Called The Fly
#4959 posted by nitin [124.168.12.132] on 2008/08/09 01:55:56
by markus klar.
 I Could Have Almost Made It
#4960 posted by HeadThump [4.136.90.86] on 2008/08/09 04:24:19
immortality would have not been so difficult to adjust to, the chasm of time would have been a cinch if not for bees, markus klar fly references and Sunday Afternoons, things that I refer to as the long dark tea time of the soul.
 Spirit
#4961 posted by Tronyn [24.78.41.15] on 2008/08/09 08:05:38
You mean like in Doom, where e3m2, The Slough of Despair, is actually in the shape of a hand?
The Fly is the only one I can really think of for Quake, although nowadays with the ability to rotate textures and keep them aligned (lol the sideways section must have been a bitch for him), it'd be much easier to do.
One time I was gonna make a Heretic 2 SP map, in my usual Arabian theme, and have the whole map be the shape of the heretic sign, that the player would see when he exited, and flew above the city (it'd be a spacemap)
 I Mean (for Example) Stuff Like This
#4962 posted by Spirit [213.39.129.132] on 2008/08/09 13:30:23
http://www.quaddicted.com/stuff/sp...
But actually pointing at something. It's a load of work making it point properly.
Maps whose overall shape is something are nothing "special" for the player (except for rpgsp1 of course).
 Headthump
#4963 posted by ijed [190.20.103.34] on 2008/08/09 17:53:25
I call it the Brunch of eternal misery.
Now there's a speedmapping theme.
 Oh Yeah,
#4964 posted by ijed [190.20.103.34] on 2008/08/09 17:54:54
Wrath, if you don't want or care about comments, why are you posting on a messageboard?
 Ijed
#4965 posted by wrath [213.112.29.182] on 2008/08/09 20:14:09
Are you retarded?
I'm not asking to be mean, or to imply anything, I just think it would be good to know for future reference.
Are you an intellectual infant? Are you slow-witted? Have you gone soft in the head of late or were you born such?
 I Was Dropped As A Child.
#4966 posted by ijed [190.20.103.34] on 2008/08/09 21:35:07
Fuck you.
 He Doesn't
#4967 posted by Text_Fish [82.32.29.116] on 2008/08/09 22:22:47
care about comments because he doesn't understand them.
Also Wrath, some screenshots would be spiffing, especially as Func_ doesn't have a huge CS:S following and therefore you'll have to make an extra effort to get anybody interested.
Aside from the fact that I do happen to like CS:S, absolutely nothing you've posted has enticed me towards your project. Shame.
#4968 posted by Trinca [89.181.97.249] on 2008/08/09 22:28:33
"especially as Func_ doesn't have a huge CS:S"
roulfff if we got any someone shoot the bastard for playing faget games...
 Lol
#4969 posted by Bal [90.2.43.145] on 2008/08/10 00:10:35
What kind of wankers play CS anyways...
#4970 posted by wrath [213.112.29.182] on 2008/08/10 00:20:46
Aside from the fact that I do happen to like CS:S, absolutely nothing you've posted has enticed me towards your project. Shame.
Yeah, I was so looking forward to your specific input.
Screens are at http://www.grayheaven.net/starling...
 Bal
#4971 posted by wrath [213.112.29.182] on 2008/08/10 00:25:02
you french sausage-rider, what say you get yourself unfucked post haste and join the program?
Anyway, I'm the kind of wanker who play cs:s. Or rather, we play it on our lan-meets. So it was either a cs:s map or a q3ctf, and the q3 editors all suck more than shambler used to do.
You know, when he still had most of his teeth and only whored himself out for money.
 Ijed
#4972 posted by wrath [213.112.29.182] on 2008/08/10 00:27:37
I Was Dropped As A Child.
Although not from a great enough height.
Are you telling me that you didn't understand what I meant in my original post or are you just trolling for a fight?
 Trolling
#4973 posted by ijed [190.20.103.34] on 2008/08/10 00:59:42
My point was that if you want feedback, the normal way to go about it is not be a cunt.
But hey, maybe your method will work as well.
 It'll Fail
#4974 posted by wrath [213.112.29.182] on 2008/08/10 01:59:26
because there seems to be a func_wide aversion to cs:s. Fine. Be that way. See if I care. Fuck all of you forever.
 Yay
#4975 posted by nitin [124.168.12.132] on 2008/08/10 02:38:07
wrath is back.
 Func - 1 Wrath - 0
#4976 posted by Sielwolf [91.4.255.72] on 2008/08/10 02:38:13
...and the Quest for the Holy Crate continues.
 What The Fuck Id CS:S?!?!!?!
#4977 posted by RickyT23 [90.199.193.191] on 2008/08/10 02:50:46
forgive me bt I dont know...
btw those screenshots looked cool (eh? megaman)
nice map....
 Camperstrike?
#4978 posted by Mr Fribbles [121.44.227.234] on 2008/08/10 02:53:45
You have to wait for the entire round to end before you respawn? The fuck? For that reason alone I have never played and will never play camperstrike.
p.s. screenshots look good, ignoring the vaguely homo-erotic man-on-man action that seems to be taking place with the human figures inside them.
 Seriously
#4979 posted by RickyT23 [90.199.193.191] on 2008/08/10 04:46:16
I want to kill you guys on q1 DM. even if its that DM Q1 level which is METAL with the lava and the RL....
I'm completely in=experienced at doing it with Q1
tell me what to do and I will do it.
 Washing The Map
#4980 posted by MadFox [84.26.60.178] on 2008/08/10 09:08:14
Run my map through deathmatchmaker to fit all textures again. Then the map got broke because of it's size. Imported it in Qoole, which was the only one that would import it.
All lights were damaged, and all the funcs got a delay=1, even the lights. Now i"m back on trace, at least all textures fit. Now I exceeded the lightmaps again.
What is this nasty habbit of recompiling a brush with just a thin 1 size brush around it?
Can't see the meaning of an empty brush as that it consumes massive lightmaps!
http://members.home.nl/gimli/haku0...
http://members.home.nl/gimli/haku0...
 MadFox
#4981 posted by Text_Fish [82.32.29.116] on 2008/08/10 16:59:36
Deathmatch Maker is an absolutely terrible editor. I'd avoid it at all costs.
And to the CS:S haters: Sorry it's not Quake and sorry it's so popular everywhere else, but it is still quite a fun game.
 Er
#4982 posted by RickyT23 [90.199.193.191] on 2008/08/10 17:29:57
Im serious
I dont know what CS:S is.
Cascading Style Sheets?
Counterstrike. I suppose. That's meant to be a well popular game isn't it!!! Hehe - never played it...
 Counter Strike: Source
#4983 posted by Text_Fish [82.32.29.116] on 2008/08/10 18:55:15
But yeh, you've got the right idea.
Give it a shot if you get the chance, it's a fun way to while away some spare time. Provided you find a good server -- a lot of them get trolled by people like Wrath.
 MadFox
#4984 posted by Sielwolf [91.4.206.189] on 2008/08/10 18:59:00
the second shot looks nice, but the castle is only one texture. Some variation would look much better (wooden trims, metal buttresses...).
Looking forward to play.
 ...
#4985 posted by Sielwolf [91.4.206.189] on 2008/08/10 19:02:25
Give it a shot if you get the chance, it's a fun way to while away some spare time.
I'd rather watch paint dry tbh.
 Wrath
#4986 posted by bambuz [91.152.66.83] on 2008/08/10 22:03:33
Nice that it's got lotsa different styles and colors like in real world.
 Ricky
#4987 posted by bambuz [91.152.66.83] on 2008/08/10 22:07:37
get quakeworld.
Nquake is a good package for beginners:
http://nquake.com/
Ezquake is the name of the quakeworld client.
Then when you have quakeworld go to www.quakeservers.net, find a uk server from the list, copy its ip address, then open up ezquake, type "connect ipAddressHere" and you're there.
Or that's one way to do it.
 I Mean
#4988 posted by bambuz [91.152.66.83] on 2008/08/10 22:08:10
ezquake is the client provided in the nquake package.
 Also
#4989 posted by bambuz [91.152.66.83] on 2008/08/10 22:08:39
you can paste to qw console with ctrl-v
 Thanks For The Tips
#4990 posted by RickyT23 [90.199.193.191] on 2008/08/10 23:57:51
Trinca just blew me all over Quakeworld
Aerowalk, dm2 and dm6. Heh - was fun
ezQuake is very easy to use.....
now I know how, I intend to try and kill you ALLL!!!!!!!
 Map It To The Wall
#4991 posted by MadFox [84.26.60.178] on 2008/08/11 06:42:07
texfish: I use DDM because it instantly retreats my textures back on grid. I never noticed texmislignments.It also stamps all my brushes back to integers which makes it easier to find the "sick" brush. And despite of all other errors, like crazy broken patterns as it was winqbsp, it never returns with HOM's.
Sielwolf:The original map was at the same max lightmaps, and although I compiled it as good as I could, it caught Hom's and leaks (aargh).
reason I tried this rather stupid way of converting the map to compare the right parts.
Point is I always need to stuff things up when I ain't got brushes left.
 I'd Recommend Worldcraft
#4992 posted by Text_Fish [82.32.29.116] on 2008/08/11 11:50:41
if texture alignment is your main problem. I've never come across a more user friendly texture system. It won't just do it all for you, but to be honest I can't understand why you'd want to hand control of texture alignment over to the software anyway.
 Worldcraft 3.3
#4993 posted by RickyT23 [86.139.123.230] on 2008/08/11 11:56:09
Select all brushes => select "texture application mode" => click on "fit" or "bottom left" or "center" => "Voila!!"
 QuArK
#4994 posted by Spirit [80.171.20.213] on 2008/08/11 12:10:02
Quark's texture tools are amazing too. If only the thing would not be so slow.
 QuArK
#4995 posted by rudl [213.235.198.252] on 2008/08/11 12:27:07
I second that, QuArK has modern texture tools and the possibility to set the texture scale, rotation... manually like in bsp.
 So...
#4996 posted by Lardarse [62.31.165.111] on 2008/08/11 12:49:55
Why do you mappers not like GTKRadiant?
 GTKRadiant
#4997 posted by Text_Fish [82.32.29.116] on 2008/08/11 12:54:53
is difficult to break in to. I've had it installed for years, but every time I open it up I just find myself questioning whether it's worth finding my way around it. It's not very straightforward for beginners.
#4998 posted by Trinca [194.65.24.228] on 2008/08/11 13:59:18
GTKRadiant = pain in the ass to start!
Quark = pretty easy to start...
#4999 posted by rudl [213.235.198.252] on 2008/08/11 14:15:56
GTKRadiant, bsp, ogrier are very similar in my opinion. Once you learnd one it is not that difficult to learn another of these.
QuArK is completely different
 Yay
#5000 posted by Vigil [91.152.66.83] on 2008/08/11 22:54:15
Never leave us, wrath.
 Tex Mislignments
#5001 posted by MadFox [84.26.60.178] on 2008/08/11 22:59:57
I'm just mapping brush for brush, so it is evidently I break up in a total texture mess. I never noticed untill someone made me aware.
Even now i find it frustrating to spend houres matching all those creepy lines.
I only used this DMM because it also returns a map without HOM's or leaks. At least that's a positive thing of the programm. I can throw away all garbage and keep the the good part.
I tried worldscraft to see if it has a easier way to convert them,
thanks for the tip.
I'm so convienent with Quark that other editors always make me wonder how to use the buttons.
I tried NewBsp but I couldn't import maps, only make them.
QRadiant made me search for houres to even start.
I know, they're good editors, only I am a impatient manual reader.
 Madfox
#5002 posted by RickyT23 [90.199.193.191] on 2008/08/11 23:27:22
Also there are two boxes "to world" and "to face".
Select all brushes with messed up textures
then
Press texture alignment button
then
Tick box "to world" and set scale 1 and 1, also alignment 0 and 0, then ENTER
you can select textures by clicking the 3D window (yeah!), [shift] + select lots of textures!!
then quick button - bottom, top, left, right, center, fit.
#5003 posted by RickyT23 [90.199.193.191] on 2008/08/11 23:29:26
in Worldcraft 3.3, not 1.6. Also move, rotate brushes and the texture NEVER goes wrong. Texture lock is perfect.
 Nevermind
#5004 posted by MadFox [84.26.60.178] on 2008/08/12 01:36:57
just finding my WorlCraft versions.
Aargh, why did I never got the official version.
it's like with Qoole, I can download all the updates but they all go wrong on 300 brushes limit version.
 Yet More Randomness
#5005 posted by Jago [88.195.214.20] on 2008/08/12 02:54:14
 Worldcraft
#5006 posted by MadFox [84.26.60.178] on 2008/08/12 02:56:24
1.5 works, but 3.3 only install the halflife version. So my tex is still offline.
 OK, Solutiion:
#5007 posted by RickyT23 [90.199.193.191] on 2008/08/12 03:11:42
http://www.quakeone.com/qadapter/
install Worldcraft 3.3 to "c:\program files\woldcraft\" (default)
if you put it anywhere else this wont work
install quakeadapter, linked to above
your textures must go in "c:\program files\worldcraft\textures"
it will now convert any textures in this folder everytime you startup Worldcraft, all ready to use...
 Also
#5008 posted by RickyT23 [90.199.193.191] on 2008/08/12 03:16:53
Aguire's TxQbsp.exe will work with the converted half-life textures.
in Worldcraft, click tools => options => build programs to see the set up for build programs.
F9 is the button to compile and run, but you can use a command prompt.
"csg" is set to "nomapversion.exe"
what this does is remove Half-Life KEY "mapversion" "220" from .map file.
this can be also removed in a text editor but its a non-critical error.
 I Concur; WC3.3 Is Very Powerful
#5009 posted by Tronyn [24.78.41.15] on 2008/08/12 11:40:42
it's worth the trouble to get it working.
 Dust In The Air
#5010 posted by Orl [68.38.78.49] on 2008/08/12 15:07:58
Here is my attempt to create another theme not normally seen in Quake. A desert theme complete with cacti, buffalo skulls, and a saloon.
This map is designed to be played with midair mode, a mod where the object is to launch the player off the ground using only rockets, and then blasting him while in the air.
This map is also practice of my mapping skills, and to see just how precise txqbsp is. Many of the small details in the map like the cacti and skulls are off grid, and txqbsp does a nice job and putting them all together.
Be forewarned though, if your computer isn't equivalent to that of a rocket engine, you won't have stable fps. Small as it is, this map is very heavy on framerate, especially when looking down from the sky.
But again, its just my attempt to try something different. I doubt it will get any gameplay because of the performance drop, but it's nice to look at.
Screenshots:
http://orl.fvfonline.com/misc/omsa...
http://orl.fvfonline.com/misc/omsa...
http://orl.fvfonline.com/misc/omsa...
http://orl.fvfonline.com/misc/omsa...
Download with .map and .wad included:
http://orl.fvfonline.com/omsair.zi...
#5011 posted by Trinca [194.65.24.228] on 2008/08/12 15:25:26
ORL u sent me the map and i´m sorry becouse i didn´t saw it at the right time!
:(
i think map is pretty cool but the upper part should be remove!!! midair dont supose to have a place to rest up...
second thing! the walls of canion should also be 100% vertical they could have the curves u´ve done but noclip brushes so the player can some stright down and not rest in walls!!!
anyway is a cool map i like the theme a lot!
now go fix those things and people will play it for sure becouse if pretty nice!
thks!
#5012 posted by Trinca [194.65.24.228] on 2008/08/12 15:27:33
ops forget to say :) if this version is diferent from te last u sent me i´m sorry becouse i might wrote some stuff bad... but i will see again properly today if i have time!
 Hmm
#5013 posted by nonentity [87.194.146.225] on 2008/08/12 16:17:16
Oooh, desert theme. Wasn't there a Q3SP mod with a similar setting?
(Go on, 'how dare you mock my inability to finish projects' and quit, go go go ;)
 I Think It Was Called
#5014 posted by Jago [88.195.214.20] on 2008/08/12 16:18:59
Coriolis Dune
heh
heh heh
heh.
 Hmm
#5015 posted by nonentity [87.194.146.225] on 2008/08/12 16:24:09
Heh heh.
Gotta love the fact Lun's just a joke these days...
Go on, quit >_>
 Be Nice To Lun
#5016 posted by RickyT23 [86.139.123.230] on 2008/08/12 16:43:22
I like him now. He's consistent and honest. And his maps and textures are really cool.
ORL - That looks fucking cool. It would make a cool part of an episode, say if you went through a base map and the slipgate at the end was malfunctioning. Then all of a sudden
BOOF!!!!
You fall from the sky and land in the middle of a desert. That would be a cool moment. The cactuses and buildings look really well done.
 Cool Cool Cool Cool.
#5017 posted by RickyT23 [86.139.123.230] on 2008/08/12 16:44:02
I need a new word
 Not Taking That Bait
#5018 posted by Lunaran [24.158.1.74] on 2008/08/12 18:59:49
because I'm quite confident in what I've been working on this month.
 Hmm
#5019 posted by nonentity [87.194.146.225] on 2008/08/12 19:23:55
Are you implying that if we catch you on a bad day we can make you quit? :Awesome face:
What you been doing anyway?
 It's Happened Before
#5020 posted by Lunaran [24.158.1.74] on 2008/08/12 22:22:07
I just didn't give anyone the satisfaction of a fiery last post.
I've been working on lunsp2.
#5021 posted by Scampie [24.158.1.74] on 2008/08/12 22:27:37
GrindEntity: How's your new map coming along?
 Hmm
#5022 posted by nonentity [87.194.146.225] on 2008/08/12 23:01:23
Map?
You're tripping, I don't map. Like I said in the Mystic Gemini thread, I spend more time in photoshop these days. But if you mean how's my latest commission coming along, it's fine thank you, I've got the concept/art finalised and am now abstracting it into various horribly corporate mediums (I'm such a hack).
And I think Grintity is probably the best portmanteau tbh.
Sweet news Lun, don't let the evile last 5% stop a release plix :)
 Worldcraft
#5023 posted by MadFox [84.26.60.178] on 2008/08/14 02:24:31
RickyT #2007 Thanks for the link!
 And
#5024 posted by MadFox [84.26.60.178] on 2008/08/14 02:30:50
when I lie in moon eclipses
patiently watching sun's wink
reflecting on her moon shape whispers
http://members.home.nl/gimli/jetla...
that duke3 moon jet laggers me kink!
 I Ment
#5025 posted by MadFox [84.26.60.178] on 2008/08/14 02:37:49
why are those links such a shrink.
#5026 posted by Lunaran [24.158.1.74] on 2008/08/14 17:51:27
there once was a mapper named madfox
whose maps were all leaky and badbox
his posts make no sense
a masterpiece which you whom
the twinge comes to get follows, arranges screenshots of places and or accurately completes it from the order as people, kindly there is entrusting
#5027 posted by MadFox [84.26.60.178] on 2008/08/14 21:37:03
I comprehend the feeling of rime you reply and won't argue the reason why you (as always)want to intrude me, as I still need a dictionary to understand what YOU mean..., but
I can't see why you turned on the fourth sentence. I won't call you a Buthead for you explained well my reaction when you piss me off. Good article from IRC.
http://members.home.nl/gimli/06080...
 Lunaran
#5028 posted by MadFox [84.26.60.178] on 2008/08/14 21:41:26
thanks for the texture help in Qmle.
 Madfox
#5029 posted by Lunaran [24.158.1.74] on 2008/08/14 22:58:10
I do like you.
coincidentally, where is that papercraft program again?
 Rolling On My Ass
#5030 posted by HeadThump [4.136.90.23] on 2008/08/15 07:23:11
coincidentally, where is that papercraft program again?
Seriously, I had to go get a cough drop for my throat after laughing at that one.
 Lunaran
#5031 posted by negke [82.82.187.32] on 2008/08/15 09:45:26
 Orbfacts
#5032 posted by MadFox [84.26.60.178] on 2008/08/15 18:43:12
When I was trying to construckt an Orb base I came to the point I had to work with parts of the model. This for a construcktion scene.
So I reconstruckted the model with brushes, but when I was ready the model needed so many brushes I could only use a few in a small map.
http://members.home.nl/gimli/orbqu...
Then I remembered the voidents from wazat, which includes mdl files, so now I'm using parts of the model in facts. They tend to use almost no data.
 I Guess James Cameron Was Right After All, Back In '84.
#5033 posted by Kinn [86.158.50.87] on 2008/08/15 21:16:25
This is how the world ends.
It has been...emotional.
 No Fate But What We Make
#5034 posted by Blitz [67.168.57.20] on 2008/08/16 03:17:05
#5035 posted by [91.122.107.134] on 2008/08/20 03:41:32
 Speedy:
#5036 posted by metlslime [64.175.155.252] on 2008/08/20 03:46:07
since you're back, maybe you should tell us what's happening with the rmx contest.
 Yeah!
#5037 posted by RickyT23 [90.199.193.146] on 2008/08/20 03:57:43
Whats that all about?
#5038 posted by spd [91.122.107.134] on 2008/08/20 04:04:41
tomorrow
 A Few Shots
#5039 posted by Tronyn [24.78.41.15] on 2008/08/20 20:51:15
alright I made a Qexpo booth, and posted some shots of my upcoming projects
http://qexpo.tastyspleen.net/booth...
There is (what may be) a surprise at the bottom
Not all of the shots are great, I could have posted less shots, but whatever.
 Re: Shots
#5040 posted by necros [206.186.24.146] on 2008/08/20 21:14:26
arcanum shot2: badass
roman shot 2: badass
roman shot 4: badass
n1! ^_^
 Seconded
#5041 posted by negke [82.82.173.15] on 2008/08/20 21:19:16
#5042 posted by nitin [124.168.37.93] on 2008/08/21 00:30:14
arcanum, all shots look badass.
others look good but not as good as Arcanum.
 Lol
#5043 posted by nakasuhito [67.40.104.162] on 2008/08/21 04:17:16
arcanum and roman look great! dunno what else to say other than arcanum and roman look great! cousin roman!
this makes me hate myself for never finishing anything! i need some extreme inspirational text/video to get me into mapping for more than 1/2 hours.
#5044 posted by [Kona] [118.92.142.201] on 2008/08/21 04:57:35
Awesome! I can't wait for all of them, but especially A ROMAN WILDERNESS OF PAIN. I think I once downloaded your scraps for that aswell (when you put them all on your website) and was gonna do something with them. About an hour in, I changed my mind :D But I loved the theme.
 Yesss
#5045 posted by necros [99.227.108.217] on 2008/08/21 06:03:25
the scraps! that's why that name sounds familiar! iirc, you seem to have moved away from the extreme red blood + white stone motif... or is that just not in the shots you posted? i loved those scraps. ^_^
#5046 posted by Tronyn [24.78.41.15] on 2008/08/21 23:52:37
haha nakashuito, if I can finish stuff that's been unfinished for 9 years anything should be possible - and I am finishing this stuff, these projects will be released this year (except unforgiven).
Re: Roman Wilderness
Pretty much all of the scraps are in the 4 maps in some form or another - the white stone stuff is in map four, the roman shot 4 is the start of map 4, so there's more of that type of stuff in there that isn't shown.
Re: Arcanum
I tried not to show too much - frick I'm retarded, even now I'm rebuilding my maps to a degree (lol) - Arcanum shot 2, shows part of an area that is my favourite area out of all my maps, so I don't want to give it away really. Lighting that area has been a horrible bitch (although I suck at lighting generally, being used to doing maps almost totally set outdoors)
 Impressed
#5047 posted by Drew [203.189.134.3] on 2008/08/25 14:49:59
Fucking shit that looks amazing.
I used to play the roman scraps all the time, so I practically pissed my pants when I saw that you're working on it. Arcanum of course looks badass. I'd like to thank you for being such a fucking workhorse!
 Anyone See Matthias Worch's Qexpo Booth?
#5048 posted by nitin [124.168.119.143] on 2008/08/26 15:53:03
h;s making another map.
 I Like This Guy!
#5049 posted by RickyT23 [81.157.18.43] on 2008/08/26 16:07:43
http://www.worch.com/2008/08/24/bb...
He "plans ahead" the same way I do - I dont!
 Fuck ME!!!
#5050 posted by RickyT23 [90.199.193.131] on 2008/08/31 03:54:45
http://qexpo.tastyspleen.net/booth...
I really hope this guy finishes his map - @The Nightmare@ - bathed in blood baby!
 The Nightmare
#5051 posted by nakasuhito [65.100.217.34] on 2008/08/31 21:37:53
has giant peanuts! (1st screenshot).
just saw arcade quake and it looks funky as hell :)
http://qexpo.tastyspleen.net/uploa...
http://qexpo.tastyspleen.net/uploa...
 Oh The Fullbright
#5052 posted by Lunaran [97.87.13.222] on 2008/09/01 03:29:20
OH THE HUMANITY
 That's The Worst Map I've Ever Seen
#5053 posted by Scampie [24.158.1.74] on 2008/09/01 06:11:42
#5054 posted by nakasuhito [65.100.217.34] on 2008/09/01 06:57:15
i thought it looked cool :(
 It Does Look A Bit
#5055 posted by Text_Fish [82.32.29.116] on 2008/09/01 10:51:27
'busy' architecturally. Hard to see what's what. S'pose when they get some lighting in there the contrast will make it easier to pick out relevant details.
#5056 posted by [Kona] [118.92.142.201] on 2008/09/03 04:10:50
 Yep
#5057 posted by Scampie [24.158.1.74] on 2008/09/03 05:28:58
that's a Kona map.
#5058 posted by Trinca [194.65.24.228] on 2008/09/03 10:19:22
looks evil :)
 Scampie
#5059 posted by Lunaran [97.87.13.222] on 2008/09/03 14:34:19
if all you have to contribute is trolling then stop posting on this board.
 Reminds Me Of
#5060 posted by ijed [216.241.20.2] on 2008/09/03 15:16:03
Grindmill - which always felt like it a should have been a q1 map ;)
 Kona's Maps
#5061 posted by rudl [78.104.13.249] on 2008/09/03 19:17:53
Were among the first usermade maps I played and I just thought I want to make maps too.
Can't wait to play that map ;)
 Hmm
#5062 posted by nonentity [86.129.34.237] on 2008/09/03 20:56:36
that's a Kona map.
Pretty much. 3rd shot looks particularly kewl tho.
And kekeke@Lun
 Hmm
#5063 posted by nonentity [86.129.34.237] on 2008/09/03 21:03:18
Hang on...
I'm confused, is that now a map in progress or are you just duplicating the scraps screenshot from the QExpo thread?
#5064 posted by [Kona] [118.92.142.201] on 2008/09/04 00:47:14
nah i want to finish it, one day. might change the textures though.
 Bump
#5065 posted by RickyT23 [90.199.193.47] on 2008/09/06 05:48:55
well its not exactly anything to get excited about atm:
http://shub-hub.com/files/images/r...
Im going to South Africa for three weeks on the 15th. I honestly dont think I will have any gameplay in place at that time, although when I get back it may be fairly imminent! :P
still this is the first map of the episode. or atleast the first one I will have made for it.....
#5066 posted by gone [78.37.160.55] on 2008/09/07 06:12:41
 Re: Arcade Quake
#5067 posted by Mikemc [24.82.170.109] on 2008/09/07 07:06:16
Is it done by the same people who made Target Quake?
 Nope.
#5068 posted by erc [85.108.21.11] on 2008/09/07 11:32:41
#5069 posted by Scampie [24.158.1.74] on 2008/09/08 19:47:48
Vague, wireframe editor shots really aren't very imformative, or let us offer any critism of the map Ricky. Not really exciting.
 I Know Scampie, I Know...
#5070 posted by RickyT23 [90.199.193.191] on 2008/09/08 20:48:58
I just didnt want you guys to think I wasnt busy! Atleast you can see roughly how much I have dont since 'RMX :P
 Trying Skyboxes
#5071 posted by MadFox [84.26.60.178] on 2008/09/08 23:29:52
#5072 posted by Zwiffle [66.170.5.18] on 2008/09/08 23:54:46
Your doom1map1 is coming along pretty well.
 Madfox
#5073 posted by [Kona] [118.92.142.201] on 2008/09/09 00:44:04
yeah but i hope you intend on putting a little more detail into those rooms
 Ricky
#5074 posted by bambuz [91.152.66.83] on 2008/09/09 08:51:37
you do use visgroups right, just deleted em for this shot?
 Sort Of - Half Correct :P
#5075 posted by RickyT23 [86.136.54.58] on 2008/09/09 10:28:33
I group things all the time, and I used to use coloured visgroups in WC, then hide some when I was working on a specific part, but I prefer just to have all of the lines in the 2D windows white, and I dont bother hiding anything anymore.
My vis-"blocking" is a lot better than it was :)
 I Never Use
#5076 posted by Text_Fish [82.32.29.116] on 2008/09/09 12:32:26
visgroups either, but I think I'd need to learn to before building anything that complex!
 Opinion Please.
#5077 posted by wrath [213.112.29.182] on 2008/09/10 18:50:05
Which shot appeals to you more, and why?
http://www.grayheaven.net/de_somer...
http://www.grayheaven.net/de_somer...
In four hundred words or less. Please include references and a bibliography.
 B
#5078 posted by Spirit [213.39.174.116] on 2008/09/10 18:57:49
Because it has warmer colours. Like 0.0001%.
 A
#5079 posted by Text_Fish [82.32.29.116] on 2008/09/10 19:57:08
Because it doesn't have warmer [or more uriney] colours.
 A
#5080 posted by JPL [82.234.167.238] on 2008/09/10 21:03:26
Because I don't like yellow taint on B
 Eh
#5081 posted by Shambler [77.97.138.124] on 2008/09/10 21:59:49
That's a really fucking gay custom Quake engine you're using there...
 Wrath
#5082 posted by Lunaran [24.158.1.74] on 2008/09/10 22:08:06
it doesn't make any goddamn difference at all. "warm" or "cool" is a much bigger decision than "50% saturated" or "60% saturated." quit obsessing over it.
#5083 posted by wrath [213.112.29.182] on 2008/09/10 22:19:25
Thanks everybody!
Shamb,
Yeah. But then again, fuck your mother.
Lun,
The difference is more than simply ten percent saturation. It's desaturated and then color graded to drain the blue out of the picture. I've also adjusted the levels slightly.
A is completely undoctored, by the way.
 Duh
#5084 posted by Kinn [86.153.225.202] on 2008/09/10 22:48:52
clearly the next-gen solution is to desaturate it and hue-shift everything to brown, so B obviously.
After all, that's what sold the bazillion copies of Gears of War, not the fun visceral combat or anything.
Keep tweakin' those colour levels!
 A
#5085 posted by Lardarse [62.31.165.111] on 2008/09/10 22:59:06
feels cleaner
#5086 posted by Trinca [89.180.17.189] on 2008/09/10 23:18:20
wrath stop mapping for crappy games!!! go make a proper Q1 map :)
peace!!!
ps-> i cant coment on a engine i dont know ;)
 Post Processing
#5087 posted by Lunaran [24.158.1.74] on 2008/09/11 00:23:04
covers up poor art direction and bad lighting.
Can't coordinate a project well enough to pick colors that match in any given scene? Fix it in post!
Your lighting model (or your lighters) too shitty to make a scene look halfway believable? Fix it in post!
Blew your texture budget so hard the entire scene devolves into visual noise? Fix it in post!
#5088 posted by Zwiffle [24.183.101.72] on 2008/09/11 01:06:03
Are you upset that Aliens: Colonial Marines post processed over your stuff?
 Uh...
#5089 posted by metlslime [64.175.155.252] on 2008/09/11 01:14:41
The color difference between shots A and B is less than the color difference between two randomly chosen monitors, so it's pointless to worry about it.
 Hmm
#5090 posted by nonentity [78.86.160.234] on 2008/09/11 01:34:29
Trinca, why can you not comment on the aesthetic appeal of two comparative images? Imagine they're actual RL rooms, I assume you can deal with that concept (unless you continually walk into walls in your house because it's the 'wrong engine')
A btw, it looks more realistic, less game-y. But as Lun says, it makes little difference. Either would look good if I hadn't seen the other.
 They Look The Same To Me! :P
#5091 posted by RickyT23 [86.136.54.58] on 2008/09/11 10:09:50
The level looks quite cools though. I like the organic element to it - like it's genuinely a bit fucked up because its a bit old n' stuff. Nice work!
Also: - you must have a massive monitor....
 Lun;
#5092 posted by wrath [213.112.29.182] on 2008/09/11 12:47:40
Can't coordinate a project well enough to pick colors that match in any given scene? Fix it in post!
Your lighting model (or your lighters) too shitty to make a scene look halfway believable? Fix it in post!
Blew your texture budget so hard the entire scene devolves into visual noise? Fix it in post!
I have no idea who pissed in your cornflakes, but it wasn't me, alright?
There is no project, there is no texture budget. It's just me and hammer, so take a deep breath and suck my cock.
 Wrath
#5093 posted by RickyT23 [86.136.54.58] on 2008/09/11 13:43:51
Lun loves you really. Everyone pissed in his cornflakes.
 Uh Yeah
#5094 posted by Mr Fribbles [59.167.151.140] on 2008/09/11 14:26:35
I liked B better, looks warmer and more natural.
 I Think He's More Offended By Post Processing
#5095 posted by RickyT23 [86.136.54.58] on 2008/09/11 14:42:15
than he is by Wrath's shot. I guess I can see his point - it's the same theory with minlight. Less colour-diversity I would imagine.
Still; popcorn at the ready!! Sunglasses. Bad Afro haircut. No, wait, thats an Alien Ant-Farm music video.....
 (A Is Better)
#5096 posted by RickyT23 [86.136.54.58] on 2008/09/11 14:45:24
 A
#5097 posted by nitin [124.168.28.16] on 2008/09/11 14:58:20
lighting looks better in it.
#5098 posted by ijed [216.241.20.2] on 2008/09/11 15:17:53
B has better contrast but oversaturated colour.
#5099 posted by Scampie [24.158.1.74] on 2008/09/11 17:39:32
wrath, they're exactly the same. I can see they're different, but no one in the world will ever know or care when it's in motion.
And if the lighting was a bit nicer with some better contrast and mixture of cool and warm colors, that version would look infinitely better anyway.
#5100 posted by gibbie [145.116.239.162] on 2008/09/11 19:35:14
what scampie said... plus that scene is kinda boring....
#5101 posted by wrath [213.112.29.182] on 2008/09/11 23:39:49
So was your post. I for one want my money back.
 Metslime
#5102 posted by ijed [216.241.20.2] on 2008/09/12 00:33:58
Charges you to read func?
 Wrath
#5103 posted by [Kona] [118.92.142.201] on 2008/09/12 00:37:27
what game is this? and yes, your monitor is fkn monstrous
 Looks Like Counter-Strike: Source
#5104 posted by Lardarse [62.31.165.111] on 2008/09/12 03:18:40
If you can call it a game, that is...
#5105 posted by wrath [213.112.29.182] on 2008/09/12 09:48:46
It's counter-strike:source, yes. And my monitor is a 20 inch wide, nothing monstrous.
 Unlike Your...
#5106 posted by bear [213.89.246.76] on 2008/09/12 11:13:34
!
#5107 posted by wrath [213.112.29.182] on 2008/09/12 11:46:03
Nah, you don't want to scare the ladies. Mine is fascinating and friendly, yet strong and reliable.
 Not As Bad As Worch's Shot:
#5108 posted by RickyT23 [86.136.54.58] on 2008/09/12 12:15:39
http://www.worch.com/wp-content/up...
He must have a bigger monitor! :P
But you know what they say about a man with a big monitor.....
#5109 posted by wrath [213.112.29.182] on 2008/09/12 12:43:30
That is 1600*1200, no? I actually run two 20" wides next to each other for a total of 3360*1050 of screen real estate. So, you know, neener neener.
But you know what they say about a man with a big monitor.....
He needs a powerful graphics card?
 No Worch's Shot Is 1080x1920
#5110 posted by RickyT23 [86.136.54.58] on 2008/09/12 12:50:53
and if we're having a competition
I'm using 3 monitors - a 22" 1680x1050 (or whatever it is) a 19" 1440x900 and a 19" 4:3 1200x1600 :P
And what they say is that he's mprobably compensating for something.....
(ooooh)
 BSP
#5111 posted by ijed [216.241.20.2] on 2008/09/12 16:59:21
Editor does look pretty nice. I have to get round to installing it.
 Some Screenies From My New Q4sp Map
#5112 posted by PuLSaR [80.80.111.129] on 2008/09/17 13:44:08
 PuLSaR
#5113 posted by JPL [213.30.139.243] on 2008/09/17 14:07:49
Looks interesting ;)
#5114 posted by Trinca [89.180.156.252] on 2008/09/17 15:33:44
ohhh fuck PuLSaR took the wrong side of the force :(
anyway looks nice... now comeback to Quake please :)
 Trinca
#5115 posted by PuLSaR [80.80.111.129] on 2008/09/17 16:40:14
don't worry, i think you'll see my new quake release pretty soon
 AAAAAAaaaaaaaahhhhhhh
#5116 posted by JPL [213.30.139.243] on 2008/09/17 16:58:02
Goood !!
#5117 posted by Trinca [89.181.47.62] on 2008/09/17 20:52:00
fucking great!!! :)
#5118 posted by [Kona] [118.92.142.201] on 2008/09/18 02:51:10
q4 - awesome :D
quit with the indoor tech though - try to do some outdoors stuff at least.
just about every single bloody doom3 custom level i've played is the same indoor shite from doom3.
just played the haunted house custom level for serious sam II. now this is a game with HUGE variety in design and themes, and yet this guy went off and created a completely unique theme and setting. this is what the id tech 4 really needs, more diversity.
it's no wonder unreal's engine dominates id's in terms of licensing.
 Outdoors
#5119 posted by PuLSaR [217.118.81.35] on 2008/09/18 05:39:57
Outdoors are the things that i really love to make in maps for any game. My q4 map is divided into two sections, the first one is completely indoor and the second one is a mix of indoors and large scaled outdoors
 A Dirty Vis-skin ...
#5120 posted by T_Creutzenberg [84.152.168.57] on 2008/09/23 13:04:14
#5121 posted by Trinca [194.65.24.228] on 2008/09/23 13:09:48
looks nice pretty isn´t a Q1 map :p
#5122 posted by Trinca [194.65.24.228] on 2008/09/23 13:11:07
petty not pretty :\
 Lighting's A Bit Too Saturated
#5123 posted by nitin [124.168.22.220] on 2008/09/23 13:50:54
for that texture set IMHO.
What is it? Tourney or ffa?
#5124 posted by T_Creutzenberg [84.152.168.57] on 2008/09/23 14:05:28
FFA. It's not intended to be used as a tourney map.
#5125 posted by gone [89.110.51.85] on 2008/09/23 14:34:36
give me src map, Ill make it into q1sp
 Trinca...
#5126 posted by metlslime [24.130.121.165] on 2008/09/23 19:04:48
you mean "pity"
 Hmm
#5127 posted by nonentity [87.194.146.225] on 2008/09/23 21:21:11
Yes pity.
And for the love of gods, please stop pointing out whenever something isn't for Q1. We know you only play Q1, we don't care.
#5128 posted by Trinca [89.180.43.236] on 2008/09/23 21:54:20
metlslime yes thks
nonentity i care... stfu
 So Care Quietly And Stop Shitting In Every Thread
#5129 posted by Lunaran [24.158.1.74] on 2008/09/23 23:08:15
#5130 posted by [Kona] [118.92.142.201] on 2008/09/24 04:00:53
Shitting is a natural human function we must do, some more than others
 Creutzenberg
#5131 posted by gb [89.27.237.51] on 2008/09/24 21:39:20
That looks pretty good. Lol @ the German name. It's tempting to do that.
 Care Quietly
#5132 posted by pjw [68.114.222.44] on 2008/09/28 05:09:24
That would be good on a shirt, or a bumper sticker. (Seriously.)
@T.C., that looks really nice, but...wow, it's certainly green, isn't it?
Green sky + green light from the sky (I think?) + green weapon markers + green flags + green liquid (I think?), etc.
Maybe at least make the liquid and sky differ, or if it's just the sky light, maybe desaturate it a notch? Or something?
Dunno, maybe it's just me.
 TF2 Map
#5133 posted by Zwiffle [24.183.101.72] on 2008/09/28 20:15:22
#5134 posted by Trinka [83.30.13.134] on 2008/09/28 20:36:30
looks fucking sexy petty it�s a map for total shit game tf2 :p
 Hmm
#5135 posted by nonentity [87.194.146.225] on 2008/09/28 23:00:09
No.
Also;
Looks nice, especially shots 2 and 5. Don't play TF2, so don't know how the detail level compares to stock/other custom maps, but some of the walls/buildings look a bit sparse (shot 3 is a good example of this). Possibly more prop use would help. I'm aware that there is a limit to how many aircon fans you can place, but windows/inaccessible fire escapes/crates nailed to the side of a building mebe. Other than that, the general look of the level is nice, good intersection of buildings to create a varied hull/play space.
#5136 posted by Scampie [24.158.1.74] on 2008/09/29 05:45:30
Map is far too open, the layout favors scouts and snipers, but doesn't make it fun for them either.
Snipers are powerful only becuase the fog and openness makes any attack angle viable and gives them cover. So either they'll get couter sniped, or it's just shooting fish in a barrel.
Scouts are powerful because all the open area makes it difficult to hit them. But they aren't even going to have fun, as there aren't enough areas of height to jump along or otherwise get advantage.
Most of the other classes are screwed without the choke points, high ground, and tight areas to either fight through or defend.
In my opinion, what needs to be done is to tone down the fog and darkblue light. It is far too hard to see enemies at a distance and tell what team they are. The blue light also gives too much advantage to the BLU team. I'd use a brighter light blue color to still give the 'night time' feel without being overbearing. Fog needs to be thinned quite a bit overall.
http://img409.imageshack.us/my.php...
http://img510.imageshack.us/my.php...
http://img401.imageshack.us/my.php...
http://img401.imageshack.us/my.php...
 Zwiffle
#5137 posted by wrath [213.112.29.182] on 2008/09/29 13:16:33
I agree with Scampie on pretty much everything he said. Trinka needs to be quiet while the grownups are talking. And it's good to see people branching out to other games.
#5138 posted by Real Trinca [194.65.24.228] on 2008/09/29 13:56:34
People should use there own nicks and not other´s people nicks...
i dont give a shit about nothing...
wrath i didn´t wrote that...
so peace!
for who is trying to use my nick, get a life...
#5139 posted by Zwiffle [66.170.5.18] on 2008/09/29 18:22:48
Yeah I agree with Scampbell on a bunch of things too. It's very useful feedback.
Scampbell: What exactly do you mean in the first screen shot about moving the spawn up to the doors?
Thanks for the feedback so far everyone.
 Zwiffle
#5140 posted by Scampie [24.158.1.74] on 2008/09/29 22:52:44
I mean cut the room circled, and put the spawn there. The existing doorways from the room cut into the rest of the map and now the exits from the spawn.
#5141 posted by Zwiffle [66.170.5.18] on 2008/09/30 00:25:35
I actually like the circled room, so I might just cut out the regular spawn room and move all the teamspawn there instead.
 Re #4954
#5142 posted by Spirit [213.39.169.84] on 2008/10/03 14:17:54
Megaman just linked to that thing i had in mind: http://de-war.de/eurekacarpark.htm...
 So...
#5143 posted by Willem [24.199.192.130] on 2008/10/03 16:51:42
Anybody working on anything cool? Screen shots, plz!
 A TF2 Map
#5144 posted by Zwiffle [66.170.5.18] on 2008/10/03 17:03:33
I'm working on it.
 Spd
#5145 posted by Zwiffle [66.170.5.18] on 2008/10/03 17:34:14
BTW, finished your map. Not sure what it's about. I'm in #tf today if you want to stop by.
 Screenshots?
#5146 posted by MadFox [84.26.60.178] on 2008/10/03 19:27:00
I reached three days full vising.
73.80% Elapsed 23h30m, Left 24h16m Total47h46m, 49%.
Nothing happened last two days.
http://members.home.nl/gimli/arcus...
http://members.home.nl/gimli/arcus...
http://members.home.nl/gimli/arcus...
http://members.home.nl/gimli/arcus...
The map plays well, and I'm just below the max clip and vertices.
Only on fast vis, or I'll wait for years.
 Oi
#5147 posted by Lunaran [24.158.1.74] on 2008/10/03 22:13:55
http://members.home.nl/gimli/arcus...
I think I see the source of your trouble. Tell me those railings are a func_wall?
 No
#5148 posted by MadFox [84.26.60.178] on 2008/10/04 00:42:37
Railings and lamposts are mdl files I added with wazat voident code.
#5149 posted by Willem [75.177.185.17] on 2008/10/04 01:11:25
Then what's taking days upon days of VIS time? Is your computer older maybe? Nothing else in those shots looks particularly VIS unfriendly...
 Well
#5150 posted by MadFox [84.26.60.178] on 2008/10/04 01:20:25
The map is rather big (8Mb) and fast vis takes no time.
R_speeds are extremely high.
I used no func walls, and hardly vis blokkers.
 Good To See Some Screenies!
#5151 posted by [Kona] [118.92.142.201] on 2008/10/04 02:03:05
hey madfox nice theme and you've got some nice construction here but the texturing could use a lot of work. if you can't get those big bricks ending in the right place, then i'd use much smaller bricks so you don't notice when they get cut in half. in acrus10.jpg for instance, almost every brick gets cut in half at the edge, which ends up looking sloppy. also things like underneath archways and ceilings don't need to be the same brick texture. the railings i think wood look better in wood too.
 Sure
#5152 posted by MadFox [84.26.60.178] on 2008/10/04 05:10:24
I crawled out of this map construction with my first suceedment of texture alignment. And as it was the first mistake I never saw in mapping
I experience it as a small improvement.
My first goal was to make the map excist without homs or max warnings.
Reason why I had to take advantage of the mdl files.
And as the texture count grows on 72 it still could have some more archivement.
I'm now on a P4 3Ghz and I never had a longer vising count than 8 houres. After boxing the map the vistime just raised dramatical.
And I can't delete that because the map immedeately starts leaking.
 MadFox
#5153 posted by JPL [82.234.167.238] on 2008/10/04 09:20:43
Are you trying to beat the CDA fullvis runtime ? :P
Wide open area needs long time to compile, and regarding the shots, it looks awesome, plenty of details everywhere... You will certainely have to wait for almost the same time before seeing a 100% fullvised map...
Anyway, good luck, be patient, and we all hope to see the release soon..
Keep it up !
 ?
#5154 posted by necros [99.227.108.217] on 2008/10/04 09:41:52
After boxing the map
are you saying you built a giant box around the entire map to get it to vis? because that would certainly explain why it's taking so long.
 Reminder
#5155 posted by JPL [82.234.167.238] on 2008/10/04 10:26:51
fullvis runtime to beat is 1248 hours... As of today, CDA still wins :)
#5156 posted by Willem [75.177.185.17] on 2008/10/04 11:51:28
Oh yeah, OK, if you can't get it to VIS without boxing that would explain your VIS times. Having the process all of the outside stuff that QBSP would normally cull away will double or triple your VIS times easily.
 I Reckon
#5157 posted by ijed [190.20.87.34] on 2008/10/04 15:55:24
You need to find the leak, MF. Boxing stuff makes baby Jesus cry.
 Ijed Speaks The Truth
#5158 posted by DaZ [80.41.161.119] on 2008/10/04 18:06:27
 Or Rather
#5159 posted by negke [82.82.189.64] on 2008/10/04 18:10:48
muh_bad
 Ok, But
#5160 posted by ijed [190.20.127.51] on 2008/10/04 18:14:27
'Boxing stuff nails baby Jesus to a wall' doesn't have the same ring to it.
#5161 posted by MadFox [84.26.60.178] on 2008/10/05 00:54:24
And on the road the map has crossed was a point where the box wasn't necessary to compile it, but then the max limit was reached and it had many hom's.
but that map ended on a burned out mobo, so make my cahsbox smile.
 Just Because...
#5162 posted by Fern [71.208.76.168] on 2008/10/05 07:24:43
 Fern Is Back !!!
#5163 posted by JPL [82.234.167.238] on 2008/10/05 10:37:38
Hey ! Nice shot !
 Fern Never Leaves...
#5164 posted by Fern [71.208.76.168] on 2008/10/05 16:14:05
"He" is just slow and busy as hell.
 LEAVES! FERN!
#5165 posted by Lunaran [97.87.13.222] on 2008/10/05 16:42:51
hey, you can take all the time you want as long as you're branching out! it's good to see you've still got your roots in the community! it wood be great if you posted more shots!
#5166 posted by wrath [213.112.29.182] on 2008/10/05 18:54:42
Shoots.
 Actually I Should've Posted This One Instead
#5167 posted by Fern [71.208.76.168] on 2008/10/05 20:01:54
http://www.suspenlute.com/stuff/bi...
kind of my take on the "r_speeds be damned" concept (though on a much more subdued scale)
 Abstract Level Preview
#5168 posted by Willem [75.177.185.17] on 2008/10/05 21:00:04
http://wantonhubris.com/blog/wp-co...
Something I'm working on involving custom textures and a sort of abstracted look for a level. This is the general look of the level. I'm keeping the more interesting things to myself for now.
 It Looks Like Piet Mondrian Started Mapping
#5169 posted by Fern [71.208.76.168] on 2008/10/05 21:12:14
pretty cool idea Willem, although now I'm really wondering what the textured version will look like.
 That Reminds Me
#5170 posted by nakasuhito [97.117.20.36] on 2008/10/06 07:46:17
of this doom2 level i was doing a while ago, but never finsihed because i had no ideas. just made because i was bored :)
http://pablo.kotogoto.com/cymk2.pn...
http://pablo.kotogoto.com/cymk1.pn...
#5171 posted by Willem [75.177.185.17] on 2008/10/06 11:38:24
Neat, I like that! Could be some cool possibilities there.
 Hehe
#5172 posted by DaZ [80.41.161.119] on 2008/10/06 12:43:35
Those shots remind of me of p0rtal :)
 Hmm
#5173 posted by nonentity [87.194.146.225] on 2008/10/06 17:59:40
I like the cel-shaded style Willem, reminds of Warsow a bit.
I actually like Fern's Mondrian 'suggestion', possibly add some random primary colour surfaces (ie, keep the majority as white squares with black outline, but replace a few of the white squares with red/blue/yellow/etc (still with black outlines ofc))
#5174 posted by Willem [24.199.192.130] on 2008/10/06 18:16:57
I'm reserving color for specific purposes. You'll see! It's all part of a plan...
 Yes
#5175 posted by Lunaran [24.158.1.74] on 2008/10/06 20:35:59
I was going to say, use color for a purpose, not to just to make the map more colorful.
#5176 posted by Scampie [24.158.1.74] on 2008/10/06 20:49:23
Add more rainbows.
#5177 posted by Zwiffle [66.170.5.18] on 2008/10/06 21:15:24
 But...
#5178 posted by JPL [82.234.167.238] on 2008/10/06 22:17:36
.. where are the sharks ?
 Where Are The Planes?
#5179 posted by MadFox [84.26.60.178] on 2008/10/07 20:19:27
 How'd They Get The Planes Through That Tiny Door?
#5180 posted by Lunaran [24.158.1.74] on 2008/10/07 20:40:18
 Lunaran
#5181 posted by JPL [82.234.167.238] on 2008/10/07 21:04:56
I suppose the door for planes are in the back of the shot... though...
 Ha!
#5182 posted by MadFox [84.26.60.178] on 2008/10/07 21:29:24
Remarkable enough there were a lot of people complaining there were no planes in Doom's Hangar.
Now you're worried how to get them out!
I wonder if there's no func_train to make them fly and shoot them out of the air with a trigger_multiple spawning the pilot .
 Heh
#5183 posted by Tronyn [24.78.41.15] on 2008/10/08 19:16:15
shoots look cool
Lunaran:
They used the secret where the wall lowers and opens to the courtyard with the slime pit/armour in the middle.
 Heh
#5184 posted by Lunaran [24.158.1.74] on 2008/10/08 20:45:35
"Charlie 9er, you are cleared for runway 2 over"
"Charlie 9er confirm, opening hangar doors now"
*dozens of attendants begin grunting against the walls until someone finds the trigger*
 Dooming Birds
#5185 posted by MadFox [84.26.60.178] on 2008/10/08 22:27:40
are go!
Now I'm obliged to get some doors in.
 Lol
#5186 posted by Tronyn [24.78.41.15] on 2008/10/09 00:50:29
awesome takeoff procedure
 Abstract Level
#5187 posted by Mr Fribbles [59.167.144.163] on 2008/10/09 09:44:44
Looks like my placeholder textures (though mine are coloured). I've been half tempted to actually do a map like that rather than adding "proper" textures, since it does look kinda cool (hey, it worked for Warsow anyway).
 Wasn't There
#5188 posted by ijed [190.20.81.32] on 2008/10/09 13:56:49
A 'The Cube' theme being talked about a while back - lots of func_train rooms. Could fit the texture theme.
 Melee
#5189 posted by necros [99.227.108.217] on 2008/10/12 06:58:11
still working on this melee mod. :P
http://www.youtube.com/watch?v=Eqj...
so, just a little intro here:
max health = 500 now
regeneration: 100health + 200health over 12sec
invisibility: monsters can't attack you (for 10sec)
shift: teleport forwards (through monsters or telefragging them) 384 units
bind: make either a fiend or scragg your pet (they get stronger attacks, follow you and attack normal monsters)
damage you take is also split with the minion, although atm that's not very useful since they only attack monsters.
at this point, i have two choices:
1. combat based around hordes emphasizing positioning, crowd control, AoE and maneuvering
2. combat based around 1 or 2 monsters emphasizing debuffing, good footwork, cover and spell/energy conservation.
pets work for either large or small group combat. for example fiends hit multiple targets, scrags poison huge groups.
testing out horde combat atm, even without any AoE attacks. just lots of moving around, scrambling for cover as well as trying to stagger cooldown use so you always have a 'bailout' available.
the idea i'm going for is something like diablo where you're given a framework of spells/abilities and then thrown in a situation where you need to work out how best to use said spells/abilities. ie: this test map which is just about 15 shamblers and 20-30 hell knights in a small room with moderate cover.
 Woah
#5190 posted by Spirit [213.39.223.87] on 2008/10/12 10:49:50
What song is that, I love it!
It's kinda hard to see what's going on but it sure looks fun.
#5191 posted by necros [99.227.108.217] on 2008/10/12 19:27:29
that's Beauty Never Fades, Junkie XL. it's the animatrix version.
and yeah, it's hard to see what's happening. i had to annotate when and what i was casting to help give some more indication on what's going on.
i'm still trying to see if i can balance it around running in normal maps, but it ends up being kind of boring only facing a couple of weak monsters at once.
i suppose i could make the player more fragile (and certainly the inability to pick up armour at all makes it more difficult) but the notion is that you are supposed to be playing a death king who was betrayed and stripped of most of his powers.
 Check It Out !
#5192 posted by JPL [82.234.167.238] on 2008/10/12 20:21:26
 Looks Kind Of Mindless
#5193 posted by Lunaran [97.87.13.222] on 2008/10/13 00:59:07
I don't doubt there's more finesse than it looks like there is, but if you can't see any it's usually not as deep as you think.
#5194 posted by necros [99.227.108.217] on 2008/10/13 01:11:56
there's room for more interesting abilities, i think.
the thing i'm finding when i test stuff is that if there are a lot of abilities, you usually don't have time to pick the best choice in a heated combat situation.
so it's finding abilities that would be useful in a wide range of situations, don't unbalance gameplay and are fun that's the hard part.
ie: you used to be able to slow monsters down to 30% of their movement speed. it was very useful, but ultimately very boring. you'd get a mass of slow moving monsters in the center of a room. i replaced it with the teleport which, while less useful, makes gameplay faster by giving you really good maneuverability.
but yes, if you would consider a game like diablo or hellgate mindless, than that's definately what this mod would be to you. :) but then, quake itself isn't far off from that either.
 Yes, It Is
#5195 posted by Lunaran [97.87.13.222] on 2008/10/13 15:36:27
you don't just run up to stuff in quake and click it to death
#5196 posted by Willem [24.199.192.130] on 2008/10/13 16:49:20
No, you stand back a ways and click it to death.
#5197 posted by [79.131.135.199] on 2008/10/13 18:59:47
oooauu baby
#5198 posted by necros [99.227.108.217] on 2008/10/13 19:57:17
No, you stand back a ways and click it to death.
hehe pretty much. :) i mean, sure you dodge shots and take cover in quake, but you do that in melee too, but aside from dodging shots, you're also juking back and forth to trigger melee attacks while avoiding the damage.
it's at least on par with quake in it's simplicity/complexity.
the big difference now is that item management is removed and placed in the player's hands.
i think what's maybe missing is more variety in the main attack-- the sword itself.
what i think i'll do is something like oblivion where the direction you move affects the type of swing you'll do.
back: normal damage + bleeding
forward: strong single attack (more damage if bleeding)
or there's the option of just making sword hits do different effects and you'd switch them like weapons in quake.
or something.
thanks for the feedback though, i appreciate it. :) very helpful while developing this on my own for so long.
#5199 posted by Lunaran [24.158.1.74] on 2008/10/13 20:20:35
being at range means you have an order of magnitude
- more space in which to dodge projectiles and advancing monsters
- more targets to prioritize
- more attacks of your own to choose from
your video doesn't show you juking to trigger melee attacks, you just wade into two dozen hell knights and start clicking. Occasionally I see a label appear like "regeneration," and the combat doesn't appear to change at all.
movement based attacks would definitely help although there'd have to be reasons to use each one depending on the situation you're in. More than one melee weapon with some differentiation between them would be nice too (ala the warrior class in Hexen).
 Charged Attack?
#5200 posted by ijed [216.241.20.2] on 2008/10/13 20:23:45
Holding down fire charges the sword, when released it does a single strike for more damage.
Thirdperson camera would be good as well to put the dodging back in - but the general reaction to thirdperson cameras in Quake is disgust.
Could work well with the teleport spell though.
 Interesting
#5201 posted by Kinn [86.161.165.138] on 2008/10/13 23:23:03
MMO-style combat mechanics generally need to be supported by a really good HUD/interface. Without the proper feedback as to what the heck's going on, it all tends to get a bit messy and confusing. Being in first-person might not be helping matters either, but what the hell, it sounds like an interesting experiment.
#5202 posted by necros [99.227.108.217] on 2008/10/14 00:15:46
your video doesn't show you juking to trigger melee attacks, you just wade into two dozen hell knights and start clicking.
if you're talking about the very beginning, i wade into the monsters because my original plan was to stick with the fiend pet. his melee attacks hit everyone in front of him, so i was going to make monsters swap between me and it but i ended up getting cut off from him and he drops like a rock. at that point, i knew i was in trouble, so i pop regeneration to mitigate some damage. now i'm fully trapped in a corner, surrounded by hknights so i teleport through them in order to get some space.
ijed: i tried it out with the built in fitzquake 3rd person cam. it's ok, but you loose some accuracy esp. w/regards to teleporting (at least for me). it's not something i'd want to enforce on the player.
kinn: yeah, not having the ability to display information is making me run up against a lot of walls.
cooldows are displayed in the ammo counters but that means i can only ever have 4 cooldowns (and the cells slot is used to display pet health %).
i might try to shift this over to doom3, but then that'd be even more work and d3 isn't as flexible as quake before you need to start compiling the sdk.
#5203 posted by T|M [89.180.185.94] on 2008/10/16 23:11:14
saw this picture in #qdq anyone know when it will be finish?
http://trinca.quaddicted.com/temp/...
 Soon
#5204 posted by ijed [190.20.104.47] on 2008/10/17 02:29:58
A month or two I think.
 But Ask Trinca
#5205 posted by ijed [190.20.104.47] on 2008/10/17 02:31:20
#5206 posted by Trinca [89.180.42.207] on 2008/10/24 23:45:58
near christmas T|M i wish... layout is almost finish necros,negke and ijed are helping me a lot, i will not rush this map like others... i wanted to make this a blast, i will try hard at least...
http://trinca.quaddicted.com/temp/...
http://trinca.quaddicted.com/temp/...
http://trinca.quaddicted.com/temp/...
http://trinca.quaddicted.com/temp/...
http://trinca.quaddicted.com/temp/...
still have many stuff to fix, but i´m not withy any hurry... the best are helping me out and i dont want to desapoint then!
#5207 posted by necros [99.227.108.217] on 2008/10/25 02:30:23
this is a really great looking map, and i see you've put some good work into the lighting. shots 3 and 4 esp. look atmospheric.
great job so far :)
 Love It
#5208 posted by DaZ [80.41.161.119] on 2008/10/25 03:02:12
Yeah I am really looking forward to playing this one!
One thing I will say is that will the bright skybox in one of the pictures the level looks quite dark, maybe adjust the skylight parameters there? Otherwise...Kick arse.
 Necros
#5209 posted by Trinca [89.181.63.96] on 2008/10/25 06:56:38
thks to you concerting in lights!!! you gave me 90% help on this issue. i read the Aguire manual just have some dificult on the softangle :\
Daz skybox is not decide iet :\ i must get a proper on...
thks for the motivacion! i will not quit this one and i will not rush it.
 That Looks Pretty Good
#5210 posted by nitin [210.84.63.48] on 2008/10/25 08:00:29
not sure if you can break up the texturing a bit, that would be the only thing I can think of from those shots.
 If It Was Me...
#5211 posted by metlslime [67.180.230.20] on 2008/10/25 08:11:48
i'd try using more grassy ground in the exteriors (so it's green and brown instead of just brown.)
 Green And Brown
#5212 posted by HeadThump [4.136.90.239] on 2008/10/25 09:02:08
I did a remix of two of the original Quake ground textures recently, blending together green vines and leaves and a muddy background.
If it suits your needs, here it is, already palettized:
http://mortisville.quakedev.com/gr...
 You Put A Bmp On The Internet
#5213 posted by DaZ [80.41.161.119] on 2008/10/25 10:23:49
that is so 2008
#5214 posted by Willem [75.177.185.17] on 2008/10/25 12:04:13
Looks good, Trinca! I love the old temple and dirt style.
 Metl
#5215 posted by megaman [92.73.85.153] on 2008/10/25 12:33:56
nooo, the browniness of it all is what makes it stand out for me in the first place ^^
 DaZ
#5216 posted by megaman [92.73.85.153] on 2008/10/25 12:34:43
www.bmpr.com (beta)?
#5217 posted by Trinca [89.181.102.65] on 2008/10/25 14:12:33
thks Willem, necros in lights and negke in brushwork are helping me a lot :) i hope the final work will please you all.
 Trinca
#5218 posted by JPL [82.234.167.238] on 2008/10/25 16:16:51
Now go finish this Maya map: I want to play it !!!!
 Looking Good, Trinca!
#5219 posted by generic [67.233.222.44] on 2008/10/25 17:04:30
I am really looking forward to this release. Just don't let Negke convince you that you need a Puzzles or Traps section :p
 Looks Good!
#5220 posted by MadFox [84.26.60.178] on 2008/10/25 18:26:08
nice curves and lightened.
 Bmpr.com
#5221 posted by DaZ [80.41.161.119] on 2008/10/26 02:20:31
I don't see the association between me and this site, maybe its cos im topped off with vodka right now?
 Daz
#5222 posted by megaman [92.73.84.137] on 2008/10/26 11:00:55
bmp gone web2.0 ...
 Ahh, Yes
#5223 posted by DaZ [80.41.161.119] on 2008/10/26 15:27:02
 Trinca
#5224 posted by bambuz [91.152.86.10] on 2008/10/29 01:02:48
maybe make the floors less even somehow?
love the curves...
 Yet Another (not The Same Map)
#5225 posted by Fern [71.208.77.183] on 2008/10/30 05:33:15
 That Looks Very Cool!
#5226 posted by RickyT23 [86.139.126.162] on 2008/10/30 10:19:19
I like the way you have mixed up the themes a bit, it makes it look very ineresting.
#5227 posted by Trinca [194.65.24.228] on 2008/10/30 10:41:56
looks great!!!
next time take the shoot much brighter please :)
#5228 posted by Trinca [89.180.187.35] on 2008/10/31 01:15:01
one for stress :\
negke cutesy for this one ;)
http://trinca.quaddicted.com/temp/...
he made a good option in this one!!!
 +1 TrincA
#5229 posted by Shambler [82.38.195.22] on 2008/10/31 10:31:41
Nice dude, looking forward to it.
#5230 posted by Trinca [194.65.24.228] on 2008/10/31 13:12:10
Like everything in life motivacion is our best friend!!!
thks Shambler for support ;)
#5231 posted by Trinca [194.65.24.228] on 2008/10/31 13:14:17
shops sorry :\ shambler and all :)
 Trinca
#5232 posted by JPL [82.234.167.238] on 2008/10/31 13:49:52
Now it is time to release it: go finish your map !!
#5233 posted by Trinca [194.65.24.228] on 2008/10/31 14:08:34
will take much more time JPL ;)
be pacient!!!
 More Time
#5234 posted by MadFox [84.26.60.178] on 2008/10/31 18:31:08
on the melting iceberg
 I Need Your Help!
#5235 posted by efdat [89.182.13.15] on 2008/11/03 10:43:12
here's the second beta release of my rgb deathmatch map pack. neg!ke and i have been testing these maps for years - now it's your turn =)
i'm looking forward to your feedback.
screenshots: http://files.efdat.net/efdat_rgb_b...
download: http://files.efdat.net/efdat_rgb_b...
 Better Late Than Never, Eh?
#5236 posted by Fern [71.208.57.83] on 2008/11/03 13:49:19
nt
 Better Response...
#5237 posted by Fern [71.208.57.83] on 2008/11/03 14:02:45
In the "green" map there were a few times when I tried to get the megahealth and got stuck in the corner - literally suck, unable to move, in slime.
Other than that I think they were okay. :)
#5238 posted by [Kona] [118.93.242.153] on 2008/11/03 23:39:59
cool efdat. you should join the 3 together into a big single player level. might need a setpiece or 2 though. i like green the best.
#5239 posted by Trinca [89.180.209.206] on 2008/11/03 23:43:46
green rockz
 RGB
#5240 posted by bear [130.242.7.250] on 2008/11/07 17:19:53
While they don't have yaw dropping in your face visuals they do radiate that special quake sex appeal in larger doses than I've seen in a long time. The only reservation I have is the mushrooms in blue, while I normally appreciate the nice forms of shrooms they do come off as too blocky and stiff to be organic and doesn't fit very well in this context.
All in all I'm very impressed just be looking at them and hope I'll get around to playing them.
 Shots Of My Current Map
#5241 posted by JPL [82.234.167.238] on 2008/11/08 09:35:30
#5242 posted by Trinca [89.180.55.215] on 2008/11/08 11:02:50
looks nice, but arent the ligts to flat? :)
 Wow, That Looks Nice
#5243 posted by megaman [92.73.83.22] on 2008/11/08 12:26:33
 JPL
#5244 posted by ijed [190.20.88.39] on 2008/11/08 15:50:51
Looks good!
What's that texture set?
 Ijed
#5245 posted by JPL [82.234.167.238] on 2008/11/08 18:34:23
A mix in between Doom3 and Half Life texture set.. I suppose I'm mapping for the wrong game :P
 Don't Think So
#5246 posted by ijed [190.20.88.39] on 2008/11/08 19:02:31
There's still, ten years on, a wealth of unexplored possibilities for this game.
 So...
#5247 posted by JPL [82.234.167.238] on 2008/11/08 19:37:01
.. I hope this map will please most of you.. even the Quake purists ;)
 JPL
#5248 posted by grahf [24.125.41.191] on 2008/11/08 19:43:00
Looks good so far. However there are a few tweaks you should definitely consider:
1) The height of the encircling wall is too uniform, especially if the player can almost see over it. Bring the vertical intersecting bulkheads up further, or add some angles, anything to reduce the obviousness of the straight line running all the way around the top of the wall.
2) It looks like you've used a high minlight value. Please don't do this; it looks very washed out and bland. There are effectively only two light values in the outside area that we see: the sunlight, and the minlight.
The central column/tower in both screenshots looks very cool, I think. I can barely see it. Add some spotlights so we can see the curvy detail.
3) That's the marcher fortress skybox you're using, yes? To my eyes it doesn't fit the textural theme you've selected. You have muted blue and tan rust, which I like btw, but then this intense bright orange sunset on rocks sky. Especially in fd16.jpg, it just looks wrong. Actually, you might consider some colored lighting, if you matched the sunlight color to the skybox color, the problem would be gone. The textures would look more interesting and varied with subtly colored point lights too.
 Grahf
#5249 posted by JPL [82.234.167.238] on 2008/11/08 20:17:17
Some infos about your comments:
1/ The player will not be able to reach this point without "noclipping": I did fly to take these 2 shots, so the flatness of the top of the encircling walls is not visible as the shots show it... But I will take this point into account... and see if I can do something there...
2/ Minlight value is 25, and sunlight is 130.. It is enough to avoid completely pitched black area... and I think I will add mor lights on the bridges betwen the latform and the central tower... it will help to add more contrast here and there in this area
3/ I used this skybox (i.e Kell's dragonheart) because of the start area... it fits well there with the rock textures I used... You'll see that in time ;)
Thanks a lot everybody for the feedback ;)
 That's Some Prompt Refeedback
#5250 posted by grahf [24.125.41.191] on 2008/11/08 20:38:19
It looks from the shots that the helipad platform with ammo and a crate on it is about the same height as the encircling wall. I suppose this could be a perspective illusion though.
#5251 posted by MadFox [84.26.60.178] on 2008/11/08 20:40:20
Are you using airoplanes or is it just a wild geek of me?
map looks really good.
 To Be Honest,
#5252 posted by HeadThump [4.136.90.187] on 2008/11/08 22:36:27
I'm getting better results with maps like the Zer_turtle where there is no sky lighting, than earlier maps I made that used it. No matter the settings, sky lighting tends to over blend to the detriment of obtaining nice contrast in the shading colors that make up a good looking scene.
#5253 posted by negke [82.82.166.189] on 2008/11/09 00:02:24
Minlight 25 is very high. You might want to try sunlight3 instead (set it to 70 maybe) and light all interiors with sourced and unsourced point lights. Black shadows aren't a bad thing unless they look out of place for some reason.
 And That Lava Texture Still Looks Ugly
#5254 posted by negke [82.82.166.189] on 2008/11/09 00:05:26
At least increase the scale or something.
 Well
#5255 posted by JPL [82.234.167.238] on 2008/11/09 09:21:52
MadFox: There are no airplane in this map... OTOH I will be happy to find an Helicopter prefab and put it onto the platform ;)
HT: Regarding the sun position i the skybox, it is obvious that is i the evening, when the sky goes down. Furthermore, the orange color of the skybox doesn't give the impression of a high luminosity of the sun... hence the value I used... Anyway, I think the shot rendering is not as good as what the map looks like ingame...
negke: Actually the minlight is 20, and the sunlight is 120. I also don't like areas that are competely pitched black, and where you see nothing. Unfortunately there are some in the map, and I would not like to have these... If I need an area with no light (and there are some), I simply use anti-light ;)
Concerning the lava, I agree with you: I will increase its scale :)
Thanks for the feedback
 Lighting
#5256 posted by gb [89.27.200.251] on 2008/11/09 14:19:15
I like that style of lighting. There is a difference if you use minlight because you're lazy, or if you're actually going for that look where the colors seem to blend into one another. It can look very dim, forlorn, and even unreal in a good way. Sunlight3 with lots of sky windows looks better and more natural than lighting the same area with torches or even invisible point lights (meh). I've had enough of torches. I still use them of course, but only in places where they would naturally belong.
I agree there could be some brighter light sources on the walkways/platform though. Streetlights or spotlights. Around the lava, too. Like on an oil rig - lots of small bright lights.
The handrail could be even thinner.
Minlight/antilight is not that different from sunlight3, it's just the other way around ;-)
I'd say you've achieved the effect you were going for JPL.
#5257 posted by Trinca [89.180.168.64] on 2008/11/09 16:36:33
JPL i quit minlight!!! negke made me quit!!!
he is worse then my wife ;) hehehe but he is right like my wife :\ is negke a shemale=? :)
fuck sundaysssssss... i´m drunk !!!! :)
negke u´re my favorit mapper i love YOU in Quake matters!!!
 Hmmm...
#5258 posted by RickyT23 [86.27.101.69] on 2008/11/09 17:37:57
I stopped using minlight too. Lunaran bitched at me so much that I tried it with no minlight. And I think it is good to have completely dark areas. However if you do want to light a completely dark area just a tiny bit then put a light like:
{
"classname" "light"
"light" "50"
"wait" "0.2"
}
I'm doing this in my current map with a slightly blue colour. It acts like reflected light from the sky. ;)
 Qoole
#5259 posted by MadFox [84.26.60.178] on 2008/11/09 19:29:34
Site has a lot of prefabs! They are qle formatted, but I found the Doombird there.
The whole site is free to download ans there are really a lot of prefabs.
 MadFox
#5260 posted by JPL [82.234.167.238] on 2008/11/09 19:38:37
Link Please !!!
 Ricky
#5261 posted by gb [89.27.200.251] on 2008/11/09 21:23:27
you can have completely dark with antilights, too. It's just a different method.
Sunlight3 also gives you completely dark areas, just not where you have sky. That's actually pretty realistic.Go to a forest during daytime in the fall or winter, you won't see many shadows despite the fact that most of the light comes from above :) You start seeing shadows only when the sun goes down, and the "minlight" fades away.
BTW. even during the night, it's not completely dark, as long as the room has a window. Completely dark is only a cellar or similar, if there's absolutely no opening to the outside. A bunker for example, or a cave.
Nature doesn't hate minlight. Quite the opposite.
 Gb
#5262 posted by JPL [82.234.167.238] on 2008/11/09 21:32:43
It depends how fast our eyes accomodate with the darkness ;) and I mostky agree with you :D
#5263 posted by Willem [75.177.185.17] on 2008/11/09 21:36:16
I experienced that once. We were visiting a cave tour one time and they took you deep into it and turned off the lights. There was no bounce light from anywhere and complete and utter darkness descended. It's eerie. Your eyes feel very strange trying to deal with no light whatsoever.
 Darkness Accomodation...
#5264 posted by JPL [82.234.167.238] on 2008/11/09 21:59:00
... according to my experience (and what I experimented during night rally in the army), generally, an eye passing from light to darkness (by night) needs at least around 15mn to accomodate...
 Lol
#5265 posted by RickyT23 [86.27.101.69] on 2008/11/09 22:47:11
(me pictures Willem on infra-red in a cave, blinking and looking worried cause he cant see at all...)
 Minlight
#5266 posted by Preach [81.152.235.110] on 2008/11/10 00:17:54
I don't think the problem is so much that minlight is unrealistic, because like people say, in reality light bouncing off walls means nowhere ends up entirely black. I think it's more than not using minlight forces you to think about how you're lighting every part of your map, so you're always trying to create some variation in it. Even if it is just creating low wait lights to fill the space, the slowly changing lightmap helps to break up the repetition of the textures.
#5267 posted by Willem [75.177.185.17] on 2008/11/10 00:57:54
That's true, good point.
 Jpl
#5268 posted by MadFox [84.26.60.178] on 2008/11/10 02:14:26
There are several links to Qoole, I prefer 2.31
Not long ago one could download all prefabs, in fact the whole qoole cd. But the link has gone. So I sended you some to your mailbox.
http://www.volved.com/qsr/download...
 MadFox
#5269 posted by JPL [82.234.167.238] on 2008/11/10 08:32:51
OK, thank you very much ;)
 Agree
#5270 posted by ijed [216.241.20.2] on 2008/11/10 16:04:02
Minlight can be set so that you don't have to think about the dark corners, which allows you to ignore decent falloff and placement.
Generally now I use 5-10 minlight.
 Play Fear PM
#5271 posted by rudl [85.126.193.69] on 2008/11/11 16:37:09
To see how minlight should NOT be used
 More Cubism
#5272 posted by Fern [71.208.53.204] on 2008/11/18 07:22:42
 Nice Title
#5273 posted by Drew [76.75.67.119] on 2008/11/18 07:54:44
Looks fucking rad!
I'm assuming it's going to be released when we're all rotting in our graves? Thats when my 9 map remake of Insomnia will be released.
#5274 posted by Trinca [194.65.24.228] on 2008/11/18 10:26:50
~looks very Quakey... now go finish it!!!
and i go work on mine to :\
that i will not finish for christmas for sure:(
 Actually...
#5275 posted by Fern [71.208.53.204] on 2008/11/18 13:57:05
There's a little story behind this one that almost guarantees it will be released. Eventually anyway.
 Pogostick
#5276 posted by negke [88.70.14.38] on 2008/11/20 13:25:31
 Awesome
#5277 posted by megaman [92.72.4.217] on 2008/11/20 13:36:27
#5278 posted by Trinca [194.65.24.228] on 2008/11/20 14:25:25
looks great :)
 Cute
#5279 posted by Orl [76.98.214.54] on 2008/11/20 16:24:36
Still waiting for The Shores of Zdoom
 Arena_Mudfarm V3
#5280 posted by Zwiffle [24.183.101.72] on 2008/11/25 05:02:39
http://forums.tf2maps.net/download...
Link to Arena_Mudfarm v3. Only blue side has any major detailing/gameplay changes to it. Going to try to get that look right before moving on to the Red side. Any/all feedback welcome here, but preferably in the tf2maps.net thread:
http://forums.tf2maps.net/showthre...
#5281 posted by Trinca [194.65.24.228] on 2008/11/26 16:36:06
cool news at least for me!!! finish tchak today :p
ok ok, i forced a litle... becouse i´m almost above of marksurfaces(32138) and will need the few that rest for fixes!!!
will start beta friday ;)
maby this could come out before christmas...
my boss last week and in this one has been out
in formacions... :)
= lots of free time to map with no bosses in my legs pissing me up...
 Had
#5282 posted by MadFox [84.26.168.11] on 2008/11/28 05:50:16
 Niet Gevonden
#5283 posted by the silent [82.185.144.141] on 2008/11/28 08:39:07
...
 Quaketastic
#5284 posted by Willem [75.177.185.17] on 2008/11/28 21:32:34
Not a map beta but a beta for a replacement for shub-hub. I talked it over with Spirit and I think I got this about as close as I can to how shub worked.
http://www.quaketastic.com/
Let me know what you think! Same password as shub...
 Auch
#5285 posted by MadFox [84.26.168.11] on 2008/11/28 22:14:43
yet found
 Dude!!!
#5286 posted by RickyT23 [82.20.37.149] on 2008/11/28 22:32:48
Thats excellent news!!! You know I'll totally abuse it with screenshots, demos and maps, right?
Although I never posted any betas on the hub, AFAIK, so you wont have to worry about that kind of crap. Ive never had a beta which I wanted publicly available...
 But Seriously Thank You Very Much Indeed!
#5287 posted by RickyT23 [82.20.37.149] on 2008/11/28 22:33:28
#5288 posted by Trinca [89.181.102.98] on 2008/11/28 22:52:09
thks Willem and Spirit
#5289 posted by Willem [75.177.185.17] on 2008/11/28 23:10:50
"You know I'll totally abuse it with screenshots, demos and maps, right? "
Please do. :) I want to see if this thing actually works...
 I've Got A Couple Of Early Shots To Post
#5290 posted by RickyT23 [82.20.37.149] on 2008/11/29 04:27:58
but I cant log in.
ilovetheshubhub ilovequaketastic nope no nope not that eh. ;P
 Also
#5291 posted by RickyT23 [82.20.37.149] on 2008/11/29 04:38:35
please will we keep the 404 screen? Have you seen it? It er, ... I love that screen...
#5292 posted by Willem [75.177.185.17] on 2008/11/29 11:14:56
Hahaha, god I suck. OK, password fixed. Really, it's the same as shub-hub, I swear! Sorry...
 Walop!
#5293 posted by RickyT23 [82.20.37.149] on 2008/11/29 17:25:49
#5294 posted by Willem [75.177.185.17] on 2008/11/29 18:31:36
Stylin'! Nice shots too - love the bridge!
 Willem
#5295 posted by Spirit [80.171.28.136] on 2008/11/29 22:15:48
I sent you a mail ~12 hours ago, did you get it (got some weird relay errors when trying earlier, that's why I ask).
#5296 posted by Willem [75.177.185.17] on 2008/11/29 23:02:08
Yep, I got it. Will reply...
 Very Nice
#5297 posted by DaZ [80.41.185.86] on 2008/11/29 23:17:58
but I must say, is that the q2 rock texture? Its horrible :(
If you can find the texture wad that is floating around from the game "Rune" it has some great rock textures in it, I've been using them exclusively in my maps for a long time.
 DaZ
#5298 posted by RickyT23 [82.20.37.149] on 2008/11/30 02:43:12
will check it out... ;P
Willem: Thanks :-)
 Great Ricki
#5299 posted by bambuz [91.152.87.169] on 2008/12/01 02:16:25
show r_showtris 1 fitz shot from that rocky area!
Reminds me of your earlier stuff and terra's first maps too, which means it's great...
 I Like That Rock Texture
#5300 posted by Drew [98.124.1.36] on 2008/12/01 02:28:07
I guess it could use some scaling it up or whatever, but I think it looks fine.
 More Monsters...
#5301 posted by MadFox [84.26.168.11] on 2008/12/02 23:39:16
#5302 posted by Trinca [89.180.142.172] on 2008/12/02 23:47:44
arghhhh i always hated this one in doom :\
 That Idle Sound
#5303 posted by than [58.70.65.177] on 2008/12/03 00:38:00
that they make used to really piss me off/freak me out
 Grmpf
#5304 posted by MadFox [84.26.168.11] on 2008/12/03 00:58:26
I can hardly relate them to any sound, that's a small problem to me.
Sofar I can make them visible in Quake, but Doom has that 16bit texture that's horrible to substitute in Wally.
Further I get the nasty habbit, that when I export them to a modelling studio they immedeately start with vertices mixedup.
So I have to counterpart all loosing frames.
Most important is getting a good base/tex frame.
 OK...
#5305 posted by Willem [24.199.192.130] on 2008/12/04 22:55:58
So who is working on stuff? I'm doing a medieval map at the moment that's already running me over an hour in VIS time - not sure why, but it is. I don't intend for it to be massive though.
Anyone else?
 Working
#5306 posted by Zwiffle [66.170.5.18] on 2008/12/04 23:00:17
On playing with textures for a project I'll be starting based off whether I can get the textures to feel/look how I want them to.
#5307 posted by Trinca [89.180.230.198] on 2008/12/04 23:46:03
release soon... :\ i realy want to start a fresh no stuff
#5308 posted by necros [99.227.108.217] on 2008/12/05 00:01:24
just my tower map atm. i seem to be stuck though. :P
 Working On Something
#5309 posted by HeadThump [4.136.90.97] on 2008/12/05 01:59:10
until I start to hate it all over again, and then I'll go back to the thing I haven't put up in the editor in over a year and if it looks slightly less repulsive than I remember, I might get that one to Alpha.
 Modelling
#5310 posted by MadFox [84.26.168.11] on 2008/12/05 02:21:34
I'm working on the doom monsters for quake, but it's hard to substitute their sprite attacks. Quake won't give me more than one frame mdl seq.
 RemakeQuake
#5311 posted by ijed [216.241.20.2] on 2008/12/05 15:24:10
Long time finishing, but what's already been completed is a great incentive.
 RemakeQuake
#5312 posted by Orl [76.98.214.54] on 2008/12/05 18:12:50
How much is finished so far, ijed?
 Hm
#5313 posted by ijed [216.241.20.2] on 2008/12/05 19:07:40
~9 maps in beta.
We're basing all the code off the gameplay needed in the maps, meaning as the maps get closer to completion more entities will probably be introduced.
The basic stuff like old, known bugs and a completely reworked multiplayer system is close to finished.
New enemy list:
Axegrunt
Nailgrunt
Berserk Ogre
Nail Ogre
Vomitus
Lavaman (subject to change)
New Behaviours:
Spawning (Quoth style)
Sleeping
Dodging (mild)
Flagged 'Wargear' (some monsters can carry extra stuff)
General AI improvements
Monster grouping
And lots of stuff in the works.
#5314 posted by onetruepurple [83.22.76.69] on 2008/12/05 19:19:12
Lavaman (subject to change)
Is that, like, the miniature Chthon? I didn't like those a single bit.
 Yeah
#5315 posted by ijed [216.241.20.2] on 2008/12/05 19:24:11
That's why we're thinking to change them - a scaled down chthon doesn't add much.
 Meltpod
#5316 posted by MadFox [84.26.168.11] on 2008/12/05 21:24:18
I was melting some archville mdl.
What a creep that qmle and verticecounts.
http://members.home.nl/gimli/archv...
 He's
#5317 posted by ijed [216.241.20.2] on 2008/12/05 21:30:57
Not going to blast the player in place?
Like the walk animation.
 He Crawls So Hard I Couldn't Make A Demo Before He Grabbed Me
#5318 posted by MadFox [84.26.168.11] on 2008/12/05 23:21:19
It's a tryout for seeing how far I could imitate its original sprite.
For testing the walk scene I just put notarget.
 Woah
#5319 posted by Spirit [213.39.174.42] on 2008/12/06 10:39:03
That looks great. What a creepy bastard! Textures/Skins are always the "yay or nay" parts, it definitely is on a good way.
 The Zdoomgl Models
#5320 posted by MadFox [84.26.168.11] on 2008/12/06 21:41:21
The ZdoomGl monsters have their sprites in mdl.
I was trying to combine them in Qmle, but it´s a hazerdly job.
Qmle is extremely worried about the same verticecounts, even when they are the same.
My goal is to give them the same look as in Doom, but mdl will never substitute a sprite.
And yes, texturing is almost as far from mapping as modelling is to texturing.
 Woo
#5321 posted by than [121.80.55.46] on 2008/12/09 19:39:14
just started mapping again for the first time in AGES and managed to get a nearly finished base map to very nearly complete. I imagine there will be a beta ready soon. Anyone interested in testing? It's my v.late basepak map ;)
http://than.quaddicted.com/ < old pics here
On another note, I looked at another big nearly finished map I have and had loads of ideas for fixing it, so maybe I will finally get that out early next year too :)
#5322 posted by Trinca [194.65.24.228] on 2008/12/09 19:49:22
ye, keep then coming!!!
 Sweet
#5323 posted by negke [88.70.76.144] on 2008/12/09 20:26:56
Been looking forward to this one for a while. What's the status on APSP3 btw?
 Yeah Yeah.
#5324 posted by Shambler [82.38.195.22] on 2008/12/09 20:37:12
APSP3 PLZ KTX LOL
#5325 posted by Trinca [89.181.48.167] on 2008/12/09 21:33:22
than you are a inspiracion to all the mappers...
when i growup i want to map like you!!!
 That's "If" You Grow Up Trinca
#5326 posted by Orl [76.98.214.54] on 2008/12/10 00:41:09
 Dude....
#5327 posted by RickyT23 [82.20.37.149] on 2008/12/10 03:36:11
get a move on!!!
Than: I would really love to test your maps should you so wish sir, it would be an honour!
(drool...)
 Than
#5328 posted by Lardarse [62.31.165.111] on 2008/12/10 14:54:01
I will test base maps. E-mail address is listed in my profle here.
 Than
#5329 posted by CocoT [98.212.152.170] on 2008/12/10 16:48:46
Combat Layer looks very interesting. Is it based on Quake? Any (working) link to it? :)
 Than
#5330 posted by ijed [216.241.20.2] on 2008/12/10 17:06:14
Everything's looking good there, APSP3 especially.
 Boner Shorts.
#5331 posted by Drew [216.168.101.187] on 2008/12/10 17:16:37
 Thanks + Info
#5332 posted by thanatwork [221.244.26.90] on 2008/12/11 11:22:32
ok, I will send out the first beta to everyone who said they will test once it's ready. I'm just doing gameplay stuff and tweaks at the moment, so it should be sometime this weekend or next week. What I might do, however, is select a couple of people for the first beta and then once feedback from that is taken into account the subsequent beta will be sent to fresh testers too. Oh, and since it's way too late to be in the basepak, it will become APSP2.
APSP3 will probably be early next year. However, lot of it needs overhauling so it might take longer than expected.
Cocot: combat layer is a crappy game I made at university. It doesn't use the Quake engine - just a really basic engine I made myself. However, it does use a .map compiler to generate its level format, though it's not exactly intuitive once you've made the basic level, since you need to add collision detection data in a text editor then compile that with the .map to get the proper level data. Doesn't have sound either.
I guess there is no working link at the moment :)
 Than
#5333 posted by CocoT [98.212.152.170] on 2008/12/13 05:04:29
Oh, ok, I see :)
It looked good from the screenshots ;)
 Cold Times
#5334 posted by MadFox [84.26.168.11] on 2008/12/13 17:39:13
thought pain would be harder to convert than cacodemon, but it went otherwise.
the blobby thing just crashes verticemeshes.
http://members.home.nl/gimli/cpain...
 Might Just Be Me
#5335 posted by ijed [190.20.82.234] on 2008/12/13 17:52:50
But they look a bit washed out, skin-wise.
Maybe up the contrast and darken (burn) a bit?
 Madfox
#5336 posted by RickyT23 [82.20.37.149] on 2008/12/13 19:43:18
I think Ijed is right - just a "little bit" darker.
Also - totally ace! Really cool. Keep it coming.
Will we be able to map for it eventually?
 Pain Elemental And Cacodemon
#5337 posted by necros [99.227.108.217] on 2008/12/13 21:15:25
i dunno if anyone mentioned this, but the death animations for all those converted doom/doom2 models have more faces/verts. it was so they could reproduce the death animations on the sprites which often had stuff like an arm ripping off or an eyeball leaking out (like the cacodemon) or like the mancubus where it just collapses and the rib cage sticks out.
come to think of it, i miss the old days where the death animations were very elaborate. i think we've lost something in this age of ragdolls where they just pop the limbs a bit to give a little bit of initial movement.
#5338 posted by Willem [75.177.185.17] on 2008/12/13 21:39:12
Chainsaw someone in Gears of War. :P
I do agree though. The move towards realism has sacrificed the arty deaths that we used to see. I know that we were going to experiment with half animated/half rag doll deaths at some point. Haven't had a chance yet though...
 Madfox:
#5339 posted by metlslime [67.180.230.20] on 2008/12/13 23:12:30
you should make sure the outer perimeter of your sprite is all transparent pixels, otherwise you get those floating lines and pixels you can see on the top of the flame and to the left of the barrel.
(also, in fitzquake you won't see the pink edges, but you'll still see the floating lines/pixels)
 I Like STALKER Deaths
#5340 posted by RickyT23 [82.20.37.149] on 2008/12/14 03:01:06
They rock!:)
 Doom Models
#5341 posted by MadFox [84.26.168.11] on 2008/12/14 13:07:30
ijed - you're right. At this moment I'm only trying to import the ZdoomGL models into Qmle, and so to Quake.
And as they don't understand a word quakes I have to make them understand that dooms isn't the legal arbitary...
No...kiddin, but it takes quiet some time to make them look right with all subroutines that I don't have had time to make the texture part.
I will try to convert the whole pack to Quake so they can be integrated just as the quake monsters. Point is I have to make decissions.
Doom models are, like necros said, split up in different framemodels fore the same monster.
So for the cacodemon and pain I have to relate to the explode scenes like hellspawn.
Fact is that they need some original subroutines what offers a lot of coding, like adding sprites to their acts. And something to make them divide to the costum monsters.
I tried to make a monster explode by tossing its fragments out of eachother, but experienced qmle always errors on not the same vertricecounts, even if they do.
metlslime- I haven't centered the sprite in fimg. In fact it's already a miricle to have a prog that handles these extentions.
A very strange feeling to see that doomguy in Quake.
http://members.home.nl/gimli/troop...
 Fixing Graphics...
#5342 posted by Hipshot [84.55.65.2] on 2008/12/16 15:29:20
 Looks Good Hipshot
#5343 posted by BlackDog [58.7.195.230] on 2008/12/16 20:06:07
Lighting is a touch yellowy, though: how about a bit of blue fill from the sky to offset the yellow sun?
#5344 posted by Willem [24.199.192.130] on 2008/12/16 20:50:07
Hipshot
Fantastic ambiance there. The light pouring in and the overbearing structure built into the rock is a great looking setting.
If this is Quake3, is it possible to get some god/light beams coming in from the cliff edges? Would look amazing! Might be too much work in Quake3 though.
 Second That
#5345 posted by necros [99.227.108.217] on 2008/12/16 21:54:20
very badass. can't think of anything to add atm, everything looks pretty solid. all the little plants and shrubs help push the terrain into looking very alive.
#5346 posted by metlslime [64.175.155.252] on 2008/12/16 22:21:02
Lighting is a touch yellowy, though: how about a bit of blue fill from the sky to offset the yellow sun?
Disagree on this, the sky is yellow, so the ambient light from the sky would be yellow too.
Also, nice shots.
#5347 posted by Willem [24.199.192.130] on 2008/12/16 23:09:45
"Disagree on this, the sky is yellow, so the ambient light from the sky would be yellow too."
Yeah, but then most of the scene is yellow.
#5348 posted by Hipshot [84.55.65.2] on 2008/12/17 10:43:31
Well, the light is actually a bit more blue in the shadows, than orange. I had a version where the light was actually a lot more blue in the shadows, so it really stood out - looked pretty good. However, I wanted the art direction to be inspired by Quake(1), Quake2 and Unreal(1), so I decided to go with this instead.
About sun rays, I might do it - or not - depends on how good I can simulate the effect. I'm fairly sure I can make it look alright but not sure it will fit in the scene, with the clouds...
 Maybe I Finish Something During Winter Break
#5349 posted by rudl [85.126.193.66] on 2008/12/17 21:54:22
 I Refuse To Look At Anything That Isn't Zipped BMP
#5350 posted by negke [88.70.235.124] on 2008/12/17 22:04:13
(ok, too late. maybe next time, map seems cool, reminiscent of your speedmap, probably da r_speeds though)
 Another Beautiful Day
#5351 posted by DaZ [80.41.177.23] on 2008/12/20 20:55:09
...of combine oppression
http://daz.quaddicted.com/images/t...
Been working on this little map pack for a few weeks now, it will require episode 2 to run!
 Yes
#5352 posted by Zwiffle [24.183.101.72] on 2008/12/20 21:40:33
When I think of combine oppression, I think of lens flare.
 Bit Obscured By The Flare
#5353 posted by HeadThump [4.136.90.171] on 2008/12/20 23:15:23
but looks like an outstanding place to blow some shit up.
 Daz
#5354 posted by megaman [92.73.100.75] on 2008/12/21 12:32:25
not enough bloom.
 Looks Good!
#5355 posted by Drew [76.75.67.35] on 2008/12/21 21:48:35
 New Duke Nukem 4 Eva Shizzle
#5356 posted by starbuck [92.237.128.247] on 2008/12/22 13:57:12
http://www.3drealms.com/duke4/imag...
Alternative title: Rejected Gears of War Enemy Designs
 ...
#5357 posted by Shambler [82.47.201.98] on 2008/12/22 15:19:49
 Mine Was Better
#5358 posted by starbuck [92.237.128.247] on 2008/12/22 15:40:45
#5359 posted by Zwiffle [24.183.101.72] on 2008/12/22 16:09:19
Yeah I haven't been impressed with any/all Duke Forever stuff that's been released 'recently' (ie, in the last 2 years.)
I smell flop.
 Yes...
#5360 posted by Shambler [82.47.201.98] on 2008/12/22 16:09:52
...especially the part where because 3DRealms don't allow hotlinking, I had to copy and paste the url :P
 Well I Still Think It Looks Cool...
#5361 posted by RickyT23 [81.132.88.108] on 2008/12/22 16:27:12
...I guess some of you old-skool quakers are a little bit biast. Which I can kinda understand, after the whole "Quake vs. Duke3D" media circus. Its like Blur v Oasis...
Fashion victims, sheep, trend-followers.....
hah!
 Nope
#5362 posted by ijed [216.241.20.2] on 2008/12/22 16:32:16
They just never finish anything.
#5363 posted by Spirit [80.171.40.2] on 2008/12/22 16:40:29
Back then Quake was the dark brown ugly duckling and Duke the colourful pop chewing gum glee. It's weird to see such a dark and colourless picture. Made me realised how I much rather like comical games instead of that "next-gen realism".
 I Think That Its Gonna Be Good
#5364 posted by RickyT23 [81.132.88.108] on 2008/12/22 16:45:11
but we'll find out quite soon I predict....
#5365 posted by Willem [24.199.192.130] on 2008/12/22 16:48:48
I don't think they're ever going to release it at this point, honestly. They can't. It'll be insta-shredded the second it hits the reviewers hands as people have been waiting for over a decade in a Daikatana-esque fever waiting to tear it a new one.
It would have to be so over the top awesome to overcome all of that negative inertia that I just don't think it's possible. For any company, I mean, not just 3D Realms. You just can't successfully deliver on 11 years of promises.
It's gone from eagerly anticipated to vapor ware jokes to tired joke and soon to move on to obscure fact featured in a future edition of Trivial Pursuit. It's dead, Jim.
#5366 posted by Willem [24.199.192.130] on 2008/12/22 16:50:21
Or an alternate theory I have is that it will come out, people will shrug, and it'll slide into the history books as a foot note.
I really don't see it lighting up the gaming world at this point.
 Like Chinese Democracy
#5367 posted by RickyT23 [81.132.88.108] on 2008/12/22 16:50:38
(the GnR album, not the actual thing, that is)
#5368 posted by Willem [24.199.192.130] on 2008/12/22 16:52:13
Yes, exactly like that, actually. It's here and nobody cares.
 Thats Guns N Roses BTW
#5369 posted by RickyT23 [81.132.88.108] on 2008/12/22 16:52:40
for those who instantly thought Galaxy News Radio.
Incidentally yesterday I found the Wazer Wifle, which I didnt realise was a real gun even though I had read about it on Fo3 forums, I just thought people were being silly....
Bethesda are geniouses IMHO!
 Honestly
#5370 posted by DaZ [80.41.177.23] on 2008/12/22 18:45:07
if its as good as prey then I will be very happy :)
 Willem
#5371 posted by starbuck [92.237.128.247] on 2008/12/22 18:53:24
I don't think expectations are all THAT high. 11 years of promises, maybe, but were we really listening? The fact that they've taken this long makes me think they don't really know what they're doing, and if the game isn't a bit of a mess, I'll be pleasantly surprised.
So I think I disagree with theory #1 and agree with proposed alternate theory : the damp squib. It's not going to set the world on fire and do body shots of success off the cleavage of games reviewers worldwide, it's probably going to have to sleep with PC Gamer's ugly sister to break 80%.
Hope they prove me wrong though...
 DNF
#5372 posted by [Kona] [118.93.63.185] on 2008/12/23 08:17:10
I think we'll see it released, maybe late 2009 or 2010 I hope, and indeed it won't light the world on fire. What I think is that the original game on Unreal engine, which was probably 95% done, they should have fkn released back 2002 or 2003, and then started a sequel, which is where they would be now anyway. Instead they scrapped basically everything. George Broussard is an idiot who appears to want perfection for the game and won't release otherwise. But he won't get it, he's already using an outdated engine. I would be surprised if they switched to a more modern Unreal engine again.
It's not a good sign when in 2008 they're advertising for mappers and programmers to work on the game. Who knows... maybe the reason for it never being finished is because they have no money.
#5373 posted by Willem [75.177.185.17] on 2008/12/23 11:25:29
I think the opposite, actually. I think the reason it isn't being released is because they HAVE money. They sold the Max Payne IP and a few other things so they are flush with cash for years to come. Scott and George are already rich from years past so there's no pressure to release the game. This allows them to tinker endlessly, throw stuff away and start over, etc. All of those things are good to a point - but without pressure to ship you can slip into a state where you are perpetually building and never finishing. It's dangerous and I think that's where they are stuck at the moment. Not sure how to knock them out of that groove and get them back on the shipping path though...
 Hmm
#5374 posted by nonentity [87.194.146.225] on 2008/12/23 13:42:06
back on the shipping path
lane surely?
 Merry Christmas
#5375 posted by DaZ [80.41.177.23] on 2008/12/25 17:45:25
...and I found this little gem in the svencoop 4.0 for half-life.
http://www.svencoop.com/screenshot...
 Heh
#5376 posted by necros [99.227.108.217] on 2008/12/25 18:00:20
the flying HL monster actually doesn't look all that out of place in there.
 Wow
#5377 posted by megaman [87.245.32.174] on 2008/12/27 15:41:25
is sven coop still the abomination that took existing levels and made them into stinking piles of shit it was for hl1? Looks like it still is ;)
 New Level That Might See The Light Of Day Eventually...
#5378 posted by Willem [75.177.185.17] on 2009/01/02 19:31:19
 Looks
#5379 posted by necros [99.227.108.217] on 2009/01/02 19:50:10
very clean and ordered
 Thank God
#5380 posted by Zwiffle [66.170.5.18] on 2009/01/02 20:03:07
Not a base map!
#5381 posted by Willem [75.177.185.17] on 2009/01/02 20:06:58
Or IS it?!
 You PRODUCTIVE Bastard!
#5382 posted by RickyT23 [82.20.37.149] on 2009/01/02 20:28:51
nice work! :P
 Don't See
#5383 posted by ijed [190.20.112.207] on 2009/01/02 20:33:58
That pale wood set much - looks good.
 Yeah Nice,
#5384 posted by Shambler [82.47.201.98] on 2009/01/02 23:23:28
Good shots.
One thing though, the texture under the curved arch doesn't match up with the bricks surrounding it - a pet peeve.
#5385 posted by [Kona] [118.93.60.157] on 2009/01/03 01:54:21
yeah looks nice. maybe a diff texture under those arches or doorways? archway on the right of the second shot is a bit plain... maybe add some decals/lights, or give the step that metal trim. then again, i'm a bit of a detailist.
#5386 posted by Willem [75.177.185.17] on 2009/01/03 03:24:30
It's still early stuff, but thanks for the feedback! I was considering doing something custom inside of the arches. Your feedback kinda confirms what I was thinking in the back of my mind ... thanks!
 Progress
#5387 posted by DaZ [80.41.177.23] on 2009/01/03 10:25:12
Its coming along slowly but surely, working on 3 maps at once at the moment to keep things fresh! They will eventually all be tied together into a little episode
http://daz.quaddicted.com/images/a...
http://daz.quaddicted.com/images/t...
http://daz.quaddicted.com/images/f...
http://daz.quaddicted.com/images/f...
 3rd Shot Is Kinda Bland...
#5388 posted by Scampie [67.129.250.254] on 2009/01/03 12:45:56
but overall looks fucking nice Daz!
 Q3 CPM Map 'in Da Works'
#5389 posted by sock [92.249.164.198] on 2009/01/03 13:28:47
Screenshot : http://www.simonoc.com/images/desi...
The website page has been updated with new screenshots and a list of changes since last alpha. If you have any spare time, please drop by #CPMPICKUP channel and give the map a test drive! All feedback welcome.
Top down map layouts, screenshots and download link are available here:
http://www.simonoc.com/pages/desig...
 Daz
#5390 posted by nitin [124.168.121.225] on 2009/01/03 13:57:32
2nd shot looks ace, rest a little uninspired IMHO.
 Erm. (re: Daz + Comments)
#5391 posted by Text_Fish [82.32.29.116] on 2009/01/04 03:54:46
I look forward to playing this but personally the second shot is the weakest for me. It may be quite pretty in a conventional HL2 sort of way, but it sort of implies that there might be a lot of 'walk round corner and be impressed by sunlit vista' moments that got quite boring in HL2. Personally I love the idea of veteran Q1 mappers applying their legendary instinct for ferocious combat to games that are more commonly known for eyecandy and scripted setpieces.
#5392 posted by Willem [75.177.185.17] on 2009/01/04 11:17:28
I love the first shot. I think a map that was based entirely around that "abandoned" theme would be awesome. A primarily exploration based level - combat could be worked into it but if the main basis was great looking areas in an abandoned factory or something it would be memorable.
 Vistas Vs Gameplay
#5393 posted by DaZ [80.41.177.23] on 2009/01/04 11:24:50
Its funny you should bring that up fish as I was thinking the same thing about that beach area, originally it was just a nice set piece to start the whole episode off with, the player simply awoke on the beach and had to make his way around some rocks to the houses at the other side.
Eventually I decided that was quite a weak intro so now currently there are pools of water filled with leeches that the player has to avoid by finding ways around them and various little puzzle "alleys" contained in the rocks with sentry guns and mines and all sorts of other defences before you make it to the buildings. I also had to cut down on the amount of water in the scene as it was starting to bring my graphics card to its knees in some areas, eventually I found a nice compromise by using slightly less water and using a slightly less complex water shader for the scene which seems to have done the trick for now.
I had no issues with the vistas in HL2 though, and its certainly great fun to create some of my own in a game I enjoy just as much as Quake!
#5394 posted by Willem [75.177.185.17] on 2009/01/04 11:31:38
"and its certainly great fun to create some of my own in a game I enjoy just as much as Quake!"
Ultimately, that's what's important. If you're having fun, forget the haters. :P
 Incidentally...
#5395 posted by DaZ [80.41.177.23] on 2009/01/04 11:46:36
Willem you are spot on with your comment on shot #1, thats exactly the type of level I'm aiming for with that section, I've been tracking down just about every urban exploration site I can get my hands on for reference material!
Loving those shots you posted also, like others have said you don't see those textures very often in a Quake map and I'm liking the clean lines going on there too. Looking forward to it!
 Sock
#5396 posted by Scampie [67.129.250.254] on 2009/01/04 14:14:09
Texture set is temporary!? That looks fucking great IMO. Stylized and clean.
 Scampie
#5397 posted by sock [92.249.164.198] on 2009/01/05 08:59:00
The texture set feel temporary to me. The crowd of players the map is aimed at sort of dictates what I can use, mainly bright textures with well defined edges and no clutter. Originally the map was all gothic and moody, but no one could see anything! :D
 Huh
#5398 posted by megaman [92.73.98.205] on 2009/01/05 20:10:27
i feel the exact opposite actually. the darker maps like hub, pdm6 and ztn feel much nicer in low settings than the brighter maps like pt4. Bright textures are a no go with mapoverbrightbits.
It's important that your GEOMETRY doesn't clutter though.
 Lol
#5399 posted by necros [99.227.108.217] on 2009/01/07 05:46:06
 Nothing
#5400 posted by starbuck [94.193.240.185] on 2009/01/07 06:17:57
that's totally awesome. Did you model her yourself?
#5401 posted by necros [99.227.108.217] on 2009/01/07 07:21:13
yeah, i watched wall-e for the first time a couple of days ago.
it's one of the more nonsensical things i've done, but damnit, that movie was pretty good. :)
 Hawt...
#5402 posted by Shambler [82.47.201.98] on 2009/01/07 10:52:53
...I would.
#5403 posted by Willem [75.177.185.17] on 2009/01/07 11:24:53
Hah! That looks cool as hell. Nice work!
 Dooommodels
#5404 posted by MadFox [84.26.168.11] on 2009/01/07 19:29:21
small movie of my QuakeDoom map on modB.
#5405 posted by MadFox [84.26.168.11] on 2009/01/07 19:29:32
#5406 posted by Willem [24.199.192.130] on 2009/01/07 19:40:15
Cool video but, man, learn to aim. :)
 Madfox Its Excellent!
#5407 posted by RickyT23 [82.20.37.149] on 2009/01/07 19:53:34
You really captured the feel of the doom monsters.
It would be very cool if you could do the music and the sound effects for the guns too.
Maybe some ambient sounds?
 Divx
#5408 posted by MadFox [84.26.168.11] on 2009/01/07 20:26:32
The divx codec made playing a hell because the framerate doubled while recording. I played it on double speed.
So I can imagine it looks cramped.
I'm trying to find the sounds but doom exports things rather snappy.
Sofar I'm glad I have all monsters walking and attacking. Only the texturing is so hard.
Like the DoomGuy, I really would like to see it crouching in qc.
http://members.home.nl/gimli/doomg...
 Sock:
#5409 posted by bear [94.255.212.90] on 2009/01/08 12:58:51
Maybe the textures are temporary but judging from how it looks now I'd suggest not having that marbly/noisy look in all the textures.
 Anyone Else Wanna Test A Map?
#5410 posted by RickyT23 [82.20.37.149] on 2009/01/11 21:32:38
Doing a full vis now, so you can use whatever engine you prefer (hopefully)
 Hmm
#5411 posted by nonentity [87.194.146.225] on 2009/01/12 01:23:46
I'll test it, email address is on profile...
Probably on the lower difficulty settings tho ;p
 I'll Test It Too
#5412 posted by ericw [75.156.184.170] on 2009/01/12 02:13:07
If you want one more tester. :) (email address in profile as well)
 Madfox
#5413 posted by ijed [190.20.123.105] on 2009/01/12 03:55:51
It seems like you've still got Quake shotguns - there's a few weapon patches that change them to their doom versions - just for damage / spread / fire rate.
Everyone is so used to the Quake shotguns that they don't realise how crap they are.
Looking good, by the way.
 Heh
#5414 posted by RickyT23 [82.20.37.149] on 2009/01/12 09:56:44
Vis took 8 and a half hours, but light is finishing now, and I have to go to work already.
Will send the beta in a couple of hours, when I get a break.... :)
 Not Quake, But Whatever...
#5415 posted by necros [99.227.108.217] on 2009/01/12 10:24:07
http://necros.quaddicted.com/temp/...
really trying to finish it this time. :x that's lunaran's strombine textures btw.
 So What Are You Gonna Have
#5416 posted by RickyT23 [81.157.18.236] on 2009/01/12 10:43:54
running around down there?
Looks very Half-Lifey, prob the textures help.....
#5417 posted by Willem [71.70.208.255] on 2009/01/12 11:18:10
necros
Very cool scene. One of the things that I remember reading awhile back was something from Levelord on level design. He said that one of the things that helps a level really feel 3D in nature is to have long vistas with tall structures in the visual path to provide visual parallax.
You have that there with that column and the curved half of the hallway chunk attached to it. As you come down that hall, that piece of geometry will partially obscure what is behind it and give that parallax effect.
Looks cool!
 Ijed
#5418 posted by Lardarse [62.31.165.111] on 2009/01/12 15:11:26
They're not actually that crap...
 Is It F.E.A.R?
#5419 posted by rudl [85.126.193.66] on 2009/01/12 21:10:33
 Hm
#5420 posted by ijed [190.20.70.86] on 2009/01/13 02:31:38
Does anybody use the SG once they have the SSG, apart from sniping monsters from miles away - which doesn't make much sense and isn't very fun.
They made the SG a pistol type weapon, which meant the SSG became the real shotgun.
Just me 2 cents.
#5421 posted by [Kona] [118.92.181.198] on 2009/01/13 04:22:57
looks like q3 to me. where do the monsters go necros? :( nice lighting though, very doom3-esque.
 Thanks Guys :)
#5422 posted by necros [99.227.108.217] on 2009/01/13 08:12:50
that shot is early in the level (about a minute in or so). this is actually a "spiritual successor" to the venice HL2 map i tried doing before. doom3 meant a change in setting, but the original concept of a very lonely atmosphere is what this is going to be.
there is fps gameplay planned though, but i'm hoping to keep the player moving along without combat for at least a few minutes with puzzles and cool looking areas as rewards. i plan this to be a mod, with my doom3 'tweaks' included so it'll feel pretty much like quake, most likely, just with doom3 monsters.
anyway, that shot was mostly me breathing a sigh of relief as i was able to use 3ds max to model that area. i have some way cooler areas in progress. :)
 Screenshots &
#5423 posted by MadFox [84.26.168.11] on 2009/01/14 13:16:53
http://members.home.nl/gimli/hanga...
Well my modelling skills are driven to their aces, but sofar I got the ZDoomGl models. And as always at the last moment one of the monsters doesn't behave as in my testmaps, lostsoul has gone lost bouncing.
It's more a pak to show my results than a real attemmpt for a level. I hope to come to a good confinement of how to handle these monsters.
Textutres look awfull in FirtzQuake. Aguire's engine is better. Glad to have them running!
http://members.home.nl/gimli/Hanga...
lol
 Spy, Grahf
#5424 posted by RickyT23 [82.20.37.149] on 2009/01/17 17:52:38
check your mail! ;)
 I Got It Ricky
#5425 posted by spy [95.56.28.23] on 2009/01/17 19:02:52
 OK Here's Some Shots
#5426 posted by RickyT23 [82.20.37.149] on 2009/01/18 20:47:41
 Meanwhile, Back In The Quake Engine...
#5427 posted by Shambler [82.47.201.98] on 2009/01/18 20:54:06
...and in a world where finding and using freeware image manipulation progams isn't rocket science...
Errrr yeah, looks pretty good, looks meaty.
 Thnx ;
#5428 posted by RickyT23 [82.20.37.149] on 2009/01/18 20:58:55
 Fatty Ass Lights
#5429 posted by DaZ [80.41.130.104] on 2009/01/18 21:23:55
The light podiums sticking out of the floor look a bit fat imo, they need a diet of approximately 16 units!
Very nice overall, lighting is a bit flat in some areas for my taste though. What does the map look like in standard gl / fitz? :D
 OK - Heres One For Shambler
#5430 posted by RickyT23 [82.20.37.149] on 2009/01/18 21:35:25
http://www.quaketastic.com/upload/...
Daz - 32x32 base is pretty fat I know, but Im on a strict diet of marksurfaces here and I dont think I can afford it....
you can jump on top of them all though :D
 Looks Nice
#5431 posted by necros [99.227.108.217] on 2009/01/18 21:36:50
my only complaint is that the 64x32 metal block texture is overused and boring.
also, i don't know if this is intentional or not, but all that bloom makes the map look very damp/humid and sweltering.
on a tangent, it would be nice to see games use bloom for specific effects instead of just globally applying it to the entire game. a level taking place in a sunny but hot swamp would make good use of bloom.
 Actually
#5432 posted by Shambler [82.47.201.98] on 2009/01/18 21:40:39
That one for me is pretty cool!
 Now THAT Is My Taste Of Base Map
#5433 posted by gb [89.27.227.108] on 2009/01/19 02:12:40
Not boring at all Ricky! Change nothing! (OK, rotate the crates in that one screenshot).
Yummy.
... What mod?
 I See
#5434 posted by gb [89.27.227.108] on 2009/01/19 02:16:33
didn't look at the monsters because I was so absorbed by everything else.
 Bloom Effect
#5435 posted by RickyT23 [82.20.37.149] on 2009/01/19 02:33:03
I'm just messin' hehe!
Thats Rygels 2.7Mb pack there as well guys. I cant put realtime lights on though. It kills the framerate completely. And I have to type some weird crap in because Darkplaces lights appear extremely bright in realtime mode with my method of lighting.
And I get about 8 fps.
But hey - I normally use FitzQuake 0.80 especially to play with. And I have textured the map using a lot of standard Quake textures, but there are plenty of non-standard ones too so as you can see from the shots it looks weird like that anyway because of the contrast between the really low-rez ones and the eXtremely high-rez ones.
Anyway it runs in Winquake, Darkplaces, Fitz, GlQuake, Tomaz, QMB, Joequake, Qrack, etc etc etc...
Thanks for the tips.
 Bloom
#5436 posted by ijed [190.20.117.200] on 2009/01/19 02:42:40
Is a problem. If you apply it on a per-shader basis then it looks great, but immolates the graphics card.
Applying it over the entire game, that is, directly from the back buffer is MUCH cheaper, which is why lots of modern games have that sweaty look.
They want bloom but don't want make the graphic concessions necessary to have it, so instead they have to plaster it all over.
#5437 posted by Spirit [213.39.225.116] on 2009/01/19 10:03:42
I agree with what necros said, that texture patterns rather ugly. Also there are very dominant (and ugly) rivets everywhere (that might be less flamboyant with the original textures though).
The rest looks very promising!
 It's Still Coming, Honest!
#5438 posted by Friction [91.154.127.149] on 2009/01/20 19:58:10
 Why "yournotfoolinganyone.jpg&quo...
#5439 posted by RickyT23 [82.20.37.149] on 2009/01/20 20:01:26
looks pretty substantial!
any chance of an in-game shot or two?
 Friction
#5440 posted by Zwiffle [66.170.5.18] on 2009/01/20 20:05:27
No one cares any more. Just convert it for DNF when that comes out.
#5441 posted by necros [99.227.108.217] on 2009/01/20 20:11:24
that's a lot of brushwork! :)
i second the request for a proper shot btw. :P
#5442 posted by Willem [71.70.208.255] on 2009/01/20 20:57:04
Looks ... massive! Yeah, some in-level shots would be cool.
 I Have Dozens Of Shots
#5443 posted by Friction [91.154.127.149] on 2009/01/20 20:58:27
 Yeah Boi!!!
#5444 posted by RickyT23 [82.20.37.149] on 2009/01/20 21:20:44
that looks very professional to me!! :)
Nice lighting, brushword etc, er - I never tried mapping for Doom 3 yet, so I can give any other real input except for I hope the gameplay is as good as the visuals!
#5445 posted by Willem [71.70.208.255] on 2009/01/20 21:24:15
Uh ... over 35,000 brushes?! Holy crap, I admire your tenacity.
 I Was Going To Ask What It Was
#5446 posted by nitin [124.168.105.211] on 2009/01/20 22:56:10
till I saw all the pipes :)
 But What About...
#5447 posted by metlslime [67.180.230.20] on 2009/01/21 00:00:23
fr3dm2? I'm still waiting...
 Hmm
#5448 posted by nonentity [87.194.146.225] on 2009/01/21 00:14:27
I swear down it used to be orange...?
 Friction
#5449 posted by starbuck [129.215.59.100] on 2009/01/21 06:06:54
still looking awesome. Might have to give Doom 3 a reinstall.
 Friction
#5450 posted by JPL [213.30.139.243] on 2009/01/21 07:59:58
OMG ! It look so sexy ! Very good ! Very good !
 Fine Screenies!
#5451 posted by MadFox [84.26.168.11] on 2009/01/23 02:13:47
I thought I saw Abe coming round the corner of Oddworld,
trying to save Friction from Burgerworld.
 MDLEd Preview
#5452 posted by Willem [71.70.208.255] on 2009/01/24 22:24:59
My model editor program is moving right along, fully supporting frame and skin groups (mega thanks to Preach, as always, for info freely shared).
http://www.quaketastic.com/upload/...
http://www.quaketastic.com/upload/...
http://www.quaketastic.com/upload/...
Probably won't allow you to edit the vertices in this program (but maybe in the future), but you will be able to export/import frames, export/import skins, rename frames, change flags, etc.
#5453 posted by necros [99.227.108.217] on 2009/01/25 00:54:38
looks pretty sweet, man.
what formats will you include for exporting? qme allowed dxf, and it worked well for 3dsmax (which imports and exports dxf) but different 3d packages are notorious for having all sorts of formats. :S
#5454 posted by Willem [71.70.208.255] on 2009/01/25 01:02:09
Since it's just Quake models, I was thinking of something text based and simple like OBJ - plus OBJ is one of the most widely supported formats. I'll probably start there and see what else might be required...
 Hey
#5455 posted by Zwiffle [24.183.101.72] on 2009/01/25 01:06:43
Looks pretty sexy there. Is this just to manipulate already-built models or to create new models?
 Ohh
#5456 posted by necros [99.227.108.217] on 2009/01/25 01:07:16
that would be nice, it's a better format than dxf for sure!
 Cool...
#5457 posted by metlslime [67.180.230.20] on 2009/01/25 08:18:11
(waiting for a windows port)
#5458 posted by Willem [71.70.208.255] on 2009/01/25 11:22:08
Zwiffle
Both. You'll be able to load existing MDLs as well as create new ones. I don't plan on including modeling tools so you'll have to create the frames themselves in something external and then import them as OBJs into this editor.
The editor will then allow you to set flags, rename the frames, create groups, import skins, etc.
 Willem
#5459 posted by RickyT23 [82.20.37.149] on 2009/01/25 16:36:09
What Metl said :)
Very cool btw.
 Friction
#5460 posted by negke [88.70.224.213] on 2009/01/25 18:38:42
Aren't those the same five shots you keep showing us every year since you started the map?
#5461 posted by [Kona] [118.93.39.244] on 2009/01/26 10:38:59
lol
they look very cool nonetheless. when will it be finished friction? the quality of doom3 maps is really fukn good to be honest, and it doesn't look easy to do.
 Negke
#5462 posted by Friction [91.154.127.149] on 2009/01/26 13:48:34
Seven shots, seven.
 Long Time Since Someone Showed Pics
#5463 posted by Hrimfaxi [89.150.173.209] on 2009/02/20 00:13:05
So here are something I work on
http://www.hrimfaxi.dk/WIP.htm
 Fucking Love It
#5464 posted by DaZ [80.41.171.148] on 2009/02/20 00:19:12
silver/grey door textures stand out a bit compared to the rest, but thats really the only niggle I can find.
Beautiful otherwise, bring it on :)
Is it SP or DM?
 Yeah
#5465 posted by Preach [86.160.143.42] on 2009/02/20 00:23:33
That first shot in particular is incredibly boss. I can see what DaZ is saying about the grey archways, although that kind of grey looks fine in the demonic head wall textures. Maybe an outer ring of trim in the green-grey metal would make them look better defined?
 Oooh.
#5466 posted by Text_Fish [82.32.29.116] on 2009/02/20 00:42:22
I love the lighting. Those high up shaddows look very forboding.
#5467 posted by Trinca [89.180.106.140] on 2009/02/20 00:43:50
your evilness is fucking hugely great!!!
:)
bring it on.
 Ssssweet, Hrim....
#5468 posted by the silent [82.185.144.141] on 2009/02/20 08:43:57
...My pants suddenly shrunk...
When will you release it?
 Hrim...
#5469 posted by JPL [213.30.139.243] on 2009/02/20 09:56:10
Go map and release it ASAP ! I can't wait to play it now ! Good work !
 Shots Look Excellent
#5470 posted by nitin [124.168.71.217] on 2009/02/20 12:41:06
but where's that RL from? I'm assuming it some high poly version, but it looks surprisingly decent.
 Hrim
#5471 posted by bambuz [91.152.89.203] on 2009/02/20 12:49:16
Imo a bit too detailed and thin stuff there, but that might be just the old school me...
 Some Information...
#5472 posted by Hrimfaxi [89.150.173.209] on 2009/02/20 13:03:56
It's SP. Not many monsters yet though!
The archways change color now and then 8-)
As you can see on the pic it has one color on the top and another at the buttom. I change the hue and color now and the to find something that fits better!
Maybe a trim as Preach says!
Release? Can't really say guess the map is 85-90 % done, and going fast these past two weeks, but things can easily change if mappers block strikes! 8-).
Anyway Release is not that soon!
Thanks for your comments!
#5473 posted by Trinca [194.65.24.228] on 2009/02/20 13:38:26
Hrimfaxi your maps always worth the wait!!! :)
 Nitin
#5474 posted by Spirit [213.39.223.130] on 2009/02/20 14:01:48
 Thanks Spirit
#5475 posted by nitin [124.168.71.217] on 2009/02/21 01:13:11
I quite like that RL.
 Coming Soon.
#5476 posted by T_Creutzenberg [93.134.84.236] on 2009/02/21 04:57:39
 Really Like It
#5477 posted by DaZ [80.41.171.148] on 2009/02/21 10:14:31
Just a few nitpicks though.
1) I always thought those faked lens flares from lights in q3 looked awful :(
2) The sky is perhaps a bit busy with all those stars, but I suppose that is personal taste.
Really like the lighting in the 1st & 2nd shot, what is down that brightly lit pit in the 1st shot? Looks interesting :)
 T_Creutzenberg
#5478 posted by JPL [82.234.167.238] on 2009/02/21 10:15:03
Looks cools :)
 T_Creutzenberg
#5479 posted by starbuck [94.193.240.185] on 2009/02/21 10:40:45
looks fantastic, I love the atmosphere. 2nd shot is money. Agree with Daz on the lens flares, but I actually really like the sky, don't change it!
 Lens Flares + Sky
#5480 posted by T_Creutzenberg [93.134.84.236] on 2009/02/21 11:35:47
Cheers!
I actually really like the lens flares, and I know some poeple won't...
And the sky will be a reason to argue, too. The Starfield is moving really slow, but but there are fast moving clouds, too. Well, there is always the option to fastsky it ;)
#5481 posted by Willem [71.70.208.255] on 2009/02/21 11:51:22
Looks great, man! I like the Quake3 levels that have that solid look to them. It's a "thick" sort of look and feel. The place feels like it could absorb rockets and not even feel it.
 2nd Shot Reminds Me A Little Of Qfraggel2
#5482 posted by nitin [124.168.71.217] on 2009/02/21 13:01:18
is this a similar sized map or something smaller?
 Size
#5483 posted by nitin [93.134.84.236] on 2009/02/21 13:20:38
Playerload is about 3 to 10 people, the "playable area" is about as big as q3dm7, but much more vertical.
It is also very VERY interconnected. You can run in a straight line from one end of the map to the other end from many points in the map, you just have to cover height differences to do so. Still, r_speeds do not top 9800 in the worst spots (with geometric detail set to low).
PS: I used an improved version of my old texture set from qfraggel3 with a few new ones as nobody seemed to use it and I can't find the time to do a new texture set ;p
 Sorry, Last Post Was By Me
#5484 posted by T_Creutzenberg [93.134.84.236] on 2009/02/21 13:23:12
I did fill in the wrong textfield ... sorry nitin.
Oh, and there are nearly no hallways in the map, I tried to keep it as open as possible.
#5485 posted by Trinca [89.181.93.182] on 2009/02/22 10:28:46
great map, petty Q3 dont have SP ;)
but map got a real nice atmosphere, nice work
 Hmm
#5486 posted by nonentity [87.194.146.225] on 2009/02/22 22:09:46
I'm sure there was some SP Dune mod in the works for Q3...
Whatever happened to it?
 Coriolis Horse
#5487 posted by starbuck [94.193.240.185] on 2009/02/22 22:13:07
 Creuzenberg
#5488 posted by megaman [92.72.4.112] on 2009/02/25 14:42:08
looks nice, maybe a bit too brown ;) Otherwise, I think i like the textures a lot. Need better shots/maptest!
The lens flares look weird, but i love the sky. Be careful with too many interconnections.
 Back To Quake
#5489 posted by KamiKaze [75.118.65.118] on 2009/03/02 04:36:21
After a few years of mapping on and off for Doom, I started something for Quake. It will be my second Quake map ever... and first in 11 years lol
This is what I've done today and I'm 95% sure I'll actually finish this one!
http://i258.photobucket.com/albums...
#5490 posted by Trinca [194.65.24.228] on 2009/03/02 09:43:17
hard to see because there are no light ;) just pillars
but since is a Quake map can´t wait for it!!!
go finish!
#5491 posted by [Kona] [118.93.39.244] on 2009/03/02 11:23:04
More detail and texture variation wouldn't hurt, but welcome to q1 mapping
#5492 posted by Willem [24.163.61.78] on 2009/03/02 11:23:21
hah! Nice to see people returning to the scene. You can definitely see the Doom influence on your level with the thick pillars. :) Looking forward to seeing what you come up with!
#5493 posted by KamiKaze [75.118.65.118] on 2009/03/03 00:16:38
That's funny.. people in the Doom community said they could see my Quake influence in my Doom maps because of the "chunky architecture".
 That Map..
#5494 posted by megaman [92.73.104.22] on 2009/03/03 03:19:16
looks definitely like doom to me ;-)
Anyways.. more detailing:
http://www.haukerehfeld.de/blog/20...
#5495 posted by Hipshot [83.250.100.119] on 2009/03/03 04:09:21
Hey Megaman, that looks pretty slick!
Looks "smooth" but with detail.
--
Might get this out before this weekend, it's kinda done already...
http://zfight.com/misc/images/maps...
http://zfight.com/misc/images/maps...
http://zfight.com/misc/images/maps...
 Havent I Played That Before
#5496 posted by nitin [124.168.19.246] on 2009/03/03 11:23:22
did you put out a beta ages ago hipshot?
 Not The Same Level Dude.
#5497 posted by Hipshot [84.55.65.2] on 2009/03/03 11:41:29
 Few Shots
#5498 posted by DeathMethod [86.27.48.5] on 2009/03/05 00:47:23
#5499 posted by RickyT23 [86.27.184.30] on 2009/03/05 01:06:57
It looks nice, i like the egptian style. The lighting could be a bit cooler, it seems very bright in places. It need to be kinda moodier - maybe some more sourced lights like torches would look good. Also there are some parts where you have very dark shadows on the ground - remember that enemies will appear at the lighting level of the ground they are above, so the enemies on 100% dark areas will be 100% dark.
#5500 posted by DeathMethod [86.27.48.5] on 2009/03/05 01:22:37
when i took the shots they looked very dark, so i brightened up the image in photoshop by 30% so everything could be seen easily. maybe this wasnt the best idea thinking back.
I intend to brighten up the ground in the last few shots, was just a bit eager to see what people thought about the shots so far.
cheers
#5501 posted by MadFox [84.26.168.11] on 2009/03/05 01:22:53
Textures give a high Hexen2 mood.
Good atmosphere.., map on!
 Looks Great
#5502 posted by DaZ [80.41.171.148] on 2009/03/05 03:03:39
Really like the look overall, a few things that caught my eye..
In shot 3 the walls are quite flat, the texturing suggests a buttress or some-such coming out from the walls, maybe try and work on that a little.
In the later shots of the courtyard it looks quite dark at the bottom, some sort of flame holders or torches would do the trick I think and add to the atmosphere.
Perhaps more of a personal preference, but maybe the map would feel more atmospheric if it was set at dusk/dawn with more torch light and a lower angle on the sunlight. But then again im a sucker for the darker egyptian stuff :)
Looking forward to seeing this one :) I'm guessing its single player???
 Hmm
#5503 posted by nonentity [87.194.146.225] on 2009/03/05 03:14:36
Aye, as said, it's looking very promising. Good work.
My only criticism is similar to Daz's first point, a lot of the walls look very flat/vertical. They look like they're already divided into seperate brushes for texturing, possibly add some variation to the angles (pitch?) of the walls.
But yeh, look forward to seeing more...
#5504 posted by [Kona] [118.93.39.244] on 2009/03/05 06:02:06
looks like a daz map
#5505 posted by [Kona] [118.93.39.244] on 2009/03/05 06:03:18
in a good way that is :D
those first two shots the ceiling is too low, i'll bash my head if i jump
 Funny...
#5506 posted by the silent [82.185.144.141] on 2009/03/05 08:52:47
...before I read any post, I was about to say that the screens screamed [Kona] to me!!!
The low ceilings and all!!!
Well, I guess I need a good romp through the alk series!!!
;P
 Deathmethod
#5507 posted by grahf [76.104.21.196] on 2009/03/05 09:03:13
I like the texture choices. The Q3 blocks go quite well with the egyptian detailing; I don't think I've ever seen that particular combo attempted before.
I agree with what others have said about lighting contrast and flat walls/ceilings, but it looks interesting so far.
#5508 posted by Trinca [194.65.24.228] on 2009/03/05 10:10:09
very very tasty ;) cant wait to put my hands on it!
keep the good work!
 DeathMethod
#5509 posted by JPL [82.234.167.238] on 2009/03/05 11:00:52
It looks indeed very good ! Just a question: will it be DM or SP ?
#5510 posted by DeathMethod [86.27.48.5] on 2009/03/05 11:20:32
The level is going to be both sp and dm.
will see what i can do about the flat walls, im surei'll come up with something.
i did originally have the level set at night but couldnt get the lighting looking right so made it daytime. might give the dusk another try.
hoping to have a beta very soon
 I'm Up For Betatesting!
#5511 posted by the silent [82.185.144.141] on 2009/03/05 11:55:54
... If you ever need a hand...
 Yes
#5512 posted by nitin [124.168.19.246] on 2009/03/05 13:06:34
flat walls but otherwise looks good.
 Done.
#5513 posted by Hipshot [83.250.100.119] on 2009/03/08 12:42:34
 Hmmm
#5514 posted by megaman [92.73.92.66] on 2009/03/08 13:26:21
just a list, no time:
- weird flow. some parts i just don't know where to hop next to, others i discovered nice ways after a while. The water doesn't really help with that,
- i love the water before/jump to the teles, and the wood thing at the ya that you're supposed to jump up to,
- the color scheme works well, but is a bit monotonous -- could use some more variation over the map.
hmm, is there a way to do something against the washed out look of lighting with q3map2? i have the same issue in my current map -- it's either too dark or looks washed out.
 Megaman
#5515 posted by Hipshot [83.250.100.119] on 2009/03/08 13:54:05
- Maybe it takes a few games to learn the flow, me and my friends have played probably over 50 times by now.
- The major reason why I kept myself from adding more variation and detail to the level is because of the file size and the r_speeds. Even though it looks pretty close, it is pretty open. And I wanted to keep the speeds just not to much over 10k at the peak place.
- If you don't use the -gamma parm (or any other "new" special ligth stuff), then there should be no difference between q3map and q3map2s light. I used gamma in this and -dirt. And for the first time, a very low blue overall ambient.
This is what the level looks like w/o my current -gamma and -compensate. Thus, just normal light.
http://img21.imageshack.us/my.php?...
I was seriously considering going for this and "fix it" so it would look good (not to vibrant, not to dark), but in the end I choose to use what I "always" use. The next map I do, I'll probably skip the -gamma value.
 Deathmethod...
#5516 posted by Shambler [82.47.200.132] on 2009/03/08 22:30:47
...reminds me of the old skool temple style custom DM maps I used to lose badly to people on "back in the day".
That is a good thing.
 Hipshot
#5517 posted by megaman [92.73.92.66] on 2009/03/09 01:48:19
interesting. I'm using -gamma, too. i need to try disabling that. The washed out look is great for realism maps, but for my project its bugging me.
how did you get the bots to jump over the wooden thingie @ ya? :)
 FireCult Betas For Your Perusal
#5518 posted by enki [68.114.241.3] on 2009/03/14 21:32:18
Hay guys. I've been working on some Quake SP maps lately and was wondering if you would like to take a peek at them real quick and offer some feedback. The series I've started is entitled FireCult and currently has just the startmap and one single player gameplay map. Both are pretty close to completion, (the gameplay map just needs that last room finished). There are 2 more maps currently in dev for the series with some more slated. I'd like to get really into this project and would like some ideas as to changes I need to make for what I already have. Thanks guys :)
http://carbon.fragsmack.com/projek...
This .rar contains 2 bsps, 2 .lit files and the readme.
 Very Sweet
#5519 posted by spy [92.47.205.174] on 2009/03/14 21:57:35
i like it
 Beautiful
#5520 posted by Spirit [213.39.186.180] on 2009/03/15 12:31:47
A short but very nice map. Having a horde fight at the end would ruin it for me though, the map deserves better. The atmosphere is amazing. Make it 2-3 times the size/length and it will be perfect!
There is one major issue: Rogue fullbrights on the textures. Try running the map in Fitzquake or a software rendered engine (eg winquake.exe). Some screenshots:
http://www.quaddicted.com/stuff/te... (sure the "orb" should stay fullbright)
http://www.quaddicted.com/stuff/te...
http://www.quaddicted.com/stuff/te...
http://www.quaddicted.com/stuff/te...
http://www.quaddicted.com/stuff/te...
Maybe cut those centerprint "comments" they damaged the atmosphere/immersion for me.
Nice idea with the different twist in nightmare skill (the key appears on normal skill too though). I also like the vore surprise, heh. Is the secret available? I did fix the masonry but nothing happened (that I noticed).
PS: Please use a plain .txt file for the final readme. ;)
#5521 posted by enki [68.114.241.3] on 2009/03/15 13:48:50
I dunno what to do about the textures exactly, outside of changing a few of them. they bloom nicely in modern QW engines.
How many people really run in software mode?
I suppose I could clean those up a bit in PSP and rebuild the wad if it's a major issue. The lava textures are really supposed to glow though. It's a tough call.
The secret is available and is right when you spawn in ecfc1 in the lower area. :P the bricks thing isn't a secret, just a fun thing i put in there.
.rtf converted to .txt for future release.
thanks for the input :)
#5522 posted by Spirit [213.39.186.180] on 2009/03/15 14:24:03
It's not really a software thing, it's more a feature from original Quake that glquake was missing and not all later engines fixed (Most majors ones except for aguirRe's glquake do though). Definitely a thing to fix. I think Wally might even have a feature to eliminate them (or I mix up things in my memory).
That secret is well hidden, heh.
I just remember two more things: The wooden beams need some texture alignment fixing. And for me the rusty metal lights look out of place.
#5523 posted by Willem [24.163.61.78] on 2009/03/15 15:18:37
"How many people really run in software mode? "
I will from time to time. It captures that original "feel" that modern engines just can't quite hit. FitzQuake comes closest to matching it though.
#5524 posted by enki [68.114.241.3] on 2009/03/15 16:05:04
Ok and yes I've been looking to remove those in Wally without ripping those textures up too bad. It's definitely a considerable change. I think one thing that may be a problem is that texture matching may differ once those are remipped, so the textures won't look right when tiled to each other eventually. It's worth some work and investigation. I don't want to take the ambience out of it by replacing the textures, but that may be a final solution if all else fails. Thanks.
Also, I don't want to give the impression that I'm dismissing the use of software run Quake. I think I left that statement a bit vague...I respect the crap out of what John and others have done to take the code to higher standards, I just need to test these out in a ton of engines before release... (that's why i'm still in beta) :D
Also, Spirit, That wood tex is getting replaced and aligned. I had texture lock on when i moved a bunch of them around :\ I'm also adding a ton of loose bricks to both maps for ambience.
The centertext triggers are going to be key to puzzle solving in later maps, so I want to keep them atm. I just won't overdo it, may tone them down a tad as far as wait times. Come on nobody laughed at the 'Djinn Antonic'? At any rate, I want this to be very un-Quake but a combination of Quake and H2 puzzle styles. The text is a fun part of that and allows for an immersive story which I feel Quake lacked, but Hexen II 'tried' to hit on.
The floor stones are meticulous enough in the lower aread to give you an idea as to where the secret is. I know it's a bit dark in that area and I didn't give it any clues on the texture. I hope people won't hate me for it ><.
 I Love The Style/theme
#5525 posted by RickyT23 [86.10.15.223] on 2009/03/15 16:24:13
Basically this map rocks!
Maybe another room on the start map.
Please leave the stained glass windows as they are - the fullbright textures there look sweet IMHO.
I like the fact the you get mobbed by dogs if you dont start off shooting. Leave that in too.
Get in touch with Ijed maybe when you've finished this and do a map for the Remakequake project (thread is in the dicussion section of func_)!!!
nice work
#5526 posted by Spirit [213.39.186.180] on 2009/03/15 18:13:04
Ooooh, I only meant the "uh-oh" and that other one (was there, wasn't it?). The messages on the tomb are very nice!
 GL_TEXTUREMODE NEAREST_MIPMAP_NEAREST
#5527 posted by bear [94.255.216.24] on 2009/03/15 21:57:00
GL_FLASHBLEND 0 and so on... and I dunno if there's any software charm to capture
 That's Pretty Nice
#5528 posted by ijed [190.20.85.106] on 2009/03/15 23:37:35
Definate Koohoo and then This Onion influences.
I wouldn't make the tombs cause damage though - its only low but I was pissing about to read the text before I noticed my armour draining away.
Might be good to complicate those with some zombie spawns instead.
You could probably replace half the Vores with Shamblers.
For the finale It'd be nice to see lava bit open and a load of spawns. Just an idea.
 Lava Pits
#5529 posted by ijed [190.20.85.106] on 2009/03/15 23:37:50
#5530 posted by Trinca [194.65.24.228] on 2009/03/16 10:40:40
looks awesome, this texture set is very good and the lights are nice! keep the good work!
 Btw
#5531 posted by spy [92.47.185.83] on 2009/03/16 13:39:37
this reminds me that old norvegian winter pak :)
 Spirit
#5532 posted by JPL [213.30.139.243] on 2009/03/16 13:45:24
Very good use of DKT3 texture set there... Shots are very nice !
 Nope
#5533 posted by gb [89.27.227.233] on 2009/03/16 18:23:08
The texture conversion issues are glaring. The glass windows look really bad with those spotty/discolored areas. It's not just stray fullbrights, it's the pallette change from Daikatana to Quake.
I don't think using 100% "alien" textures for a map is very good. The screenie with the HK and ogre infighting looks very much like "Quake monsters having a field trip in Daikatana".
Their skins use the Quake pallette as intended, while the converted textures come from a different pallette. Thus, there is a mismatch. Textures and monster skins were created for different games, and it doesn't go together.
It's something else if you hand-pick Daikatana textures to go with original Quake ones, though. It's also something else in DM maps, because you don't see any monsters. So it can work - until you see Quake player models in the map, which again creates a misfit.
It often happens that a mapper becomes so fascinated with a game's textures that he wants to use them for the entire map, forgetting about all the issues that he is creating, because from his subjective perspective (through his momentary glasses of excitement) the map looks great.
But the map is only a part of the game. Quake monsters in what is practically, artwork wise, a Daikatana map just look shit. Smoothing over problems with bloom effects using certain engines is kinda dirty, too.
It's simply bad/no art direction.
Sorry for raining on the parade. But that's simply how it is. I'm sure they are great maps, but I could never get over the art direction problem.
This is only personal, of course. So... feel free to dismiss this comment...
 That Horse's Legs Much Be 50 Feet
#5534 posted by Spirit [213.39.169.126] on 2009/03/16 20:13:36
I love the art direction of the map. I think it looks incredible and quite unique. I wish more maps will pick up this dark and evil medieval theme. To me the textures are very very much fitting Quake.
JPL: Not my map. ;)
#5535 posted by gb [89.27.227.233] on 2009/03/16 20:33:30
I wasn't talking about only the map, I was talking about the map as part of the game (monsters, items, everything that is on screen). I think saying that the glass window textures look "incredible" is a bit questionable. Need glasses?
I was not even trying to be mean, just honest.
But anyway. It's UPG like much of what I say/post/write.
#5536 posted by RickyT23 [86.10.15.42] on 2009/03/16 20:38:06
10c
#5537 posted by necros [99.227.108.217] on 2009/03/16 22:53:25
don't agree with everything gb said, but yeah, saying the glass texture looks incredible, let alone even 'decent' is ludicrous. the errant fullbrights make it look like complete shit.
once those fullbrights are cleaned up, i'm sure it'll look fine. plenty of maps have been done in completely new textures, and they look great. doing a map is all (or most) DKT textures isn't the problem. it's just the bad conversion that is.
#5538 posted by RickyT23 [86.10.15.42] on 2009/03/17 01:40:45
i said it looked freakyy
 Well Ok I Said It Looked "sweet"
#5539 posted by RickyT23 [86.10.15.42] on 2009/03/17 01:43:22
http://www.quaddicted.com/stuff/te...
its just too beautiful your minds cant take it in. neither can mine. reminds me of my velux bedroom windows :S
 Now I Want An Eyebrow Smilie
#5540 posted by Spirit [213.39.174.127] on 2009/03/17 10:03:18
I DID mention that those fullbrights should be eliminated, didn't I?
 Gb
#5541 posted by Mr Fribbles [118.208.155.135] on 2009/03/17 11:42:52
While on one hand you're completely right, on the other hand Quake itself is such a mish-mash/hodge-podge of stuff that sometimes it may not matter anyway. (Not sure how it is in this case, haven't looked).
That window texture is definitely ass though, that has to go. (Fix it or get rid of it!)
#5542 posted by enki [68.114.241.3] on 2009/03/17 12:49:16
replacing window textures for next release... thinking about making my own...
and patched up the lava brick textures to eliminate fullbrights.
 For Spirit
#5543 posted by negke [85.176.82.199] on 2009/03/17 16:55:42
|:)
 Megadm4 Beta1
#5544 posted by megaman [92.72.8.121] on 2009/03/18 00:04:26
screens & download: http://haukerehfeld.de/blog/2009-0... :D
comments on architecture appreciated!
 Megaman
#5545 posted by Zwiffle [66.170.5.18] on 2009/03/18 00:08:20
Look like a map. As far as architecture is concerned (and I am no expert on q3 maps) it looks like a lot of other q3 maps - pipes, support beams, curves, etc. Not saying it looks bad, because it doesn't, just that it doesn't stand out either.
#5546 posted by starbuck [94.193.240.185] on 2009/03/18 12:58:27
enki
A lot to like in your map, good atmosphere and nice theme. Gb is right about the theme/monster mismatch, but that's something we've been getting wrong for years now, not sure why he's picking on you in particular :)
My favourite architecture was in the start map, very nice. The beginning area of the actual map looks a little sparse, could do with a little extra detail. Nice use of coloured light, are you a Quake 2 mapper primarily?
In the upper area, I think if you fix/replace those window textures it'll look good, although there's quite a lot of windows, maybe losing one or two would help. Have you thought about shining light through the windows using skylight? I think it works if you put a sky texture behind the window brush, and attach the window brush to a func_illusionary. Looking forward to the release!
Megaman
Looks kinda like cold plain oatmeal tastes. You need to add some maple syrup.
 Oh Hay...
#5547 posted by enki [68.114.241.3] on 2009/03/18 15:05:56
starbuck, thanks. A majority of the problem is replacing those fullbrights in the used textures. I'm mid process of cleaning those up via color replacement in Wally / PSP, and losing one of the window textures in favor of the other, and yes I've considered adding skylight to the larger round windows as well. Also, I've done some things for Q2, but years ago. Most of the work I've done within a similar to Quake vein was for non-Source HL mods and more recently Q3 and some D3 engine. I'm one of the (probably) very few that prefer Radiant to WC/Hammer when it comes to Half-Life.
gb, I don't think it's a lack of art direction to put Quake monsters in a different texture set. ie: the Dtk3E wad isn't that far off the mark in Quake. As I stated in the readme and on our projects page many of the monsters are getting replaced / reskinned if I decide to make this more than just a SP set of maps specifically for Quake. The idea that it looks like a field trip to Diakatana for Quake monsters is a little unfounded to me in a game with teleporters and rapid loading / firing rocket launchers. It is what it is, I've always believed using the 'same old' .wads seemed a little uninspired after 12 + years. =/.
At any rate I'll have a better beta available by the weekend if anyone's interested. Thanks for the input guys :)
 Enki
#5548 posted by spy [92.47.239.65] on 2009/03/18 15:29:09
in texmex there is an option to remove fullbrights
#5549 posted by Willem [24.199.192.130] on 2009/03/18 15:41:37
enki
Different texture sets are always welcome, IMO. The id textures are great but they're getting a little long in the tooth.
I think the Daikatana ones, especially, look great in Quake. The palette shift is not so great that things look out of place to me. Medieval is medieval - it generally works.
 Hmm
#5550 posted by megaman [92.72.8.121] on 2009/03/18 20:07:20
yeah, the greyness of it.. ;)
zwiffle: well, it's for competitive gaming, so it mustn't stand out too much. It needs to be easily recognizable, with distinct areas, and architecture that gives the gameplay focus. No chartres allowed :(
thanks for the feedback ;)
 TexMex
#5551 posted by Mike Woodham [81.158.238.205] on 2009/03/18 20:23:33
I used TexMex when I was putting The Onion wad together and it often missed one fullbright - there is a reason but I can't remember what it is.
 Megaman
#5552 posted by nitin [203.217.90.195] on 2009/03/18 23:46:09
I think that looks great, the lighting and texturing look lovely.
 Oh And Is That Fog?
#5553 posted by nitin [203.217.90.195] on 2009/03/18 23:47:17
or some spiffy shader for the bloom-ish light effect from the roof?
 Beta
#5554 posted by DeathMethod [82.20.16.117] on 2009/03/23 22:59:45
just wondering if anyone fancies beta testing my new map. would appreciate any feedback anyone has to offer.
thanks
http://www.quaketastic.com/upload/...
#5555 posted by Willem [24.163.61.78] on 2009/03/23 23:22:42
DeathMethod
OK, some quicky feedback:
- love the look of the map! It's simple but man do those textures work well! Some annoying fullbrights here and there but nothing tragic.
- the zombie pit/cave is awesome. nice telegraph and it was fun clearing them out.
- I think it needs more ammo. I ran out a few times and had to cheat.
- needs a little more health as well, IMO.
- the blue and gold key doors/grates really need to be marked. I had the blue key and was wandering around thinking, "I don't remember seeing a blue door...?" And then something opened for me that wouldn't previously.
Nice map though! Must VIS like lightning! :)
#5556 posted by Ankh [88.199.103.6] on 2009/03/23 23:58:37
Nice looking map. For me it was a bit to easy. In the first half the fight feels too static for me. I think you should challenge the player to move a bit more (more scrags, some more ogres in close combat, one or two surprise fiends). The look is ok even if I don't like the Egyptian texture set that much. Layout is also nice but as Willem said you must mark the key doors. Ammo is tight but not impossible on hard skill.
Here is a first play demo recorded in joequake.
http://www.quaketastic.com/upload/...
#5557 posted by Trinca [89.180.94.191] on 2009/03/24 00:22:04
i will not download ;) i want final product but i´m glad there is another mapper in house!!! now delete map to many people to beta!
 Nice Looks.
#5558 posted by the silent [82.185.144.141] on 2009/03/24 09:37:14
Lot of space for improvement, though.
Some tex misalignments especially around stairs edges and on the slope leading to the 1st vore.
Gameplay is indeed a little on the easy side, I suggest you'd remove the last shambler and have him teleport in when you get the gold key. After that, a huge monster+ammo+(item) spawn may start a battle royale to round things off. Otherwise, after the gold key, the action's over...
Sk3 demo.
http://www.quaketastic.com/upload/...
Nice work overall...
 Ah... Trinca...
#5559 posted by the silent [82.185.144.141] on 2009/03/24 09:37:35
STFU!
;)
#5560 posted by Trinca [194.65.24.228] on 2009/03/24 09:49:09
the silent si prega di chiudere il cazzo
:p
is u need help to map hard i´m a pro in making hard maps :)
 LOL!!!!
#5561 posted by the silent [82.185.144.141] on 2009/03/24 09:58:40
You're killing me...
My fave mapper!
;P
 DeathMethod
#5562 posted by enki [68.114.241.3] on 2009/03/26 14:24:28
I love it, but I've always been a sucker for that texture set. Great brushwork, very nice use of textures. There are a few places in the floor grooves i got snagged up and had to noclip out of tho. I can make screenies if you can't find them. Some clip brushes should clear those up nicely. Maybe consider moving that SSG a little closer to the player spawn if it doesn't throw off gameplay all that much.
Overall it looks like you invested a lot of time in this. I'm a fan of the loosely placed bricks myself, it adds a real nice ambiance to the map.
#5563 posted by Trinca [194.65.24.228] on 2009/03/27 15:47:54
DeathMethod very good use of textures and gameplay never to much hard... nice ambushes!
id1 size of map stile very short and very fun to play!
 Coag3 Beta
#5564 posted by ericw [75.153.190.24] on 2009/04/02 06:41:08
I uploaded my map for the coag3 pack:
http://www.quaketastic.com/upload/...
If anyone feels like doing a quick beta test (it's a small map - ~50 monsters) I would greatly appreciate it :)
 Ok
#5565 posted by spy [95.56.30.19] on 2009/04/02 07:18:51
i'll try to do it
 Eric
#5566 posted by spy [95.56.30.19] on 2009/04/02 09:26:36
check your mail
#5567 posted by Trinca [194.65.24.228] on 2009/04/02 10:14:40
dont waorry mine is also small, didn´t had much time lately
#5568 posted by Spirit [80.171.84.196] on 2009/04/02 10:30:01
Nice and very hard in the beginning, a health pack or two right at the spawnpoint would be nice (at least on skill 1).
#5569 posted by Trinca [194.65.24.228] on 2009/04/02 10:46:17
I will wait for release ;)
Spirit weren’t you suppose to play then only when release come?
Noob :p
 Oh, Trinca
#5570 posted by spy [82.200.247.81] on 2009/04/02 10:56:00
shut the f. up
#5571 posted by spy [82.200.247.81] on 2009/04/02 11:02:25
trinca accepts spy's shaft
#5572 posted by Trinca [194.65.24.228] on 2009/04/02 11:05:38
Spy i was ~DM player after i play Q1SP...
My shaft is better noob!
Fry bitch!
:p
 Trinca, I'm Sure Your Shaft Is Better Than Noob's Shaft :)
#5573 posted by spy [82.200.247.81] on 2009/04/02 11:15:21
but you accepts my shaft still
btw. where is my quad shaft?
#5574 posted by Trinca [194.65.24.228] on 2009/04/02 11:17:10
i rarely add LG in my maps... i dont know why... i guess isn´t my favorite weapon!
 Get A Room You Two
#5575 posted by Spirit [80.171.84.196] on 2009/04/02 11:21:08
 Hmm
#5576 posted by spy [82.200.247.81] on 2009/04/02 11:33:17
trinca, i wish i could met you in real life:)
i'd buy you a bottle of russian vodka, maybe a two bottles, i know you're prefere a wine :(
#5577 posted by Trinca [194.65.24.228] on 2009/04/02 11:40:07
wine and beer owns!!!
but with friends few times a decade!!! why not? :)
 Spy
#5578 posted by RickyT23 [86.136.54.65] on 2009/04/02 11:58:16
Trinca is a nice guy, but he would absolutely slaughter you at Quakeworld. I promise. He kills me about 50 times for every time I kill him :(
The only reason he dies on Q1SP is because he is impatient, and doesnt know how to do the caustious approach. A bit like Nahkihir only not quite as good a shot :P
 Alcohol + Women Are Own :)
#5579 posted by spy [82.200.247.81] on 2009/04/02 12:00:28
shit, today is my lovely ex gf Yana's bd, so i'm fecking drunk, hb Y where ever you're would't be
#5580 posted by Trinca [194.65.24.228] on 2009/04/02 12:04:33
Spy move forward?
Ex is past... past shoudn´t be talked... get out of home or work now, and go get a fresh bitch.
the best women ever is always the one you eating at the moment. :) if not get another that will be!
 Mr.richard
#5581 posted by spy [82.200.247.81] on 2009/04/02 12:04:59
if i wouldn't drink so much, i sure i'd kill Trinca with my gl/rl/lg combo, in NQ, i'm pretty suxxx at QW though.....
 Trinca
#5582 posted by spy [82.200.247.81] on 2009/04/02 12:09:16
I know, but the last year was though for me, i lost my wife, lost my gf, shit, i lost almost everything i had. sorry nostalgia here :(
 Though=tough
#5583 posted by spy [82.200.247.81] on 2009/04/02 12:12:57
 Well Your Still Kickin'
#5584 posted by RickyT23 [86.136.54.65] on 2009/04/02 12:18:19
My freind was a blackbelt in Tai Kwon Do, had a good job as a machinist, lots of women liked him, he had many freinds, his own place, family etc.
Hung himself.
My sisters boyfreind has very bad chromes disease and suffers unimagianable pain a lot of the time. but he is a nice guy and would never do that to us all.
Go figure.
#5585 posted by Trinca [194.65.24.228] on 2009/04/02 12:24:53
spy don’t stress ;) take life calm man, everything will be fixed with time...
I advice you to drink less... alcohol is not a good friend.
If you feel bad you will feel worse with booze believe me!
Go to a gin ;) make sport! Sports purify the mind not alcohol :)
And I think you are a nice guy, so I wish you best of things... so stop drinking and go to a gin is full of sexy bitches...
Big hug to you, and to Negke my bitch
 Yeah
#5586 posted by spy [82.200.247.81] on 2009/04/02 12:26:53
Ricky, i heard about your friend, life's sux sometimes(always) :(
 Sorry For Clogging Up This Thread With Nonsense (sorry Ericw)
#5587 posted by RickyT23 [86.136.54.65] on 2009/04/02 12:52:49
Spy life is not so bad! Atleast you have food to eat, live in a country with healthcare and technology, have the option of drinking alchohol.
I personally feel angry with my freind. His self pity consumed him. I dont believe in depression. Well, unless a doctor diagnoses you then you take pills and get councelling and get better.
All problems are gifts, opportunities.
Life without pain is not real life. There could be no good feelings without bad ones, or else who would know the difference. Everything would be sterile and flat and boring. It would be like being numb.
A person with nothing has something very valuable - something to gain! A person with everything has nothing to gain.
You have a talent for something. Dont waste it!
 Hmm
#5588 posted by nonentity [87.194.146.225] on 2009/04/02 13:06:51
i lost my wife, lost my gf
I think I see the problem here... You're not supposed to have both.
But in seriousness, take care Spy, ex's bdays are shit. Drink until you pass out then wake up tomorrow with a new day...
 Every Time I Wake Up
#5589 posted by spy [82.200.247.81] on 2009/04/02 13:16:31
i wish i'll have a new day/life but my past is chasing me... [shit], once agian forgive me please.. []it's just a fecjing nostalgia...
#5590 posted by Willem [24.163.61.78] on 2009/04/02 13:42:48
Feel better, spy. Time is the greatest healer for this sorts of things. This will pass.
 Hmm
#5591 posted by nonentity [87.194.146.225] on 2009/04/02 13:45:39
Time is the greatest healer
Also Paladins
 Healer Paladins
#5592 posted by ijed [216.241.20.2] on 2009/04/02 17:10:10
Are gay.
They should be smiting undead and burning heretics.
 Like
#5593 posted by ijed [216.241.20.2] on 2009/04/02 17:11:16
In Left4Dead where they give each other a shoulder massage and a quick feel up after the zombies have attacked.
 DeathMethod
#5594 posted by negke [88.70.59.54] on 2009/04/03 10:40:13
Release?
 Ijed
#5595 posted by enki [68.114.241.3] on 2009/04/03 15:16:54
"Are gay.
They should be smiting undead and burning heretics."
^ This
 MDLEd Works!
#5596 posted by Willem [24.199.192.130] on 2009/04/03 18:07:24
No screenshots yet because I ran out of time but I'll post some this weekend. I got MDLEd to write out an MDL successfully and am now able to get custom models into Quake. It doesn't handle skin or frame groups on the writing end yet but I'll add that on the weekend as well. The basics are in place so I'm happy!!
Man, MDL stuff is WAY more complicated then it has any right to be. Sheesh!
 Ricky
#5597 posted by Mr Fribbles [121.44.211.150] on 2009/04/04 05:48:19
I dont believe in depression
Spoken like a person who has never been truly depressed. Don't be so ignorant, please.
Everything else you said in #5587 makes a lot of sense though... are you feeling ok?
 Enki
#5598 posted by ijed [190.20.94.216] on 2009/04/04 14:52:23
Nice.
Willem, all we need now is a windows version - there seems to be alot of discrepansies in the versions of Qme - framegroups yes / no different model formats, uv formats etc.
#5599 posted by Zwiffle [97.87.57.94] on 2009/04/04 16:56:24
Spoken like a person who has never been truly depressed. Don't be so ignorant, please.
That's like telling someone who doesn't understand love because they've never fallen in love not to be ignorant. How odd.
 Zwiffle
#5600 posted by Mr Fribbles [121.44.211.150] on 2009/04/04 18:57:18
He's not saying he doesn't understand it - he's claiming it doesn't exist. It's a very different thing.
It's like saying you don't believe in Japan because you've never been there yourself.
 Negke
#5601 posted by DeathMethod [86.0.87.6] on 2009/04/07 02:16:29
Will be released soon, adding a bit more onto the end as everyone said it finnished too sudden
 Mc Kri Szaree Alias Gyrizmanics Kula Edition
#5602 posted by Mc Kri Szaree [80.98.72.21] on 2009/04/14 14:24:08
Hello!
The legend of continue:
gyrizmanics kula edition maps extended pharse continue
info@kriszera.hu
 Alternate Mc Kri Szaree
#5603 posted by Alternate Mc Kri Szaree [80.98.72.21] on 2009/04/14 14:24:55
kriszera@t-online.hu
 I Dont Really Think I Understand What You Mean Mate?
#5604 posted by RickyT23 [86.138.199.83] on 2009/04/14 14:32:02
You want us to email you for information on what exactly?
 Viagra, Obviously.
#5605 posted by Shambler [77.97.152.124] on 2009/04/14 14:50:48
Duh.
 Heh
#5606 posted by ijed [216.241.20.2] on 2009/04/14 15:05:04
#5607 posted by Willem [24.199.192.130] on 2009/04/14 15:24:08
I think he has between 20 and 40 million in the name of a prince who needs someone in your country to transfer it for him. You'll get a cut, obviously.
#5608 posted by onetruepurple [79.191.240.116] on 2009/04/14 15:41:17
extended pharse
wins Shambler's Goatse Seal of Approval.
 Hmm
#5609 posted by nonentity [87.194.146.225] on 2009/04/14 19:51:33
Isn't the entire of func_ an extended farce?
 Level Is Finally Complete (again)
#5610 posted by DeathMethod [86.0.87.6] on 2009/04/14 23:48:39
level has been fixed with everything i was told about in the previous release and i added a bit at end of it.
feedback would be greatly appreciated thanks
http://www.quaketastic.com/upload/...
 GREATLY IMPROVED.
#5611 posted by the silent [82.185.144.141] on 2009/04/15 11:01:26
The end game though, could be more challenging. Easy to pass by monsters infighting.
Which is not necessarily a bad thing.
The shambler near the gold key is still easily killable from behind the bars.
Great improvement in layout and nicely implemented multiple routes...
Good job!
 Deathmethod
#5612 posted by nitin [124.168.69.98] on 2009/04/15 11:14:59
if that is final release, post a news item (or just post a comment confirming and one of the mods will).
 Nitin
#5613 posted by Spirit [213.39.203.96] on 2009/04/15 11:21:23
It says beta in the file name and a textfile is missing. ;)
Can't wait for the release! I so want to play this.
#5614 posted by DeathMethod [86.0.87.6] on 2009/04/15 14:08:05
It wasnt a final release, will add a bit more and release it tonight.
#5615 posted by Trinca [194.65.24.228] on 2009/04/15 16:19:31
then i will wait untill tonight :p
 Small
#5616 posted by MadFox [84.26.168.11] on 2009/04/16 03:07:10
Anyone feels for betatesting small Quake1 level?
 Beta
#5617 posted by MadFox [84.26.168.11] on 2009/04/16 03:09:45
 Madfox
#5618 posted by spy [92.47.187.128] on 2009/04/16 05:11:32
i'm glad you didn't abandon that map
 Madfox.
#5619 posted by Shambler [77.97.152.124] on 2009/04/16 16:32:15
Interesting map. Very promising, a lot going for it, but needs a lot of refining too.
Good:
+ Strong theme
+ Consistent textures
+ Good and interesting layout
+ Interesting exploration
+ Backtracking is well covered
+ Some great scenes and some good architectural themes
+ Generally good, well balanced gameplay
+ Layout (water + backtracking) makes fighting more interesting
Bad:
- Architecture is sometimes scruffy.
- Not always a strong link between different sections.
- Some sections e.g. underwater are pretty plain, also underground cave section looks plain
- Underwater section underused
- Could do with more monster variety, how about some lesser used ones e.g. spawn and dogs
- Item balance a bit funny, not always items in the most useful place.
- A few too many shotgun shells and not enough rockets
Needs fixing:
!! Many doors upon upwards when they should open sideways
!! Lots of trim textures are b0rked and don't match the section they're on
!! Stretched windows and textures need fixing
!! Skeleton is a decent model but needs improving: Looks too puny, weak animations, CC animation almost entirely lacking, shouldn't be firing lasers in a fantasy setting
!! Shouldn't be enforcers in a fantasy setting
!! Boss monster looks ridiculous, texture and idea is good but looks like a giant cookie monster, also pretty easy to defeat.
!! In underground section, switch, key, and doorway to bridge need more lighting up
!! Various sections where it feels a bit easy to get stuck on stuff
!! Skybox has obvious corner seams and crude ground sections
Keep tweaking and polishing this, it's a potentially excellent map, just in a crude form at the moment.
 Great!
#5620 posted by MadFox [84.26.168.11] on 2009/04/16 23:54:23
Thanks for your commend shambler!
Architecture is a little rough because I spend most time on a few hom's that wouldn't get away. So I started from start and succeeded to construckt it again without a big box around it.
The way I transported Bones to Quake1 was a bit difficult, as the head had so many vertices I had to simplify it. And indeed it looks a bit thin, from a distance it is hard to hit. First I made its encraving touch on 4 units distance but than they glided away between the edges of bad polygons.
CC animations don't sound familiar, but wakes my interests.
As for the end boss. I know it looks stupid, yes. But I had this queer idea to make a thing coming out of nowhere breaking off space to escape along. So I ended up this way. My most concern was to make the textures right. They seemed to change from normal textures, as the lightning is supported otherwise.
I am changing its cube outfit more to distracted one.
So it all is in a half way state only to see if it's working.
Is there noone who can make a hom monster?
 Madfox
#5621 posted by Shambler [77.97.152.124] on 2009/04/17 10:15:27
Bones - needs to be beefier and ideally made more Quakier. Give him a Nailgun type thing maybe, and some brutal claw for CC. Maybe a slightly bestial skull, something like that.
End Boss - the idea is very good, something coming out of the walls, it's just the model looks silly for it, keep working at it.
 Yes
#5622 posted by MadFox [84.26.168.11] on 2009/04/17 22:26:01
On Tarspleen was a version of Bones who had the claw attack, but I had to delete them. They made the model spawn away. I still have the animation frames of bones, but the transport to Qmle is so hard due to verticemeshes.
I still don't get the convertion idea to Max3D.
In some way the model always returns with an altered vertice count.
But I can make the End Boss more like a crunchy rock-type.
 Looking For Quoth Gameplay Beta Tester
#5623 posted by Ankh [88.199.103.6] on 2009/04/23 23:25:45
I look for a beta tester who likes quoth monsters and would like to test new gameplay on one of the id maps. Brushwork and textures remain in 99% unchanged but gameplay is teh rock :)
 I'm In.
#5624 posted by the silent [82.185.144.141] on 2009/04/24 08:41:29
Love to betatest.
Address in profile...
 The Silent And Negke
#5625 posted by Ankh [192.100.112.202] on 2009/04/24 09:06:58
I have sent a mail with the map to you. thanks.
#5626 posted by Spirit [213.39.174.51] on 2009/04/24 11:40:27
sst13 release beta versions of Q3 map remixes in Quake style: http://quake.ingame.de/forum/showt...
Damn nice, especially the "jumppads" on dm17.
 Bones Melee
#5627 posted by MadFox [84.26.168.11] on 2009/05/02 01:02:35
tried a melee attack for Bones with a sprite.
http://members.home.nl/gimli/bones...
 Result
#5628 posted by Ganga sunil suryavanshi [64.255.180.48] on 2009/05/05 12:09:40
satara
 Result
#5629 posted by Ganga sunil suryavanshi [64.255.180.48] on 2009/05/05 12:11:24
satara
#5630 posted by Willem [24.163.61.78] on 2009/05/05 13:27:51
Anyone know what the result was?
 Argh
#5631 posted by JPL [213.30.139.243] on 2009/05/05 14:43:22
which such name, this guy is for sure from India, or somewhere around... I guess it is an idiomatic expression from his country... Slumdog bastid :P
 I Think
#5632 posted by MadFox [84.26.168.11] on 2009/05/05 19:00:05
Bones scared him or something...
 Hmm
#5633 posted by nonentity [87.194.146.225] on 2009/05/05 19:07:13
Well... That's only mildly racist...
 Nonentity
#5634 posted by JPL [82.234.167.238] on 2009/05/05 20:31:01
It is not midly racist.... it is obvious this guy is a moron :P
 Hmm
#5635 posted by nonentity [87.194.146.225] on 2009/05/05 22:32:28
So from one individual's perceived idiocy it follows that you can call his entire (assumed) nation poverty stricken, semi-homeless illegitimates using a term that already has racist and caste connotations?
smrat
#5636 posted by RickyT23 [86.0.96.75] on 2009/05/06 01:32:39
hatton down in 2nd
 Come Off It
#5637 posted by ijed [190.20.75.9] on 2009/05/06 06:33:06
Racism is where you find it.
There's all the old standbys shouted by the real racists but at the same time alot of british are in a real blind spot.
The most racist people on the island are pakistani muslim. Indian pashto (?) hate thier fucking guts because they get painted with the same brush.
Cross the divide and you realise how little the difference is.
Then cross the equator and see brown nazis doing the same stupid shit and you realise an innocuos comment like JPL made in the grand scheme matters SFA.
Tob be honest the only bit of those posts that my peripheral thinking didn't filter was the result. I still want to know what it was. Gouranga?
 Calm Down
#5638 posted by JPL [213.30.139.243] on 2009/05/06 07:53:20
What you name racism, must be named intolerance... Racism is much more considering that there are better races than others, hence the nazi concept of Arian superior race...
I'm not racist, and BTW I'm working with Indians all days in my company.. Also, using "slumdog" was much more a provocation (regarding the posts #5629 and #5630) than a racist act...
Sorry of some people think I am racist: it is not the case, else I would have chosen a French website, not an international one as it is here: think about it ;)
 Jesus
#5639 posted by nitin [124.168.97.239] on 2009/05/06 10:30:17
its sensitive func at the moment!
 Hmm
#5640 posted by nonentity [87.194.146.225] on 2009/05/06 13:16:50
1) I found the comment racist, not the person (hi JPL! ;)
2) From experience my Indian friends tend to be more racist against the 'pakis' and 'bangos' than the pakistanis (altho I'm hardly denying that there exist racism within other, if not all, minority communities). But yes, I'm aware that rastafarians support black supremacy much like the nation and many other equally heinous groups around the world. That still doesn't justify any form of racism. It just makes them wrong too...
 Nonentity
#5641 posted by JPL [213.30.139.243] on 2009/05/06 14:07:14
Well, I think you understand correctly my comment now ;)
 No
#5642 posted by ijed [216.241.20.2] on 2009/05/06 15:01:51
Wasn't saying it justifies anything - just pointing it out.
What I mean is that there's typically racism all over the place to some degree, no matter how politically correct the society. Weather its positive or negative racism is another matter, but the lowest pack mentality typically surfaces in some way.
 Not
#5643 posted by ijed [216.241.20.2] on 2009/05/06 15:02:09
Directing that at you, JPL.
 Ah....
#5644 posted by JPL [213.30.139.243] on 2009/05/06 15:37:46
I didn't feel myself offensed: don't worry :)
 Proxmap6 Screenshots
#5645 posted by Mr Fribbles [121.44.213.121] on 2009/05/06 15:45:26
Electro has released the latest version of his Pro-X mod (QW RA/CA with multiarena support). More info and download link here:
http://www.quakeworld.nu/forum/vie...
This release includes a new map I've created (proxmap6) in the usual format, with a hub, 3 "duel arenas" and one large "teamplay" arena.
Below are some screenshots, 1 from each arena.
Firstly, the hub (choose your destiny):
http://www.quaketastic.com/upload/...
1st arena:
http://www.quaketastic.com/upload/...
2nd arena:
http://www.quaketastic.com/upload/...
3rd arena (using some czg scraps as a base!):
http://www.quaketastic.com/upload/...
4th arena (yes, it's just EFDM12 with some minor changes):
http://www.quaketastic.com/upload/...
 P.S.
#5646 posted by Mr Fribbles [121.44.213.121] on 2009/05/06 15:49:21
Big thanks to Willem for giving us access to the Quaketastic server.
 Nice One Fribs
#5647 posted by Shambler [94.172.168.244] on 2009/05/06 15:49:29
3rd arena is teh s3x.
#5648 posted by Trinca [194.65.24.228] on 2009/05/06 15:50:30
humm will download then tonight!!!
 Don't Forget...
#5649 posted by Mr Fribbles [121.44.213.121] on 2009/05/06 15:57:58
The version includes all of the previous maps too, 5 other arena maps by NotoriousRay, BlackPope, [Kona], Speedy, and the Polish connection MisYu+QurneL. Even if you may not get the opportunity to play it, the maps are well worth a look if you haven't seen them before.
And of course, the mod itself is pretty damn sweet! Thanks Electro!
 But...
#5650 posted by the silent [82.185.144.141] on 2009/05/06 16:00:37
...Isn't this a News item?
 Nice
#5651 posted by JPL [213.30.139.243] on 2009/05/06 16:16:03
I'm gonna download the stuff ASAP !!
 W0W!!!!!
#5652 posted by RickyT23 [86.0.96.75] on 2009/05/06 16:17:07
They look really really awesome! What fantastic brushwork, texturing and lighting! Quake 2 textures used to maximum effect right there!
 Start Map Screenie
#5653 posted by nitin [124.168.97.239] on 2009/05/06 16:23:22
love the angles frib!
#5654 posted by Trinca [194.65.24.228] on 2009/05/06 16:46:20
i´ve played the hole pack when it came out!!! but i will download again for sure...
 Hmm
#5655 posted by nonentity [87.194.146.225] on 2009/05/06 16:49:29
Very nice Frib
 Yeah Wait...
#5656 posted by metlslime [173.11.92.50] on 2009/05/07 02:57:55
why did you post news in the screenshots and betas thread?
 Hah
#5657 posted by Mr Fribbles [59.167.199.179] on 2009/05/07 04:17:33
Thanks guys. I posted it here because I just wanted to show some screenshots of proxmap6, since it is quite likely nobody will ever actually play the map.
Of course it doesn't hurt to pimp the mod a bit, but I know it has a very limited audience here (and I don't want to steal Electro's thunder!)
#5658 posted by Trinca [194.65.24.228] on 2009/05/07 10:03:08
i will play a little for sure... last night was trying sauerbraten :p but today i will try this for sure!
 Nice...
#5659 posted by metlslime [24.130.223.174] on 2009/05/14 11:33:55
check this, i was just searching around some of the defunct Q2 mapping sites, and found this non-defunct news entry on Musashi's page:
http://musashi.planetquake.gamespy...
This guy's making a Q2SP pack and the news post is from 2009!
 Wowz!... Just Got Back
#5660 posted by the silent [82.185.144.141] on 2009/05/14 11:53:31
from a full replay of the original game+mission packs! Enjoyed it greatly and went on search for some new stuff.
Found some garbage on Tenfour forums(they still keep track of all releases for several games) and was thinking about why noone does not map anymore for Q2... With acceptable quality, I mean...
This stuff rocks!!!
 I Sent Him An Email About A Year Ago
#5661 posted by nitin [203.217.72.209] on 2009/05/14 13:12:10
thought that project was dead. great news!!
#5662 posted by Trinca [194.65.24.228] on 2009/05/14 15:25:40
I never played Q2... maby i should one of these days?
I think I just played the first and second level then got bored :|
 Q2 Rocked.
#5663 posted by Shambler [94.172.168.244] on 2009/05/14 16:46:34
Total classic game. Solid feel, good gameplay, good styles.
 I Knew That.
#5664 posted by the silent [82.185.144.141] on 2009/05/14 17:08:32
Trinca is a sissy.
#5665 posted by Trinca [194.65.24.228] on 2009/05/14 18:10:52
ok, i will reinstall this weekend...
#5666 posted by Trinca [194.65.24.228] on 2009/05/14 18:12:20
Start QW in 1997 untill 2004 and only start playing Q1SP in 2004 :p so i miss Q2 in the time...
:)
#5667 posted by spy [89.218.9.88] on 2009/05/14 18:16:58
I never played Q2... maby i should one of these days? you shouldn't bother at all
#5668 posted by Willem [24.199.192.130] on 2009/05/14 18:19:48
It will seem dated and fairly horrible if you're walking into it for the first time in 2009. It was AWESOME at the time when it came out but now ... well, it's been surpassed many times over by other games.
 I Wouldn't Say That Quake 2 In 2009 Sucks...
#5669 posted by the silent [82.185.144.141] on 2009/05/14 20:48:35
... in the same way that I still like Jack Kirby far better than, say... Joe Madureira or Jim Lee.
I think that it can be enjoyed greatly even now, to me it's just a solid piece of action/storyteling with great interconnection and replay value, plus the "athletic" gameplay that only belongs to old school FPS.
To be honest, I'm not an heavy game player, I play almost exclusively FPS, so maybe I don't have a broad range of examples to compare Q2 to, but I think a good Tank/Gladiator/Gunner brawl still holds his own in his league.
Ah, Trinca, Q2 is WAY easier than Quake, turn up the skill level.
 Q2....
#5670 posted by metlslime [173.11.92.50] on 2009/05/14 22:07:14
if you still like quake1, then just think of quake2 as a really polished total conversion with its own custom engine. There are cool new textures, some great level designs with neat chunky architecture (the cooling facility and waste levels were my favorite, you can clearly see that they are the successors to tim willits' e3m5 and e4m1 maps in quake.) Also jail4 (i think?) was a really cool moody stone jail map with heavy angled architecture, and the city levels are great, and there's a low grav secret level, etc. etc.
Probably the big area of dispute is whether the monsters were as fun/well designed to fight as quake monsters, and whether the weapons were good compared to quake.
 Quake2
#5671 posted by MadFox [84.26.168.11] on 2009/05/14 22:28:00
Couldn´t get used to the yellow light, supposed it could be the atmosphere of Mars.
There are Q2mods where the light is white.
Best memory are the cave part with the outer defense attack.
One of the best mapping skills.
And although better of engine and all, it couldn´t attrack me more than Quake1.
Dunnoh, perceiving a monster better, don´t make it a better monster.
 <- Time To Dust Off This Icon
#5672 posted by starbuck [94.193.240.185] on 2009/05/14 22:51:27
I really should play Quake 2 again. Never finished it actually. Well I'm sure I stored that CD in a safe place, finding it will be easy I bet.
 Good Views Good Views...
#5673 posted by Shambler [94.172.168.244] on 2009/05/14 23:10:21
I agree it's now a very dated FPS, but...
great interconnection and replay value, plus the "athletic" gameplay that only belongs to old school FPS.
...this really. Characterful enemy too.
 I Like It A Lot
#5674 posted by RickyT23 [82.27.236.72] on 2009/05/14 23:41:48
Look up the Berserker mod - the best mod for playing Quake 2 on a fairly modern computer - shines up the visuals very nicely!!! And more.
Doesnt alter the gameplay much though, basically like playing Quake 2 but with much sexier graphics....
 Starbuck
#5675 posted by Lardarse [62.31.165.111] on 2009/05/15 01:13:36
I think I've only completed it once (on easy, admittedly). I've only completed one of the mission packs, though.
 Q2
#5676 posted by Darth GB [89.27.238.255] on 2009/05/15 01:46:53
is a timeless FPS with some real improvements over Q1.
Especially Mission Pack 1, The Reckoning, is a real gem and contains some top-notch level design from guys who really knew what they were doing. The Reckoning is one of the top 10 FPS of all time.
The catalog of games which use the Q2 engine, or parts of it, is amazing.
Q2 has seen, is seeing, and will be seeing great custom maps, both SP and DM. *_*
Although it'll be obliterated by Q1 soon.
 Well,
#5677 posted by ijed [190.20.125.110] on 2009/05/15 03:41:20
Download Q2Max if you want glitz, and there's loads of mods out there - Lazarus was always my favourite, but that's a mappers POV.
But the core gameplay ruined it for me. 'Great, now the Quake guy moves at a realistic speed.'
And why most of the enemies humananoid? Apart from the bosses there were the Parasite, Gladiator and Medic - the best enemies in the game.
Other retarded decision - the player has run out of grenades but walks over some 'WEAPONSWITCH' and don't let them turn it off.
Weapons were shit. Compare them to the Awakening mod - light is a good sp example that uses that set. Railgun was excellent, but the rest just felt uninspired.
Ok, sour grapes that it was Strogg Wars 1 instead of Quake 2.
 True Colours
#5678 posted by Shambler [94.172.168.244] on 2009/05/15 10:02:42
Ok, sour grapes that it was Strogg Wars 1 instead of Quake 2.
That'll be the one.
 Nigga Plz
#5679 posted by negke [88.70.49.137] on 2009/05/15 12:06:50
It's a good game. Well, as far as good goes for someone playing a technically and conceptionally worse one. With a decent source port, Quake 2 is enjoyable every now and then. Q2XP is neat, for example, as it spices up the visuals in subtle ways and also increases the movement speed to almost Quake level.
 Well
#5680 posted by ijed [190.20.81.195] on 2009/05/15 13:44:21
Q2SP sounds better then.
Although it also sounds like you'll be moving on to Strogg Wars 2 (or Quake 4) negke - don't go.
 Some (small) Progress
#5681 posted by JPL [82.234.167.238] on 2009/05/16 22:27:05
Top of the architecture is not done (hence it is completely flat), and I think a kind of platform will be there: with Ogres firing grenades, or something like this... The map will be a kind of Quoth-agula concept... and a CDA sequel BTW.... maybe too dark... though...
http://lambert.jeanphilippe.free.f...
#5682 posted by necros [99.227.133.158] on 2009/05/16 22:31:28
looks good so far. i like the detail with the broken tiles all along the edge. if you can keep that level of detail up for the whole map, it'd be pretty sweet.
are those undying textures? or like hexen2 or something? i like the gray stone and metal detail texture a lot.
 Necros
#5683 posted by spy [95.56.3.144] on 2009/05/16 22:46:59
i guess its the daikatana episode3 textures
 Yeah...
#5684 posted by Maric [75.198.168.195] on 2009/05/17 02:08:22
I never cared much for Q2...
 Doesnt Look Too Dark
#5685 posted by nitin [124.168.95.197] on 2009/05/17 03:26:17
and Maric!!
 Well
#5686 posted by JPL [82.234.167.238] on 2009/05/17 09:59:38
Thnaks for feedback, and I used a mix of Daikatana episode 3 and Doom 3 Hell level textures :)
#5687 posted by Willem [24.163.61.78] on 2009/05/17 11:58:34
Seconding what necros said ... the broken tiles look -sweet-! Really adds a sense of grim reality to the place. Gives it substance. Well done!
#5688 posted by Willem [24.163.61.78] on 2009/05/17 12:39:19
This is a preview of the level I'm currently hacking on. It's going to be in a temple environment and feature specific combat arena areas.
http://wantonhubris.com/blog/wp-co...
 Willem
#5689 posted by JPL [82.234.167.238] on 2009/05/17 14:08:01
Thanks for the encouragements ;)
Your shot looks very nice as well :)
#5690 posted by Trinca [85.139.228.79] on 2009/05/17 14:31:47
very nice both maps!!!
go map ladies!!!
 Willem
#5691 posted by necros [99.227.133.158] on 2009/05/17 19:33:50
looks cleanly built so far.
 Hm
#5692 posted by ijed [190.20.112.240] on 2009/05/18 00:47:10
If homoerotic (and wtf was a sheep doing at the start?) games aren't your thing then the Japanese also cater to the opposite end of the spectrum:
http://www.youtube.com/watch?v=YHC...
 Lol
#5693 posted by starbuck [94.193.240.185] on 2009/05/18 02:42:41
some killer animation at 1:11. Just moonwalkin up and down those stairs.
 Yeah
#5694 posted by ijed [190.20.112.240] on 2009/05/18 03:32:03
If you don't have that sort of stuff implemented then why put it in the environment. Oh yeah, because your target audiance is 14 and will one day be a 40 year old virgin.
The original video I saw had a character selection screen - they probably spent weeks getting the bump and grind animation just right, find it and you'll see what I mean.
Mind you, girls in bikinis chopping up zombies?
-> they'll make money.
 Or You Could Just Make The Two Games Into
#5695 posted by meTch [69.183.71.111] on 2009/05/18 04:01:20
onesuperultraextracrapyoudontneedm...
but then again there was some thing with 'omoz and moonwalking and zombies already...
http://hg101.classicgaming.gamespy...
you know it you know it
and i know this most likely didn't make any sense but ...meh
 Wot Trinca Said...
#5696 posted by Shambler [86.10.105.175] on 2009/05/18 13:43:13
Nice looking maps, good to have some quake to get excited about.
JPL, great atmosphere and tile details.
Willem, nice designs and style. One thing, please fix the texture under the arches so it actually looks like proper stone blocks (i.e. should match up with the blocks the wall is made of) </pethate>
 Willem
#5697 posted by nitin [124.168.95.197] on 2009/05/18 14:35:02
I love your brushwork style, very clean for lack of a better word.
#5698 posted by Willem [24.199.192.130] on 2009/05/18 15:11:48
Shambler
Thanks! And, yeah, ignore the texturing. There are tons of misalignments that I intend to go back and fix up later. Just trying to get the layout and a basic texture pass done at the moment.
 I Like These Shots
#5699 posted by Drew [66.79.231.126] on 2009/05/20 17:19:56
Because they look awesome, and because you two both tend to finish what you start!
 Not Dead Yet
#5700 posted by Orl [76.98.214.54] on 2009/05/21 03:50:20
Haven't posted anything in a long time. Just a reminder I am still here, and am still currently working on my next SP maps.
All work in progress:
http://qrf.mine.nu/~orl/misc/oms22...
http://qrf.mine.nu/~orl/misc/oms22...
http://qrf.mine.nu/~orl/misc/oms22...
They aren't much, but its what I have so far. I can't say how soon I am to finishing, I am a very slow mapper. But it will get done.
 Turtle Sign Allowed
#5701 posted by MadFox [84.26.168.11] on 2009/05/21 05:15:04
Good mapping skill on terrain area, almost fell through a McGee's level. Fine to see that cavey part well done. Lightning can bloat some texture, but that aside, screenies do own some atmosphere.
Keep on the good job!
 ORL
#5702 posted by Shambler [94.172.168.244] on 2009/05/21 10:59:03
Cool, I like, the rock texture is a bit grim tho. Tried the Armagon one??
 Nice
#5703 posted by DaZ [80.41.135.208] on 2009/05/21 18:52:57
I think the lighting needs some work though, way to bright in most areas!
I like the 1st screen shot especially, more of that please! :)
 Thanks For The Feedback
#5704 posted by Orl [76.98.214.54] on 2009/05/22 00:55:33
MadFox - It's hard to try to get the entire cavey part into one screenshot, but I can assure you that there is more to see. :)
Shambler - I had a look through the Armagon .wad, but I couldn't find a suitable rock texture replacment. Think you can point me in the right direction?
DaZ - I manually brightened the screenshots after I took them, since they were originally very dark, and almost impossible to see anything. Lighting levels seem to vary from different monitors, what may appear dark to me, may seem bright on someone else's monitor. I can tell you though, the actual lighting is darker than shown in the screenshots. Also, the 3rd screenshot has no lighting at all, still under construction.
Thanks all again for the feedback. :)
 Orl
#5705 posted by RickyT23 [82.27.236.72] on 2009/05/22 03:43:17
there are some sweet rock textures in the rune wad, er somewhere in quaddicted. I recommend you check it out too :)
Nice shots btw :)
 Yeah,
#5706 posted by Drew [76.75.125.51] on 2009/05/22 15:18:54
looks good. Interested in what kind of wizard/city hybrid textures you've developed. the pink bricks look better than I would have thought actually...
 More Shot
#5707 posted by JPL [82.234.167.238] on 2009/05/22 15:59:12
http://lambert.jeanphilippe.free.f...
Other side of the broken area is done... to be continued ;)
 Jpl
#5708 posted by necros [99.227.133.158] on 2009/05/22 22:47:04
i think some statues of knights and/or hellknights in that broken courtyard would be pretty badass.
maybe broken statues, even. just like, delete half an arm or the head and seal up the hole created.
 Necros
#5709 posted by JPL [82.234.167.238] on 2009/05/23 10:47:07
I was thinking about it, but it is quite complicated to either find good statue prefabs (I didn't look for deeply on the internet so maybe it exists), or to create it from existing monster...
It could be a good idea to add such things in next Quoth version... :)
 Hmm
#5710 posted by nonentity [87.194.146.225] on 2009/05/23 13:40:35
I like the pillars...
Also, seems to lack a ceiling ;p
 Nonentity
#5711 posted by JPL [82.234.167.238] on 2009/05/23 13:47:28
yep, ceiling is not done yet... normally there will be a platform placed onto the pillars... it is not finished :)
 JPL
#5712 posted by RickyT23 [82.27.236.72] on 2009/05/23 17:53:01
This is code from starkmon for the dead player models:
{
"classname" "func_illusionary"
"frame" "82"
"model" "progs/player.mdl"
"origin" "848 2456 -1344"
}
You can change the player.mdl to one of the knights, and find the correct frame-number for a normal stance, like a statue...
There has to be a monster in the level already though, of the same type as your statue, and it has to appear higher up in the map file entities.
 JPL
#5713 posted by generic [67.233.216.102] on 2009/05/23 18:15:19
If you are using Quoth (*recommended*), you should be able to include the knight MDLs from Rogue's Dissolution of Eternity Quake mission pack and use the mapobject_custom entity.
That is, of course, if you do not want them to spring into life at some point. :)
 RickyT23 / Generic
#5714 posted by JPL [82.234.167.238] on 2009/05/23 18:36:57
RickyT12: It works fine indeed, I just have to find the correct frame number that correspond to the effect I want... cool !
generic: Thanks I have to experiment this stuff, I completely missed this one, and I was not aware it was possible to use it for statue generation :)
 Generic
#5715 posted by JPL [82.234.167.238] on 2009/05/23 18:43:48
Fine, this mapobject_custom works like RickyT23 hack, except it does not generate a warning during compilation :)
Thanks a lot for the information ;)
 Cool!
#5716 posted by generic [67.233.216.102] on 2009/05/23 21:04:56
Cheers to Preach for making it so easy to include.
Were you able to select the "statue skin" for either the knight or the hell knight? Just wondering.
 Generic
#5717 posted by JPL [82.234.167.238] on 2009/05/23 21:46:39
I tried with hknight.mdl, but I have to experiment more with different models, just by curiosity :)
Anyway, thanks a lot for the info: you rock !
 Generic
#5718 posted by JPL [82.234.167.238] on 2009/05/23 22:09:20
Oh, I see: hknight.mdl has skin0 and skin1 (i.e Hell Knight and Death Knight)..; and I'm wondering know how to select in between the two skins... how can I do that ?
#5719 posted by Lardarse [62.31.165.111] on 2009/05/23 22:14:57
"skin" "1"
 Hmmm...
#5720 posted by generic [67.233.216.102] on 2009/05/23 22:42:24
If you use the Rogue Hell Knight and/or Knight model, "skin" "1" gives you a nice statue skin. There are even some added frames for these MDLs that aren't in vanilla Quake or Quoth.
 Lardarse / Generic
#5721 posted by JPL [82.234.167.238] on 2009/05/24 18:45:25
Thanks for this: I'll try it ASAP !!!
 New Quake 4 Level
#5722 posted by DeathMethod [86.0.87.6] on 2009/06/04 18:39:33
 OOoooooohhh
#5723 posted by JPL [82.234.167.238] on 2009/06/04 19:18:19
Looks Very Doom3-ish: good !!
#5724 posted by Zwiffle [66.170.5.18] on 2009/06/04 21:03:13
First shot looks good, but I see the cliche "floor panels ripped off the floor" and the walls are really flat - some angles in those walls could really make things pop.
The second shot also looks good, the orange lighting I like especially. Again though, things seem really flat.
Third and fourth shots aren't spectacular. It seems there is a lot of small detail (floor panels being different and so on) but nothing that really catches the eye - I think it lacks the big sweeping details.
Another way of saying it is, if you know art theory, is that there's no place for the eye to rest. It's all tiny panels and stuff, and no central ... thing. Does that make sense?
Otherwise it looks technically good. Is it SP or DM?
 Hmm
#5725 posted by nonentity [87.194.146.225] on 2009/06/04 21:45:02
Axial
 Cool! Q4!
#5726 posted by pjw [66.188.143.3] on 2009/06/05 04:10:02
Looks pretty solid, but also, what others have said...it's pretty flat and square-ish and sorta samey...
You could probably stand to subdivide those arch curves a bit more--they're maybe a bit blocky.
The first shot is the most interesting to me, so some set dressing and models might help, but...yeah, axial.
 Yeah.
#5727 posted by Shambler [94.172.168.244] on 2009/06/05 10:11:00
What PJW said.
#5728 posted by Trinca [194.65.24.228] on 2009/06/05 17:59:01
I want to map but i dont have time and inspiracion :(
#5729 posted by DeathMethod [86.0.87.6] on 2009/06/09 15:45:58
thanks for the feedback, i've made the walls slope as well no so everythings not at a right angle and added a bit more detail. hope to have some new screenshots soon
 Wasting Time With Worthless Things
#5730 posted by Spirit [213.39.223.26] on 2009/06/16 18:06:32
Converting the md5 monsters of http://monster-clip.com/maps/castl... with http://icculus.org/~riot/doom2dpm.... for Darkplaces for fun.
Scale of 0.7 might be right. Save the resulting models as .mdl and put them into progs/.
Darkplaces will tell you where to put the textures (I used the _d ones, only leave the name and .tga, eg qvore.tga). Rename the normal and luma(?) maps as usual for DP.
They will float in midair and of course the animations are wrong. But hey, it works.
http://s1.image.gd/o/f8/f8cb6f27c2...
http://s1.image.gd/o/b9/b93f2b3a0b...
http://s1.image.gd/o/17/17f82e0dae...
 Forgot Normal Maps
#5731 posted by Spirit [213.39.223.26] on 2009/06/16 18:08:23
 That Shambler Looks Like A Skaarj
#5732 posted by nitin [124.168.32.107] on 2009/06/17 03:22:09
 Agreed.
#5733 posted by Text_Fish [82.46.2.175] on 2009/06/17 12:30:49
Needs more hair and less shoes.
And the Vore needs diertier teeth and less Disney crab pincers.
And the Scrag needs less symetry.
But I never really liked the Doom3 Quake thing much anyway to be honest. Too shiny.
 Yeah Vore Needs Needle Teeth
#5734 posted by meTch [64.148.4.127] on 2009/06/17 19:10:07
||||||||||
||||||||
 Shambler Looks Dumb
#5735 posted by Drew [216.168.101.234] on 2009/06/18 06:33:21
the vore looks pretty good though, and the scrag looks great, I think.
 MC Shambler
#5736 posted by inertia [75.179.159.179] on 2009/06/18 09:21:20
 Q3 Doodle ...
#5737 posted by sock [92.249.164.198] on 2009/06/25 18:14:18
#5738 posted by starbuck [94.193.240.185] on 2009/06/25 18:21:23
that looks lovely, really nice substantial ancient look. I don't think the q3 door texture fits in with the theme though, that could be changed. Also, not a big fan of the pentagram lights. Apart from that, pretty stuff, nice work.
#5739 posted by necros [99.227.133.158] on 2009/06/25 18:55:00
agree about the door texture. maybe a wooden one?
i like the windows a lot. the outward slanting is usually connected with high tech stuff like space ships or outposts. having it made out of wood, surrounded by stone is a nice change.
the first shot reminds me of like those big stone meeting halls like for vikings or something, what with the thick wooden beams.
i wouldn't mind seeing a q1sp with this kind of mood either. :P when q3gothic is used in q1, it usually focuses on the more stone/metal aspect of it.
#5740 posted by Zwiffle [97.87.57.94] on 2009/06/25 19:20:36
I agree with necros. Convert that to Q1 and you have yourself a deal.
#5741 posted by gb [89.27.232.174] on 2009/06/25 21:32:30
First shot looks like a Strogg freighter with medieval textures. With the spotlights and the windows, and the central platform running down the room.
Granted, the look out of the window changes that impression.
Spotlights in an otherwise "medievalish" environment gave me the creeps for a long time, but you probably gotta go with what works. I was too dogmatic there. Torches are super limited, and games don't have to be realistic.
Pentagrams are most often really cheesy IMO.
Looks cool.
#5742 posted by Scampie [66.188.126.118] on 2009/06/25 22:38:56
I want to have sex with your windows Simon. :o
 Inspiration Sources
#5743 posted by sock [92.249.164.198] on 2009/06/25 22:42:19
I suppose the tech feeling comes from the use of base lights but it was never my intention of just creating tech structures and painting them stone. I did not want to be side tracked with creating textures so I used generic Q3 stuff instead so I could concentrate on the architectural shape instead.
I recently went on holiday to Barcelona and took alot of pictures of Gaudi stuff. I wanted to create something 'off angle' and branching upwards like a tree. (The black 3 prong structure in shot 1 for example) The interiors of his famous church has good examples of this. http://www.simonoc.com/pages/photo...
The park he also created has awesome examples of sloped angled stuff which I was trying to create an architectural theme from. http://www.simonoc.com/pages/photo...
 Nice Shots Sock....
#5744 posted by metlslime [173.11.92.50] on 2009/06/25 22:59:21
and, unlike everyone else, i approve of the mix of tech elements like the spotlights, doors, and especially the window frames, with a medieval setting. This is quake3, the mashup of themes is core to the game.
 That Looks Great
#5745 posted by pjw [68.113.151.219] on 2009/06/26 03:26:06
I also like the windows, and I like the view in shot 3 as well--that sort of background eye-candy is neglected too often (and when it is, and you stop killing long enough to look out the window it's all bleh and boring).
My only suggestion would be to add some sort of divider in between the stone block texture and the black-ish bumpy stuff--it looks odd to me to have the one on the bottom going directly into the other on top. I'd like to see an actual plate/shelf/something in between.
 Those Shots Make Me Smile
#5746 posted by ijed [190.20.97.209] on 2009/06/26 14:15:42
Why not map for q1sp? All the 'cool' kids are doing it.
 Q1 Mapping
#5747 posted by sock [92.249.164.198] on 2009/06/26 15:53:09
I did Q1 mapping years ago but my PC went up in smoke and I lost all my data. After getting a new PC I never really went back to any of my old stuff, I just moved on to other games. I understand this forum is mostly Q1 centric but I know there are Q3 people that lurk here as well.
PJW, yeah I originally had a gothic trim below the black texture but it started to bother me because of alignment issues so I started creating new trims but stopped, because I wanted to shape doodle more than create assets. In game it is not too bad because the brick pattern above has a defining lower edge but I know what you mean.
 Sock
#5748 posted by nitin [124.168.18.52] on 2009/06/26 15:59:51
looks great, have you made more than that room?
 Anyone Interested In Beta Testing?
#5749 posted by necros [99.227.133.158] on 2009/06/27 01:23:11
that green brick map i started a while ago is almost done now.
just need a couple of opinions. it's for quoth2, and you need an engine that supports -quoth (fitz 0.80) because it's a pak file that goes in it's own directory.
i think you can get around it by renaming the pak file and dropping it in your quoth folder, but it overrides a stock quake sound, so that's not optimal.
just leave a message here if you're interested. :)
 Sure
#5750 posted by ionous [75.67.189.47] on 2009/06/27 01:49:28
Send it on over.
voice DOT of DOT the DOT nephilim AT gmail DOT com
 Thanks,
#5751 posted by necros [99.227.133.158] on 2009/06/27 04:34:15
info sent. :)
 Totally Interested.
#5752 posted by Drew [216.168.101.188] on 2009/06/27 06:38:40
never tested before, but definitely down to give it a go!
#5753 posted by necros [99.227.133.158] on 2009/06/27 09:02:30
ok, thanks. that should do for now. :)
 Necros
#5754 posted by negke [88.70.49.4] on 2009/06/27 09:58:51
The vertical map? Cool!
Btw. the "work" link on your website crashes my FF.
#5755 posted by necros [99.227.133.158] on 2009/06/27 19:29:09
i use firefox myself, so maybe it an addon you have? i don't know enough to be able to try to fix it though. :S
i've been thinking of building a simple html alternative though.
#5756 posted by negke [88.70.52.40] on 2009/06/27 20:15:57
No idea. The only plugin I have is Adblock Plus. Latest version of Flash player. It's weird since all the other links work. Html alternative sounds like a good idea.
 'work' Works
#5757 posted by Drew [76.75.67.203] on 2009/06/28 06:15:06
for me.
#5758 posted by Trinca [83.132.13.83] on 2009/06/28 22:07:53
zomggg a new release from necros :)
can´t wait for it!!!
 Sockage!
#5759 posted by cardo [81.86.251.228] on 2009/06/30 09:30:16
Looking excellent there Sock :) Where've you been hiding lately? Come back to #tf!
 Gently Poking Cardo
#5760 posted by sock [92.249.164.198] on 2009/07/02 21:01:19
OMG its cardo!!! :D umm I am not sure I want to find #tf again, does anyone talk there? I always got the impression of IRC that it is just a bunch of nerdy channel lurkers! ;)
 Hey Sock =)
#5761 posted by DaZ [80.41.143.229] on 2009/07/03 01:17:30
tf is still alive and kicking, quite a good laugh usually!
 Cardo ?
#5762 posted by JPL [213.30.139.243] on 2009/07/03 07:55:41
Here ? OMG !
#5763 posted by Trinca [194.65.24.228] on 2009/07/03 13:10:10
#tf just have a problem sock
scampie...
 Late Night Doodles
#5764 posted by sock [92.249.164.198] on 2009/07/04 01:19:33
 Nice
#5765 posted by metlslime [71.202.219.105] on 2009/07/04 01:32:26
#5766 posted by necros [99.227.133.158] on 2009/07/04 02:33:37
evocative brushwork. :)
2 and 3 are my favourites.
 Marvelous
#5767 posted by MadFox [84.26.170.230] on 2009/07/04 02:34:03
these shots make me feel an ansolute beginner!
#5768 posted by MadFox [84.26.170.230] on 2009/07/04 02:35:59
antsolute maybe, I mean absolute.
 Thats Fantastic
#5769 posted by nitin [124.168.18.52] on 2009/07/04 03:34:35
love shot2.
 Fucking Sick
#5770 posted by meTch [64.148.17.227] on 2009/07/04 05:01:03
...
 Ow
#5771 posted by ijed [190.20.120.36] on 2009/07/04 06:07:30
Email me about RemakeQuake.
#5772 posted by Trinca [85.138.34.214] on 2009/07/04 08:22:35
sock just four words
YOU HAVE TALENT BITCH!
outstanding dude!
 Just 4 Words
#5773 posted by Mr Fribbles [118.208.166.253] on 2009/07/04 08:40:24
Can't view the screenshots. :(
 Just 4 Words
#5774 posted by JPL [82.234.167.238] on 2009/07/04 09:37:30
The shots are very nice !!!
Go map !
 Thanks
#5775 posted by sock [92.249.164.198] on 2009/07/04 12:15:32
Shot 1 is cool for me because the corridor leading into the room is angled and feels like its leaning over. It makes me want to tilt my head to the side.
Shot 2-3 is the lower area of the room with big blocks and solid supports, split levelled with a lower section curving round like a little gully.
Shot 4 is the birds nest with windows all around and a tree silhouette top window design. Building materials get lighter as they progress upwards to make it feel more structural.
JPL, The weather is too hot and I can't sleep at night at the moment, hence the doodle / mapping thing.
Mr.Fribbles, not sure why, I checked and my site and it is working ok.
 Looks Cool, Yeah
#5776 posted by negke [88.70.93.79] on 2009/07/04 18:46:50
The wood/stone combo (and the corresponding architecture), or at least the way it's used here, adds a whole new thematic dimension to Q3. Well, I'm sure there've been similarily themed maps before, but I haven't seen them, so kudos to you for this approach.
 Very Nice
#5777 posted by Mr Fribbles [118.208.166.253] on 2009/07/04 18:58:15
Working for me now - and looking very sweet! :)
#5778 posted by Willem [24.163.61.78] on 2009/07/04 20:05:15
#4 is awesome, man! Love the look of that area.
#5779 posted by necros [99.227.133.158] on 2009/07/04 21:33:10
Building materials get lighter as they progress upwards to make it feel more structural.
this is something i never really think about when mapping. thanks, i think i'll see about trying to incorporate this kind of attention to detail.
#5780 posted by negke [88.70.85.239] on 2009/07/10 10:22:48
#5781 posted by rudl [78.104.6.193] on 2009/07/10 12:05:46
Looks great
 Big Machine !!!
#5782 posted by JPL [213.30.139.243] on 2009/07/10 12:08:49
Nice !
 Haha!
#5783 posted by DaZ [80.41.139.249] on 2009/07/10 13:48:44
thats great. I have some photos of that machine, its epic! =)
 Hmm
#5784 posted by nonentity [87.194.146.225] on 2009/07/10 18:43:13
Heh, I remember that thing...
 Cogs Are Turning In My Head
#5785 posted by sock [92.249.164.198] on 2009/07/11 13:06:29
http://www.simonoc.com/images/desi...
http://www.simonoc.com/images/desi...
http://www.simonoc.com/images/desi...
http://www.simonoc.com/images/desi...
There are higher res versions as well, just add '_1024' to the end of the filename. The cogs all rotate and turn in the right directions as well.
 Hmm
#5786 posted by nonentity [87.194.146.225] on 2009/07/11 13:50:28
I'm assuming that's a static mesh, making those teeth out of brushes would be madness...
#5787 posted by Willem [24.163.61.78] on 2009/07/11 14:00:05
Killer! Cogs are the new crates. And I LOVE it.
 Yay Cogs!
#5788 posted by Spirit [213.39.203.224] on 2009/07/11 14:37:35
I don't really like the texture on the cogs. It looks very grainy and blurred. Maybe something with less structure (or higher resolution) would look better. Also since they are functioning, I'd make the parts where the teeth touch a different, slightly less rusty texture.
 Cog Madness
#5789 posted by sock [92.249.164.198] on 2009/07/11 19:12:48
The cogs are created from brushwork and on the grid as well ;) Here is the source file if you want to check them out or used in Q1 projects.
http://www.simonoc.com/files/misc/...
Spirit, yeah the texture is not too good but I did not want to get too distracted with texture choices.
#5790 posted by Willem [24.163.61.78] on 2009/07/11 19:25:28
Well, the MAP file is most definitely not a Quake1 MAP file so you'll need to convert it first.
 Q3 Map File
#5791 posted by sock [92.249.164.198] on 2009/07/11 19:33:42
The map file contains mostly brushes and some patches but I imagine someone here will know how to convert it to Q1. The file I have uploaded is in native Q3 format, sorry if that was confusing.
#5792 posted by Willem [24.163.61.78] on 2009/07/11 19:46:45
It's cool, I was just making sure that people knew it wasn't native Quake1 format. It crashed my editor when I tried to load it. :P Which says more about my editor than anything else, really...
 Thanks Sock!
#5793 posted by Spirit [213.39.203.224] on 2009/07/11 19:59:07
Which is easily done with a texteditor and a bit of patience.
Quick and dirty, single texture, some broken brush: http://pastebin.com/m5ad77ed6
I think they might be too detailed for poor old Quake though.
#5794 posted by Spirit [213.39.203.224] on 2009/07/11 19:59:53
Converting I mean. You just have to change the texture bits (I guess, the stuff behind the faces) and of course remove the patches.
 Hmm
#5795 posted by nonentity [87.194.146.225] on 2009/07/11 20:06:39
Surely you can just run it through mapconv?
 This Is What I Got
#5796 posted by spy [92.47.233.177] on 2009/07/11 20:07:35
after loading an original src file in the hammer editor
http://img33.imageshack.us/img33/8...
 Sleepwalkr's Java Map Converter
#5797 posted by grahf [74.127.72.91] on 2009/07/11 20:13:43
had to poke around a bit to find it, but it's here:
http://ftp.heanet.ie/disk1/sourcef...
Works for me from the OS X commandline. Converts q2/q3 to q1 map format and back again, adds or removes texture paths, etc. Quite a useful tool at times.
 Now
#5798 posted by necros [99.227.133.158] on 2009/07/11 20:52:57
THAT is badass.
i love a good cog setup ^_^
 Good Work!
#5799 posted by MadFox [84.26.170.230] on 2009/07/13 19:24:32
Spirit! Looks Great.
 Trisoup Soup
#5800 posted by necros [99.227.133.158] on 2009/07/15 05:35:20
http://necros.quaddicted.com/temp/...
aiming for 50/50 terrain and structures but trisouping seems to eat up more clipnodes/nodes and such. :(
also, if you go over nodes, it causes seriously bad stuff to happen in aglq, and fitzquake just closes without even bothering to yell at you.
 Btw
#5801 posted by necros [99.227.133.158] on 2009/07/15 05:35:55
skybox is hipshot's 'stormydays'
 Necros:
#5802 posted by metlslime [173.11.92.50] on 2009/07/15 06:21:02
care to send me the map? I thought i supported excessive nodes (of course, i also thought aguirre supported them, since otherwise what's the point of adding it to his Qbsp ports?) Does darkplaces crash too?
Only thing i can think of is nodes + leafs > 65535 wouldn't work at all, but then, i assume the compiler wouldn't build a bsp in that case.
 Oh
#5803 posted by necros [99.227.133.158] on 2009/07/15 10:04:37
sorry for the misunderstanding, i meant going over the *new* nodes limit.
i meant that fq will simply close when nodes are over 65k and aglq exhibits garbled bmodel geometry.
i'm actually a little curious about what plain 'nodes' are, and what creates them. if there's a way to reduce them like how clip brushes reduce clipnodes, that would be pretty sweet.
 Nodes...
#5804 posted by metlslime [71.202.219.105] on 2009/07/15 10:44:01
A node is a volume of space, and if it has children then those children are subdivisions of the parent space (divided by a plane). Starting with the entire world space, you keep subdividing until you get leafnodes, which have no children.
Each leafnode is either solid, water, slime, lava, sky, or empty. The non-solid ones are called "visleafs" and have a list of other leafnodes they can see (calculated by vis) and they have a list of marksurfaces contained by the leaf (to draw whenever the leaf is visible.)
 So...
#5805 posted by metlslime [71.202.219.105] on 2009/07/15 10:46:10
less complex geometry gives fewer nodes :)
Perhaps geometry being more axial would help too, more weird angles creates more unique planes i think.
 Hmm
#5806 posted by nonentity [87.194.146.225] on 2009/07/15 13:10:38
Make a slightly (or greatly) simplified version of the floor out of clip brushes and make all the trisoup malarkey func_illusionary/wall?
 Hmm
#5807 posted by nonentity [87.194.146.225] on 2009/07/15 13:11:00
Look pretty btw, lot more peaceful than you normally get in Quake
 More Rock
#5808 posted by sock [92.249.164.198] on 2009/07/15 22:54:39
necros, looking good is there anymore to see? A more panned out view?
#5809 posted by necros [99.227.133.158] on 2009/07/15 23:06:36
http://necros.quaddicted.com/temp/...
here's an indoors shot.
i had originally planned to use the hipnotic white brick textures, but instead settled on q3 bricks instead (smblk3b3dim_wall but i've bleached them a bit in photoshop). the hipnotic cathedral bricks were way too clean.
 Necros...
#5810 posted by RickyT23 [82.3.77.189] on 2009/07/16 00:02:17
...for president
#5811 posted by onetruepurple [83.21.175.59] on 2009/07/16 10:21:47
GLQuake's linear filtering makes sprites look very :(
 .tga Format
#5812 posted by ijed [190.20.122.140] on 2009/07/16 13:52:17
Downside is that everyone with external tex turned off will be looking at crap.
A hybrid of the sparks and Quoth's marshlight with a simple 3d model could work.
 I'll Take A Crack At It
#5813 posted by ijed [190.20.122.140] on 2009/07/16 16:04:02
When I get back to e3m4 - not happy with the textured lights in there.
 That Is
#5814 posted by ijed [190.20.122.140] on 2009/07/16 16:08:56
If you can give me a hand with the sprite.
 Externals
#5815 posted by onetruepurple [83.21.175.59] on 2009/07/16 17:19:55
don't help either: http://www.quaketastic.com/upload/...
That looks remotely good because it's circular like the id1 lightglobes. The problem appears when the sprite is not a circle nor rectangular, like the quoth2 reed, or even better, http://www.quaketastic.com/upload/...
I am certain that I have enabled external textures in fitz 0.85...
 But Enough About Sprites...
#5816 posted by onetruepurple [83.21.175.59] on 2009/07/16 17:26:01
Necros, that map looks pretty, are you aiming for a primarily vertical map again?
#5817 posted by Trinca [194.65.24.228] on 2009/07/16 17:40:12
nice pic necros look´s like a map of tronyn in soe indian summer map pack :)
 Sod Sprites
#5818 posted by ijed [190.20.122.140] on 2009/07/16 18:43:32
The pic link is down - I scanned it before but can't remember well enough to comment.
#5819 posted by necros [99.227.133.158] on 2009/07/16 19:46:54
nah, no more vertical. it was fun, but i don't want to do that again.
it'll be similar to cda, i think.
 Note:
#5820 posted by metlslime [173.11.92.50] on 2009/07/16 22:25:47
sprite and skin replacement is not supported by fitzquake (yet)
 Extra Glow
#5821 posted by sock [92.249.164.198] on 2009/07/17 09:29:10
Necro, why do the torch bases glow so much compared to the rest of the environment?
 Sock
#5822 posted by AEnoch [174.124.31.213] on 2009/07/17 16:35:05
The torch bases are a model. He used quoth entities.
 Something In The Works
#5823 posted by AEnoch [174.124.31.213] on 2009/07/18 03:16:35
 Down The Rabbit Hole
#5824 posted by sock [92.249.164.198] on 2009/07/18 13:01:27
More sleepless nights carving wooden pointy teeth. Ive included a brief one liner for each image, its something I do on another site and thought it might be more interesting.
A contracted wooden iris blocked by chains
http://www.simonoc.com/images/desi...
A sky light framed by a circle of chains
http://www.simonoc.com/images/desi...
A gaping hole lined with wood teeth
http://www.simonoc.com/images/desi...
A dark connection with plain wooden cross beams and warm left-hand light - http://www.simonoc.com/images/desi...
Plughole kaleidoscope - http://www.simonoc.com/images/desi...
Down past gaping steps and angled wood lies helping metal hands - http://www.simonoc.com/images/desi...
#5825 posted by Willem [24.163.61.78] on 2009/07/18 13:34:32
I love the one-liners. It gives every shot a sense of place before you click.
Lovely work, sock. The level is looking better and better all the time!
 Err
#5826 posted by nitin [124.168.46.153] on 2009/07/18 13:48:08
that looks fantastic, lovely lighting.
 Yeah
#5827 posted by ijed [190.20.105.43] on 2009/07/18 13:48:24
That looks too good for games almost - excellent stuff.
Aenoch - the link seems broken.
#5828 posted by Willem [24.163.61.78] on 2009/07/18 13:58:19
Dreamhost is having a switch/router issue at the moment so Quaketastic is temporarily offline. It's being looked at...
#5829 posted by necros [99.227.133.158] on 2009/07/19 04:07:22
that looks fantastic ^_^
 Sock
#5830 posted by metlslime [71.202.219.105] on 2009/07/19 09:35:54
Looks excellent. The chains are a bit primitive though... Maybe use patches or, even better, a mapmodel, instead.
 Sock
#5831 posted by Shambler [94.172.168.122] on 2009/07/19 16:46:46
Nice gaping hole, dude o_O
 Progress
#5832 posted by Willem [24.163.61.78] on 2009/07/20 00:58:49
3,800+ brushes and it's finally sealed. Now to start detailing and finalizing gameplay...
http://wantonhubris.com/blog/wp-co...
#5833 posted by Trinca [83.132.158.160] on 2009/07/20 01:33:27
looks fucking great!!!
i want this :p
go map!
#5834 posted by Zwiffle [97.87.57.94] on 2009/07/20 01:45:09
Time to START detailing?? Looks pretty detailed to me!
#5835 posted by necros [99.227.133.158] on 2009/07/20 02:26:57
haha no kidding. it looks great already ^_^
 IÄ IÄ
#5836 posted by ijed [190.20.117.227] on 2009/07/20 04:36:31
Not a fan of the texture set, but it's a taskmaster map, so weather it's good or bad it will be well done.
Good or bad being relative to whichever gameplay angle you're exploring.
Is that id basic sky tex up top? I'd always vote for skybox, but there you go.
The only question that remains . . . when :)
 Willem
#5837 posted by sock [92.249.164.198] on 2009/07/20 08:12:50
wow very cool I like the brightness of the textures and vaulted ceiling, gives the area a regal/palace feel. What do you mean by start detailing? Is 3800 brushes alot? sorry for stupid questions, not a q1 mapper anymore.
 What Others Said
#5838 posted by JPL [213.30.139.243] on 2009/07/20 08:19:33
Very promising shot :)
#5839 posted by Willem [24.163.61.78] on 2009/07/20 11:09:51
Wow, thanks all! And, yeah, that area in the shot is pretty much done but there are others that need detailing (box rooms). :)
 Hmm
#5840 posted by nonentity [87.194.146.225] on 2009/07/20 13:21:23
I like the cathedral-esque up lighting on the ceiling, gives it a sense of grandeur.
Not sure about the square windows/light fittings tho, especially the stack of 3 on the left. They just seem too square/blocky. Possibly have one tall window instead, would flow with the lines of the room better and help emphasise the height
(altho all that may be based on the low angle of the screenshot)
And I'm all in favour of more detail, I reckon you can push a few more polygons out of the Q1 engine (altho it does look very nice already, I'm just a fan of adding modern engine-esque levels of small detail into Q1 ;)
 Good Stuff Willem.
#5841 posted by Shambler [94.172.168.122] on 2009/07/21 11:30:32
Looks very nice.
 So What Do We Have To Look Forward To Right Now?
#5842 posted by metlslime [98.248.107.212] on 2009/07/21 11:48:02
i know necros has some map that goes outside the 8192 cube, willem has the above-mentioned map, sock has that q3 doodle, gb and others are working on remake quake (or "re-quake").
Anything else?
 Metallschleim
#5843 posted by negke [88.70.225.136] on 2009/07/21 12:07:15
#5844 posted by Willem [24.163.61.78] on 2009/07/21 12:14:01
!!!
#5845 posted by onetruepurple [79.191.253.140] on 2009/07/21 12:18:55
nsoe4 much?
 Negke!
#5846 posted by generic [67.233.220.105] on 2009/07/21 18:43:04
Sweet!
 Neg
#5847 posted by necros [99.227.133.158] on 2009/07/21 19:41:19
i really like your mapping ^_^
 We'll
#5848 posted by ijed [216.241.20.2] on 2009/07/21 20:21:59
Be doing a demo sometime soon, just ironing out the last few issues and preparing stuff.
 Negke
#5849 posted by ijed [216.241.20.2] on 2009/07/21 20:22:54
That looks fucking great.
#5850 posted by necros [99.227.133.158] on 2009/07/21 20:39:52
just glued all the different sections together; haha i'm fucked.
*** WARNING 34: Nodes 51370 exceed normal engine max 32767
*** WARNING 30: Clipnodes 154267 exceed normal engine max 32767
*** WARNING 36: Vertexes 100497 exceed normal engine max 65535
*** WARNING 37: Faces 89958 exceed normal engine max 32767
*** WARNING 31: Marksurfaces 100194 exceed normal engine max 32767
even aglq crashes.
i don't know why i always do this. >_<
#5851 posted by Willem [24.199.192.130] on 2009/07/21 21:09:25
FFS, you were THAT far over and didn't realize it? :)
 Necros
#5852 posted by AEnoch [174.124.33.108] on 2009/07/21 21:29:27
Try upping the -heapsize to 262144 or higher.
 I Don't Think That's Gonna Help
#5853 posted by onetruepurple [83.30.143.31] on 2009/07/21 21:42:12
 Heh
#5854 posted by negke [88.70.57.31] on 2009/07/21 23:10:53
Hey necros, I like your mapping, too - if I can play it in any engine, that is...
 Smashing Limits
#5855 posted by sock [92.249.164.198] on 2009/07/21 23:56:41
OMG talk about breaking compiler/engine limits, but I can understand. I often go days or weeks without compiling and just work endlessly in the editor building stuff. :)
 Necros
#5856 posted by Orl [76.98.214.54] on 2009/07/22 00:18:13
That map isn't sealed yet, right?
#5857 posted by necros [99.227.133.158] on 2009/07/22 01:16:40
spent some time sealing the map, and i'm still way over.
*** WARNING 30: Clipnodes 59235 exceed normal engine max 32767
*** WARNING 36: Vertexes 69984 exceed normal engine max 65535
*** WARNING 37: Faces 58181 exceed normal engine max 32767
*** WARNING 31: Marksurfaces 68767 exceed normal engine max 32767
even if it weren't for the over the limit 65k vertices, 59k clipnodes only leaves like 6k left to build and here's the punchline: it's only half done.
i don't think there's any way at all that this can be streamlined to work in a single map. right now i'm looking at using the info_mapgate stuff to try to make some kind of hub map setup as i don't want to just throw entire sections away. :S
 Oh,
#5858 posted by metlslime [173.11.92.50] on 2009/07/22 02:30:00
you've already got the player route so locked down that you can't eliminate backtracking to previous maps?
#5859 posted by necros [99.227.133.158] on 2009/07/22 03:24:21
i think that's a good idea. the big problem with a hub map which contains monsters is that depending on where you are emerging from, a different set of monsters would have to be spawned in.
you would never be able to get 100% kills, which kind of sucks. then there's all the jiggery pokery with having to keep track of all the different states of the many lifts, doors, machines etc which would be, probably, impossible without creating a new mod.
 Yeah...
#5860 posted by metlslime [64.175.155.252] on 2009/07/22 03:31:16
better just to break it into isolated levels and if you need to add connectors and re-work the player route in each level, do it so they can be self-contained.
 Fuck All Of You.
#5861 posted by Drew [98.124.8.205] on 2009/07/22 06:41:41
taking your maps to new levels and shit.
anxious as hell to play them. I am jealous of your superior skills/ hopeful they exist because your social life is crappier than mine.
 Necros
#5862 posted by negke [88.70.82.173] on 2009/07/22 08:12:55
You could kill the unneeded (remaining) monsters with hurt triggers in the spawn rooms and determine which monsters teleport in by staggering multiple teleporters for each one. It's not the most elegant way, but it should work.
I once had an idea for a hub map that would have three or four interconnected canyon/caverns-like maps center around a central hub with a temple entrance. The player would have to collect runes in each of the canyons and return to the temple to open the gates. Then the actual map would start. There wouldn't have been many monsters in the canyons, just a few fiends and tarbabies and the like scattered about and moving along their paths - the natural fauna so to speak - so it's not a big deal if they were alive again upon returning to the level a second time. Then again, this idea doesn't really require a multiple-map hub structure unless each of the parts is fairly large.
#5863 posted by necros [99.227.133.158] on 2009/07/22 09:01:46
it would have been ok if i had started making this with a hub in mind. :S
i like that idea though, you should give it a shot ;)
 Bravo Necros
#5864 posted by Shambler [94.172.168.122] on 2009/07/22 09:13:55
;)
 P.S.
#5865 posted by Shambler [94.172.168.122] on 2009/07/22 09:16:03
"natural fauna" LOL. No wonder your mapping is bonkers, negke!
#5866 posted by Trinca [194.65.24.228] on 2009/07/22 10:20:31
If i owned a game company necros and negke were the first people i hired :p
If i win Euromilions i buy ID Software rights of Quake and start a new mission pack.
 Brushwork Prefabs
#5867 posted by sock [92.249.164.198] on 2009/07/25 19:44:55
I was stupid enough to think my mapping stuff is artwork and I recently posted it to an art portal, it got banned I was told to stop using prefabs and make my own stuff!
So here it is, my crappy artwork made from brushwork prefabs! :)
Inactive Generator - http://www.simonoc.com/images/desi...
Dormant Power - http://www.simonoc.com/images/desi...
Crackling coils - http://www.simonoc.com/images/desi...
Switching current - http://www.simonoc.com/images/desi...
#5868 posted by negke [88.70.60.112] on 2009/07/25 22:02:33
Those sure are some excellent prefabs...
#5869 posted by Willem [24.163.61.78] on 2009/07/26 00:17:59
Awesome++, man. Really sweet looking!
 I Clicked On The Links And I
#5870 posted by meTch [64.148.8.239] on 2009/07/26 04:04:20
JIZZED IN MY PANTS
 I
#5871 posted by Shambler [94.172.168.122] on 2009/07/26 10:10:02
JIZZED IN SOCK'S PANTS. AND SOCK'S SOCKS.
 My Eyes ...
#5872 posted by sock [92.249.164.198] on 2009/07/26 12:01:25
... are blending from all the CAPS!!! :P
I can assume by the shouting 'you like?' Anyway the images are of a 3 stage generator puzzle which opens up and needs to be switched on via various levers around the room etc. I don't want to tell too much because the few people that will actually download my map are actually reading this forum!
 My Eyes Blend Sometimes Too.
#5873 posted by pjw [68.113.151.219] on 2009/07/26 14:06:28
That looks awesome.
Don't know if it's actually "art" though... ;)
*ducks*
#5874 posted by gb [89.27.239.195] on 2009/07/26 21:04:54
wowzers.
 I Love Sock
#5875 posted by PuLSaR [85.175.96.195] on 2009/08/02 01:34:26
[nt]
#5876 posted by nitin [210.84.44.69] on 2009/08/03 12:28:46
phantasm11's really great looking q3 map using sock's textures and some of his own :
http://i4.photobucket.com/albums/y...
#5877 posted by Willem [24.199.192.130] on 2009/08/03 14:14:37
That DOES look nice! Wow.
 Yeah
#5878 posted by ijed [216.241.20.2] on 2009/08/03 15:34:37
Cartoon is too strong a word, more like 'well drawn'.
Need more coffee.
 Wow...
#5879 posted by metlslime [173.11.92.50] on 2009/08/03 22:24:16
that looks really nice.
#5880 posted by megaman [94.221.108.191] on 2009/08/04 16:57:37
the few people that will actually download my map are actually reading this forum!
No, i'm not!
 Q3 Temple Map
#5881 posted by grahf [74.127.72.91] on 2009/08/05 03:16:41
the architecture looks very nice and solid, but I'm not sold on the tree roots. I like the idea, and I've always wanted to do something similar myself, but I think they could be higher poly and more twisted to be more convincing.
Not to be anti or anything, just sayin'.
 The Mortewood Plaza Mod
#5882 posted by negke [88.70.55.158] on 2009/08/06 11:07:35
http://media.moddb.com/images/mods...
Now, that's a shitload of weapons to kill zombies with.
 Some UT3 Shot
#5883 posted by negke [88.70.243.2] on 2009/08/06 15:38:45
 Heh
#5884 posted by Zwiffle [66.170.5.18] on 2009/08/06 20:08:01
I love the knife with the grenade strapped onto it.
 Re: Some UT3 Shot
#5885 posted by necros [99.227.133.158] on 2009/08/06 20:19:36
that looks awesome ^_^ i love maps where you're suspended or floating above stuff in that way.
 Progress Shot
#5886 posted by sock [92.249.164.198] on 2009/08/11 09:34:15
Castle helmet : http://www.simonoc.com/images/desi...
Im happy with the outline, just need to finish off the lighting and texture density/alignment. Add '_1024' to end of filename for larger image.
#5887 posted by Spirit [80.171.40.181] on 2009/08/11 11:07:14
The lighting on the front looks a bit sketchy.
The roof and floor textures are too blurry scaled, I guess you mean that with "density" though.
The different heights of the rooftops look great. Gives it a mushroom/dwarf like fantasy feeling (in a good way, heh).
 Hmm
#5888 posted by nitin [124.168.95.57] on 2009/08/11 11:39:33
not too enamoured with that sock, looks too cartoony to me.
 I Like
#5889 posted by Text_Fish [82.46.2.175] on 2009/08/11 13:14:37
the architecture. Personally I think the roof and outside floor are the only problems. I'd choose a wooden shingles texture for the roof and maybe add some more detail to the floor by removing the odd floorboard here and there, or making them slightly crooked, or perhaps just add some darker wooden trim between the wall/floor joint to add a hint of structural realism to it.
#5890 posted by Willem [24.199.192.130] on 2009/08/11 14:54:03
I like the style! I like the layered look to the architecture.
 Good Feedback
#5891 posted by sock [92.249.164.198] on 2009/08/11 19:30:32
Yep, totally agree the screenshot does have a mario/soft focus look about it, but that is partly to do with the phong shading (far too high)
I will work on the location a bit more tonight, rework the trims, add more wood and try and give the structure more detail. W post another screenshot later, thanks for the feedback. :D
#5892 posted by AEnoch [174.124.42.62] on 2009/08/12 02:17:58
I like it. It's different instead of the same old same old.
 I Like It Sock
#5893 posted by grahf [74.127.72.91] on 2009/08/12 06:20:17
the outlines remind me in some strange way of the Goetheanum: http://en.wikipedia.org/wiki/Goeth...
 Another Shot
#5894 posted by sock [92.249.164.198] on 2009/08/12 13:06:34
I changed the textures on roof and trim, a bitch to setup the top wall trim, too many weird angles but it does make it feel a bit better. Toned down the phong and increased the shadow map density so less jaggered/rough edges.
http://www.simonoc.com/images/desi... (_1024 version avail)
Ive switched the floor to stone for the moment until I decide what to do with it, detail wise. The above shot is panned out alot, the player will never see that much. So here is a couple of shots from the floor at player height, the building feels different to me from the closer angle.
http://www.simonoc.com/images/desi... (_1024 version avail)
http://www.simonoc.com/images/desi... (_1024 version avail)
Does it still look cartoony? Roof trim, like/dislike? upper roof leave or same trim style?
 That Looks Much Better To Me
#5895 posted by nitin [124.168.84.52] on 2009/08/12 13:10:58
especially the close up shots.
From far away it still has that cartoony look but not as much as before.
Roof trim looks fine to me. I dont like the upper roof tile texture though.
 Impressive...
#5896 posted by JPL [82.234.167.238] on 2009/08/12 19:57:54
.. I'd really would like to have the .map to see how you made this curved corners....
#5897 posted by negke [88.70.55.187] on 2009/08/12 20:19:18
Patches
 Sock
#5898 posted by inertia [71.67.135.194] on 2009/08/12 21:18:34
The angles on the outside wall just look too soft! I don't think the brickwork would naturally decay like that, if it's old; if it's new, it would be a very sharp angle.
 Also
#5899 posted by inertia [71.67.135.194] on 2009/08/12 21:19:26
This thread is like tumblr for mapping -- I love it.
 Sock
#5900 posted by necros [99.227.133.158] on 2009/08/12 22:42:09
the building looks much more imposing from close up. i don't know about 'cartoony' but the panned shot lacks that imposing feel.
the flared out upper part of the walls make it feel powerful when looking up at it from the ground.
 Hmm
#5901 posted by spy [95.56.29.197] on 2009/08/12 22:44:40
agreed
 Hong Phong Phooey
#5902 posted by sock [92.249.164.198] on 2009/08/12 23:24:06
@nitin, I will changed the texture density for the roof tiles, they are far away and look alot different from the ground.
@JPL, when the map is finished I will release all the source files, so all will be revealed soonly! (The curved corners you are looking at are brushes with a 60 phong value on them.)
@negke, the phong lighting and texture alignment/density is the illusion.
@inertia, ooo never heard of that place before :D Yeah this place is a cool mapping blog/home, lots of different people.
@necros, yeah the panned out shot was really so everyone could see the overall outline, but yeah it feels alot different up close. Most people rarely look up in games so alot of high detail will be missed.
#5903 posted by metlslime [173.11.92.50] on 2009/08/13 02:19:09
Most people rarely look up in games so alot of high detail will be missed.
solutions:
1. spawn in some annoying flying bad guys with low hit points
2. shootable buttons near ceiling to open doors
3. game mechanic that rewards taking photos of rare objects or creatures, requiring people to look around more
4. cutscene that takes control away from the player and shows your preferred backdrop while "plot" happens in front of it
5. a tantalizing secret item that you can see easily but can't tell how to climb up to without looking around
 Cool!
#5904 posted by pjw [68.113.151.219] on 2009/08/13 04:10:23
I'd go with the same trim style on the upper roof. It looks unfinished to me now, with the trim on the lower.
I'm not sure if the floor texturing was just unfinished in the first shot, but I kind of liked the look of that better. In that first shot it almost looks like decking...some sort of rough-hewn planks or something. Much more interesting than that square-cut stone in the new shots.
 6.
#5905 posted by ijed [190.20.113.123] on 2009/08/13 05:09:58
Get a job making drinks on the beach instead.
 Re: Tumblr
#5906 posted by inertia [75.179.158.193] on 2009/08/13 08:33:04
I mean sock you are basically livemapping. It is awesome.
 Already Shown On #tf...
#5907 posted by JPL [82.234.167.238] on 2009/08/13 15:58:13
.. just posted it to show the progress f CDA sequel :)
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
Top of the destroyed castle is yet finished, I hope to start next area soon :)
#5908 posted by Willem [24.199.192.130] on 2009/08/13 16:02:17
That map is definite hotness! Can't wait to play it...
 Looks Very Nice JPL!
#5909 posted by RickyT23 [86.136.54.59] on 2009/08/13 18:13:37
go go go!!!
#5910 posted by Trinca [194.65.24.228] on 2009/08/13 18:38:33
zomggg i need inspiration ~:\ havent mapped for weeks... not a single brushe!
look very cool JPL, keep the good work!
 Fine!
#5911 posted by MadFox [84.26.170.230] on 2009/08/14 03:24:39
I hope any light dwells on buttom of these dark caverns.
 JPL
#5912 posted by inertia [75.179.158.193] on 2009/08/14 10:49:48
Can't tell, are you using minlight?
 Inertia
#5913 posted by JPL [82.234.167.238] on 2009/08/14 11:19:55
Yes, minligth = 20, and sunlight = 110... light compilation has -nominlight option in order to obtain some complete pitched black area with antilight...
What's the problem ? Do you have problem with your screen setting ?
#5914 posted by negke [88.70.49.211] on 2009/08/14 11:22:52
Minlight and those textures don't mix too well.
 Well
#5915 posted by JPL [82.234.167.238] on 2009/08/14 11:36:46
I made a try without minlight, and it is completely black-ish darkness-ish in some area where there are no light sources... hence my decision to use minlight... just a matter of taste afterall... though... :P
 Jpl
#5916 posted by megaman [94.221.118.160] on 2009/08/14 12:10:07
the floors look washed out, the shadow areas don't.
 Sock
#5917 posted by Scampie [66.188.129.206] on 2009/08/14 12:39:38
I'd try a browner color instead of the white trims to lose some of the cartoony feel.
 JPL
#5918 posted by Spirit [213.39.169.144] on 2009/08/14 13:00:28
Are you using 16 bit or did you change the gamma or brightness a lot? The colours look awful (not the map, but the screenshot).
 Screenshots....
#5919 posted by JPL [82.234.167.238] on 2009/08/14 14:53:06
... does not reflect the map ingame guys ! Please remind this... Actually gamma is set to 0.55... (default value I think)... I just reworkd brightness and contrast by increasing the values respectively by 40 and 30% before posting... as I do all the time :/
 Arrrrgh
#5920 posted by Spirit [213.39.169.144] on 2009/08/14 16:22:37
Gamma 1 is the default. 0.55 is like HELLO LET ME EMULATE A NUCLEAR BLAST RIGHT NEXT TO YOUR RETINA! ;p
Set your monitor to sRGB if you can and calibrate further if needed: http://www.normankoren.com/makingf...
 Spirit
#5921 posted by JPL [82.234.167.238] on 2009/08/14 19:00:57
Well, it means that the map is darker than it is seen ingame... hmmmm seems that I have to check that now... but I fear that the main problem will then be to provide screenshots with something visible... bad...
 Spirit
#5922 posted by JPL [82.234.167.238] on 2009/08/14 19:05:00
Actually gamma value is directly linked to the brightness set in the Quake setup menu.... So if gamma is set to 1, it is very dark... then if gamma decreases, it is brighter...
Also depending on your screen (CRT or flat), the rendering is different... it then explain why it is impossible to satisfy everybody with shots: better is to wait for the release, and play the map ;)
 Jpl
#5923 posted by necros [99.227.133.158] on 2009/08/14 20:16:57
looks awesome.
http://necros.quaddicted.com/temp/... <-- for you guys who think it's too dark.
a suggestion: i'm not really a fan of the 'small bright pinpricks of light spaced far apart' style of lighting. i like it when that is mixed in with larger, longer reaching lights.
if you can run in fitzquake, turn on r_lightmap 1. ideally, you should never have any surface with uniform light on it. it should always been ramping up or down.
obviously, this is only an ideal and it's impossible to actually do that. still, i feel it's something to strive for anyway.
 JPL
#5924 posted by inertia [75.179.158.193] on 2009/08/14 22:23:55
I've noticed that in your maps, you tend to use almost entirely short-distance & high-intensity lights. Have you thought about having longer 'wait' or 'delay'?
 Yeah
#5925 posted by grahf [74.127.72.91] on 2009/08/14 22:52:30
minlight is a lot less necessary if you use delay 2 or 3 (1/x and 1/x^2 falloff formulae, respectively).
Input those functions into a graphing calculator program, and you can see what the light intensity falloff looks like. There is a tight core of high intensity light, and then a long tail of slowly dimming light. Just a couple of those lights can just about light a whole room.
In fact, the light will be fullbright at the center (see the graphed function, which goes asymptotic as it approaches zero), unless you use aguire's delay 4 fix that doesn't allow the light intensity to exceed the value of the "light" key on the light.
 Grahf
#5926 posted by necros [99.227.133.158] on 2009/08/15 01:11:50
just a correction to avoid confusion,
1/x = delay 1
1/x^2 = delay 2
and aguirRe's capped version = delay 5
i think jpl is using delay 2 lights, but the wait setting is set way up (like 2.5 or 3+)
 Thanks Necros!
#5927 posted by grahf [74.127.72.91] on 2009/08/15 02:26:55
my post was both obfuscated *and* incorrect!
 Light Settings
#5928 posted by JPL [82.234.167.238] on 2009/08/15 09:33:28
Actually I'm generally using
delay = 1 or 2
wait = 1
light = 80
Fait enough to obtain the desired effect, at least on my screen ;)
#5929 posted by necros [99.227.133.158] on 2009/08/15 10:48:00
settings i've been using lately which i'm pretty happy with as a standard light caster:
delay 5
wait 1.25
light 450
gives a fairly long range light but with a nice bright center. i hardly ever use delay 2 anymore. i find delay 5 is a 'safer' option because of the way the capping works, it creates a nicer falloff that's more forgiving when going up high with light values. delay 2 is kind of touchy.
if i've got multiple braziers or torches in close proximity (say 128 units apart), i'll pump the wait up to 2 or 2.5 to prevent over saturating the area with light.
 Good Info
#5930 posted by ijed [190.20.102.104] on 2009/08/15 19:06:28
 Hmmm
#5931 posted by grahf [74.127.72.91] on 2009/08/15 19:51:24
So is linear falloff ever useful anymore? Maybe only good for small rooms?
 Actually
#5932 posted by JPL [82.234.167.238] on 2009/08/15 21:49:08
I'm trying to have "real" light rendering. Any light that is not a laser, is non coherent, and generally not "directed" (i.e meaning that without any parabolic mirror, there is no way to direct it), So a non laser light is emitting in all directions... Also, the emitted light power is fading out by the square of the distance... so using wait = 1 and delay = 2 is then the most obvious way to have something close to reality... BTW, AFAIK, wait is only providing a multiplying factor to the light field.. i:e the formula becomes then
P(x) = wait * light / (x^2)
Anyway, depending of the effect ingame, these values can be tuned as desired by the mappers, and each mapper has his habits / clues... ;)
 More To Say
#5933 posted by JPL [82.234.167.238] on 2009/08/15 23:22:19
This formula is "true" if the environment is wet air... it has to be tuned according to humidity, temperature, fog presence, etc... and then delay can increase dramatically.. though...
 Sockbler
#5934 posted by Shambler [94.172.168.122] on 2009/08/16 12:53:54
I like the wonky look :)
#5935 posted by Rick [75.64.199.213] on 2009/08/16 19:03:05
I experimented with Delay last night. I had never really used it before except for simulating sky light (Delay 2, Wait .25 - .4, Light 25-50). A few of those up high can give a soft skylight effect over a large area.
Maybe I'm just too used to the way the original Quake levels look, but when I tried Delay 2 for indoor lights it just didn't look right to me. The "hot spot" was too hot and the fall off extended too far causing a sort of "minlight too high" effect.
Delay 1 was a lot better looking to me, I can see using it some, but the hot spot effect is still distracting. There just seems to be too rapid of change in light level between the core and the falloff.
I tend to make mostly indoor type maps with relatively small rooms and lots of obvious light sources, so that probably has something to do with it.
What ended up looking best to me was Delay 1, Wait 2, Light 80, but I'll probably end up sticking with my usual 200-250 (sourced) Lights with lots of 125-175 (Wait .5-.8) fill lights to simulated relected light and such.
#5936 posted by Spirit [213.39.196.90] on 2009/08/16 19:17:20
Everyone who plays with lights, make sure you use an engine with Overbright support like Fitzquake.
 Need Someone With UnrealED3 (UT3)
#5937 posted by Jago [84.249.95.211] on 2009/08/19 23:04:05
Crossposting from the Mapping Help thread:
I need someone with UnrealED3 (the UT3 version) installed to take a brief look over a map I have been slowly working on for a loooong time now to help me decide whether I should continue slowly building upon it or whether I should just put it out of it's misery.
Download it HERE.
 DoW2 Map In Progress
#5938 posted by Scampie [66.188.129.206] on 2009/08/20 14:19:20
http://h.imagehost.org/0281/Mirage...
http://h.imagehost.org/0576/Mirage...
http://h.imagehost.org/0484/Mirage...
From the other day, just showing the layout
http://h.imagehost.org/0454/OasisO...
Much detailing still to be done, but it's coming along quite nicely. It's theme is unique to DoW2, being a mashup of Desert and Jungle enviroments to make a somewhat Tropical Paradise. This will be me entry to the Community Map Creation Contest run by Relic.
http://www.gamereplays.org/dawnofw...
#5939 posted by Trinca [84.39.72.48] on 2009/08/20 16:47:48
lol i dont even know what is doW... doW2? roulf
look like a far cry map but with no details!
 Hmm
#5940 posted by nonentity [87.194.146.225] on 2009/08/20 19:59:29
Dawn of War 2.
Looks nice scamp, good fusion of themes. When I saw the game screens I was imagining something more beachy tho (compared to the layout shot), I'm aware you need to keep gameplay balanced between sides, but possibly have sea as one of the shared outer edges of the map (ie, top or bottom). Sand/beach in the middle of green hills seems strange...
And good luck with the contest :)
#5941 posted by Scampie [66.188.129.206] on 2009/08/20 20:43:00
Oh I fully relieze the strangeness. Originally thought of making the entire map an island, but a problem I would've had to deal with was hiding the edges of the map if you tilted the camera to a low angle. Instead, I decided 'fuck reality' and went full bore with something as unearthly as a landlocked beach.
 Probably In The Plan
#5942 posted by ijed [216.241.20.2] on 2009/08/20 21:08:14
But more buildings - stuff without human sized apertures / dimensions.
#5943 posted by negke [88.70.69.197] on 2009/08/20 23:01:58
look like a far cry map but with no details!
Haha, indeed.
So just make it an island in a crate! Like that toilet map of yours, only 'used' this time.
(Ok, if you must, maybe in a Borg cube then, to comply with the scifi setting...)
 So
#5944 posted by Jago [84.249.95.211] on 2009/08/22 13:10:52
Noone has UnrealED3 (UT3) installed?
#5945 posted by Trinca [84.39.83.211] on 2009/08/22 16:16:29
jago what for?
pure crap ~:p
please come back to Quake
enought of wasting your time!
 Trinca
#5946 posted by Jago [84.249.95.211] on 2009/08/22 16:34:49
Sure, when it does 80k tris at 100+ fps on mediocre hardware and comes with a nice assortment of prebuilt meshes.
 Jago
#5947 posted by Zwiffle [97.87.57.94] on 2009/08/22 17:18:53
I have it installed, and I could run it, but I haven't used it in quite a while and am not really inclined to since I have no plans to map for or play UT3. My condolences.
 Last Time I Checked
#5948 posted by Text_Fish [82.46.2.175] on 2009/08/22 19:37:51
the world was pretending UT3 doesn't exist.
 I Quite Like The Game
#5949 posted by RickyT23 [86.31.52.182] on 2009/08/22 19:49:48
 I Don't Get It.
#5950 posted by Text_Fish [82.46.2.175] on 2009/08/22 19:59:40
All the weapons feel flimsy and the visuals have so much 'cyber-punk' grime and lens flare shoved on top that it's nigh impossible to tell what's going on.
#5951 posted by necros [99.227.133.158] on 2009/08/22 20:52:15
maybe screenshots for us who don't have ut3?
 Screenshots
#5952 posted by Jago [84.249.95.211] on 2009/08/22 21:37:42
Alright then.
Note that the red brick texture obviously isn't final, its something I just use to block out things, there isn't any real lighting, its all in-editor and very very WIP, well you get the point:
http://jago.pp.fi/images/wip/ut3te...
http://jago.pp.fi/images/wip/ut3te...
http://jago.pp.fi/images/wip/ut3te...
http://jago.pp.fi/images/wip/ut3te...
http://jago.pp.fi/images/wip/ut3te...
#5953 posted by Willem [24.163.61.78] on 2009/08/22 21:57:22
I like the basic structures and things. Looks like some fun fighting areas there. As you said, very WIP but promising!
#5954 posted by necros [99.227.133.158] on 2009/08/22 21:59:58
i don't think the red brick is that bad, honestly. is there a dirtier version of that texture though? the metal looks pretty grimy but the bricks look pretty new. course, it depends on what look you're going for. full on tech, yeah, you probably want metal walls but if you want industrial, bricks aren't a bad choice.
second and third shots have a nice look to them. i think keeping the amount of symmetry low would be good (but shot 3, for example, should stay symmetrical for contrast)
my only beef is that the map is so full of mesh objects it's hard to see what the underlying brushwork is, but on the other hand, i know that's pretty much how all modern maps are made these days so it's not really a valid complaint. it's just that, for example, shot 1 is basically a square room. the machine mesh objects don't really seem part of the room.
#5955 posted by Trinca [84.39.83.211] on 2009/08/23 01:48:26
look nice and i´m pretty sure will look much better with lights!
now make a Quake remake to :p
 Yep
#5956 posted by nitin [124.168.31.214] on 2009/08/23 03:47:35
just need a dirtier brick texture IMHO. DOesnt have to be red but something like a higher res kingping texture.
 Kingpin
#5957 posted by necros [99.227.133.158] on 2009/08/23 03:58:44
that's exactly what i was thinking about, now you mention it :)
like it's got 50 years of soot and grime built up.
 Nice Shots !
#5958 posted by JPL [82.234.167.238] on 2009/08/23 09:35:52
I love the architecture, particularly the mix in between old school bricks and techno-pillars... I'd really like to see it ingame with the real lighnings now ;)
 UT Stuff
#5959 posted by sock [92.249.164.198] on 2009/08/23 17:01:57
@Jago, I like the first screenshot, are those standard mesh objects or something you have created yourself? Sorry not that familiar with UT yet.
@Scampie, Are you going to create any building objects yourself or just terrain and prefabs?
 @ Sock
#5960 posted by Jago [84.249.95.211] on 2009/08/23 22:54:56
All the meshes are from stock UT3.
It's actually kind of dictating the way I have to build things. If one is capable of making his own meshes and textures, it's quite easy to just map out the entire raw layout with very few CSG brushes and then just fill out the entire map with custom meshes as you see fit.
However, if you are incapable of making your own meshes and have to rely on the ones available to you, this doesn't quite work. You need to have every room and every corridor filled with at least SOME major mesh detailing pretty much from the start, because they will give you a sense of scale and since you can't make your own, you will at times be building your map around the available meshes instead of building custom meshes to suit your map.
 Sock
#5961 posted by Scampie [66.188.129.206] on 2009/08/24 00:09:32
The editor is lacking a ton of support for custom assets, so I am limited to the assets that came with the game, and also limited by the terrain material shaders to an extent (the terrain shaders are combinations of a 'dirt' texture for horizontal areas of terrain and a 'cliff' texture for vertical areas of terrain). It's fine for this, being that I am limited on time as I intend to enter it into a contest, but I hope in the future they'll extend the tools a bit so I can do some custom models or could give a better texture selection for a more unique theme.
http://h.imagehost.org/0313/Detail...
As you can see here, I stick to grass around the grey cliffs, as there is no blend shaders to go from sand to that specific rock (only to rather ugly brownish red desert rock cliffs) but the grass and grey rock have blends.
Also, started to add more little details with decals, which are quite nice since I can modify their opacity and color on a per decal basis. Also help alot in hiding some of the 'pixelation' of textures blending between each other at odd angles
#5962 posted by Willem [24.163.61.78] on 2009/08/24 01:31:18
"The editor is lacking a ton of support for custom assets"
Sorry, but what do you mean here? UT3 doesn't support importing of custom meshes? I'm 99% sure that it does. It won't let you create those meshes inside of UnrealEd but that's not unreasonable.
#5963 posted by Willem [24.163.61.78] on 2009/08/24 01:32:14
Oh, sorry, you're talking about DoW2. Never mind. :P I should have clicked on the screen shot...
 Actually :)
#5964 posted by Jago [84.249.95.211] on 2009/08/24 01:40:36
It won't let you create those meshes inside of UnrealEd but that's not unreasonable.
Actually it will and can. You can convert a bunch of brushes into a mesh inside UnrealED. Never had to use that feature but it's there :)
 Yeah
#5965 posted by Scampie [66.188.129.206] on 2009/08/24 02:37:07
Willem: worked with UE3 for the past few years, know all about the wonderful pipeline you guys made for it. Sorry for not calling out that I was talking about something radically different than the subject at hand.
DoW2 editor... it's really just a terrain editor, which I'm suprised to find is actually quite limited (no per vertex editing to make cleaning up edges easy? come on), with features to paint materials and place models and decals.
No nice asset pipeline like UE3... haven't really done much real investigation into how they handle any of that, though I likely will after this map is finished, since I suspect I could at least hack around with their files, which shouldn't be too bad for publishing a completed map either, since maps are considered 'mods' and are loaded much like a Quake mod from their own directory (which does limit the ability to play custom maps in the game quite a bit as you have to start the game with "-mod XXX")
 Jago
#5966 posted by Scampie [66.188.129.206] on 2009/08/24 02:40:55
There's really not all that much use of making models with brushes in UE3 except for prototyping things (or if you just need a simple model for an interpactor or something)
 Jago - Brutal Honesty
#5967 posted by grahf [74.127.73.102] on 2009/08/24 03:41:26
Shots 1 and 2 look pretty nice but the others exemplify what I don't like about UT3 and similar games - architecturally bland, conceptually dull, with some meshes slapped around the edges to hide it. Let's see some actual brushwork, eh? Or something that will actually stress the engine. As it is, you could build it for UT99 and I'd hardly tell the difference.
Of course, that's just my crochety old-schoolness talking.
 MisMash Views
#5968 posted by sock [92.249.164.198] on 2009/08/24 13:26:43
@Jago, cool thanks for the info. The brush export thing is something that was added to D3 and was perfect for artist/modellers to get the scale of things right. Sort of standard practice nowadays to export blockout brushwork for artists to create meshes from.
@Scampie, I imagine like most games nowadays, the modding is something of an after thought which is probably why the loading system is so awkward. With decals thou the terrain should really shine and look good. Decals are awesome for covering up crap terrain edges.
@Grahf, I really don't understand the mesh hatred because even good old Q1 had meshes/map models (torches) which I see constantly used in screenshots from others work. Bashing someone because they detail their rooms with meshes is crazy and infact using meshes is more efficient in most engines because of caching/draw reasons. I understand there is a certain pride with creating things from brushes the 'old school' way but the end results are the same, IMHO it seems pointless to argue about the method.
 I Think
#5969 posted by megaman [94.221.122.161] on 2009/08/24 13:59:45
he's talking about how the amount of meshes makes everything look too uniform and doesn't allow for interesting room layouts?
e.g. if you'd want to have a torch on every wall in your level, you couldn't do angled stuff (well, i'm oversimplificating here).
 Hrm
#5970 posted by megaman [94.221.122.161] on 2009/08/24 14:05:08
actually looking at the shots, maybe he's refering to the contrast of meshes to walls. it looks basically like a box map with some models slapped in :)
#5971 posted by Willem [24.199.192.130] on 2009/08/24 14:26:08
I get the impression that people are thinking that having to use existing meshes limits creativity. I strongly disagree. I don't create meshes from scratch - I use whatever the art team comes up with. All it takes is some imagination and creativity and you can come up with stuff that the art team never imagined.
"Huh, so you turned that light fixture over, scaled it up 3X and put a flower bed in it? Neat! That looks cool..."
 It Doesn't Limit Your Creativity
#5972 posted by megaman [94.221.122.161] on 2009/08/24 16:35:38
but try creating a roman style castle out of that sci-fi light fixture :P
#5973 posted by Willem [24.199.192.130] on 2009/08/24 16:37:21
Oh well, sure, if you want a completely different style of map I agree. But that's true of textures as well. :P
 I Think Megaman
#5974 posted by nitin [124.168.31.214] on 2009/08/24 17:00:01
makes the point, or rather thats what I see to be the problem. In lots of screenies for newer engine games, rather basic architecture seems to be made up for by inserting lots of meshes when I think (purely from a non-mapper view) that meshes should augment the architecture rather than replace it.
#5975 posted by Willem [24.199.192.130] on 2009/08/24 17:19:22
Meshes ARE the architecture these days. I understand that as Quake fans we are brush fiends but that doesn't fly for current gen games. Meshes are what allow you to add the necessary detail to a scene.
 Vising Woes
#5976 posted by necros [99.227.133.158] on 2009/08/24 20:45:40
http://necros.quaddicted.com/temp/...
after turning about 25% of the map into func_walls, and cutting off about 250 hours from estimated vis time, this map will still take about 700 hours. :(
looks like i will be forced to split this map up again (it was already split into 3 before this) to separate the outdoor area from the indoor one.
such a shame because it's really cool being able to see tall landmarks while you're exploring the cliffs and such, but the map is pretty much unplayable without proper vising, so fast vis only isn't an option. :S
 Is
#5977 posted by ijed [216.241.20.2] on 2009/08/24 20:50:59
The sky cut off - the brush touching the tops of the geometry?
Even if the towers in the background are higher maybe use an angled brush to close everything in.
Only seems dumb when firing rockets or grenades into it (or bumping your head from a RJump) but concessions always have to be made . . .
#5978 posted by Willem [24.199.192.130] on 2009/08/24 21:09:39
Um ... that looks ... how do I put this? FUCKING AMAZING! Holy crap, man!
I assume you've tightened up the sky as much as is possible to reduce the amount of open air?
#5979 posted by Willem [24.199.192.130] on 2009/08/24 21:10:07
Or, what ijed said. :P
#5980 posted by necros [99.227.133.158] on 2009/08/24 21:18:51
i've been trying all sorts of stuff and yeah, sky brushes are as tight as they can be, unfortunately, i think it really just comes down to the nature of the map itself.
in some places, you can literally see about 16000+ units far. (the default fitzquake gl_farclip of 16384 was creating gray flash).
i think i've pretty much isolated the main problem though. behind the camera in that shot is a very tall and wide tower, which has a complex interior. unfortunately, fastvis doesn't discard that interior when you're outside the tower. after my previous post, i started to realized that it's pretty much impossible to split this map up without redoing the entire thing so i'm going to try a few more things to try to block out the interior area...
in order for me to do this map, i need to have my vis time to about at the maximum 100 hours. some previous maps i've done had vis times in multiple weeks and i refuse to work like that anymore. what happens is the vis process takes so retardedly long that you just don't have the guts to make any changes and fixes even when you notice some serious problems because you know it will be another 3/4 month before you can take another look.
 Scumbag Trick . . .
#5981 posted by ijed [216.241.20.2] on 2009/08/24 21:54:51
Make the tower door a teleport?
If it's already a doughnut corridor or c-bend then it shouldn't be causing so much trouble, but vis has mysterious ways.
If it's not using such a layout I'm guessing it'll be a headache to change because of the limited space. Taller with a spiral staircase maybe, although a ramp / stairs will still kick you in the vis sack.
And yeah, looks very nice.
 Oh That Looks So Nice
#5982 posted by Spirit [213.39.196.158] on 2009/08/24 22:47:21
could some "floating 1px away from surroundings" tricks help? I never used that as it seems a bitch with lighting but maybe if the seams are in hardly visible places it might help.
 I Mean 1 Unit Of Course.
#5983 posted by Spirit [213.39.196.158] on 2009/08/24 22:47:56
#5984 posted by metlslime [173.11.92.50] on 2009/08/24 23:00:58
looks like i will be forced to split this map up again (it was already split into 3 before this) to separate the outdoor area from the indoor one. such a shame because it's really cool being able to see tall landmarks while you're exploring the cliffs and such
After you split it, you could re-create the distant landmarks in less detail for the indoor map, then when you arrive at those same structures in the outdoor map, you will recognize them.
 Willem
#5985 posted by nitin [124.168.31.214] on 2009/08/25 00:09:00
this may sound confused, I know nothing about the technicalities of mapping, but thats what I was kind of saying, meshes should be used to add detail. Which means the architecture its supporting would still effect the end result (ie a detailed box vs a detailed non-box).
 @ Nitin
#5986 posted by Jago [84.249.95.211] on 2009/08/25 01:00:16
"this may sound confused, I know nothing about the technicalities of mapping, but thats what I was kind of saying, meshes should be used to add detail. Which means the architecture its supporting would still effect the end result (ie a detailed box vs a detailed non-box)."
It's obviously all up to the way a mapper prefers to build his things, but in a lot of games/maps, 99% of the architecture you see is actually meshes, there are several large UT3 maps sporting a grand total of 20-30 BSP brushes. In cases like this, meshes are used to add detail to the underlying architecture... which is made entirely of meshes as well.
 @ #5943
#5987 posted by meTch [64.148.8.2] on 2009/08/25 02:33:40
are you referring to toilet4 - saniflush the quake multiplayer map?
i LOVE THAT MAP :D
 Could This Be A Good Stress Test
#5988 posted by inertia [71.67.135.194] on 2009/08/25 05:01:37
for parallel vis?
 Haha
#5989 posted by necros [99.227.133.158] on 2009/08/25 05:06:07
probably. if you get to a point where you need some ridiculous vis testing, let me know. :P
 New Level.
#5990 posted by Hipshot [83.250.100.119] on 2009/08/25 05:47:52
Those that frequents the Q3W boards have seen this before I guess. I'm not sure I've posted it here before, I was to have a beta out before the end of this month, but things rocked the schedule, so I don't think that will be possible.
http://zfight.com/misc/images/maps...
http://zfight.com/misc/images/maps...
http://zfight.com/misc/images/maps...
 Shot 3 == Badass
#5991 posted by necros [99.227.133.158] on 2009/08/25 05:50:32
 Necros - Visible Distance 16000+
#5992 posted by grahf [74.127.73.102] on 2009/08/25 08:20:48
So I'm guessing that you've experimented and found that putting architecture outside quake's usual +/- 4096 bounds poses no problem as long as the player can't actually get there? I find that quite interesting as I'm not aware it's ever been done on a released map before.
Also, did you know aguire's vis has a -visdist # option? That might help cut down on those extremely long traces. You would get HOM past the set number, which a light fog could hide, though I guess it would hide the skybox too which would be a shame because it's a really nice one.
Regardless, the map looks crazy cool and I want to play it.
 Necros / Hipshot
#5993 posted by JPL [213.30.139.243] on 2009/08/25 08:24:05
@necros: I think the 700+ hours of vis run is not the problem, it is rather about your patience... The shot of your map look really amazing... So I would really like to play it one day ;) So what would be the problem to deliver the map in fastvis version only, as I did for "Fort Driant" ? If you don't want to wait "endlessly" for vis process, it mayight be a solution as well. Else, as suggested by inertia, parallel vis will be your friend here: you just need at least a quad core to really speed up the runtime... though... and you are not 100% sure to be freed from any HOM problem... Anyway: good luck :)
@Hipshot: nice shots, 3rd shot is indeed "badass", keep it up !
#5994 posted by necros [99.227.133.158] on 2009/08/25 08:53:00
could some "floating 1px away from surroundings" tricks help?
what's that? o.0
anyway, i've walled off a large portion as well as removed a bunch of windows. it makes the map less open and kind of boring at times, but the changes seems to have made a huge difference so far (64h @ 28%). i just hit a string of difficult portal calculations though, so the next estimate update may be much larger...
i didn't specify, but the 700h estimate was only at 25%. it's reasonable to assume that that number would at the very least double before it hit 90%.
as for a fast vis, the problem is average 15000 wpoly + >25000 epoly in all the outdoor areas and with flickering lights, it means hundreds of lightmaps being uploaded every few frames which brings even modern machines to a crawl.
there's a lot of combat that takes place in outdoor areas too, so it sucks trying to deal with monsters when you're getting 10-20 fps with dips down to 2-5 fps whenever lightmaps change.
with fort driant, i don't really remember any really bad areas. i remember, i think it was ricky's sickbase which ran pretty bad with 12k wpoly average in the outdoor areas along the edges and that's about as slow as i think would be acceptable.
in anycase, i really don't want to can this map, so i'll keep closing off areas until it can vis with a reasonable amount of time, so you'll play it eventually, you just won't get as many cool viewpoints. :S
 Necros
#5995 posted by JPL [213.30.139.243] on 2009/08/25 08:59:57
So parallel vis will definitely help you to reduce vis process runtime, definitely and drastically...
Unless if you want to beat the CDA's "Worst Fullvis Runtime Ever" and get your name in the Guinees record book ;)
 Necros
#5996 posted by negke [88.70.57.146] on 2009/08/25 09:22:48
The 1-unit trick involves moving detail geometry one unit away from adjacent faces to avoid or reduce their splits/polys. An non-bmodel alternative to func_walling stuff. It's not universally recommended, sometimes the end result can have just as many or even slightly more polys than without the trick.
This doesn't help with VIS, just an attempt at lowering the wpoly count.
 Oh
#5997 posted by Spirit [80.171.7.110] on 2009/08/25 10:09:07
How come? I always thought less splits = less polys = easier VIS.
#5998 posted by necros [99.227.133.158] on 2009/08/25 10:14:23
won't the 1 unit gaps will just make more portals? portals are what's killing me atm.
#5999 posted by negke [88.70.49.99] on 2009/08/25 10:48:26
Spirit: No. VIS uses portals to determine what can be seen from where. Polys are the splits on surfaces, portals are portions of space and thus not directly related.
necros: Yes, but usually they can't be seen my many other portals unless, of course, it's a wide open and flat area.
 Jago
#6000 posted by nitin [124.168.31.214] on 2009/08/25 15:25:52
fair enough, didnt realise that.
#6001 posted by Willem [24.199.192.130] on 2009/08/25 15:34:17
necros
Is that 700h estimate with the multithreaded vis? If so, yikes. :)
 Necros Broke Quake.
#6002 posted by Shambler [94.172.168.122] on 2009/08/25 19:25:13
...AGAIN *rolls eyes*
#6003 posted by necros [99.227.133.158] on 2009/08/25 19:59:50
willem: yes, and thank god for it too.
shambler: on the bright side, you get about 4 or 5 maps instead of one!
 What Is It About Quake's Rendering Model
#6004 posted by inertia [71.67.135.194] on 2009/08/25 20:59:44
that makes Vis take so goddamn long? I never really grasped that.
#6005 posted by Willem [24.199.192.130] on 2009/08/25 21:10:44
Quake is meant for small to medium sized enclosed levels made of rooms and hallways and the technology was optimized for that. It's not a general purpose rendering engine, really.
So, deviate from that spec too much and you get pain.
 Erm
#6006 posted by inertia [71.67.135.194] on 2009/08/25 21:32:53
I understand that (from painful experience). I'm seeking technical reasons beyond "it was designed to do x not y" :)
#6007 posted by necros [99.227.133.158] on 2009/08/25 21:33:00
i also think that when qbsp is creating portals, it can't seem to deal with angled floors so it creates a bunch of small portals to approximate the shape.
when you consider terrain where you have pretty much an infinite amount of different slopes and what-have-you, you can imagine how bad it can get.
had a brief chat with aguirRe and what i understood is that you should be aiming to do all your major vis-blocking with a fast vis.
fast vis discards massive amounts of calculations that won't have to be done when you're doing a full vis.
unfortunately, a canyon, for example (or a high cliff wall that isn't flush with the ceiling) isn't enough for fast vis to work with, so it then delegates all that calculation to the full vis process which then has to iterate through everything bit by bit.
#6008 posted by Willem [24.199.192.130] on 2009/08/25 21:41:40
"I understand that (from painful experience). I'm seeking technical reasons beyond "it was designed to do x not y" :)"
Well, the two seem sort of hand in hand. The technology was designed around a certain level design style (highly occluded environments with simple geometry) so it would stand to reason that any inefficiencies that didn't conflict with that goal would be left unoptimized as it doesn't stop them from shipping.
I don't know specifics but the overall gist seems fairly clear. :)
#6009 posted by necros [99.227.133.158] on 2009/08/25 21:55:10
take for example a simple square 128x128 hallway.
from what little i understand, the interior of this completely square hall is 1 leaf.
if the hallway had a 16 unit deep and 64 unit wide trough running down the center of the hall, that would be either 2 or 3 leafs.
if 2: 1 leaf for the 16x64 trough space + the hallway leaf.
if 3: 1 leaf for each side of the trough and 1 leaf for the trough from floor to ceiling.
each time there's a leaf, vis has to figure out if it's visible from another leaf.
the more complex the geometry, the more leafs there will be, hence the more calculations required.
in the case of some funky canyon with all kinds of angles everywhere, there might be say 50 leafs for a small cross-section of it. (totally guessing with arbitrary numbers here, but you get the point).
now, say you had your 128x128 hallway with a 90 degree bend in it. calculating what's visible around the corner is simple as there's only 1 leaf for each part of the hallway split by the corner.
if you had a same 90 degree corner on your canyon, vis will have to take into account the 50 leafs on one side and test each leaf against the other 50 on the other side of the corner. that's 50x50 = 2500 checks.
i don't think i'm entirely correct here, but this is the gist of it, afaik.
 Append
#6010 posted by necros [99.227.133.158] on 2009/08/25 21:55:52
there must be an engine port out there that will display leafs in-game? i know hl2 can do that which helps when optimizing with details.
 I Love All This Quake Mapping Tech Talk.
#6011 posted by Shambler [94.172.168.122] on 2009/08/25 22:42:36
I understand very little, but it gives me some idea of what you guys have to wrestle with.
 Necros:
#6012 posted by metlslime [173.11.92.50] on 2009/08/25 23:50:17
darkplaces can display portals, which is similar (you can infer the shapes of the leafs based on the portals)
 Oh...
#6013 posted by metlslime [64.175.155.252] on 2009/08/26 00:14:15
and as for the question of why vis takes so long...
First, imagine shaking hands with everyone in the room. With a room of 10 people, there are 90 handshakes needed. With 100 people, there are 9900 handshakes needed. So the cost of adding a person is greater with more people already in the room, it's not linear.
Vis is even worse than that, though....
Imagine you have to pass notes to everyone in the room. If people are far away your note has to be passed between many people to get to the recipient. So in a room of 10 people, 90 notes need to be passed, but each note requires an average of (say) 5 passes, that's 450 passes.
With 100 people, that's 9900 notes to pass, with an average of 50 passes per note, for 495000 passes.
Okay, but Vis is even worse than that....
Now imagine you need to send a note to everyone in the room and you need to send a copy of that note through every possible route that connects you to the recipient. That's pretty much what vis does.
This exponential growth far outpaces the geometric growth of CPU power in the last twelve years.
This is why vis seems best suited for smaller, less detailed, less open maps. The exponential growth can take something that seems trivial (2 minute vis) and turn it into something insane (200 hour vis) over a relatively small growth in map complexity (say, 4x the geometric details.)
 Big O Notation
#6014 posted by Preach [81.152.239.152] on 2009/08/26 00:14:53
For people who know some computer science, particularly complexity theory, it's worth considering just how complex vis is to process. If you have n leafs, then you need to make n*n visibility tests. But don't be fooled into thinking that makes it O(n^2).
The problem is that one visibility test consists of seeing if ANY of the other n-2 leafs lie in-between the two leafs you are testing. The two bits of good news:
1) If you find any leaf which totally separates the two leafs, then you can stop. Obviously this is more beneficial in maps where line-of-sight is blocked.
2) You only need to look as far as the common node of the two leafs in the bsp tree. Anything on the other side of the separating plane at the node above can't come between the two leafs you are testing.
The latter point is helpful for leafs which are close together, as it should mean that they also near on the bsp tree. However, the problem for open maps in 1) is made worse by 2). Once you start having two leafs which can see each other from a great distance away, you have a huge chunk of the bsp to test in order to verify that they can see each other, and you have to test it all.
So I think in the worst case, like a big open subdivided cube where every leaf sees every other one, you have to conclude that vis is O(n^3), which is why it gets so much longer as you make the maps larger. In the worst case, that means doubling vis time every time you increase the leafs by 25%.
Disclaimer: I did not refer to any of the source code for the above code, it's all just off the top of my head, so correct me if anything is inaccurate
 Or What Metl Said
#6015 posted by Preach [81.152.239.152] on 2009/08/26 00:16:03
#6016 posted by Trinca [213.22.73.31] on 2009/08/26 01:00:41
ah and Scapie you never been a good Quake mapper why try wo2 or what the fucking name is?
quit?
get a life out of the internet?
stop been a stupid fuck?
 Hmm
#6017 posted by nonentity [87.194.146.225] on 2009/08/26 01:16:41
Don't rise to it. He's clearly drunk and been turned down by the mrs for the 700th day running...
 O(n^3)
#6018 posted by inertia [71.67.135.194] on 2009/08/26 02:12:50
Holy. Shit.
How does that play into parallelization? Would a map consisting of one huge open area not benefit much from multiple threads?
 Trinca: Wrong Thhread :P
#6019 posted by JPL [213.30.139.243] on 2009/08/26 08:20:29
 About VIS
#6020 posted by JPL [213.30.139.243] on 2009/08/26 08:32:34
metlslime explanation is quite clear, and well depicted: vis process is a recursive algorithm. checking the code you can easily see it... However the stop condition is pretty unclear to me, still today.
It explains why it is exponentially runtime consuming regarding the map geometry... the more portals/volume you have the worst the runtime will be. The only way to improve it is "donuts" vis blocking, and map occlusion, in order to cut the map into pieces, and limit the number of branches in the recursive tree... though...
I don't whether it would be possible to rework the Quake engine to make it working with 3D GFX in order to let it in charge of the map rendering.. As far as I understood, today the Quake engines are software rendering only.. or am I wrong ? Please correct me if so..
PS: Please read me correctly, I don't want to port Quake up to nowadays engine level complexity... The fun with Quake is that it is easy to map for. Being able to build beautiful maps with lot of limitations inherited from the game engine makes the fun, else if it would have been possible since the very beginning to do giant wide open map, I think it would have been that fun... my 2 cents ;)
 Errata.. Sorry
#6021 posted by JPL [213.30.139.243] on 2009/08/26 08:34:03
...I think it would NOT have been that fun....
 Shambler, Go Map
#6022 posted by Vondur [89.175.96.234] on 2009/08/26 09:37:20
yes yes
 Yeah
#6023 posted by [Kona] [118.93.47.249] on 2009/08/26 10:03:31
Shambler, i don't even understand half of what they're talking about myself, and look how many maps I made. it's no wonder they were all so small.
 The Devil Is In The Detail
#6024 posted by sock [92.249.164.198] on 2009/08/26 10:36:57
Really I don't understand why it has not been done for Q1 yet, DETAIL BRUSHES!
All these crazy VIS times would just go away as the compiler would work with simple shapes again. Lets face it, all of the latest Q1 engines everyone uses are so far away from the original Q1 spec, why not just add a special new detail brush switch? So people can go nuts and create crazy angled stuff.
@Trinca, terrible comment. >:(
#6025 posted by Trinca [213.22.73.31] on 2009/08/26 11:30:36
sock I had worse comments on some of my maps and i didn´t deserved or died...
#6026 posted by Willem [24.199.192.130] on 2009/08/26 14:04:13
"Shambler, i don't even understand half of what they're talking about myself, and look how many maps I made. it's no wonder they were all so small."
Well, that was part of the beauty of Quake. You didn't HAVE to know any of that stuff to produce a map. As long as you had a copy of VIS.EXE, you were good to go. :)
"All these crazy VIS times would just go away as the compiler would work with simple shapes again. Lets face it, all of the latest Q1 engines everyone uses are so far away from the original Q1 spec, why not just add a special new detail brush switch? So people can go nuts and create crazy angled stuff. "
It's not the engines that need to support that, it's the tools. I tried to add detail brushes to QBSP but that code is, quite honestly, a god damned nightmare. It's a horrid mess and I wasn't able to figure out what to do to make it work fully.
 Hmm
#6027 posted by nonentity [87.194.146.225] on 2009/08/26 15:24:21
I wasn't able to figure out what to do to make it work fully
I believe the solution involves a large mallet...
 Detail Brushes
#6028 posted by ijed [216.241.20.2] on 2009/08/26 16:47:50
Would be like mapper crystal meth.
 Compiler Tools
#6029 posted by sock [92.249.164.198] on 2009/08/26 17:10:47
@Willem, the source code for the Q3 compiler tools is publicly available, can't it help with the detail brush problem with the Q1 tools?
I still think the engine will need some changes, the AI will certainly need to know about the detail brushes, with maybe some monster clip so they have a simple brush hull as well.
I know Q1 mappers want to create crazy angle stuff but waiting 700hrs for a compile to finish is just barking mad! :P
 I'm Sure Somebody Must Be Getting Tired Of Me Saying This.
#6030 posted by grahf [74.127.73.102] on 2009/08/26 17:42:32
But, detail brushes have been done in Quake. Firstly, the Quest compilers have them. They would feel incredibly primitive compared to aguire's tools however.
http://quest-ed.sourceforge.net/
If you have a PowerPC Mac (hah!), then there's a port of said tools with some added features:
http://quake.chaoticbox.com/downlo...
http://www.quaketastic.com/upload/... (same tools, just more compatible compression)
I'm guessing that Willem was looking at the source of one of these?
Finally, here's a fascinating possibility I found, from the q3map2 readme:
2.5.4 (2003-04-01)
- New: support for Quake 1, Quake 2, Half-Life, Unreal, and UT2K3.
On BSP/-light/-vis, use the -game argument: -quake1 -quake2 -hl -unreal -ut2k3
I have not tested this, and I don't know what it actually means, but there it is, q1 support in q3map2. If it could actually output q1 bsp format, and not just take it as input, then that would almost certainly be the best solution for cutting compile times.
 More Vis Stuff
#6031 posted by necros [99.227.133.158] on 2009/08/26 21:24:00
estimate jumped up to 260h last night so i canceled again.
going to try something else now. i've selected clumps of terrain that are roughly the same height and i chopped all the tops of them off and turned them into func_walls.
this should hopefully preserve shadows a bit but will make the terrain have common planes instead of all different slopes.
if this isn't enough, i'll do the same for all the ground terrain which will be probably 10x more work but should yield good results. it also won't really affect shadows as it's the floor.
#6032 posted by negke [88.70.49.102] on 2009/08/26 22:14:52
At which percentage did it jump up? Just asking because VIS tend to get slower the further it progresses.
Autist optimization tip: load the prt file with Gtkradiant's prtview plugin and arrange the brushes/portals orderly.
 Sock:
#6033 posted by metlslime [173.11.92.50] on 2009/08/26 22:20:29
I think, since the main issue is vis times, the best approach is making changes to the vis process in ways which result in a backwards-compatible bsp file. Rather than making a new bsp format.
 DoW2 Map Beta
#6034 posted by Scampie [66.188.129.206] on 2009/08/27 02:03:28
Screenshots:
http://h.imagehost.org/0820/Mirage...
http://h.imagehost.org/0386/Mirage...
http://h.imagehost.org/0679/MiageD...
http://h.imagehost.org/0580/Mirage...
DOWNLOAD!
http://www.mediafire.com/file/qmgn...
To play the map, follow these installation instructions:
Download the Zip file.
Extract the contained 2p_mirage.sga file to:
C:\Program Files\Steam\steamapps\common\dawn of war 2\GameAssets\Mods\
Make a new shortcut to play Dawn of War 2 (in steam, right click on DoW2 and go to 'Desktop Shortcut')
Go to the properties of the shortcut and add
-mod 2p_mirage
to the end of Target section.
Play the game with this shortcut and you will see the map in the drop down list when creating a game.
A few notes:
Base areas are not detailed yet, I'm lazy.
Much of the surrounding terrain isn't detailed yet either.
Haven't done an optimization pass or a fully baked lighting pass yet, which may increase the framerate of the map, but shouldn't really matter much since it's not that bad at the moment anyway (that I've noticed!)
Minimap needs some work.
Not sure how many radical changes I'd be willing to make, but it'll likely be few. Most of the time I hope to spend between now and the Sunday night deadline is cleaning up major issues, finishing up detail work, and baking lighting.
 Didn't The Competition Rules
#6035 posted by ijed [190.20.101.110] on 2009/08/27 03:20:28
State 'no sharing this outside of relic' or similar?
 No
#6036 posted by Scampie [66.188.129.206] on 2009/08/27 04:48:23
The rule was clarified to be "Any map published and shared previous to the annoucement of this contest isn't allowed".
They fully expected and wanted people to have their maps tested. What they didn't want was anyone taking an already finished map previous to the contest and entering it.
 Fair Enough
#6037 posted by ijed [190.20.101.110] on 2009/08/27 05:32:22
 Full Circle
#6038 posted by sock [92.249.164.198] on 2009/08/27 16:35:01
@scampie, The screenshots look really cool with all the plants and cliff sections but I have to confess not having played the game (DOW) I have no clue what stuff in those screenshots are your creation. Which nicely brings me to a nice tangent or 'shoe on the other foot' situation.
I recently posted screenshots of map stuff on an art portal/site, they branded me a cheat for posting stuff which they thought belonged to others and cast me out. Fair enough I suppose because they did not understand or could not work out easily from my screenshots what was my stuff. It is certainly strange seeing this situation from their perspective with your DOW screenshots.
 Scampie
#6039 posted by bear [130.242.7.250] on 2009/08/28 10:24:31
that razor sharp waterline hurts my eyes but I guess there's nothing you can do about it? never played dow.
#6040 posted by Hipshot [83.250.100.119] on 2009/08/31 04:29:22
 Hipshot
#6041 posted by JPL [213.30.139.243] on 2009/08/31 08:51:55
Looks nice !
 I Want To Lick It
#6042 posted by grahf [74.127.73.102] on 2009/08/31 09:11:28
 Awkward Angles
#6043 posted by sock [92.249.164.198] on 2009/08/31 18:07:21
#6044 posted by Zwiffle [66.170.5.18] on 2009/08/31 18:53:42
I want those textures.
 Sock
#6045 posted by pjw [71.90.34.95] on 2009/08/31 19:02:23
The cracked, semi-dry ground in that second shot is awesome. Haven't seen that look pulled off so well in Q3 before.
 Litter Problem
#6046 posted by sock [92.249.164.198] on 2009/09/01 09:28:14
Another update on detail:
http://www.simonoc.com/images/desi...
@zwiffle, the textures are mostly standard ID, nothing special.
@pjw, thanks :D
 Floor Looks Amazing
#6047 posted by nitin [210.84.17.235] on 2009/09/01 14:42:59
in last shot.
 Upstairs Downstairs
#6048 posted by sock [92.249.164.198] on 2009/09/01 20:49:30
The room above previous teleporter pit:
http://www.simonoc.com/images/desi...
#6049 posted by inertia [75.179.154.192] on 2009/09/02 00:20:49
Given the aesthetic quality of the rest of the map, that brick / diagonal cutoff as the floor wraps around the octagonal hole bugs me a lot.
 Well...
#6050 posted by metlslime [173.11.92.50] on 2009/09/02 00:23:15
there is trim there. Maybe it should be raised up to imply the diagonal-cut stones are covered by a strip of wood.
On the other hand, go map!
 Stone Alignment
#6051 posted by grahf [74.127.73.102] on 2009/09/02 06:15:23
That sort of minor misalignment used to bug me too, then I looked at laid stone in the real world and realized that it almost never matches up perfectly like a power of 2 sized texture... It's not that hard to cut stone to fit.
 New Stone
#6052 posted by sock [92.249.164.198] on 2009/09/02 10:02:48
 Cool
#6053 posted by inertia [75.179.154.192] on 2009/09/02 10:29:13
Just make sure to clip it :D
#6054 posted by necros [99.227.133.158] on 2009/09/02 10:38:54
it's amazing how little things like that end up looking awesome. :)
 Oh My Gosh
#6055 posted by spy [92.47.248.216] on 2009/09/02 13:30:00
i wish that would be converted to q1sp
#6056 posted by necros [99.227.133.158] on 2009/09/03 02:24:52
http://necros.quaddicted.com/temp/...
clockwork droid textures are fun. :)
 Love The Door-arch
#6057 posted by RickyT23 [86.26.86.70] on 2009/09/03 02:34:44
:)
 Criminally Underused Textures
#6058 posted by grahf [74.127.73.102] on 2009/09/03 03:15:21
But you've done them justice with some very clean angular curvy brushwork. I can visualize how it all fits together and it is a thing of beauty. The grating in the middle is a nice touch, even if its color does clash a little with the muted speedbz trim around it. I would love to see another sublevel below where the floor of cabling is now, just to really drive home the feeling of vertigo, but perhaps that would be pushing the portal count a bit. ;) The only thing I don't understand is the square rods seemingly coming off the ceiling; maybe they make more sense from a different angle, I just can't see what they are doing.
Altogether, it looks sexy and I want to play it. You are a mapping machine, necros, and I'm glad someone is still holding the torch for q1sp in 2009.
Also, it's my new desktop background.
 Necros
#6059 posted by JPL [213.30.139.243] on 2009/09/03 09:48:57
Nice shots ! The architecture is cool ! Go map and release it ;)
 Hmmm.
#6060 posted by Shambler [94.172.168.122] on 2009/09/03 10:17:39
I find them a bit....a bit blatant? Like they're trying to be too industrial...
How is this map breaking Quake then necros? Or is it the same one?
#6061 posted by necros [99.227.133.158] on 2009/09/03 10:28:17
my major complaint about clockwork droid is that they're a little limited. it's either trim or squares. no rectangles or triangles. i really love the ikbase set for that.
as a result, i've mixed in metl's obtex and speedbaze. the borders between external tgas @ 2x res and normal 1x res palettized textures is sometimes a little obvious, but i can live with it because i find the oblivion textures too blue and the speedbaze textures too dark and brown on their own.
in anycase, this map was originally going to be the second map of the three i was planning to do.
i'm working on this while i perform some vis tests on the other one.
 Clockword Droid
#6062 posted by nitin [210.84.17.235] on 2009/09/03 13:28:46
beautiful textures but I have to say that most maps that I have seen with them tend to look the same. That might be because of what necros says above but it does seem like they were textures created for a particular map already built.
 Background
#6063 posted by sock [92.249.164.198] on 2009/09/03 17:02:31
necros, what is the idea behind the map? is the structure part of something?
#6064 posted by necros [99.227.133.158] on 2009/09/03 19:31:54
it's a giant machine. the area in the screenshot is the very top (or back) of the machine and it's purpose it to drill into the ground.
after the drilling has been done, and the machine moves downwards, workers at the top would then build a smaller metal passage way anchored to the sides of the shaft that was dug. (you can see the rebar of the unfinished metal tube that grahf was asking about)
it was built in a hurry by mercenaries hence the exposed machinery and wiring.
 Background
#6065 posted by sock [92.249.164.198] on 2009/09/03 19:53:53
Necros, OMG that is awesome :D I was half expecting the usual 'oh its just a series of platforms with a hole in the middle' but you actually have a reason for it all, total respect :D I love the history to it as well.
#6066 posted by necros [99.227.133.158] on 2009/09/03 19:55:49
yeah, i normally don't really do that, but i was reading WoT when i started, and i felt it could be interesting to come up with a history and a series of events before the player even gets there.
 I Always
#6067 posted by ijed [216.241.20.2] on 2009/09/03 21:28:00
Try and come up with something to stop myself losing interest - just laying brushes.
 Every Map Should Have That Kind Of Backstory
#6068 posted by megaman [94.221.122.2] on 2009/09/04 10:50:52
makes the environments feel so much more believable.
#6069 posted by Willem [24.199.192.130] on 2009/09/04 13:38:28
The trouble with back story is how to tell the player about it. Players don't read text files and they don't like text on the screen so you pretty much have to tell it visually these days. Give them information via environmental clues and let them fill it in, IMO.
 Hmm
#6070 posted by nonentity [87.194.146.225] on 2009/09/04 14:56:44
I'm not sure I approve of pandering to idiocy and an inability to process non-spoonfed concepts...
#6071 posted by Willem [24.199.192.130] on 2009/09/04 15:00:22
I think we're off track. What I'm saying is that people like to process things visually. Show me blood splattered on the walls, some dead bodies, a shattered computer monitor and a word scrawled in blood - I'll figure out what happened. I don't want to read a text file explaining what happened in that room, necessarily.
How is that pandering to idiocy?
 I Wrapped
#6072 posted by ijed [216.241.20.2] on 2009/09/04 15:34:05
What I had for warp up and bundled it anyway. The kind of elaborate set pieces you describe were missing though. I'd see that as more Doom3 territory - drag marks and so on.
Having said that I'm experimenting with some npc ideas, and map objects are always useful.
 What Do You Think ...
#6073 posted by sock [92.249.164.198] on 2009/09/04 21:07:05
Large screenshots so you can have a good look.
http://www.simonoc.com/images/desi...
http://www.simonoc.com/images/desi...
(take off the _1024 for smaller)
What do you think the central object is?
I ask this question because the object does have a function as part of a puzzle but I have been trying for several days to make it graphically recognizable to its purpose. (This is version 3 btw)
So what is it? What do you think it does?
 Err
#6074 posted by DaZ [80.41.182.66] on 2009/09/04 21:12:04
My guess would be that you need to "use" or shoot the 2 generators in order to open the door?
Still looking nice sock :)
#6075 posted by inertia [75.179.154.192] on 2009/09/04 21:21:30
Clearly there's that little plus sign up top, is that an electrical thingy? So you have to turn off the other Frankenstein thing on the side to make ...something... happen?
My advice is to make it as fantastical and devilish as possible. Unfortunately, most interesting generating equipment is behind a steel plate or in multiple levels of containment (fission reactors) and they just don't look exciting!
#6076 posted by necros [99.227.133.158] on 2009/09/04 21:52:01
looks like some kind of battery or something. i can see wires from the other electrical things going into it, but it's hard to see in just a screen shot. sound effects and any animation helps a lot on puzzles.
i see another wire going to the big portcullis so i would assume whatever the machine is, it controls the door.
the texture on the central battery is very dark so i can barely see any details on it. consider a lighter shade of gray metal?
 Gas Oven
#6077 posted by megaman [94.221.123.121] on 2009/09/05 01:26:44
 Re: Backstory
#6078 posted by megaman [94.221.123.121] on 2009/09/05 01:27:34
i think it isn't important if the player "gets it". It's important for the mapper, so he doesn't just throw random shit around. Makes stuff way harder though.
 #6078
#6079 posted by metlslime [173.11.92.50] on 2009/09/05 02:51:30
Exactly, and the player does actually benefit from this, because the world is coherent even if it's not all explained directly to the user. This coherence makes the immersion stronger.
 Guesswork
#6080 posted by sock [92.249.164.198] on 2009/09/05 11:51:10
Umm, I was certainly expecting some odd comments but no one really hit the nail on the head and said battery, which is what I was aiming for. I am really tempted to take my gf suggestion and simply write 'Duracell' down the side in a gothic font, but I will try some more visual clues instead.
 Doh
#6081 posted by sock [92.249.164.198] on 2009/09/05 11:53:11
It seems I am going blind and necros mentioned battery, oh well maybe time for some fresh air and a walk outside my cave ...
#6082 posted by Hipshot [83.250.100.119] on 2009/09/06 15:45:09
http://zfight.com/misc/images/maps...
Style's on the inside is pretty much locked now. Palette and color-vise that is. problem is now, that the outsides looks pretty so-so, mostly because of lightning, that's is what's holding the public alpha off release.
@ Sock, you know, why don't you create a small Duracell rabbit, in your color style and place it on the batteries? =)
 Wagh
#6083 posted by ijed [190.20.123.182] on 2009/09/06 17:14:31
That looks good.
And Sock, maybe make the batteries at the back wider, with more of the vertical slat pieces on the front - to suggest car battery more.
Just an idea.
 Hipshot
#6084 posted by Zwiffle [67.53.156.12] on 2009/09/06 17:15:37
That is the best Quake 1 Singleplayer episode I think I've ever seen. Good work. Because it BETTER BE A QUAKE 1 SINGLE PLAYER EPISODE. No more Quake 3 maps. Thx. :D
 Zwiffle
#6085 posted by Hipshot [83.250.100.119] on 2009/09/06 20:32:52
Haha, don't worry- Good thing I don't post that often =)=) I guess =)
To be honest, it feels a bit bad posting Quake3 stuff here, it's like posting HL2 stuff on a HL1 forum...
 Nah
#6086 posted by necros [99.227.133.158] on 2009/09/06 21:34:53
i mean, a lot of us would prefer if it was q1 because then we'd actually be able to play it as opposed to just looking around, but it's always nice to see well-made stuff, regardless of what game it is.
 It'll Be Going
#6087 posted by ijed [190.20.123.182] on 2009/09/06 21:51:00
On my office lan
 Do Not Stop Posting Q3 Stuff Please
#6088 posted by Spirit [213.39.146.182] on 2009/09/06 21:57:23
Now how do we manage to make Hipshot and sock a couple?
 I Assumed
#6089 posted by Zwiffle [67.53.156.12] on 2009/09/07 00:05:41
they already were <3
#6090 posted by Willem [24.163.61.78] on 2009/09/07 13:05:22
Yeah, maps from any game are fine really. As was said, it's fun to look at nicely made stuff regardless of what engine it's in. Quake1 is preferred, obviously, but not mandatory.
 \o/
#6091 posted by inertia [75.179.154.192] on 2009/09/07 14:36:13
Quake1 is preferred, obviously, but not mandatory.
I love that there's a place where that's true!
 A Map Yo
#6092 posted by kaziganthe [12.76.211.203] on 2009/09/08 01:01:38
 Oh Interesting
#6093 posted by grahf [74.127.73.102] on 2009/09/08 03:43:59
I like the arched window detail.
That's Q1 rite? :P
 Looks Super Clean
#6094 posted by Drew [69.157.171.22] on 2009/09/08 04:19:03
and kind of like, drab in a good way.
 I Was Gonna Say
#6095 posted by ijed [190.20.102.50] on 2009/09/08 04:45:59
Put some rubbish mapobjects in the corners - rotting wet newspaper, piles of ash and stones, maybe a scorch mark here or there.
 Indeed
#6096 posted by JPL [213.30.139.243] on 2009/09/08 09:41:28
Very nice ! Add details here and there (crates, pipes, barrels, etc... ) and it will be top notch :)
#6097 posted by Willem [24.163.61.78] on 2009/09/08 11:09:13
Kind of has an Unreal Tournament kind of feel to it. I forget the name of the map, but I'm thinking of the one in the parking garage...
 From Yesterday EVEN BEFORE YOU POSTED HERE HARR!
#6098 posted by megaman [94.221.111.10] on 2009/09/08 12:12:45
2009-09-08 00:39:25 (@megmn): http://student.cs.appstate.edu/fre...
2009-09-08 00:39:36 (@megmn): kaz's latest stuff looks nice
2009-09-08 00:39:40 (@megmn): so solid
2009-09-08 00:39:41 (@Zwiffle): that's pleasant
2009-09-08 00:41:12 (@Fjoggs): looks rctw'ish
2009-09-08 00:41:18 (@Fjoggs): *rtcw
 Be Careful
#6099 posted by megaman [94.221.111.10] on 2009/09/08 12:14:34
with the details though. i like the general sizes of the larger brushwork-the solidness-but the details have a bit of the 'brushes that don't look right' feeling. If that makes sense et all.
 What Texture Set Is That?
#6100 posted by necros [99.227.133.158] on 2009/09/08 19:12:01
reminds me of a cementized version of q1met. :P
 Thx For The Replies!
#6101 posted by kaziganthe [152.10.108.80] on 2009/09/08 20:05:19
The horizontally ruled cement is from ET, the wood is from RTCW, the rest are mine. Anything not mine will be replaced before anything is re-done before I release anything, I just need placeholders because texture stuff is tedious! :D
 I Can't Type
#6102 posted by kaziganthe [152.10.108.80] on 2009/09/08 20:24:03
"will be replaced before I release anything." .....
 Thanks For The Vis Explanation Way Up There ^
#6103 posted by mwh [118.93.57.64] on 2009/09/13 10:48:00
I'd always wondered why it was such a cause of pain.
 More Wood ...
#6104 posted by sock [92.249.164.198] on 2009/09/23 16:13:27
 Sock
#6105 posted by Vondur [89.175.96.234] on 2009/09/23 16:15:38
u rock btw, awesome warm looking woods and pro shading
#6106 posted by Willem [24.199.192.130] on 2009/09/23 16:19:11
The second shot is -spectacular-!
 Now
#6107 posted by megaman [90.153.97.94] on 2009/09/23 18:31:40
That's nice!
 How Much Of That Is Modeled After Reference Photos?
#6108 posted by megaman [90.153.97.94] on 2009/09/23 18:32:31
 Woodwork
#6109 posted by sock [92.249.164.198] on 2009/09/23 19:36:14
Started with a lift shaft and a junction room and merged them into each other. The woodwork design is based on my memories of wood beam structures in cellars and under floor boards. Took me a long time to find the look I wanted and lighting, many versions. I know it is not perfect, but it is interesting enough for a connecting space.
 I Can't Find Any Fault With That
#6110 posted by ijed [216.241.20.2] on 2009/09/23 20:24:22
Except maybe having a hanging lamp type thing in the centre.
 Lovely Lovely Texturing There
#6111 posted by nitin [124.168.115.33] on 2009/09/24 12:21:59
 Another Puzzle Room
#6112 posted by sock [92.249.164.198] on 2009/09/25 13:54:57
 Something For Fun...
#6113 posted by necros [99.227.133.158] on 2009/09/28 00:06:23
http://necros.quaddicted.com/downl...
did this on saturday, it's e1m1 -> e1m7 glued together in one giant map (minus e1m8 because it would have required a mod to get the gravity to work).
i kept my own mapping down to a minimum and only built two very small areas to help connect the maps together, but apart from that, the exits from previous maps connect directly to the entrance for the next map.
in particular, it's cool to be able to run all the way across e1m2 to e1m5 and back.
eventually, i want to paste the medieval and metal DM maps in as well and connect everything into a very non-linear single map and basically double up on monsters to bring it more in line with modern difficulty levels or something, but i wanted to put this out first in it's original form.
have fun. :P
 Necros
#6114 posted by JPL [213.30.139.243] on 2009/09/28 08:49:42
Should have required a dedicated news thread !!!
#6115 posted by necros [99.227.133.158] on 2009/09/28 09:10:06
well, it's nothing new as it's just the maps we all know. i just thought it was cool to be able to move freely about between them, but i guess it's less cool to everyone else, lol ^_^
 Dang!
#6116 posted by the silent [82.185.144.141] on 2009/09/28 09:24:29
Looking forward to play this!!!!
But I'm @ office and Fruitz Of Dojo's Gl Quake crashes badly. Fitzquake 0.80 the same.
Can't wait to get home!
 Yeah
#6117 posted by necros [99.227.133.158] on 2009/09/28 09:31:46
you'll need fq 0.85 atleast :(
goes over quite a few limits, clipnodes, edicts, faces, etc...
the funny thing is that it only takes 7 minutes for a full level 4 vis (the whole thing is about 7300 brushes). just goes to show how huge a difference it makes when you have maps designed like id vs maps with outdoors or terrain or whatever.
 *gives Necros A Facial*
#6118 posted by [Kona] [118.93.37.188] on 2009/09/28 09:54:56
haha this is really cool necros!!! i played up until the third map, got kinda boring - same old thing we've played 100 times already. but it was neat seeing each new map joined up. goes to show how far we've come that we can glue an entire id episode into 1 map!
if your joining more up, you should do a mass find/replace on the textures and replace them all to more modern textures. that'd look cool.
 Noticed A Few Bugs...
#6119 posted by metlslime [98.248.107.212] on 2009/09/28 10:00:32
perhaps these bugs are actually in the source .map files as well, but i noticed a couple of wrong textures (e1m1 first platform down, floor of e1m2 hallway with quad) and some misalignments (e1m1 slipgate front.)
#6120 posted by necros [99.227.133.158] on 2009/09/28 11:07:12
any misaligned textures that are off by an even amount (like 32 or 64) are probably caused by me.
the import map function in sikkpin's editor is kind of iffy. it's supposed to import a map into the same position as it's source is in, but sometimes it picks random positions to import to.
this means that just turning on texture lock isn't enough because the map is imported with incorrect texture coords.
also, e1m3 was rotated 270 degrees. it's the reason there's a hallway between e1m3 and e1m4.
rotating the map screwed up all the doors and func_trains (of which e1m3 had a few iconic ones) so when i came to e1m4, instead of rotating it, i left it alone and made the hall.
anyway, yeah, it gets boring after a while cause there's nothing new.
anyway, taking a break on my other q1 maps, so now, using this as a base, i want to do something similar to the kind of thing we saw in doom maps like e3m9 (which was e3m1 reversed) or plutonia map 32 which was map01 from doom2 but with added areas.
#6121 posted by Spirit [80.171.7.195] on 2009/09/28 14:06:01
someone make it news!
You are an ass, necros. At least you could have said "this took a month and was really hard work". Or screw up something (the secret lift at the start of the underwater houses map did not work for me). You are awesome.
Skill 3: http://www.quaketastic.com/upload/...
 Andtheyevenbodoredtodoso
#6122 posted by peopedontcaretounderstand [194.65.24.228] on 2009/09/28 16:05:45
Necros you are fast as a bullet! nice work
http://www.quaketastic.com/upload/...
I lost all my interesing on mapping, plus people dont like much my maps anyway(to dark, to blocky, to linear) so why loose time with then?
Email some friends some time ago to ask what they think of the map in progress... if i should finish this map or not and they even didn´t respond...
One of those friends I’m a little disappointed... didn’t expected this attitude from him, but this is internet and nobody is nobody friend this is just the proof!!!
I think nobody cares, so why should i care? if anyone want to finish this for a speed map be my guest!
bye
#6123 posted by Willem [24.199.192.130] on 2009/09/28 16:07:58
"I lost all my interesing on mapping, plus people dont like much my maps anyway(to dark, to blocky, to linear) so why loose time with then?"
Because you enjoy it? Don't map to please other people, map because you want to.
 If
#6124 posted by ijed [216.241.20.2] on 2009/09/28 16:20:11
You're mapping for others you will lose interest.
 In The Beginning
#6125 posted by sock [92.249.164.198] on 2009/09/28 16:28:48
most people create maps for themselves and friends and usually have a blast showing off their new found skills, but mapping is no easy journey. If you don't listen to feedback from others, accept changes to your maps or want to learn new ways to map (design and visually) then it will seem tedious after a while.
#6126 posted by [194.65.24.228] on 2009/09/28 16:49:23
ok, I also lost interress in this map... :\ dind´t run as I espected... that also helped!
 Necros
#6127 posted by JPL [82.234.167.238] on 2009/09/28 17:43:54
Actually fitz0.85 does not work, as I have a Host error: too much edicts, as edicts exceeds 1024...
aguirRe's GLQuake (v1.31) is working fine OTOH) so I've been able to play it :)
Anyway, thanks a lot for this cool stuff !!!
PS: I'm just wondering how interseting it would be to group map per theme (base / medieval / runic) using the same idea you used for episode 1... Maybe using Quoth for gravity change and new monster add-on.. a kind of "Quothed" Quake Theme Remake ;)
 Jpl
#6128 posted by necros [99.227.133.158] on 2009/09/28 20:20:22
you must manually set max_edicts in fitzquake.
start fq085, go in the console and type max_edicts 8192, now you should be able to load the level. (this also means you need to use sv_protocol 666)
 Iwonteventodotrythen...
#6129 posted by MadFox [84.26.170.230] on 2009/09/28 21:34:32
peopledontcaretounderstand
but I tried it and must admit it is good first stage of level mapping.
I found a leak and 73 warnings and deleted the leak.
And one thing stands..., map only when you're in love with it, not for others. Otherwise you'll loose.
here's the demo and map:
http://members.home.nl/gimli/njew....
#6130 posted by [81.84.134.2] on 2009/09/28 21:49:30
Madfox this have to do with versions...
The map dont have warnings and leaks I garantie you this :)
 Necros
#6131 posted by JPL [82.234.167.238] on 2009/09/28 21:52:59
Thanks a lot for the clue: I was not aware it was working like this ;)
Note for myself: add set max_edicts 2048 in my cfg file :P
 Necros
#6132 posted by Ankh [88.199.103.6] on 2009/09/28 22:08:42
I love quake id maps. Thank's for this compilation :)
I have a demo if anyone bothers.
http://www.quaketastic.com/upload/...
 Yeah
#6133 posted by necros [99.227.133.158] on 2009/09/28 22:12:39
that's what i have in my main autoexec in id1. i always force sv_protocol to be 666 as well as max_edicts. (a few other things like gl_farclip and other things i can't think of)
tbh, i don't really understand the point of max_edicts... why not just have maximum edicts of 8192 be attached to protocol 666, since that's probably one of the reasons you're running 666 anyway, instead of 15.
 Fuk
#6134 posted by onetruepurple [79.191.242.166] on 2009/09/28 22:23:39
Did E1 always have this many Fiends on skill 2? Being trapped by four fiends between E1M2 and E1M3 with the lousy early weapons, and no Quad, was pretty refreshing...
 Max_edicts
#6135 posted by metlslime [173.11.92.50] on 2009/09/28 23:34:01
- you can go all the way up to 8192 edicts with protocol 15, it's only when passing that number that you need a new protocol (actually it can still work in protocol 15 but you will only hear sound effects from the first 8192 entities)
- fitz 0.80 can handle edicts up to 8192, 0.85 raised the limit to 32000
- the reason i didn't just set a really high default is there is a memory cost to having a huge edicts array even if it's not all used. it's not a big deal for modern computers but it does mean increasing your heapsize, which not everyone knows about.
 I Also Noticed...
#6136 posted by JPL [213.30.139.243] on 2009/09/29 08:30:58
...aguirRe's GLQuake v1.33 crashes my laptop at office: it enters an infinite loop somewhere and stuck the game (screen frozen, and buzzing sound).
fter some research on the internet, it seems it comes from the video card that does not like that much GL stuff... but why is it working fine with FitzQuake, and why is it working fine with GLQuake v1.31 ? Mystery....
 Yeah, ATI Sucks.
#6137 posted by Spirit [213.39.219.220] on 2009/09/29 10:19:30
#6138 posted by Willem [24.163.61.78] on 2009/09/29 11:23:24
That sounds like the choke that newer versions of FitzQuake (higher than 0.80) perform on my Macbook. After a few seconds, hard lock. The Macbook has an ATI card so that might explain it.
#6139 posted by [194.65.24.228] on 2009/09/29 13:00:17
I´ve got a ATI850 Pro now and fitzquake dont work... got the screen all fuckedup!
joequake also got some problems with the command -bpp
Qrack that is based on joequake works perfect...
I need to try darkplaces and some others but I´m not having any time at home for nothing!
 Grates And Swirly Things ...
#6140 posted by sock [92.249.164.198] on 2009/09/29 18:37:23
#6141 posted by Spirit [213.39.219.220] on 2009/09/29 19:03:06
 Sock / Spirit
#6142 posted by JPL [82.234.167.238] on 2009/09/29 20:45:02
@ Sock: Looks nicer and nicer everyday day !!
@Spirit: Am I dreaming or are there shots using Doom3 textures at the bottom of the thumbnails?
 Jpl
#6143 posted by necros [99.227.133.158] on 2009/09/29 21:45:52
these textures: http://villsa.files.wordpress.com/... ?
they look like ogro textures or something similar to them, anyway. definitely not d3 though.
 Trinca
#6144 posted by spy [92.47.200.184] on 2009/09/30 11:29:19
Andtheyevenbodoredtodoso
#6122 posted by peopedontcaretounderstand [194.65.24.228] on 2009/09/28 16:05:45
Necros you are fast as a bullet! nice work
http://www.quaketastic.com/upload/...
I lost all my interesing on mapping, plus people dont like much my maps anyway(to dark, to blocky, to linear) so why loose time with then?
Email some friends some time ago to ask what they think of the map in progress... if i should finish this map or not and they even didn´t respond...
One of those friends I’m a little disappointed... didn’t expected this attitude from him, but this is internet and nobody is nobody friend this is just the proof!!!
I think nobody cares, so why should i care? if anyone want to finish this for a speed map be my guest!
bye
definitely you're should finish it, i think this one could be very cool dm map
 Screenshot Overdose
#6145 posted by sock [92.249.164.198] on 2009/09/30 12:02:00
Don't seem to get much/any feedback here nowadays, not sure why, maybe you are all sick to death of my screenshots, who knows!
Anyway someone requested a look at the gameplay logic for the puzzles I have created so here is another screenshot to confuse everyone, again.
http://www.simonoc.com/images/desi...
oh the silence :p
#6146 posted by [194.65.24.228] on 2009/09/30 12:04:33
sock you editor is like chinese language but your map rocks...
go finish it!
 Sock
#6147 posted by nitin [203.217.90.4] on 2009/09/30 12:06:23
I like the shader effect in the second pic, like some sort of beaming device.
#6148 posted by necros [99.227.133.158] on 2009/09/30 20:51:47
tbh, i *hate* the purple electrical shader. it doesn't go with anything at all. and not in the 'it makes a contrast with the wood and stone' way but more in the 'it looks like shit' way.
sorry. :S
(the light blue looks fine though as it works well with the yellow lamps)
also, in order for me to make those comments i had to copy/paste your images into photoshop and use the following settings for Levels: 0 1.0 100
they are nearly pitch black to me otherwise.
also, is it sp playable? you said it was for (and i can see that it is) q3.
#6149 posted by Spirit [80.171.83.61] on 2009/09/30 20:59:36
The brightness is fine but I agree about the purple colour. It does not fit very well.
#6150 posted by necros [99.227.133.158] on 2009/10/01 03:27:01
i only commented on brightness to explain why i hadn't bothered to comment.
 Good Feedback
#6151 posted by sock [92.249.164.198] on 2009/10/01 09:16:11
@necros/spirit, no need to say sorry, this is exactly the sort of feedback I want. Visual problems, things people don't like or like. (really interested in the stuff people don't like more)
I have switched out all the magenta stuff (these were the original ID textures). Toned down the reds and switch more to pastel blues and light yellows.
The blue stuff is really a visual clue/highlight thing for the player so they know exactly what they should be looking for. This is especially critical for the puzzles because the majority of the level has a brown/yellow palette.
This is not designed for bots, there is no bot file, no DM setup, no multiplayer weapons or item balance. This map is purely about puzzles (sadly a bit simple due to entity restrictions) and level exploration. There are 5 puzzle machines, based on timing and sequence order solving. There are 10 secrets and a small story (readme style) for anyone that cares to open the readme file. The map has a full ambient soundscape with alot of custom made sounds to fit the workings of the machines and environment.
I tried the screenshot settings you suggested and it was like glowing to me but I am on laptop in a room without no direct sunlight (not a bright office). I will produce two versions of the map, a light and dark version. One probably for me and other cave dwellers and one twice as bright for everyone else.
If anyone else has more visual feedback please say so, good or bad, but more bad if possible.
#6152 posted by necros [99.227.133.158] on 2009/10/01 10:13:36
my comment about screenshots being dark wasn't that you needed to make the map brighter. i was just explaining why i wasn't commenting (too much work to bring it in PS all the time).
in-game, we have gamma and brightness settings for that, so if it's dark, i can easily pump that up. no need for 2 map versions. sorry for the confusion.
 My
#6153 posted by ijed [216.241.20.2] on 2009/10/01 15:38:47
Comment before aobut having a chandelier type structure was to avoid the classic hex light textures you've got there. They don't look bad, but I've seen them so often that the make me think 'basic map' when the geometry you've got says exactly the opposite.
Maybe just changing the texture would work - how about Q1 runic ;)
 Cosmetic Textures
#6154 posted by sock [92.249.164.198] on 2009/10/05 07:31:45
Just a quick update on the visuals, trying to reduce the overall brown/dark palette of the level with lighter stone and make the cables more obvious so that the player can hopefully realise they are a visual clue. The level is mostly finished at this point, just need to fix up all the cosmetic stuff before a public beta.
http://www.simonoc.com/images/desi...
#6155 posted by Willem [24.199.192.130] on 2009/10/05 13:50:11
Brilliant. I like the contrast in texture and feel.
#6156 posted by Zwiffle [66.170.5.18] on 2009/10/05 16:57:21
Still looking great, but I think the wires are too thick. Maybe they're meant to be like huge thick bundles of wire or something but they look a bit odd.
 Large Is Better!
#6157 posted by sock [92.249.164.198] on 2009/10/05 19:18:50
@zwiffle, I know you are going to groan but the cable size and the oversize giant machinery is all by design. I wanted to create something where the people that built the place have worked out high tech but not been able to shrink anything down to micro sizes. Door, switches, pipes are all crazy big and made of large amounts of wood!
@willem, thanks :D
 Zwiffle
#6158 posted by Spirit [213.39.158.54] on 2009/10/05 19:48:53
What, those wires transport some fuckton of energy. I guess you are just jealous seeing those thick lines.
 Excellent
#6159 posted by necros [99.227.133.158] on 2009/10/05 20:23:50
i can see everything clearly, whether it was intentional or not. :)
i have no problem with the thick cables and i'm a big fan of the sort of 'old stuff and someone built new stuff in it' type of theme.
great detailing on the bricks, having them broken up and different heights like that.
is that a cave under the wooden circular floor?
 Wooden Holes
#6160 posted by sock [92.249.164.198] on 2009/10/05 22:11:11
@necros, yeah there is a cave like area below with broken walls, plants and a strange blue glow from a portal device at the far end...
 No
#6161 posted by megaman [94.221.107.50] on 2009/10/06 17:33:43
that new stone wall doesn't look right, you lost the brown wood feel.
 YES
#6162 posted by Drew [76.67.137.16] on 2009/10/07 01:17:12
it looks great, you haven't lost the feel at all in my opinion, the thick chords look good - it would look dumb with skinny little wires.
And I totally hope that is a cave.
 Count Me In
#6163 posted by nitin [125.0.33.164] on 2009/10/07 03:23:03
as one of those that preferred the more wood feel. hmm, that didnt come out right. nor did that actually :)
 As Long As
#6164 posted by megaman [94.221.97.90] on 2009/10/07 11:11:55
the barks don't touch!
 Terrain
#6165 posted by MadFox [84.26.170.230] on 2009/10/07 22:13:37
I'm trying a terrain map with dxf.mdl as hillows.
http://members.home.nl/gimli/terra...
 Yep
#6166 posted by Drew [76.68.236.91] on 2009/10/07 23:26:07
that definitely looks like a madfox map.
 $Null Posted At Q3w
#6167 posted by megaman [94.221.97.229] on 2009/10/08 11:40:55
 Idle Switches
#6168 posted by sock [92.249.164.198] on 2009/10/08 15:07:17
Some changes in lighting and detail, I think the map still maintains a nice warm colour palette even with the white stone.
http://www.simonoc.com/images/desi...
#6169 posted by Willem [24.199.192.130] on 2009/10/08 15:27:29
Nice, sock! The broken floor is a nice effect.
 Different Direction
#6170 posted by sock [92.249.164.198] on 2009/10/12 22:20:53
Trying a new art direction with some higher resolution photo sourced textures. Any good?
http://www.simonoc.com/images/desi...
#6171 posted by necros [99.227.133.158] on 2009/10/12 22:33:44
wood is good
stone step texture is good
square stone floor texture is not. i felt that the orange floor was an integral part of the theme you had going.
 Square Stone Floor Texture
#6172 posted by nitin [123.217.82.94] on 2009/10/13 02:50:15
is good but not for this map IMHO. The standard one worked just fine.
#6173 posted by meTch [69.183.59.39] on 2009/10/13 04:27:51
wish i lived there
 Madfox
#6174 posted by grahf [74.127.73.5] on 2009/10/13 14:48:29
I'll be your BFF if you can get that to compile.
 Mountain Air Freshness
#6175 posted by sock [92.249.164.198] on 2009/10/13 15:23:50
A quick experiment with Terragen and cloud layers.
http://www.simonoc.com/images/desi...
necros,nitin: I sort of liked the fact is was not brown! but the photo source had a lot of visual errors so I will create another version.
#6176 posted by Spirit [80.171.28.67] on 2009/10/13 17:16:23
Those mountains always look like they are from cheap 90s music videos. :(
The clouds are nice though.
The floor might work the other way around, bricks lower and wood on top of it.
 Venividifutzi
#6177 posted by MadFox [84.26.170.230] on 2009/10/13 20:29:50
@grahf - It's part of the cave sector in arcus. The mountain thing are dxf.mdl Tried a realvis last night, but instead of 1½ houres I woke up unfinnished 8 houres later.
#6178 posted by necros [99.227.133.158] on 2009/10/13 20:40:06
Those mountains always look like they are from cheap 90s music videos.
yes. :( using the stock procedurals on the heightmap is easily identifiable as just that.
 Its The Edge Of Forever
#6179 posted by meTch [64.148.17.7] on 2009/10/13 21:39:18
put nothing there but sky ... maybe
 Sock
#6180 posted by starbuck [212.159.117.218] on 2009/10/13 23:10:48
you are too good, please stop. I actually liked the new stone texture too. Spirit is right about those mountains though.
 Cheap 80's Videoclips...
#6181 posted by the silent [82.185.144.141] on 2009/10/14 08:49:45
...gotta love them!
 Tjeap?
#6182 posted by MadFox [84.26.170.230] on 2009/10/14 09:26:50
 HAHA
#6183 posted by inertia [71.67.129.179] on 2009/10/15 08:23:12
that is so fucking awesome
 Madfox
#6184 posted by megaman [94.221.115.55] on 2009/10/15 12:27:05
should make movies with peter jackson!
 Yeah
#6185 posted by DaZ [80.41.175.201] on 2009/10/16 00:03:36
Thats a madfox video alright...
Love it
 Tarantino
#6186 posted by MadFox [84.26.170.230] on 2009/10/16 08:48:38
reservoirdogs - shot in stomach didn't do it
pulpfiction - cleaning up the body garage
city of sin - the quark thing castrated
hellboy - wait my ceberius gets kittens
http://members.home.nl/gimli/q3atr...
undead knights have foun my OrbFactory!
 Is That
#6187 posted by meTch [64.148.57.24] on 2009/10/17 13:52:42
a tron bit in the teleport?
 Cool
#6188 posted by Tronyn [24.78.143.88] on 2009/10/17 19:06:46
I like how what you're gonna do next is so unpredictable Madfox. Looks cool, vaguely doom1ish scifi (perhaps influenced by your hangar conversion).
 Grrl's Place
#6189 posted by MadFox [84.26.170.230] on 2009/10/17 20:17:18
After a big round I took the startlevel of Quake3 and converted it into Quake1. So in fact it is only the place where the first income of Quake3 starts.
This with the thing in mind, that if I want to use Orb, it must have found a way to get to Quake 1.
In this way I use the Q3 start level (make it more look like Q3 but those low bit tex), to get to the orbetrayel Q2 start level into Q1.
In addition I made a kind of factory where the Orb is constructed in parts. (thanks Wazat!)
@meTch- that's an nanimation with stars, no teleporter. I know it looks that way, but I admit it is hard to recognize the Q3 startlevel with other textures.
#6190 posted by Drew [76.67.139.129] on 2009/10/18 18:55:56
I really like the look of this.
Its a style that I would like to perfect.
 Sock.
#6191 posted by Shambler [194.82.40.11] on 2009/10/20 13:35:17
Sock, there's a couple of points where the joins on the front of the step textures don't match up with the top of the step textures. Just FYI. Obviously it looks great in general.
#6192 posted by Willem [24.199.192.130] on 2009/10/20 15:25:14
Screen shot of where the new version of my editor is headed:
http://wantonhubris.com/blog/wp-co...
Floating texture browser and additional control schemes are my current focus...
 Now That Is Good News!
#6193 posted by the silent [79.43.57.208] on 2009/10/20 19:58:14
Ssssexeee!!!
#6194 posted by necros [99.227.133.158] on 2009/10/20 21:08:36
additional control schemes will be nice :) i had a hard time getting used to the default one and never really liked it much.
 Just More Experimentation...
#6195 posted by necros [99.227.133.158] on 2009/10/21 01:14:25
http://www.youtube.com/watch?v=VK2...
this is actually the same ne_melee mod from before with the sword. there's 3 classes now, this one is of the archer/healer.
 That's Pretty Cool.
#6196 posted by megaman [94.221.105.113] on 2009/10/21 12:26:23
Awesome how the gameplay feels so different than q. The player model has nice animations, just the walk-in-a-circle animation sucks ;-)
 Nearly Finished ...
#6197 posted by T_Creutzenberg [195.143.104.254] on 2009/10/22 13:06:41
Hi, here are some screenshots of the map I'm still working on from time to time.
It's nearly finished.
Tower 1
Plasma Gun area
Yellow Armour area
Rocket Launcher area
Haste area
Red Armour area
Railgun area
Tower 2
It's a FFA / TDM map for 3 to 12 players.
 Qfraggel4!!
#6198 posted by nitin [124.99.231.164] on 2009/10/22 13:16:18
looks ace, although very reminiscent of qfraggel 2 and 3. deliberate??
 Textures
#6199 posted by T_Creutzenberg [195.143.104.254] on 2009/10/22 13:25:06
:) Yes, nobody else is using my texture set, so I thought I'll reuse it. I pimped the textures a little bit though and created a few new ones. I just don't have the time to do a totally new texture set at the moment ...
 That Looks Fucking Cool :D
#6200 posted by RickyT23 [86.151.228.238] on 2009/10/22 14:23:48
Nice work
 Comments On Above Map
#6201 posted by Jago [194.86.38.38] on 2009/10/22 15:33:18
The brushwork looks cool, the color choices I pretty much completely disagree with though.
 True
#6202 posted by nitin [124.99.231.164] on 2009/10/22 15:44:00
I think I've only seen one other map with that texture set apart from qfraggel3.
But some of the brushwork reminds me of qfraggel2 too.
#6203 posted by necros [99.227.133.158] on 2009/10/22 20:03:17
looks good to me, but i'm not a fan of those light sprites that simulate lens flare. :S
 Cheers
#6204 posted by T_Creutzenberg [195.143.104.254] on 2009/10/22 20:42:03
Jago: Yes, I know it's not everybodies taste, but mine ;)
necros: The lens flares only show in lightmap mode.
 Wut?
#6205 posted by necros [99.227.133.158] on 2009/10/22 23:58:59
it's quake 3 right? what other lighting technique is there?
 Lighting?
#6206 posted by T_Creutzenberg [85.181.53.36] on 2009/10/23 04:02:32
Necros: It's just vanilla Quake 3 Arnea lighting (q3mapo2 though). Nothing else. It's just the textures with prerendered lighting. And they are quite a few years old.
 I Think He Was Referring To Your Comment
#6207 posted by nitin [124.99.231.164] on 2009/10/23 10:55:31
that you only see lens flares in lighmtap mode and was asking what other mode of display there is in q3. I assume you were referring to vertex lighting or whatever the crappy lighting mode is in which the lens flare wont show.
 Oops ...
#6208 posted by T_Creutzenberg [85.181.59.71] on 2009/10/23 13:48:24
Thanks nitin, you're right.
necros: Sorry man, and yes, there is lightmap mode and vertex lighting.
I'll post a beta on quake3forum the next days I think if somebody wants to have a look.
 Texture/lighting Update
#6209 posted by sock [92.249.164.198] on 2009/10/27 22:59:23
 Heeh
#6210 posted by DaZ [80.41.147.139] on 2009/10/28 01:43:36
Looks like a UT map now, thats a good thing :)
 Those Broken Bricks Are A Nice Touch
#6211 posted by nitin [115.177.118.185] on 2009/10/28 02:42:31
thats not texturing is it?
 Confused
#6212 posted by sock [92.249.164.198] on 2009/10/28 13:08:41
@Daz, Im not sure I understand, it looks like a UT map? because of the textures? architecture? lighting?
@Nitin, Im confused again, what broken bricks? Are you talking about the last screenshot I posted?
 Sock
#6213 posted by nitin [115.177.118.185] on 2009/10/28 14:51:02
wall to left of archway. And it's also in the wall behind the archway.
 Nitin
#6214 posted by sock [92.249.164.198] on 2009/10/28 15:35:26
Yeah that is texture detail, I have nearly replaced all the ID textures with my own photo sourced (they are not from cgtextures) ones. A new collection of stone, metal, wood and marble. I just got a couple left and the 2 light fixtures.
 Mmm
#6215 posted by starbuck [212.159.117.218] on 2009/10/28 20:08:37
i'm digging your photosourced textures, very crisp and fresh. I wanna bang that screenshot like a screen door in a hurricane.
 Hmmm
#6216 posted by DaZ [80.41.147.139] on 2009/10/29 15:42:58
I think its a mixture of the lighting and textures, it all looks very Unreal Tournament alike, hard to put a finger on what it is exactly, but when I look at screenshots of a map without hud/weapons shown, I can pick out the UT engine map before any others, as they have a certain "vibe" to them.
Your map has this vibe also. Its like its clean and clinical while still having broken and rough edges.
Looking forward to having a run around
#6217 posted by necros [99.227.133.158] on 2009/10/29 21:23:52
clean and clinical while still having broken and rough edges
that doesn't make sense, lol! :D
but to me, the map looks well-made, and cleanly contructed (which is maybe what you meant, daz?).
even though there will be nothing to kill, i'm eager to play it in q3 anyway just for the puzzles and such (and to see all the cool sights, of course) :)
 At The Clinic
#6218 posted by sock [92.249.164.198] on 2009/10/30 13:19:33
Ummm, well the map does not have any litter or dirt in corners, so I suppose it is clean for a castle environment. Partly my own fault by changing the textures to something more realistic, the colour tone and detail has changed the mood of the map. Maybe it is time for me to start creating decal textures! :)
Yeah there is nothing to kill, just puzzle machinery and exploration. It certainly won't be everyone's cup of tea but hopefully there are a few people here who like puzzle stuff.
 More Stone
#6219 posted by sock [92.249.164.198] on 2009/10/31 20:28:36
#6220 posted by necros [99.227.133.158] on 2009/10/31 20:40:15
i don't know why, but the wood under the windows in the middle looks awful to me. like it's really low rez and fuzzy or something.
either turn it into stone, or make it look more weathered/old.
#6221 posted by Zwiffle [97.87.57.94] on 2009/10/31 22:03:53
I don't mind the wood under the windows so much as the windows themselves. I don't think they fit stylistically.
The roofs and the trim under the roofs are bad ass though, very cool.
 Hmm
#6222 posted by nonentity [81.141.21.25] on 2009/10/31 22:59:49
Good eaves.
And I like the windows. A bit square of frame maybe, but the style works well.
 Yeah
#6223 posted by necros [99.227.133.158] on 2009/10/31 23:01:53
i didn't mention it, but the trim all around the lower edge looks great. i love that kind of technical attention to detail.
 I Love It
#6224 posted by Orl [76.98.214.54] on 2009/10/31 23:05:39
Thats all I got to say. Great work sock.
 Give Me That Thing!
#6225 posted by MadFox [84.26.170.230] on 2009/11/01 02:04:02
something yells inside me for that rich detail you come up with that Q3engine and the perfekt way you make profit with it sock!
otherwise I thank myself for permitting me only to Q1 mapping because for the benefit of getting that final touch I blame myself a lot of learning before giving advise.
uh..., pfew..., Gaudix?
 Yeah
#6226 posted by RickyT23 [82.25.182.231] on 2009/11/01 04:13:54
I agree with Orl and Madfox :)
V. nice work. If anything the wood could look as old/dark as the windowframes. But really it looks fantastic. The Tudor style architecture looks fantastic
 Thanks
#6227 posted by sock [92.249.164.198] on 2009/11/01 13:51:20
Wow a lot of comments, this screenshot for me was about the new stone bricks, the rest of it I've seen for a while now.
@necros, The bit under the windows is seating, can't really see from this angle, but at player height it is a lot better, less fuzz.
@madfox, I am not sure what you are saying, you seem excited about q1? /shrug
@nonentity, yeah the eaves are a good design, probably the strongest part of the screenshot.
@rickyT23, yeah I like, Tudor style :D
 Sock
#6228 posted by nitin [218.42.122.101] on 2009/11/01 15:25:34
the new stone texture (which is very nice) makes the roof texture look too low res now IMHO. Unless thats a placekeeper texture for now.
 Sock
#6229 posted by MadFox [84.26.170.230] on 2009/11/02 00:11:58
I'm excited about your map and its clear way of evoluation.
It bleaches my own Q1 tryings which is, of course, is my own fault.
 Shallow Angle
#6230 posted by sock [92.249.164.198] on 2009/11/02 13:56:27
@nitin, both are the same size (512x512), the roof angle is nothing too steep (about 30 degree's) so not sure what to suggest. All textures eventually mip and compress into mush at the right viewing angle. The screenshot was setup to show the wall texture and little consideration for anything else.
 Sock
#6231 posted by nitin [218.42.122.101] on 2009/11/02 15:24:01
another shot from a different angle of the roof tex?
 Guardian Room
#6232 posted by sock [92.249.164.198] on 2009/11/06 21:58:37
#6233 posted by necros [99.227.133.158] on 2009/11/06 22:35:09
i wonder... would it be possible to get that map working in one of the quake engine ports that supports q3 bsp format like DP? at least then it will play like a normal map and still look like it was originally made to look.
 Heh
#6234 posted by nitin [219.105.47.179] on 2009/11/07 00:49:33
those screenshots certainly have a UT(99) vibe now in terms of style! There was a custom ctf map that reminds me of, cant remember the name right now...
 Sock
#6235 posted by Jago [84.249.95.211] on 2009/11/07 03:01:33
The area shown in those 2 screenshots needs more color variation, too much grey.
 UT Vibe
#6236 posted by sock [92.249.164.198] on 2009/11/07 07:38:08
'those screenshots certainly have a UT(99) vibe now in terms of style!'
I am not sure if this a compliment or an insult, what is a UT(99) vibe?
Jago, yeah very true, but there is some more to do yet, this is just a first pass.
 Guardian Room Shots...
#6237 posted by JPL [82.234.167.238] on 2009/11/07 09:44:49
...looks sexy as Hell !! Very nice !
 Sock
#6238 posted by nitin [219.105.47.179] on 2009/11/07 14:24:19
neither, its just that it reminded me of a UT99 map stylistically in those shots than a q3 map.
 UT99
#6239 posted by Shambler [146.191.228.22] on 2009/11/09 16:52:51
Is a compliment in my eyes. There's always been some really nice mapping and map vibes in the Unreals.
The open window made me do funny and inappropriate things in my trousers.
 Venividifuzi
#6240 posted by MadFox [84.26.170.230] on 2009/11/09 23:43:15
 Madfox
#6241 posted by inertia [71.72.191.50] on 2009/11/10 01:12:37
That skybox is weird as shit... I love it!
 Portal To The Past
#6242 posted by sock [92.249.164.198] on 2009/11/10 01:39:26
http://www.simonoc.com/images/desi...
http://www.simonoc.com/images/desi...
@nitin,Shambler : I suppose I was a bit shocked to be told my stuff looks like something made 10 years ago, but I understand what you mean.
@MadFox, I like the ogre strolling by the canal, I dread to think how crazy the compile times are for that.
 @sock #anachronism
#6243 posted by inertia [71.72.191.50] on 2009/11/10 01:56:38
It really does look UT99-esque! Too bad it doesn't look q1-esque ;-)
 UT99
#6244 posted by metlslime [64.175.155.252] on 2009/11/10 04:52:03
i think i can see what people are getting at -- the thing that strikes me as most UT99 about these latest shots is the monotonous color tone of the textures -- they are all very desaturated and about the same value, all you need to make it even more UT99-esque is to add very high saturation light sources.
Quake 3 generally has more saturated textures, with lots of orange, brown, green, and pink, and stronger variation in value (dark trims on light walls over medium floors, etc.)
#6245 posted by Zwiffle [97.87.57.94] on 2009/11/10 05:55:15
I prefer Q3 over UT99 by a fair margin, largely because the world was a lot funner. It just drew me into it better and I felt it 'fit'.
 I Think Metl
#6246 posted by nitin [124.168.107.169] on 2009/11/10 08:40:11
has spelt out what I was seeing. Its the texturing really, but the lighting is also like more recent UT99 custom levels (ie not as saturated as original UT99 maps).
 Desaturation
#6247 posted by sock [92.249.164.198] on 2009/11/10 10:24:50
Yeah I can see what you mean now, I created a new stone trim texture and was loving it so much that I painted it all over the new architectural shapes and forgot I was creating something all the same colour.
Try this one:
http://www.simonoc.com/images/desi...
Ive tried adding colour back to the top of the image with the classic redish/white marble combo. I want the place to feel slightly old and worn out colour wise, obviously no floor details yet. The blue is suppose to be the focal point, very strong contrast to everything else around it and the lighting is soft yellow diffuse inside the room and bright sky outside.
I really like how the architectural shapes all fit together with the classic barrel ceiling support and wooden square windows contrasting at the top. The only nitpick for me is the columns are not tapered at the top like in the real world, so it sort of lacks the solid feel you get when looking at the inside of a church.
Ironically someone did mention to add more blue colour lights but the yellow and sky are so strong (the room is a glasshouse) that not much is going to counter the yellow, unless of course it is strong saturated lights! Oh I feel like I am slipping into a UT99 timewarp!
@inertia, OMG that is one cool word! :D I am not sure if you are talking about the UT style on a Q1 forum being out of place or that I am using a strange mix of gothic and classic architecture in my screenshots. Plus the strange woodpunk thing I got with technology items in my map.
#6248 posted by Willem [24.163.61.78] on 2009/11/10 11:10:51
Whatever it is, sock, I like it. That room is great. Nice lighting, good solid construction - well done!
 I Like Both Versions
#6249 posted by nitin [124.168.107.169] on 2009/11/10 11:12:19
lighting is ace in both shots btw.
 Sock You Rock!
#6250 posted by Bal [194.2.155.16] on 2009/11/10 14:00:17
The map looks great, keep it up!
 Sock
#6251 posted by Jago [194.86.38.38] on 2009/11/10 16:23:49
I have to give it to you, that last shot (especially the "after") looks brilliant. Perhaps the only thing I'd change is adding yet a bit more color - to the 4 high pillars.
#6252 posted by Spirit [80.171.20.125] on 2009/11/10 19:06:05
I like them both.
 I Prefer
#6253 posted by ijed [216.241.20.2] on 2009/11/10 19:20:18
The higher contrast (2nd) version .
 Contrast ??
#6254 posted by JPL [82.234.167.238] on 2009/11/11 10:04:36
I didn't notice a single change in between the two shots.... weird...
 JPL
#6255 posted by Jago [84.249.95.211] on 2009/11/11 16:15:26
What's wrong with you? :P Look at the colors used right above the 4 high pillars. First shot is grey, 2nd shot is reddish.
#6256 posted by quakis [84.71.95.164] on 2009/11/11 17:57:12
I love the second shot too. Stands out pretty nicely.
 Jago
#6257 posted by JPL [82.234.167.238] on 2009/11/11 21:44:21
There's nothing wrong with me, I didn't notice this color "change", that's all....
 Bleh
#6258 posted by MadFox [84.26.170.230] on 2009/11/12 00:13:45
don't hand me that colourblind test with that coloured points asking which number I see...
no difference.
 I Have To Admit...
#6259 posted by JPL [213.30.181.94] on 2009/11/12 08:35:17
... there's a small color differnce that can be noticed... when you know where to look for ;)
 Theres A Big Difference
#6260 posted by nitin [124.168.117.195] on 2009/11/12 11:42:11
in light level generally isnt there?
 Depends....
#6261 posted by JPL [213.30.181.94] on 2009/11/12 13:57:23
..on screen I guess.. or am I completely blind ? :P
 And I Thought
#6262 posted by ijed [216.241.20.2] on 2009/11/12 14:37:50
Quake1 players saw a different spectrum - 64000 shades of brown ;)
 Ijed
#6263 posted by JPL [213.30.181.94] on 2009/11/12 15:01:11
 It's Missing
#6264 posted by ijed [216.241.20.2] on 2009/11/12 16:26:43
Ogre Shirt Brown
Ogre Teeth Brown
Fiend Hoof Brown
e4m1 Brick Brown
e4m1 Mortar Brown . . .
I could go on, not forever, but at least up to 64000
 Hhhhmmmmm
#6265 posted by JPL [82.234.167.238] on 2009/11/12 18:34:29
This theme could be a good Speedmap theme....
 I Tried
#6266 posted by Zwiffle [66.170.5.18] on 2009/11/12 19:11:53
Making a small .wad that I called coffee.wad that was just pure colors of brown. That was it. I took each shade of brown and made it an entire texture. I was going to make a geocomp map out of it, but then I ended up not doing that.
 So Speedmap Theme
#6267 posted by ijed [216.241.20.2] on 2009/11/12 20:22:12
'only one colour' ?
 Let's Say...
#6268 posted by JPL [82.234.167.238] on 2009/11/12 21:45:17
... only Brown color
 Sounds Like A Shitty Idea
#6269 posted by Scampie [66.188.129.206] on 2009/11/13 02:54:36
 Sock:
#6270 posted by metlslime [173.11.92.50] on 2009/11/13 03:05:32
that is progress, the two textures you changed do seem to pop more and have more color, which makes the map feel more alive. However, I would follow through with the rest of the scene, to the extent you are comfortable. For example, the columns, the column trim, the brick walls, and the window trim are still basically all the same color. You could try making the brick texture more pale and bleached out, and/or making the window trim darker. You could also try making the column trim darker and the columns paler too.
Also, you should try turning on anisotropic filtering, that floor is blurry as hell from this angle :)
 Wood Panel Of Delight
#6271 posted by sock [92.249.164.198] on 2009/11/14 22:31:47
Slowly I have been going through all the map textures and replacing them with photo source stuff instead. I knew I needed to find a replacement for the old ID pentagram light and after a lot of pavement wandering I came across this gorgeous wood panel I found on a street door.
Initially I took the central diamond shape and extended it downward slightly into a shallow pyramid of light, but at a distance (floor to ceiling angle) it just looked flat. So here is version 3, the texture outline is stil present with the shape heavily extended outwards to create a better profile and the actual light source is now sitting in a gem socket. (Damn you torchlight!)
http://www.simonoc.com/images/desi...
@Metl, oops I totally forgot about anisotroic filtering for screenshots. It makes a big difference for texture compression at low angles so new screenshots should be a lot better. :)
Been busy fine tuning all the portal shader effects in my map and replacing the low res crap stuff I created years ago. Had a nice cloudy day recently which was ideal for some moody portal clouds. Also spent a while playing torchlight and taking note of their portal shader construction. This is an old screenshot angle but has all the new sfx candy present on the portal front, plus some minor cosmetic changes to the underside.
http://www.simonoc.com/images/desi...
@Scampie, I can't believe it, you just said Quake 1 (brown palette) looked like shit!?! :P
 Sock:
#6272 posted by metlslime [98.248.107.212] on 2009/11/15 00:19:58
gem lights are cool.
in the first screenshot, top right image, you have concentric octagonal rings of wood strips on the ceiling. Might look better if you had eight thin strips of raised wood radiating out along the 8 kinks in the rings.
 Props The Modern Day Litter Problem!
#6273 posted by sock [92.249.164.198] on 2009/11/20 22:09:43
http://www.simonoc.com/images/desi...
http://www.simonoc.com/images/desi...
A slow week for me, still trying to get rid of a flu bug and my head feels like it is full of concrete! Been busy creating props to fill up the corners and floors of my map with. Still got more stuff to make but at least the look of the level is starting to come together.
@metlslime, yeah I will add that to my list of art things to do. The ceiling is really high so you don't really notice the seams but a trim would certainly look better.
 Maybe It's Just Me
#6274 posted by necros [99.227.133.158] on 2009/11/21 02:26:20
because the frame of reference is vague, but those books look gigantic, like 2 feet tall. :P
 Big Books
#6275 posted by inertia [69.135.208.27] on 2009/11/21 04:51:41
Are great books...
 Curse You And Your Tiny Hands! :P
#6276 posted by sock [92.249.164.198] on 2009/11/21 10:48:38
Umm this is going to be a difficult one because everything else in the map is built Soviet Russia style (giant) so making the books realistic makes them look weird.
Here is an example screenshot with the bookcase and books scaled down by 50% next to the original scale. The scaled down version just looks weird to me, squashed and flat.
http://www.simonoc.com/images/desi...
Here is a screenshot of the room:
http://www.simonoc.com/images/desi...
I will try some other scale values and see what I can do, be back later.
 Agree
#6277 posted by inertia [69.135.208.27] on 2009/11/21 11:32:06
Giant books are better. The screenshot with the smaller books reminds me of all those horrible "realistic-looking" games' attempt to have "scale".
 I Like
#6278 posted by ijed [190.20.107.99] on 2009/11/21 12:40:07
Big books and I cannot lie - eldritch tomes are cool.
But here it's almost the opposite. By having a human-hand sized item in the level it gives the player a reference point in the otherwise distorted dimensions they're looking at.
What I mean is the smaller books give the player perspective on how wierd the restt of the place is.
Probably will need to find a decent balence between real size and good size though.
 Soviet Scale!
#6279 posted by sock [92.249.164.198] on 2009/11/21 12:44:38
Well I tried the bookcases at 2 different sizes and both did not feel right to me. I needed to try this because part of the reasons I post here is I want feedback on my stuff.
Scale 50% - (16 unit high books)
http://www.simonoc.com/images/desi...
Scale 75% - (24 unit high books)
http://www.simonoc.com/images/desi...
Scale 100% - (32 unit high books)
http://www.simonoc.com/images/desi...
I am going to stick with the original scale because everything else in this map is large already and small stuff looks squashed next to it. The overall scale of the map is certainly strange and it will never be HL style real world scaling. Currently the player is 72 units high, most doorways are 192 units tall and corridors are roughly 256 units wide. The scale is certainly funky and beyond repair at this point.
I think the problem with the original screenshots is I went a tad bit crazy with the variable scaling on individual books, so will go back and tweak them down a bit. I blame the antibiotics, they are doing crazy stuff to my brain! :P
#6280 posted by quakis [84.71.186.101] on 2009/11/21 12:46:11
I quite like the big books, it adds style.
#6281 posted by Willem [24.163.61.78] on 2009/11/21 12:56:50
I'd need to see a player standing next to them to really tell you. It's almost impossible to tell from those shots what looks right and what doesn't.
Then again, fuck it, right? It's a hall of giants and they need large books. Done!
 Map For Giants
#6282 posted by sock [92.249.164.198] on 2009/11/21 13:44:20
The scale of the map is big, probably three times the scale of real life. Here is a screenshot showing 2 area's of the map from the players POV and then thirdperson with a 256 unit camera range.
http://www.simonoc.com/images/desi...
Quake player/thirdperson angles have always been strange and making them exact often ends up with alot of pain. Same with 1st/3rd weapon views for fps games. Originally I made the stuff small but hitting small triggers to operate stuff is frustrating so I scaled everything up to help with the gameplay. (puzzle operated architecture)
 Scale's Perfect!
#6283 posted by Text_Fish [94.169.113.195] on 2009/11/21 14:50:54
Anyone who wants realism needs to play a different game tbh because scale's going to be the least of their problems.
 Sock
#6284 posted by Tronyn [24.78.143.88] on 2009/11/21 17:11:46
been checking out your updates of screenshots here for a while - damn nice map, seems like a frankenstein-castle meets e1m2 meets mountaintop temple vibe. Great stuff, atmospheric and good title to go with the style.
 Love The Soviet Scale
#6285 posted by meTch [69.183.59.241] on 2009/11/21 17:12:26
in Soviet Russia books scale you!
#6286 posted by Willem [24.163.61.78] on 2009/11/21 18:51:45
Nobody wants realism, they want consistency. Very different things.
That said, it looks fine. Ship it. :)
#6287 posted by necros [99.227.133.158] on 2009/11/21 19:51:59
yeah, my comment wasn't about realism, it was about the lack of a point of reference and that huge books look goofy to me.
i'll elaborate: it's not that huge books look goofy, but that all the books are huge. ledgers and such might be large, but having small, normal sized books interspersed with the oversized ones will do two things: 1. let the player know you did the sizes on purpose and 2. underscore the difference in size of the large books by giving something to compare with.
also, i liked that the 50% book cases allowed 2 rows of books instead of just a single row with the 100% model.
more books = more awesome, if you could make a huge towering bookcase that reached to the ceiling, even better. :P
 Hmm
#6288 posted by nonentity [82.10.109.247] on 2009/11/21 19:56:58
Personally I want a socialist utopia, ice cream and Kate Beckinsale, but there we go.
On a more helpful note, I like the 50% scale books tbh, although maybe mix it in with some '100%' scale books. Most old books (which'd fit with the theme) are kinda giant anyway (think ancient tomes rather than a paperback novel).
The advantage of the 50% books is that you can make them into two shelves, so you still have the same space filled but with a less strange scale. 75% just looks wrong since the bookcase/shelf doesn't match the space under the window.
Depends on how extreme your poly saving gets tho, obviously two shelves of half size books means twice the polys, but I can't see them using that many if build properly...
Oh, and I think you've gotta work from 1st person view, as already stated, the player models always look so wrongly small compared to the view from the first person camera that you have to build 'soviet scale' (great phrase btw)
Oh, and why do totalitarian regimes always have such good architecture? (retorical, same reason churches are giganto ofc... not that I'm comparing religion to totalitarianism at all ;)
 Hmm
#6289 posted by nonentity [82.10.109.247] on 2009/11/21 19:58:00
How dare you steal the useful half of my post while I was typing? ;p
 Hmm^3
#6290 posted by nonentity [82.10.109.247] on 2009/11/21 19:58:39
Oh, and does anyone else feel sock is making a WoW instance?
 Lol
#6291 posted by Tronyn [24.78.143.88] on 2009/11/21 22:11:59
lol at the first part of your first comment nonentity. If only...
for me the question is do the giants who built this place happen to use bigger pages because they're comfortable handling bigger books (2x the words per page)...?
 Big Books
#6292 posted by nitin [124.168.51.207] on 2009/11/22 00:02:04
looks better to me too.
 Well I Noticed You Said Church As A Refrence
#6293 posted by meTch [69.183.59.241] on 2009/11/22 14:05:49
but what i noticed is that the Egyptian Scale and the Soviet Scale are similar, same for of government, i though Egypt more as a Monarchy kinda deal...?
 For = Form
#6294 posted by meTch [69.183.59.241] on 2009/11/22 14:06:20
-
 Sock
#6295 posted by Zwiffle [97.87.57.94] on 2009/11/22 16:23:43
I want to live in your map.
Also I think the 50% books look fine, it just makes the windows look more grandiose.
 Ancient Scale
#6296 posted by sock [92.249.164.198] on 2009/11/23 12:09:27
@necros, yeah that is the problem I made everything the same size. I was too excited about having books as props that I did not tweak the relative sizes. Certainly will add smaller books as well.
@Tronyn, wow thanks :)
Large structures always feel awe inspiring to me, which is probably why I love most ancient structures. The same with churches, got to feel the awe of god and he does need a big house, apparently.
I will try and stick to the same scale for all the props so at least they will look consistent next to each other. Need to build some smaller props so scale is more apparent. Time to build some candles and stools with books on them!
@nonentity, yeah I would love to build a wow instance, I so love that game that I could easily live 24/7 playing it.
 Props
#6297 posted by inertia [69.135.208.27] on 2009/11/23 17:05:27
A big thing about Quake, for me, is the feeling of foreignness. Inserting comfortable objects, like books, reduces that a LOT for me. If it's on the edge of forever, who is going to be reading books there? It's meant for more important things :-)
 What If
#6298 posted by ijed [216.241.20.2] on 2009/11/23 17:14:59
The book is bound in human skin, inked in blood and rips your face off if you open it?
#6299 posted by Willem [24.199.192.130] on 2009/11/23 17:36:52
Yes, yes, I like where this is going...
#6300 posted by Spirit [80.171.9.222] on 2009/11/23 19:37:02
"Hasn' anyone bin able ter open their books? Yeh've got to stroke 'em."
 No Those Kind Of Books Spirit
#6301 posted by ijed [216.241.20.2] on 2009/11/23 19:42:34
 Hmm
#6302 posted by nonentity [87.113.187.110] on 2009/11/25 11:48:24
If it's on the edge of forever, who is going to be reading books there?
Ever read The Bridge by Iain Banks? (I think I mean The Bridge, it might be another one of his (non-sci-fi) books). The bit with the old man and woman constantly playing board games in some giant castle/tower in the middle of icey nowhere. It's kinda like that.
And some of the later WoW instances, especially in the expansion packs, are masterful pieces of gameplay/level design. I'd be proud to have made one of them. (I love that game so much I had to go through rehab ;) The puzzle element and graphic style are very reminiscent (especially those exterior shots with the eaves).
 Hmm
#6303 posted by nonentity [87.113.187.110] on 2009/11/25 11:50:08
Actually, I always wanted to make a level based on the bridge city from The Bridge. A section of an infinite bridge covered in art-noveau/retro future style houses/stores/buildings...
 Walking On Glass.
#6304 posted by Shambler [86.25.221.52] on 2009/11/25 12:11:03
Along with The Bridge and The Wasp Factory, his best non-SF books.
 Forever Wow
#6305 posted by sock [92.249.164.198] on 2009/11/25 12:59:46
The latest expansion pack of wow has some jaw dropping amazing instances, the art and style is just perfect. Everything is large because of gameplay reasons (no one wants to fight bosses in cupboards, plus it be would exploited like crazy) but yet there are small alcoves and sections with details that bring everything together on consistancy. The instances are where wow shines the most for me, the huge game world is cool but the real wow factor is indoors.
Last weekend I had a small mapping break from my forever map and decided to try an experiment with rich coloured lighting, decals and sky portals.
http://www.simonoc.com/images/desi...
http://www.simonoc.com/images/desi...
The above screenshots feature simple blue panels wrapped around geo architecture and accented with gold and blue lighting. Most of the time was spent with the animated item marker on the floor. I really wanted the decal to maintain edge shadows, have solid fill colours and yet be a decal at the same time!
Something I always find lacking in my maps is the connection between world geometry and skybox, so the next experiment was connecting this together with various shaders, models and a portal skybox.
http://www.simonoc.com/images/desi...
http://www.simonoc.com/images/desi...
The blue light beam flows upwards to the portal sky and the models in the portal sky then carry on the illusion up to multiple swirling cloud layers which gradually alpha away to blue sky horizon. The architecture around the focal point is just to accent the view upwards and make the players viewpoint vertical.
 Wonky Links
#6306 posted by sock [92.249.164.198] on 2009/11/25 13:03:06
Ooops I messed up one of the screenshot links, so here is the first two again, but correct links:
http://www.simonoc.com/images/desi...
http://www.simonoc.com/images/desi...
#6307 posted by Willem [24.199.192.130] on 2009/11/25 15:20:48
Stellar, awesome, kick ass! Go go go! Love that look and feel.
 Now That's Craft
#6308 posted by ijed [216.241.20.2] on 2009/11/25 15:57:50
 Sock
#6309 posted by JPL [82.234.167.238] on 2009/11/25 17:08:51
I really like this style: cartoon-ish but design advanced... it looks like a fan-art map :)
It reminds me a lot the Willem's White Room Q1SP... Good job :)
 I Want
#6310 posted by sock [92.249.164.198] on 2009/11/25 17:31:25
what willem drinks in the morning! Wow now that must be some serious coffeeeeeeeee! :)
Yeah it just a doodle map, nothing serious or playable, just playing with q3map2 tech. Seriously, why so few people post screenshots of what they are mapping? :(
 Because...
#6311 posted by JPL [82.234.167.238] on 2009/11/25 18:29:33
... either nobody is actually mapping, or current projects are not progressing as stucked in the limbs of Hell (my case) :P
 I Got 6000+ Brushes Of E2m1rq Done :)
#6312 posted by RickyT23 [82.3.83.224] on 2009/11/25 18:34:36
Might post a screenie or two as it gets towards completion.
As for ever getting to play it - well if enough people work on maps for the rest of the project it might actually get released before the apocalypse in 2012
 So We've Got A Deadline Then?
#6313 posted by ijed [216.241.20.2] on 2009/11/25 18:43:04
But yeah, will post some shots today.
 Forgot The Emoticon
#6314 posted by ijed [216.241.20.2] on 2009/11/25 18:44:13
 JPL - Heeeeelp Uuuuussss Pleeeeaaaseee!!!
#6315 posted by RickyT23 [82.3.83.224] on 2009/11/25 18:53:40
#6316 posted by necros [99.227.133.158] on 2009/11/25 20:11:51
Seriously, why so few people post screenshots of what they are mapping? :(
i have gotten into the mindset lately of not wanted to 'spoil' any of my maps by posting screenshots. i don't know if that's dumb or not though. :P
 Hmm
#6317 posted by nonentity [87.113.187.110] on 2009/11/25 20:13:38
Going back to the mapping process post, personally I work in an iterative way, so if something is close enough to detailed that I could post a shot then it's probably pretty near finished...
(Not that I ever finish a map)
 Screenies...
#6318 posted by Mike Woodham [86.177.191.207] on 2009/11/25 21:47:47
#6319 posted by necros [99.227.133.158] on 2009/11/25 22:06:42
holy fuckasaurus!
 Indeed!
#6320 posted by ijed [216.241.20.2] on 2009/11/25 22:15:52
 Some Multiplayer Stuff
#6321 posted by ijed [216.241.20.2] on 2009/11/25 22:53:04
 Awwwww...
#6322 posted by the silent [79.37.197.185] on 2009/11/25 22:55:25
..esome! And then some!
 So Many Awesome Screenshots
#6323 posted by Orl [76.98.214.54] on 2009/11/25 23:13:21
So little time!
#6324 posted by sock [92.249.164.198] on 2009/11/25 23:18:48
holy wowasaurus! Mike I did not think Q1 could look that good! Awesome cave stuff and the fog in some of those screenshots is gorgeous. Please post more! :D
ijed, very cool :)
I WANT MORE SCREENSHOTS .... NOW! :D
 Hmm
#6325 posted by nonentity [87.113.187.110] on 2009/11/25 23:47:30
Top right in your first shot is beautiful Mike. Love the bridge/underground cavern.
And good, novel theme in the 3rd shot ijed, that hole in the ground is very nice...
#6326 posted by necros [99.227.133.158] on 2009/11/26 00:14:17
mike:
as i said earlier, all those shots are great looking.
i'd suggest reworking that brick texture. it's 128x128 atm, consider modifying it to be 256x256 or even 512x512. just tile it at the larger size and play with the colour shading to add more variety so that it doesn't appear to obviously tiling on wide, open swathes of brushwork (ex: shot2, bottom-right quadrant)
also, epic bridges over lava with detailed terrain around the base = win.
ijed:
shot 1: ok, but really cramped. obviously, that's the point since it's a remake of dm4. i never liked that map in it's original form either. (e3m7 is also cramped like that) so can't really fault anything with the remake version. good on your texture alignment, btw. maybe work some vertical aligned brushwork into the uppermost areas? the horizontal striping is fine at the bottom where it's broken up with hallway openings and such, but it's undisturbed at the top which makes it look repetitive.
shot 2: plain, except for that undergrowth of leaves, which is nice. it's a dm map though, so i guess the lack of detail is sort of par for the course. it'd be great if you could work some trim into the edges of those bridges and some supports and stuff.
shot 3: easily the best of the three, very cool with the sweeping curved staircases and the details up at the top area. too often (in other's maps as well as my own) the top area at the sky is ignored in favour of plain walls or whatever.
it's a tad monolithic with those mini-domes in the far side of the room in that shot.
braziers are nice, are those brush or mesh models? either way, very cool. both the cracked hole and the wheel-type grate next to the gun are nice too.
 Mike
#6327 posted by ijed [190.20.101.234] on 2009/11/26 00:44:12
Maybe add a slight bit of red to the fog so it suggests the lava pools in areas where they're not. Not too realistic, but like there's brimstone in the air. Red brimstone.
Thanks for the comments :)
DM4: Like some supporting structures for the vertical elements? Will give it a try. The level I used to like alot playing on the N64, but it seems like a hated map for most. It's a bit bigger horizontally and a fair bit vertically.
DM7: Is very basic yeah. I was thinking to close off the ceiling and have lots of moss / vegetation hanging down. But I'll try adding some wooden beam supports as well as trim for the walkways. Had beams before in place of whats there now (used to be a void map) but having them as detail as opposed to structure sounds good.
CTF1: The hole is for a special prop I haven't rebuilt yet (2nd version of map). The level is called 'House of Rhogog'. The uppermost tier is for sniping with the Cauteriser since it doesn't allow the player to cross to the opposing side. The braziers are brush - I was thinking to get rid of them tbh - but yeah, theres other stuff to do and they're ok looking. The hole and grate both lead to the underground tier.
 More Time Now
#6328 posted by ijed [190.20.101.234] on 2009/11/26 02:14:49
DM7 is basically a version of the underground ruin from the film The Ruins. Not particularly well realised, so want to bring it more into line - thus closing off the ceiling but leaving a single skylight, also closing up the top floor a little, since our mantle movement allows players to steal the Quad up there too easily.
DM4 is basically as is since inception. Putting in some vertical supports is a decent idea - currently the ceilings are purely decorative whith what's there. And not particularly imaginative.
CTF1 is very much in progress. The reason I was saying about removing the braziers is that I was considering having the stairs in the bottom left and their facing set covered by another sticking our veranda from the top tier, with pillars replacing the braziers. Going to do that anyway, but leave the others in. Need more light sources elsewhere as well, so will keep them.
#6329 posted by metlslime [166.205.138.150] on 2009/11/26 08:35:37
I have gotten into the mindset lately of not wanted to 'spoil' any of my maps by posting screenshots. i don't know if that's dumb or not though. :P
I kind of feel this way. I'm trying to avoid releasing screenshots of all the cool areass of my maps, otherwise there may be no new cool areas for people to discover when playing.
 Hah!
#6330 posted by Shambler [86.25.221.52] on 2009/11/26 10:51:38
I didn't notice Mike's shots were 4 joined together, I was just looking at the top left ones thinking "meh, they look OKAY" ;). Very cool stuff indeed, surely that's quite a way along development.
Metl: that's the thing isn't it. When I was posting other people's shots I was very careful to not post the coolest scenes as, well, even in Quake they can be bloody impressive and an important aspect of enjoying the map. I tried to find areas that were typical and looked good, but not the best bits.
Also I think people are mapping pretty slow these days ;)
#6331 posted by Spirit [213.39.187.134] on 2009/11/26 15:30:27
That's what I try to do on Quaddicted too and I constantly get bad remarks about screenshots being bad (apart from problems with the brightness/gamma).
I too do not like getting spoiled. Be it a movie trailer where too many later scenes are shown and I am sitting there, thinking "that scene has not happened yet, so X cannot happen to Y" or - well - a Quake map.
#6332 posted by necros [99.227.133.158] on 2009/11/27 22:17:00
 Necros
#6333 posted by [Kona] [118.93.63.73] on 2009/11/27 22:42:33
hmmm steampunk with plain old medieval? not sure how that'll work. the outside brick textures look a little plain to me. using some better textures could spice things up. that's what i'd do anyway - there's way better brick textures than those ones, and the little metal trims aren't very noticeable. like the style and build quality though!
 Cool Stuff.
#6334 posted by Shambler [86.25.223.216] on 2009/11/27 23:02:55
Number 1 is ace.
 Oh
#6335 posted by necros [99.227.133.158] on 2009/11/27 23:12:39
first 2 are the same map, last shot is a different map, it's not all jumbled up together :P
i'm not totally happy with the main brick texture myself, but as that map has a lot of big structures, i needed something that wasn't too varied so it could tile without looking bad. i originally wanted to use the blocks10 texture from q3 (it's the beige blocks set in cyclopean style) but i felt the trim interacted better with distinct bricks better than haphazard blocks. also, the red stripe motif works better with the brighter white of the bricks than the tan colours of block10, although i guess i could have photoshopped block10 to be more white.
block10 and the orange floor tiles are still like my absolute favourite textures. :P
 Oooh
#6336 posted by Orl [76.98.214.54] on 2009/11/28 00:03:57
Those shots really look good, especially the first one. Keep it up :)
#6337 posted by Willem [24.163.61.78] on 2009/11/28 00:54:34
Wow, which texture set is the steampunk stuff? That looks great!
 Ok
#6338 posted by ijed [190.20.102.178] on 2009/11/28 01:57:59
I'll try to return the favour :0
Is that a brightly lit cave under the cliff face? What's in there? Is it an Ogre? I MUST KNOW!
The second shot, I'd make the pillar bases part of the second step - it does help with vis, but is almost more realistic, pillars are always on a supportive base as opposed to stairs or slopes. And a big cyclopian block reminds the player (who doesn't look up much) that there's something massive above them.
The third shot, maybe give the stairs a trim . . . not sure what I'd suggest there - the Kona slope I never really liked (sorry K) because of the change in movement when the player shifts left or right. On the other hand that curve will make things complicated for brushes. Maybe just cut the last 16 units and put a trim tex on there. Do the cogs move?
 Willem
#6339 posted by nitin [124.168.40.130] on 2009/11/28 03:10:39
thats a q1 wad of rorshach's (kevin johnston) HH3 q3 textures.
 Necros
#6340 posted by Tronyn [24.78.143.88] on 2009/11/28 03:46:36
Love the first shot - maybe even influenced by your experimenting with Far Cry? Christ you're taking Q1 to new (yet still, amazingly appropriate) limits that just illustrate the strength of the original art.
Mike Woodham:
hmm, This Onion was one of the best maps ever, and I assume this is the sequel, and it looks even more amazing.
ijed nothing needs to be said your project is crazily exciting.
Nice to see some mappers around with such high technical competence! I tend to just mash lots of shit together and expect Bengt's tools to iron it all out (see nsoe6), lol.
Great stuff in this thread recently anyway.
 Willem
#6341 posted by DaZ [80.41.185.119] on 2009/11/28 08:25:41
Its Clockwork Droid by Rorshach (spelling?) and its one of my all-time favourite texture sets!
he also did another ace set called Vendetta. I had a look around but couldn't find any links! :( I'm sure someone here can hook you up though.
#6342 posted by necros [99.227.133.158] on 2009/11/28 09:50:59
Do the cogs move?
of course! ^_^
The second shot, I'd make the pillar bases part of the second step
i like that :) the 'bigger at the top, thinner at the bottom' motif is something i'd like to explore.
on clockwork droid, they were incredibly difficult to find, and i'm sorry to say, i can't recall where i managed to download them. it might have been a backup of rorschach's site on archive.org? my memory is very hazy. i (obviously) still have them, so if anyone's looking for the set (unmodified), let me know and i'll put it up.
 Doesnt Rorshach Work At Epic Still
#6343 posted by nitin [210.84.11.177] on 2009/11/28 10:07:52
if so, willem could just talk to him :)
All his texture sets (not to mention skins) were lovely. His artwork was one of Unreal 2's biggest assets IMHO.
#6344 posted by Willem [24.163.61.78] on 2009/11/28 11:45:28
Yeah, he does, but I can't know to talk to him until I know who made the set. I'm not going to walk up to his desk every time I see a texture I like and ask him if it's his. :)
 Surely You Have A Internal Forum Or Something
#6345 posted by DaZ [80.41.185.119] on 2009/11/28 11:53:06
#6346 posted by Willem [24.163.61.78] on 2009/11/28 12:28:12
We also have email and instant messaging. The point is, I'm not going to bug him every time I see a texture I like on the internet.
#6347 posted by Willem [24.163.61.78] on 2009/11/28 12:28:51
That said, where might one download that texture set? I did a few Google searches but came up empty or with broken links...
#6348 posted by Spirit [213.39.203.102] on 2009/11/28 13:01:51
I find those rusty textures utterly ugly. They look like dirty bathroom without any clear structure.
kz1on1a looks nice though, I think it uses some of these textures too.
 Willem
#6349 posted by nitin [210.84.11.177] on 2009/11/29 00:16:55
he had hosting on polycount but thats down at the moment and I couldnt find a backup of the old PQ polycount site.
Which is why I was saying you might want to talk to him if you want to get them. I wasnt expecting you to be a psychic or anything :)
 Spirit
#6350 posted by nitin [210.84.11.177] on 2009/11/29 00:17:47
not sure how they look in q1 but every map Ive seen them used in for q3 or UT looked fabulous.
 Rorshach Textures
#6351 posted by Argh! [76.194.81.233] on 2009/11/29 06:00:30
Drive-by help...
http://web.archive.org/web/2004062...
Most preview pics work. FilePlanet Download links should work if you remove the "http://web.archive.org/web/ 20040625224312/" bit.
 Hadnt Seen Some Of The "newer" Ones
#6352 posted by nitin [210.84.11.177] on 2009/11/29 09:35:22
some of those would make terrific themes, ivory and temple for example.
 ?
#6353 posted by necros [99.227.133.158] on 2009/11/29 10:03:15
can anyone actually download the files off fileplanet? when the fileplanet link loads up, i just get an up area with an ad where the links to the files normally show up on a fileplanet download.
the ivory set looks particularly badass
 Rorshach
#6354 posted by Bal [81.249.15.25] on 2009/11/29 11:11:20
He still posts on Polycount (Under his real name, Kevin Johnstone) if anyone wants to get in touch with him and ask through there.
#6355 posted by Willem [24.163.61.78] on 2009/11/29 12:17:01
I shot Kevin an email about those textures. Hopefully he'll reply with either a good download link or a ZIP file. We'll see!
#6356 posted by Willem [24.199.192.130] on 2009/11/30 19:06:40
Kevin brought in a USB drive of the Quake stuff that he could find and said I could host it on Quaketastic so ...
http://www.quaketastic.com/cgi-bin...
That's everything he gave me! Not sure what format anything is in but there you go...
 Shweet
#6357 posted by meTch [72.10.122.69] on 2009/11/30 19:14:30
#6358 posted by Spirit [213.39.158.147] on 2009/11/30 19:28:50
Now, whoever converts those to Quake 1, PLEASE keep track of how you rename the files. That would make it possible to later use symlinks/hardlinks for easy high quality replacement texture usage.
 Wow
#6359 posted by necros [99.227.133.158] on 2009/11/30 19:31:20
that guy's awesome!
and thanks for doing this, willem :)
 Convert
#6360 posted by meTch [64.148.30.24] on 2009/12/01 01:45:23
vendetta, me wants
 My Start Map
#6361 posted by meTch [64.148.30.24] on 2009/12/01 04:23:15
http://fc00.deviantart.net/fs50/f/...
don't you just love dark squares and rectangles
#6362 posted by [Kona] [118.93.63.73] on 2009/12/01 11:57:02
bit crap meTch :|
#6363 posted by [Kona] [118.93.63.73] on 2009/12/01 12:01:03
Looking forward to what's next on my list for 2004 games I missed... Farcry, Medal of Honor 2, Painkiller, Chronicles of Riddick, Halflife2. Might play Riddick next I think... high expectations on this one :)
#6364 posted by [Kona] [118.93.63.73] on 2009/12/01 12:01:22
slutbag, wrong thread
 I Know
#6365 posted by meTch [72.10.122.69] on 2009/12/01 19:32:50
its like the third map ive ever made :)
#6366 posted by necros [99.227.133.158] on 2009/12/01 19:35:18
riddick is a lot of fun to play, if only because the character is so much fun. but there's a combination of action and stealth and sometimes the stealth is nearly mandatory (and sometimes action is) so keep that in mind.
 MeTch
#6367 posted by Drew [70.49.68.145] on 2009/12/02 03:26:02
whatever - looks aren't everything (again, ask Negke), as long as the it's fun!
 Laz0r Beam
#6368 posted by sock [92.249.164.198] on 2009/12/06 02:44:09
#6369 posted by meTch [64.148.25.177] on 2009/12/06 03:31:57
omg i wanna bang that map
 Interesting Question
#6370 posted by Zwiffle [97.87.57.94] on 2009/12/06 06:05:10
If you could fornicate with one map for the rest of your life, what map would it be?
 Nice Colors
#6371 posted by nitin [124.168.71.155] on 2009/12/06 09:18:08
#6372 posted by Willem [24.163.61.78] on 2009/12/06 12:06:35
Love that look, sock.
One criticism though ... I think the ceiling in that second shot is a little busy. I like the tile on the floor but not so much on the ceiling. I think that would look better with something flatter.
 Nah
#6373 posted by ijed [190.20.108.64] on 2009/12/06 14:39:02
Better question:
If you were stuck on an island with no internet connection, what would be the three maps you'd want on on your hard-drive?
 Easy
#6374 posted by Vigil [89.27.18.174] on 2009/12/06 14:44:06
WorldCraft 3.3, Qonverge and aguirre's tools.
 Hm
#6375 posted by ijed [190.20.77.69] on 2009/12/06 14:54:51
I assumed you'd have the editors . . .
#6376 posted by onetruepurple [89.75.203.25] on 2009/12/06 15:35:45
If you were stuck on an island with no internet connection, what would be the three maps you'd want on on your hard-drive?
warpc
czg03
k1m10
#6377 posted by meTch [64.148.25.177] on 2009/12/06 16:30:11
gearpr0n.bsp
#6378 posted by ijed [190.20.77.69] on 2009/12/06 16:48:31
Terra - Shotgun Experiment 2
Castle of Koohoo
The temple level from Zerstorer
 :P
#6379 posted by JPL [82.234.167.238] on 2009/12/06 17:09:12
some good DM maps and a frined of mine in order to play 1o1... better than plating SP I guess :)
#6380 posted by Text_Fish [94.169.113.195] on 2009/12/06 18:12:43
Masque of the Red Death
Day of the Lords
Antediluvian
 Random Shot
#6381 posted by Jago [84.249.95.211] on 2009/12/07 02:56:45
 And Layout Overview:
#6382 posted by Jago [84.249.95.211] on 2009/12/07 03:00:17
here: http://jago.pp.fi/images/wip/ut3te...
So yes it's more than 2 rooms Zwiffle!
#6383 posted by Zwiffle [97.87.57.94] on 2009/12/07 03:29:15
Looks like 2 rooms to me. -_-;;
 Hmmm.
#6384 posted by Shambler [86.25.222.9] on 2009/12/07 21:42:19
Two big, complicated, interlinked rooms, tho.
 Mmmmmm
#6385 posted by Kaz [12.76.211.196] on 2009/12/11 08:05:57
 Kaz
#6386 posted by JPL [213.30.181.94] on 2009/12/11 08:16:50
Looks really interesting... maybe too grey-ish... though...
Add pipes and crates, and here is a Quake map ;)
 Nice!
#6387 posted by DaZ [80.41.136.196] on 2009/12/11 09:33:44
Another map that reminds me of Unreal! Like the look of this one.
JPL has a point, it is looking very clean and not very "lived-in" at the moment, if its a Dm map then thats fine but if its Sp, then perhaps work on it a little.
 Nice
#6388 posted by ijed [216.241.20.2] on 2009/12/11 12:48:35
But uniform in terms of colour - maybe some trims thrown in as suggested.
For some reason I was thinking PCB inside the stonework. Wouldn't work with the specular effect I'm thinking of though.
 OMG Beta Time!
#6389 posted by sock [78.131.32.151] on 2009/12/11 12:53:02
This is funny, I actually have screenshots and a beta at the same time!?! :P The map is for a mapping contest, closing date tomorrow. So if you spot any cosmetic/item changes please let me know.
Web: http://www.simonoc.com/pages/desig...
Screenshot: http://www.simonoc.com/images/desi...
Layout: http://www.simonoc.com/images/desi...
Kaz, very nice level, it is coming along really well with the industrial look but I think the lighting needs more colour and contrast. If you any white point lights, replace them with something coloured (even a mild white if nothin else) You also need a strong coloured light source somewhere in the map, either from above, a window or a certain large spotlight.
Are you compiling with any dirty q3map2 settings? you should at least try low values first and start tuning lightmapscale for your shadows.
 Sock, You Rock (tm)
#6390 posted by Vondur [89.175.96.234] on 2009/12/11 16:49:51
 Sock
#6391 posted by Spirit [80.171.7.54] on 2009/12/11 17:13:27
That is not the map I am looking for. :(
Yay anyways! Gonna try it.
#6392 posted by necros [99.227.133.158] on 2009/12/11 21:41:50
i'll take a run around this and i'll take a finished version of that other map as payment. ^_^
 Re: Kaz
#6393 posted by necros [99.227.133.158] on 2009/12/11 21:57:07
very dark and dull. passing your shots through photoshop and playing with levels, i was able to bring out some colours and actually see what was in those shots.
that said, shot 2 is very nice. i like that it implies there's more to the map than just the area you're in. also, off-axis arches are always cool. i think a bit more texture variation is called for, though. it's got a bit of a q1metal vibe because of the focus on small spot lamps and the one texture with the lines. (which i really like). i think if you aggressively use the lined texture to cut through in different ways, it could add a lot.
 Re: Sock
#6394 posted by necros [99.227.133.158] on 2009/12/11 21:58:29
took a quick look around. there's a bug in the map when played in ioquake3 1.36. the texture on the wall behind a box of grenades on the first level (roughly the area you spawn in when using /devmap). the wall shows up as just solid colour, but looks fine in normal quake3. dunno if that matters or not.
 Sock
#6395 posted by Jago [194.86.38.38] on 2009/12/12 13:27:17
I ended up browsing your site and noticed that among the list of you design work, you list the Train level from Crysis Warhead. How much of it was your own personal touch and how many people in total worked on it?
I am asking because I played through Warhead only recently, about 2-3 months ago and found Train to be the best looking FPS level ever made, for any game, by far :P
 More
#6396 posted by Kaz [12.76.211.160] on 2009/12/13 08:07:26
 Definitely...
#6397 posted by JPL [82.234.167.238] on 2009/12/13 09:10:23
... a great improvement :)
 Kaz
#6398 posted by nitin [124.168.48.170] on 2009/12/13 12:31:21
definite improvement. btw, have you got Anistropic Filtering off? textures look very blurry.
 Jago
#6399 posted by sock [78.131.32.151] on 2009/12/13 17:17:27
I worked on Train at the end of the project, about 3-4 weeks. I was responsible for the main train scripting system and the first action bubble (first valley and station). I did write up a page on my website talking about all the things I did with the map. I was mostly involved in the AI combat (pacing) systems and the main train script, it took forever to test it correctly.
I thought the map was cool because it took a traditional game element (rail shooter) and turned it into a sandbox element. (Player freedom) Unfortunately people either loved or hated the level and that was often linked to how they play games. People often expect something to be the same in every game and when it is different, they sadly (for them) forget to try new ways to play. Some reviews and community comments did not even realise you could get off the train and play the level at your own pace, oh well. :/
My postmortem review:
http://www.simonoc.com/pages/desig...
I even put an easter egg in the first valley across the lake behind the tree's. It was sort of my signature for which levels I worked on.
 Introducing Myself
#6400 posted by Mic H3y [151.66.162.26] on 2009/12/16 01:05:05
Hi evrybdy !
I'm Mic , italian quake player & mapper..
I've been working hard for months and soon i'll show you my first levels (mostly single player.. eheh)
But can you tell me if "Quark" editor is better than "Worldcraft" and why?
Is it true "Quark" lets you modify everything (models, skins, sounds, weapons..) ??
Pleaz letme know : )
#6401 posted by necros [99.227.133.158] on 2009/12/16 01:40:00
not really the right thread for this, mapping help would be more applicable since you're asking for, well, mapping help. :P
anyway, which editor is better is widely disputed. it comes down to what you like, and it's up to you to try them all out and see.
quark is a good all purpose tool because, yes, it has the capability to modify almost everything. worldcraft and radiant (qeradiant and gtkradiant) are only for mapping. i feel those two have superior mapping capabilities than quark does.
 Hi Mic!
#6402 posted by RickyT23 [86.23.53.24] on 2009/12/16 04:13:19
Necros is right - apparently QuArK is not so good for mapping.
I use Worldcraft for mapping :)
Basically Worldcraft wins in my personal opinion because it has a very good texture lock feature, allowing you to rotate multiple brushes (although you really have to set it to "default to 15 degree rotations"). This makes level creation quite a bit faster.
I have never really managed to try Radiant, but apparently it is also very good.
Which editor have you been using?
Also are you planning on getting your maps tested? If so I would be happy to oblige!
Also: - Screenshot please :)
#6403 posted by Spirit [213.39.223.210] on 2009/12/16 08:59:04
QuArK can rotate anything just fine without screwing up the textures. You will just end up in floating point hell. It is a fantastic mapping tool if it wasn't for its quirks that sometimes screw up your map.
 Editors
#6404 posted by Mike Woodham [86.179.29.195] on 2009/12/17 21:11:00
 I'll Be Making The Bay Door Taller
#6405 posted by Kaz [12.76.211.166] on 2009/12/19 07:39:42
 Library Card Expired!
#6406 posted by sock [78.131.32.151] on 2009/12/25 22:15:08
In between the food and drink festive excess I have had some time to do some detailing on this old familiar area, which I have featured in many screenshots. (Sort of a benchmark progress screenshot) Getting close to the end of this map, I am hoping to finish it for the beginning of the new year!
http://www.simonoc.com/images/desi...
http://www.simonoc.com/images/desi...
 Better Renew It Then
#6407 posted by necros [99.227.133.158] on 2009/12/25 22:17:50
I am hoping to finish it for the beginning of the new year!
^_^
 1st Shot
#6408 posted by nitin [124.168.86.5] on 2009/12/26 05:13:57
detailing is fab
 That's Looking Great!
#6409 posted by pjw [75.128.249.127] on 2009/12/26 20:19:00
Love the little skull on the ledge outside.
If you want any more testing, feel free to shoot me a link to the latest. I'm being a lazy bastard until the new year and faffing about doing nothing much.
*raises beer*
 Crazy Idea In My HeadTM
#6410 posted by sock [78.131.32.151] on 2009/12/27 14:27:51
Ok this was a stupid idea (from a technical point of view), but it was something I thought would be cool (in my headTM) so I decided to try it out. I wanted to have the Guardian portal show where you are going, so I created a special model of the outside of the castle and then pointed the portal at it. After a lot of work trying to make it look good and match it all up to the insides of the building I finally got it working.
OMG it is freakin awesome, the screenshots do the whole effect no justice. As you walk up to the portal it fades into view, a closeup of the outside of the castle and then the camera pans outwards as you get closer to the portal. You can slightly turn the camera left and right by moving left and right and get the whole depth thing of the model. Plus the electric shader effect on the transformer in the first room you can see working correctly through the front window. Need to add some more moving fog/mist layers around the bottom and across the front and it should be complete.
Walking up towards the portal as it fades into view
http://www.simonoc.com/images/desi...
The final view when you are next to the portal
http://www.simonoc.com/images/desi...
 Oh Wow
#6411 posted by grahf [76.104.21.196] on 2009/12/27 23:12:33
A framerate killer for sure, but who cares when it looks that cool.
Sock, I'm perpetually in awe of your mapping skills.
 Framerate Killer?
#6412 posted by Jago [84.249.95.211] on 2009/12/27 23:29:06
In the days of 3 Ghz dualcores and i5/i7 CPUs? I don't think so.
 Dirty Windows
#6413 posted by sock [78.131.32.151] on 2009/12/27 23:51:45
Here is a an update to the close up of the portal. I have added some dirt and a glass bubble effect to the outer edge of the portal window.
http://www.simonoc.com/images/desi...
The frame rate drops from 125 to 80 on my laptop when I have the portal in full screen view (1600x1200 res) on a 2Ghz IBM laptop. The outside model is only 3K polys and the room has no combat or AI. It is certainly much better visually than a static screenshot for the portal background and it does look awesome when in motion.
 Hm
#6414 posted by ijed [190.20.100.120] on 2009/12/28 00:54:34
Reminds me of Serious Sam.
Looking forward to the map.
 Sock
#6415 posted by nitin [124.168.1.70] on 2009/12/28 01:08:00
great idea and go for it, its not a playable dm map anyway right, so framerate drop in sp puzzle mode is not a big deal.
 Le Sigh
#6416 posted by grahf [76.104.21.196] on 2009/12/28 04:42:36
Well that is a noticeable fps drop, but my point was that it doesn't matter if the map is not-action oriented. Actually I misunderstood about it being just a model, and not the whole map seen from the outside.
Jago, not everybody has uber-computers, especially people who play 9-13 year old games.
 Dead Map Zone
#6417 posted by sock [78.131.32.151] on 2009/12/28 15:19:01
It is very unlikely my map will work on hardware that is 5+ yrs old. Even if the screen resolution is lowered, all of the textures have been doubled in size and this will strain most old video cards with slowdowns as the textures are swapped in and out of video memory.
There is no bot/dm style gameplay just exloring and button mashing puzzles which should help a little bit with frame rate issues. Most of the rooms are 20k polys with plenty of multi-layer shaders around and a couple of areas even spike as high as 30K polys. This map was designed to have lots of detail with stuff to look at and explore.
The people who could run this map (have good enough hardware) are no longer play Q3 (moved on to better things) and the people left playing Q3 have old machines so this map is really in a dead zone. Coupled with the fact that the 'gameplay' is puzzle based, I fully understand that this map will only played by me and 3 other people (the beta testers).
 Don't Worry About It Man
#6418 posted by grahf [76.104.21.196] on 2009/12/28 19:12:36
I just need to upgrade one of these days...
 Fuck That
#6419 posted by ijed [190.20.107.23] on 2009/12/29 04:59:59
I'll play it.
 Ahem
#6420 posted by ijed [190.20.107.23] on 2009/12/29 05:01:22
So 4 then . . .
Even if it's only played by a handful of people the thought and time you've put into it makes you a better mapper - it's not wasted.
Otherwise nobody here would bother.
 5...
#6421 posted by generic [67.233.153.23] on 2009/12/29 14:41:20
And counting. I re-installed Q3 to have a take at that map :)
#6422 posted by Orl [76.98.214.54] on 2009/12/29 15:23:51
I'm definitely reinstalling Quake 3 for this map. It just looks absolutely awesome. :)
 Um...
#6423 posted by pjw [75.128.249.127] on 2009/12/29 17:24:58
The people who could run this map (have good enough hardware) are no longer play Q3 (moved on to better things) and the people left playing Q3 have old machines so this map is really in a dead zone.
Bullshit. :)
I'm actually toying with the idea of starting a new Q3 map (came up with an odd idea for a very different tourney map layout), and I certainly play newer games.
Q3 is one of those games people will keep playing and/or return to for quite a while yet...
#6424 posted by quakis [95.148.245.255] on 2009/12/29 20:41:27
I'd reinstall Q3 just to play the map as well.
 I'll Play It
#6425 posted by Tronyn [70.76.34.81] on 2009/12/30 05:41:03
heck I'll even review it for Quaddicted if Spirit's down for it, or for somewhere else if not. It looks awesome. Plus I still have Q3 though I haven't played since forever.
#6426 posted by necros [99.227.133.158] on 2009/12/30 08:01:25
 Hmm
#6427 posted by nonentity [89.168.15.159] on 2009/12/30 10:48:03
Probably not tbh. Method is working on Rage over at iD these days, doubt he has much in the way of spare time/energy for level design outside of work.
 Thanks For The Support
#6428 posted by sock [78.131.32.151] on 2009/12/30 11:00:57
Well I am certainly looking forward to hearing what people think of this map. I have a ton of stuff to talk about on this map, so the web pages should be full of plenty of development details.
I am nearly finished with the last bits and pieces, just got to do a final detail pass on certain areas and sprinkle some small rock around the place.
http://www.simonoc.com/images/desi...
http://www.simonoc.com/images/desi...
 Sock
#6429 posted by JPL [213.30.181.94] on 2009/12/30 12:39:40
Really nice !
#6430 posted by quakis [95.148.245.125] on 2009/12/30 13:23:03
I have a ton of stuff to talk about on this map, so the web pages should be full of plenty of development details.
I'm personally looking forward to seeing that. :D
#6431 posted by necros [99.227.133.158] on 2009/12/30 20:47:04
it's a shame. those three shots really had a fully developed style that could have been carried on for a full map.
also, sock, if you don't know i want to play edge of forever yet, i don't know what to tell you. ;)
#6432 posted by necros [99.227.133.158] on 2010/01/02 09:02:29
is there any interest to beta test a d3sp minimod?
i only ask because it plays a lot more like quake than d3 but there probably aren't a lot who have d3 installed.
 After January 7th...
#6433 posted by the silent [79.27.12.73] on 2010/01/02 10:08:30
...I'd be up for it. I was planning on reinstalling D3... Drop me a line if you want.
 Necros
#6434 posted by Jago [84.249.95.211] on 2010/01/02 16:13:36
Sure.
#6435 posted by Zwiffle [70.92.141.255] on 2010/01/02 22:32:49
I will but I get home tomorrow and have other things to do, not sure where testing would prioritize itself just yet though.
 Sorry
#6436 posted by ijed [190.20.117.39] on 2010/01/03 03:12:56
Reinstalled the other day, but testing'd just have to go on my todo list, so probably no help to a speedy release.
#6437 posted by necros [99.227.133.158] on 2010/01/03 03:37:21
Jago: thanks, i'll send you an email. :)
the_silent: depending on how many changes need to be made, it may work out well that you can't play until later. ;)
 Cave Rubble
#6438 posted by sock [78.131.32.151] on 2010/01/03 06:25:55
Been experimenting with floor debris the last couple of days and it seems that 5 sided small rocks seem to produce the best results for variety. I initially created a set of 6 different shapes, then a couple of small groups (different shapes, sizes, orientations) and finally sprinkled the groups around the blend edges not the cave walls. Saving the cave wall edge for larger rocks works better. I also used a lower phong value (60) and it really does bring out the cave wall edges better.
http://www.simonoc.com/images/desi...
@necros, I have D3 installed if you want some help testing stuff, but I won't be able to help till after Jan 12th. Got a city trip planned for next week.
 Best Q3 Rock Floor
#6439 posted by nitin [210.84.12.6] on 2010/01/03 07:07:36
to date.
#6440 posted by necros [99.227.133.158] on 2010/01/03 07:12:18
yeah, all your textures look fantastic. :)
 Safe3 Beta
#6441 posted by ziffon [62.247.128.164] on 2010/01/03 12:04:52
Safe3 is now ready for some beta testing if you are interested. It's a small sized Quake 1 DM level suitable for 2 - 4 players. You can send feedback to fikabord -at- gmail dot com. Feel free to comment on anything :)
Download bsp here
safe3beta.zip
Screenshots this way
safe3beta1.jpg
safe3beta2.jpg
safe3beta3.jpg
safe3beta4.jpg
Enjoy!
 Random Thoughts
#6442 posted by negke [88.70.63.54] on 2010/01/03 12:44:05
Layout seems ok, if not a little too tight. Dunno about item placement as I haven't played it, just noclipped through.
The map could use more detail. It uses almost exclusively one single wall texture. Try to break it up by adding some more wall panels like that machine bit in one spot (needs to be properly clipped through). The ceilings could use some variation too, for example by indenting the lights like you did in some cases and adding some trim around them. The floor edges would also look better with trim.
There's a 16-unit edge near the SSG that blocks movement unncessarily.
Don't forget to add one or two intermission entities.
 My £2.00
#6443 posted by Shambler [86.25.221.231] on 2010/01/03 13:14:57
Similar to neg's really, didn't playtest but ran around:
Build quality is good, style is coherent and consistent, main atrium and LG/water room are both nice features, ceiling pipes are good details, main rooms are spacious enough, Quad is well placed.
Things to improve:
1. Connecting corridors are a bit too corridory, can imagine some rapey kills going on in there, plus visually boring. Try to open them out a bit more.
2. A bit more water would be nice. Try adding a bit in the main atrium plus some puddles beneath pipes to give visual interest plus sound clues.
3. Texturing is too samey! Adding some different but harmonious textures in would look better AND give players useful visual clues as to which bit of corridor they are in.
4. Need to add some trim onto the edges of things, at the moment the floor tiles just disappear into nothing, it doesn't look right.
5. Try to think more in "what looks like a realistic impression of a fantasy place" rather than thinking just about "textures".
Basically a good start that could be a great map with some visual etc tweaking. Work with the theme and try to enhance it.
 I Like The Damp Stains On The Walls
#6444 posted by RickyT23 [86.27.58.193] on 2010/01/03 17:22:38
Very nicetouch!:)
 Some Ideas:
#6445 posted by metlslime [98.248.107.212] on 2010/01/03 23:30:32
Just did a walk through so these are all about visuals:
- on 45-degree walls, set the horizontal stretch to about 0.7 to get the texture to appear normal (right now those blue lights don't look square on certain walls because of this)
- put a second light source inside each of the sunken 64x64 ceiling lights, to brighten them even more without brightening the rest of the ceiling
- downward or upward-pointing spotlights on walls can help add pop to your lighting and add variety (if only used in some places)
- good use of trim at the water's edge, try doing more of that elsewhere.
- also mostly agree with others' suggestions.
 Necros
#6446 posted by megaman [94.221.118.121] on 2010/01/05 23:04:32
yay, would love to see some interesting d3 mod.
 Progress
#6447 posted by ziffon [62.247.128.164] on 2010/01/06 17:00:23
Thanks to everyone who took time and gave feedback. It helps a lot. I agree with pretty much everything you have mentioned. However, I'm not sure about the trim stuff. I've added trim to ceiling lights but it's going to be a pain to added to those curved areas. I might take a look at that later :)
Stuff that I have done:
- Opened up areas to improve visuals and gameplay.
- Added more pipes and other details to make areas look more interesting and diverted.
- Added decals to the textures.
- Added trim to ceiling lights.
- Exchanged place on MH and GL.
Todo:
- Add more details to improve visual quality.
- Continue to add trim to ceiling lights.
- Add some more decals to textures.
- Add "sky" being teleporters.
- Tweaking lighting.
Will try to have the next beta ready by Saturday. I also finally had a chance to play it and I think it plays really well. But I might not be the right person to ask ;)
Thanks again!!
 Ziffon: Woah, Surprise Return From Nowhere!
#6448 posted by bear [94.255.220.245] on 2010/01/06 17:13:18
What are you up to these days? Still doing the same thing as after your short sbz session? Weren't you doing some hobby shmup btw?
/Björn
 Bear!!
#6449 posted by ziffon [62.247.128.164] on 2010/01/06 17:26:19
weLl, hello to you to sir :) Nice to meet you again mate. What are you doing these days? Not sure when we spoke the last time, but I'm still at the same place I've been the last 7 years :) Are you doing any levels?
Shump?
Feels really old....
#6450 posted by ziffon [62.247.128.164] on 2010/01/06 17:27:44
ops missed a "/" before "Feels..."
I should really use the preview function..
 Schmup:
#6451 posted by bear [83.233.163.21] on 2010/01/07 04:47:45
http://en.wikipedia.org/wiki/Shoot...
I haven't really done any levels in a long time. About to start my last art school term.
 Ok :)
#6452 posted by ziffon [62.247.128.164] on 2010/01/07 10:40:23
yeah, well I did a GBA demo with a friend.
Sounds cool, do you have a portfolio? Would be interesting to see your stuff :)
 Safe3 Beta 2
#6453 posted by ziffon [62.247.128.164] on 2010/01/09 15:28:36
Just finished Beta 2 of Safe 3. Need some more playtesting before moving on and feedback on visuals would be awesome ;) Don't really know where to go from here.
Some screenshots here
safe3beta2b.jpg
safe3beta2a.jpg
safe3beta2c.jpg
And the BSP can be found here
safe3beta2.zip
#6454 posted by [120.155.156.144] on 2010/01/10 02:16:26
Please align textures :( And some variety would be nice too.
#6455 posted by Berri [120.155.156.144] on 2010/01/10 02:16:42
Please align textures :( And some variety would be nice too.
#6456 posted by necros [99.227.133.158] on 2010/01/10 09:23:08
http://necros.quaddicted.com/temp/...
this started from the rapid map development thread. finished with layout and gameplay, now doing many many detail passes.
 Sweet! :D
#6457 posted by RickyT23 [86.27.86.36] on 2010/01/10 10:08:07
 Team Quakeness 2?
#6458 posted by Spirit [80.171.29.243] on 2010/01/10 10:10:20
 Rebuilding...
#6459 posted by ziffon [62.247.128.164] on 2010/01/11 13:24:11
okej, decided to rework safe3 from scratch. Reasons being gameplay isn't as good as it could be and I'm not sure were to go from here visually. I'll keep the same texture theme and the main cylinder atrium, but I'll be adding some other textures and reworking the architecture a bit to give some more possibilites. Should be fairly quick to get something up and running soon.
I would also like to ask if someone is interested in reviewing more work in progress builds. Posting a beta on the forum requires you to have something which is close to being complete (I assume) and I'd like to bounce a few ideas early. Would be great to be able to send the maps straight to your inbox. Thoughts? Anyone interested?
cheers
 Well
#6460 posted by ijed [216.241.20.2] on 2010/01/11 13:46:55
You can just post screenshots and you'll generally get a few comments.
Of the three posted above the first one could do with the textures being aligned as an anon commented - so the steps match up with the texture trim on the wall.
Just a visual anomaly though - the rest of it looks great. Maybe some of the classic Q2 metal textures thrown in would look good.
Can't really manage any testing at the moment for proper gameplay feedback, just not enough time.
 Odd Shaped Bookcases
#6461 posted by sock [78.131.32.151] on 2010/01/15 12:28:43
#6462 posted by gb [89.27.207.10] on 2010/01/16 14:05:46
Sock, how many sides does the cable have?
nice bookshelves, too :)
 Cables
#6463 posted by sock [78.131.32.151] on 2010/01/17 11:44:10
@gb, the cable is a patch, the thickness scales up and down depending on the distance you are from it. The bookshelf was an idea for filling the wall space, I thought it worked out really well.
#6464 posted by [81.84.214.181] on 2010/01/17 22:11:48
Ziffon dont make areas like this shoot
http://www.quaketastic.com/upload/...
cuts the bunny jumping!
#6465 posted by Text_Fish [94.169.113.195] on 2010/01/18 09:59:31
Looks to me like that's the idea! Slow down access to a powerful weapon and all that.
#6466 posted by ziffon [62.247.128.164] on 2010/01/19 17:03:01
okej :) it wasnt intentional to break the bunny jump. Great feedback as well. I can promisse it will be gone in the next version ;)
Thx
 Stars And Moons
#6467 posted by sock [78.131.32.151] on 2010/01/22 21:35:29
#6468 posted by Zwiffle [66.170.5.18] on 2010/01/22 21:50:08
:O
Nice!
 Sock
#6469 posted by JPL [82.234.167.238] on 2010/01/22 22:01:34
wow... impressive....
 Hehe
#6470 posted by DaZ [89.242.215.130] on 2010/01/22 22:52:40
The shape of the room reminds me of the bridge of an imperial star destroyer.
Or im slowly going fruitbat insane!
#6471 posted by negke [88.70.52.138] on 2010/01/22 23:41:59
Another one of those prefabs...
#6472 posted by necros [99.227.104.215] on 2010/01/23 02:29:06
that... is cool! please tell me it rotates? ^_^;
 Feedback
#6473 posted by sock [78.131.32.151] on 2010/01/23 10:52:40
@Daz, yes you are going fruitbat insane! it is meant to be an astronomy room based at the highest point of the map.
@negke, what prefabs? I made it myself, it is not from any other source.
@necros, it does not rotate because Q3 draws all rotating objects regardless of location in the map.
 Yes
#6474 posted by negke [88.70.233.56] on 2010/01/23 10:58:11
but not according to that art forum....
#6475 posted by Spirit [213.39.204.67] on 2010/01/23 12:00:01
I think lighting could make it stand out much better. Currently it does not look as impressive as it is (to me).
 Hehe
#6476 posted by DaZ [84.13.186.230] on 2010/01/23 12:10:25
In my defence...
Strip out the astronomy spinny thing(tm) and then compare to http://www.virulent.de/FLO/roster/...
:D
Looks great though, Ive been holding off deleting quake 3 so I can have a roam around in this map when its done.
#6477 posted by sock [78.131.32.151] on 2010/01/23 12:26:34
@negke, oh that place! don't worry I will be going back there with my new screenshots when I have finished my map and I am sure they will react exactly the same way again. :)
@Spirit, yep the lighting is the worst part of mapping for q3 and probably the most annoying thing about this map to me. Some people say it is too bright, too dark or too flat and it is impossible to get it right for everyone. Most of the issues with lighting is simply how everyone has their monitor set up and what type. I must of spent hours (probably days) tweaking the lighting and compiler options based on various feedback and I am still not 100% happy with it!
This room is suppose to be very bright, at least 75% of the walls are glass and the chance of high contrasting shadows is slim to none. I call this room the bird's nest and it certainly makes more sense when you can walk around it and see the whole view.
@Daz, yeah the design could be many things really, the inside of the top of a lighthouse, the top of a ship control center, the excessive glass is for viewing purposes. I am glad to hear you are keeping Q3 for a little longer to give this map a look. :)
 Im Hoping
#6478 posted by nitin [210.84.35.135] on 2010/01/23 14:33:14
I fix my comp before this is out. which gives me what, 1 or 2 years sock??
 Soonly
#6479 posted by sock [78.131.32.151] on 2010/01/23 14:57:37
@nitin, I have got a few things to polish (VO, clipping and more details) and that is it, no more, it is finished. I will send a link to some friends this weekend for testing and it should be ready in 1-2 weeks time. (if no major bugsTM)
 Sock
#6480 posted by megaman [188.109.34.99] on 2010/01/23 15:58:49
re q3w, I'd advise against a minimod or config fiddling. It would only annoy us, probably.
 Megaman
#6481 posted by sock [78.131.32.151] on 2010/01/23 18:57:30
Rest assure the map will work 100% with Vanilla Q3 and will not be shipped with any mod. One of the original guidelines I had was the map had to take the original Q3 and push it to its limits. If I had made a MOD, most of the impressive factor would be gone. A strange challenge
I admit limiting my work by the engine is unusual, but I wanted to see how much wow factor I could squeeze into the map just using the default settings. It may seem 'cheesey' wanting a wow factor but this is the impression I want the player to get when they enter this map.
The config idea I talking about at Q3W is a simple command line batch file which switches off most of the useless HUD stuff so the player gets the full screen view and lets the immersive sound effects work better. I spent a very long time trying to compliment the environment with sound and it seems a shame to have the dated Q3 HUD spoil it all.
#6482 posted by necros [99.227.133.158] on 2010/01/24 01:12:23
switching the hud off is a good idea. it's cartoony and designed to stand out which isn't a good thing for this type of map.
man, i really want to play this. ^_^
 Hmm
#6483 posted by nonentity [89.168.16.137] on 2010/01/25 20:16:44
I wanted to see how much wow factor I could squeeze into the map
Already pointed this out... ;p
 Unreal Stuffs
#6484 posted by Blitz [98.232.102.255] on 2010/02/04 07:10:02
Messing around in UT3, shaking the rust off my UnrealED skillz ;)
http://i45.tinypic.com/2v1ndqo.jpg
#6485 posted by Willem [24.199.192.130] on 2010/02/04 15:28:50
That's cool! The fire is a little "video gamey" but the lighting and the fog look great!
#6486 posted by Zwiffle [66.170.5.18] on 2010/02/04 16:51:22
Not enough crates/pipes.
 Blitz
#6487 posted by starbuck [212.159.117.218] on 2010/02/04 19:32:55
looks very nice! Did you model the rocks yourself?
#6488 posted by Blitz [98.232.102.255] on 2010/02/04 23:13:07
Willem: Thanks! Yeah it's been hard to find good fire so far...
Starbuck: Those are are stock UT3 rocks.
It is really nice working with an engine where you can make nice looking scenes with just a couple of hours of work :) I know it's usually blasphemy to post such stuff here but eh...
 Fuck That
#6489 posted by ijed [190.20.115.118] on 2010/02/05 03:15:05
It looks good.
For here you just need to do the same in Q1.
 Blitz
#6490 posted by starbuck [212.159.117.218] on 2010/02/06 18:30:46
Those sort of scenes are very welcome to me at least. You've done better with the stock models than I have - I probably don't recognise those rocks because I've been using the limited assets from UDK.
I got a copy of UT3 with a huge Unreal Technology textbook I bought, though. Might install that just to look at all the eyecandy.
On the topic of showing things we haven't spent much time on...
Here's my first attempt making materials in UT3
http://www.quaketastic.com/upload/...
I was attempting to recreate a desktop wallpaper I made previously:
http://img684.imageshack.us/img684...
#6491 posted by necros [99.227.131.204] on 2010/02/06 19:20:54
dunno about everyone else, but i love seeing shots of stuff from different games.
 Same
#6492 posted by quakis [95.148.245.242] on 2010/02/06 19:30:22
I'd post shots of wip Duke / Thief stuff, but I don't know if anyone would want to see those. Don't have anything Quake related in progress afterall.
 UT Stuff
#6493 posted by sock [78.131.32.151] on 2010/02/06 19:34:31
I totally agree, seeing stuff from other engines is always good as it may inspire others to try out new stuff as well.
Blitz, I really like how the diffuse light works with the ground textures and background rock. What did you do in this scene? You say these are original assets, but what it is original and what is you? Did you model anything in this scene? Sorry for lots of questions, I am very curious as I plan to look at UED next.
starbuck, looking good, I have downloaded the UED as well. I am looking forward to playing around with it as soonly. Please remember to come back and post updates. :)
#6494 posted by Blitz [98.232.102.255] on 2010/02/07 00:06:32
sock:
All of the assets are from UT3, I made the ground terrain with the terrain tool. I still don't really know entirely what I'm doing in terms of getting stuff to look nice other than just tweaking it by sight.
I wish I had better tips for you but I don't really know the ins and outs of the Unreal engine :) I'm sure Willem does though!
 Some Shots
#6495 posted by negke [88.70.235.199] on 2010/02/08 15:16:51
#6496 posted by Zwiffle [66.170.5.18] on 2010/02/08 16:10:26
Questionable texture choices imo but it sure does have that Doom feel :) Cool shots.
 Wait
#6497 posted by Zwiffle [66.170.5.18] on 2010/02/08 16:11:37
That's not Doom is it? :O
#6498 posted by Willem [24.199.192.130] on 2010/02/08 16:34:33
Hahaha. Yeah, I was thinking it good for Quake but if that's Doom - HOLY CRAP!
 I Thought It Was Obvious
#6499 posted by negke [88.70.235.199] on 2010/02/08 16:49:13
 Stop Trying To Sexually Harass That Cyberdemon!
#6500 posted by Zwiffle [66.170.5.18] on 2010/02/08 16:52:41
I just assumed it was Quake with Doom textures ~_~ until I noticed the lighting didn't look like Quake lighting and then I was like "Whoa that's not Quake ~_~ at all" and I posted about it :o
 Negke
#6501 posted by spy [92.46.17.254] on 2010/02/08 16:56:20
lol
 Negke
#6502 posted by Drew [132.205.217.175] on 2010/02/08 17:25:07
looks awesome, glad you're following your heart.
 Resurrection Of Evil ?
#6503 posted by JPL [82.234.167.238] on 2010/02/08 20:23:22
Nah: It is Resurrection of Doom !
Anyway: looks promising ;)
 Coincidence
#6504 posted by quakis [95.148.240.18] on 2010/02/08 20:59:38
I recently reinstalled Doom to play/replay and catch up on a ton of wads I missed out. Looks neat, has just the right amount of details and a good texture scheme going on there. I'm worried the first room might be a bit too tight, but that depends on the approach to gameplay. Hopefully it comes out before I get bored of Doom again, looking forward to it.
 Some More UT3 Work
#6505 posted by Blitz [98.232.102.255] on 2010/02/09 07:22:08
http://rigel.mirror.waffleimages.c...
I'll probably keep posting these every couple of days for feedback and general comments until I finish it (which should be pretty soon, so I won't spam you into oblivion with these :))
 Oopz
#6506 posted by Blitz [98.232.102.255] on 2010/02/09 07:23:16
Not sure that link will actually work...try this if it doesn't...
http://i46.tinypic.com/6j3ofn.jpg
#6507 posted by necros [99.227.131.204] on 2010/02/09 08:23:43
it's cool, but the 3 buildings to the right are completely devoid of lighting (beyond ambient). drop some in there to get some nice shadows going.
 Does Ue3 Support Baked Lighting?
#6508 posted by megaman [88.134.172.72] on 2010/02/09 11:50:07
i thought it did, but i'm wondering why every other screenshot i see looks so shitty in the more diffuse areas where you need global illumination. And then, it even does support one or two bounces of dynamic gi, does it? At least there were some videos that showed an effect like that.
#6509 posted by Willem [24.163.61.78] on 2010/02/09 11:54:51
Unreal Tournament 3 doesn't have a global illumination solution, but the UDK does. UE3, the engine, does but it was added after UT3 shipped.
 Likely Won't Be A Masterpiece
#6510 posted by Baker [99.54.146.62] on 2010/02/10 21:59:05
Combining several recent mini-projects together into a prototype test and decided the best type of test would be a small single player release.
FitzQuake 0.85 (which supports .alpha) + rotation support + mp3 playback + Nexuiz texture set:
http://www.quake-1.com/docs/rotate...
http://www.quake-1.com/docs/rotate...
http://www.quake-1.com/docs/rotate...
 Whoah...
#6511 posted by metlslime [173.11.92.50] on 2010/02/10 22:24:18
baker maps!
 Oh No!
#6512 posted by Rick [75.64.199.213] on 2010/02/10 22:52:42
I was real close to finishing the updated "Well of Wishes" and now, because of Negke, I've gone and wasted an entire morning playing my old DooM levels. I even downloaded a DooM level editor! (I hope I can find a copy of that last DooM map I never finished).
 More Wip Shots
#6513 posted by Blitz [98.232.102.255] on 2010/02/11 15:10:29
Some more shots of my level
http://i49.tinypic.com/2v3pki9.jpg
http://i48.tinypic.com/14v1zl0.jpg
Really starting to get into this...I could definitely see myself enjoying working on some more Unreal stuff in the future :)
 Something...
#6514 posted by quakis [95.148.245.21] on 2010/02/11 15:31:12
...from me, for Duke3D if anyone (!) cares. Still early stages.
http://img.photobucket.com/albums/...
#6515 posted by Zwiffle [66.170.5.18] on 2010/02/11 17:15:27
Blitz: That's looking great, but the road with cars in the side of the mountain looks out of place with the Shinto temple theme.
quakis: Holy shit that's Duke 3D? Is that like a custom engine or something or does Duke3D just look better than I remember it?
 That Exactly What I Thought
#6516 posted by RickyT23 [217.42.132.38] on 2010/02/11 17:24:51
on both accounts
#6517 posted by necros [99.227.131.204] on 2010/02/11 22:02:12
blitz: i'm not trying to be an ass, but it's hard for me to comment on it because i'm not sure what you created and what was original ut assets... on the surface, it looks really nice, but, for example, did you make the rocks/mountains and the temple? i guess the status on top of the building is a stock model?
i think you really have to know the game to be able to properly critique it because otherwise, you don't know what's new and what's part of the stock game.
 Necros
#6518 posted by Blitz [98.232.102.255] on 2010/02/12 03:19:08
With newer engines, it's not so much about what you made yourself as it is reaching a certain level of detail and polish, which takes enough time as it is without having to worry about making custom assets.
You could very easily dismiss someone posting screenshots of a Crysis level and say "oh it only looks good because the engine makes it look good" or "the artists did all the work for you" but that'd be missing the point of what kind of skills it takes on the designer's end to make it look that good. They may not be the exact same skills that it takes to make a cool Quake level, but they're still skills nonetheless.
So yeah, nothing in that screenshot is anything that I made in 3dsmax or anything, but putting the scene together, lighting it, creating the terrain, scripting it, etc. etc. takes a good amount of work :)
#6519 posted by necros [99.227.131.204] on 2010/02/12 03:59:35
that's cool. i guess i was waiting for you to define the boundaries on which you wanted critique. if you're after feedback on the overall composition, i'd say it's pretty good, although i agree with zwiffle in that the tunnel filled with busted cars seems out of place with the temples. if there was a stronger thematic connection between the two, that would really help.
also, why are the windows on the two temples in the first shot different colours? it's kind of distracting, like the further, dimmer one, is less important.
btw, is it possible to upload larger screenshots? they are wide, but not tall which makes seeing details pretty much impossible.
 Rick
#6520 posted by negke [88.70.245.8] on 2010/02/12 10:24:47
Way to go. Regard it as inspiration or something. Be sure to use Doombuilder 2, it's final word in Doom mapping.
#6521 posted by Willem [24.199.192.130] on 2010/02/12 14:02:43
Wow, DoomBuilder looks amazing! That's a far cry from what I used back in the day ... I think it was DCK? Whichever one Ben Morris had written. I thought it was hot shit because it showed sprites in the 2D editor window but man, I would have killed for a 3D view like that. :)
 Zwiffle
#6522 posted by quakis [95.148.240.15] on 2010/02/12 14:15:35
Both really. I use Eduke32 port, which does increase some limits. But stuff like that was possible before any port release, it's just the limits got in the way more often if you went overboard.
Some shots from other projects (on hold at the moment) The former two I'll probably get back to after my current. Unsure about the latter two.
http://img.photobucket.com/albums/...
http://img.photobucket.com/albums/...
http://img.photobucket.com/albums/...
http://img.photobucket.com/albums/...
 DoomBuilder Is What I Downloaded
#6523 posted by Rick [75.64.199.213] on 2010/02/12 19:27:13
And it's awesome. I used DoomCad for the first Doom level I ever did (took like 45 mins to build the nodes), I moved on to DCK for the later levels I did.
I did several levels for a Doom 2 Megawad/TC that, other than my maps, I didn't think turned out all that great. One of my maps was a modified version of Polygon Base, but the other two were never released separately. I've always wanted to that. Now maybe I will.
 Wow, That Duke Stuff Is Impressive
#6524 posted by megaman [88.134.172.72] on 2010/02/12 21:58:08
 More High Res Quake Textures
#6525 posted by starbuck [212.159.117.218] on 2010/02/15 23:19:45
Some of you may remember I released a pack of high-res idbase textures a while back (thread here).
I've been messing around with textures again... my plan right now is to get E1M2 done. Early early days, but in the recent spirit of the thread, I thought I'd show my progress.
http://www.quaketastic.com/upload/...
http://www.quaketastic.com/upload/...
The plan, as always, is to stay as close to the style of the original textures as possible!
 Hey Starbuck
#6526 posted by DaZ [78.146.101.235] on 2010/02/15 23:30:02
sex meh!
 And Err, Shambler
#6527 posted by DaZ [78.146.101.235] on 2010/02/15 23:30:36
You scare me sometimes!
..scrote
#6528 posted by necros [99.227.131.204] on 2010/02/16 00:29:02
very cool, good job on preserving the original look! :)
 Looks Pretty Damn Impressive
#6529 posted by nitin [203.202.43.54] on 2010/02/16 00:44:43
 Its Like
#6530 posted by meTch [69.182.179.143] on 2010/02/16 00:59:24
the original.....but clearer .... :O!
#6531 posted by Willem [24.163.61.78] on 2010/02/16 01:00:15
OMG YES! Now THERE'S a man after my own heart. Those are awesome replacements, man, nice work! Totally true to the original feel but rezzed up nicely. Beautiful!
 Well Done Starbuck.
#6532 posted by Text_Fish [94.169.113.195] on 2010/02/16 01:41:44
In remaining so faithful and respectful to the original game you've done for Quake texturing what Metl did for enhanced engines and Kell & Necros did for enhanced features.
Your Base set was the only retex project I allowed to stay on my HDD and these new ones look set to do the same!
 Nice Work
#6533 posted by ijed [190.20.80.191] on 2010/02/16 02:38:37
 Nearing Public Beta....
#6534 posted by kaz [12.76.211.238] on 2010/02/16 03:09:24
I have alot of crap I still want to do to this map but soon I'll have finished replacing the textures I need to to be able to release a public beta...
http://student.cs.appstate.edu/fre...
http://student.cs.appstate.edu/fre...
:)
 Starbuck
#6535 posted by Hrimfaxi [89.150.173.209] on 2010/02/16 17:08:47
Looking forward to those textures!
They look really fantastic!
 Enhanced Textures
#6536 posted by MadFox [84.26.170.230] on 2010/02/16 18:20:02
Starbuck..,
You make me feel like having a carwash!
 ...
#6537 posted by starbuck [212.159.117.218] on 2010/02/17 01:02:19
aww shucks, many thanks for the kind words for those textures. Text_Fish especially - I agree that metl/kell/necros have done a ridiculously good job keeping true to the quake spirit in their work, and it's warm and fuzzy to be mentioned in the same breath.
Will keep some screenies coming!
 Omg, Rubicon2 Leaked
#6538 posted by negke [88.70.50.88] on 2010/02/17 11:32:52
 Heh
#6539 posted by RickyT23 [217.42.132.38] on 2010/02/17 11:37:45
DM only??!?!
Actually looks pretty neat!
 Starbuck
#6540 posted by gb [89.27.240.52] on 2010/02/17 23:59:51
Those make me want to ... grab them and apply them to e1m2rq, and ... put a Starbuck's logo next to the ferrari one. Awesome, awesome. Motivation++ (much needed)
Keep doing that...
#6541 posted by gb [89.27.240.52] on 2010/02/18 00:00:16
DM1RQ, too.
#6542 posted by Blitz [98.232.102.255] on 2010/02/19 20:25:41
http://blitz.quaddicted.com/pics/h...
http://blitz.quaddicted.com/pics/h...
http://blitz.quaddicted.com/pics/h...
More UT3 screens, though those will probably be the last I post for a bit as I'm getting close to finishing what I'm working on
#6543 posted by Zwiffle [66.170.5.18] on 2010/02/19 20:41:03
lol Blitz I still don't get the point of the cars, but at least the lighting around the highway-tunnel bit is fuckin sweet. Everything else looks top notch, maybe a bit sparse in the first shot (lots of open space it seems.)
Is this just a DM level you're working on?
#6544 posted by necros [99.227.131.204] on 2010/02/19 20:57:24
is there a way you can reduce the light hitting the hedges at the bottom in shot1 (the hedges are also visible to the left in shot2). they seem to be positively glowing, brighter than every other leaf.
i guess that's the just the texture that's bright, except that it draws your eyes away.
i like all the vegetation in shot3 as well as the uneven interlocking bricks. could you maybe take 1 or 2 bricks out of the floor in the center and just leave a hole? or maybe break a couple? you've got the sides covered in dirt which is good, but it seems to me the center is where everyone's walking which is where it would be broken and worn down.
still don't know why the windows on the rear building in shot1 are a different shade of orange from the other two.
overall, very sweet looking map. :)
 Lol
#6545 posted by MadFox [84.26.170.230] on 2010/02/19 23:43:24
I know its my view but I just finished Daikantana and I can't help feeling somewhere deep in that pagode Heroshima still contemplates the parting of Mekiko and Superfly Johnson.
In that view I can fit in a broken prisonwall with cars around Alcatraz.
 Blitz
#6546 posted by JPL [82.234.167.238] on 2010/02/20 09:23:11
Shots look very good ! Good job !
#6547 posted by Spirit [213.39.211.64] on 2010/02/20 09:54:34
Really slick:
Hardware-Accelerated Global Illumination
by Image Space Photon Mapping
http://graphics.cs.williams.edu/pa...
 Awesome.
#6548 posted by metlslime [69.181.147.51] on 2010/02/20 10:53:14
#6549 posted by [86.29.115.48] on 2010/02/20 19:42:00
 Shweet
#6550 posted by spy [95.56.55.140] on 2010/02/20 20:20:11
 Impressive!
#6551 posted by generic [67.233.133.175] on 2010/02/20 21:11:17
 Cool.
#6552 posted by Shambler [86.25.164.243] on 2010/02/20 22:47:06
Retexture in medieval plz and no Quoth monsters xxx
 No Quoth
#6553 posted by ijed [190.20.89.101] on 2010/02/20 22:50:16
 No Quoth?
#6554 posted by Orl [76.98.214.54] on 2010/02/20 23:10:55
Why the Quoth hate?
I admit I don't necessarily love Quoth, but I certainly don't hate it either.
So what's the deal?
 Because Its
#6555 posted by meTch [69.182.179.143] on 2010/02/20 23:12:41
for remake quake?
 Actually
#6556 posted by gb [89.27.197.28] on 2010/02/21 00:04:54
it runs Quoth maps, too, but only if it has to.
 Yeah
#6557 posted by ijed [190.20.89.101] on 2010/02/21 00:43:37
I wasn't decreeing that Ricky can't release a Quoth version as well, just that v1 is for Remake Quake.
And we added backwards compatibility for some mods as well - including Quoth - so a Quoth version could be made that also works inside RMQ.
Running it under Quoth would produce a load of errors, but it'd still be playable.
 Ahem
#6558 posted by ijed [190.20.89.101] on 2010/02/21 00:44:36
And I wasn't decreeing that V1 must be for RMQ either... just saying it.
 Whatever
#6559 posted by Drew [70.49.71.231] on 2010/02/21 03:23:21
as long as I get some ricky maps.
 Ummm.
#6560 posted by Shambler [86.25.164.243] on 2010/02/21 12:02:16
I didn't understand any of that. I'm just not a big fan of Quoth-heavy maps, especially base maps. I think Quoth does have some cool stuff, but if used sparingly.
 Quoth Rocks!
#6561 posted by generic [67.233.133.175] on 2010/02/21 16:52:45
But most maps only add the new baddies and little of the other enhancements: simple rotators, breakables, gravity triggers, grills, ladders, etc.
For more of those, I guess we'll have to wait for Kell's next release...
Kell?
 Quoth Monsters
#6562 posted by negke [88.70.69.94] on 2010/02/22 10:26:36
if used sparingly
QFT
#6563 posted by rj [86.0.165.149] on 2010/02/22 13:58:36
Retexture in medieval plz
e*m1 = base. always was and always will be
can't wait to have a look at this map ricky, obviously before exercising my evile E2 director powahs and demanding any bits i don't like be changed >:)
#6564 posted by Spirit [213.39.158.42] on 2010/02/22 14:17:19
Gorgeous, those textures are nice. The building in the upper right definitely needs some makeup. If Ricky was around 10 years ago there would have been some nice competition for CZG. I am jealous of those skills.
#6565 posted by Spirit [213.39.158.42] on 2010/02/22 14:17:20
Gorgeous, those textures are nice. The building in the upper right definitely needs some makeup. If Ricky was around 10 years ago there would have been some nice competition for CZG. I am jealous of those skills.
 Yeah
#6566 posted by ijed [216.241.20.2] on 2010/02/22 15:18:29
Noclipping around I was reminded of Insomnia - lots of clean, big brushwork on both buildings and rocks.
rj - it's on the server ;)
 Ijed
#6567 posted by rj [86.0.165.149] on 2010/02/22 15:41:31
i know, but i'm not able to look at it yet :P
 Will Need Noclip Though
#6568 posted by ijed [216.241.20.2] on 2010/02/22 16:35:43
At least the last version I tried.
 Yeah
#6569 posted by RickyT23 [217.42.132.38] on 2010/02/22 16:37:02
im working on that!
 E1M2 Retex
#6570 posted by starbuck [212.159.117.218] on 2010/02/28 22:40:52
Keeping you updated!
Some textures take longer than others, really happy with this one though.
http://www.quaketastic.com/upload/...
 Nice
#6571 posted by Mike Woodham [86.180.25.62] on 2010/02/28 22:49:43
#6572 posted by gb [89.27.231.203] on 2010/03/01 00:56:36
superb
O_o
O_O
 He Looks So Happy! :D
#6573 posted by Zwiffle [97.87.57.94] on 2010/03/01 01:19:38
 ^^^
#6574 posted by necros [99.227.131.204] on 2010/03/01 01:39:35
because he knows he's a good texture. :P
#6575 posted by [Kona] [118.93.45.231] on 2010/03/01 02:28:31
mint starbuck. you should do comparison shots though
 Starbuck
#6576 posted by JPL [213.30.158.194] on 2010/03/01 11:54:47
Wow, very nice !
#6577 posted by Trinca [194.65.24.228] on 2010/03/01 13:14:20
Starbuck Q4 daemon texture?
Awesome!!!
 Gorgeous
#6578 posted by sock [88.110.169.174] on 2010/03/01 13:31:20
Starbuck, wow! NOW that is a lovely texture. My only nitpick is I wish you cut the wall texture to line up with the brick pattern! grrr, stuff like that drives me nuts. :P
#6579 posted by gb [89.27.202.99] on 2010/03/01 18:59:43
I think that's the fault of e1m2.bsp :)
 Starbuck
#6580 posted by Vondur [91.77.222.6] on 2010/03/02 06:51:40
very cool tex, only one concern: his upper jaw' teeth look as proper hollywood smile, i'd add a couple of fangs there ;)
 Thanks Guys
#6581 posted by starbuck [212.159.117.218] on 2010/03/03 21:33:43
Zwiffle
haha I'll never unsee the :D face now!
Maybe will have to tweak it...
[Kona]
http://img121.imageshack.us/img121...
Sock
Cheers! I love your texture work by the way. You're right about the brick pattern not lining up to the edge - kind of a legacy problem, but I'll probably fix it anyway... that stuff annoys me also :)
Vondur
If Vondur wants fangs, Vondur gets fangs. This is just one of those life rules.
 A Doodle ...
#6582 posted by sock [88.110.169.174] on 2010/03/03 21:53:57
Medieval Courtyard
Image : http://www.simonoc.com/images/desi...
Website : http://www.simonoc.com/pages/desig...
There are plenty more screenshots on my website if you are interested in seeing other angles. The images are designed to be darkish and moody and could appear too dark for some people. I tested them with several friends and this was the most popular brightness setting. If you have any favourite images or feedback on screenshot brightness levels, please let me know. The map is just a visual doodle, no gameplay!
 Sock
#6583 posted by JPL [82.234.167.238] on 2010/03/03 22:10:55
Very nice design... and awesome visual :)
 Project Progress
#6584 posted by JPL [82.234.167.238] on 2010/03/03 22:12:03
3 shots from my current project... progressing slowly, but progressing ;)
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
http://lambert.jeanphilippe.free.f...
Maybe too dark... and as usual, comments are welcome :)
 Wow!
#6585 posted by starbuck [212.159.117.218] on 2010/03/03 22:12:54
very nice. My favourite shot is the first one, but I also like:
http://www.simonoc.com/images/desi...
and the simple corridor looking out the window one. The brightness works fine on my screen. My immediate impression of the lighting is very good, but that it's a bit too saturated around the torches.
I like how the light is so intense nearer to the flame, but the falloff is a little abrupt. It might be nice to have another yellow light with a wider radius and less brightness, that just adds a touch of that yellow color to the surrounding wall.
Cool stuff.
#6586 posted by negke [88.70.50.175] on 2010/03/03 22:52:19
JPL: Nice. But seriously, don't use minlight. Try it and you will see the difference.
sock: Nice. Glassman'ish. It saddens me to see how you keep churning out new Q3 stuff while I haven't even started making up for my pathetic attempts...
#6587 posted by Zwiffle [66.170.5.18] on 2010/03/04 00:22:13
Sock: Looks like Oblivion - cool shit.
JPL: Looks cool but also very drab. Dunno why, but the screen shots look washed out (is it minlight? I thought it was just the Contrast or whatever turned way down.) Maybe it's because I just played through Mirror's Edge but color seems to be the wave of the future!
 Comments.
#6588 posted by Shambler [86.25.222.92] on 2010/03/04 00:51:00
JPL, looks good, big up medieval style, keep it going.
Sock, very nice. What's happening to MOTEOF??
 Nice Shots!
#6589 posted by generic [67.233.178.130] on 2010/03/04 00:54:24
@Sock: Why not center the windows in the outside shots so that they aren't immediately next to the towers?
@JPL: I think the drabness might be the textures. Those columns against that brick wall over that tiled floor...nothing pops!
 JPL
#6590 posted by Tronyn [24.78.143.88] on 2010/03/04 05:13:04
to nitpick, please replace that cobweb/marble or whatever it's supposed to be, texture on the pillars. I've always wondered how TF that texture got into the otherwise great DKTE3 set when it looks like something ripped from Duke3d. seriously, go for something more solid looking. Second, and this might be heresy, put the minlight up so that the shadowed areas actually still have some texture - BUT at the same time, add more real light sources. I realize that this is how I do things and I do mostly outdoors, but you've built the architecture now let us see it, and your map does appear outdoorsish. Indoor dungeon/zer/elder world darkness is different but in this case, let us see the architecture.
 Woot
#6591 posted by Vondur [91.77.234.155] on 2010/03/04 07:18:28
Starbuck: yey! hope they won't be too big to destroy the original image ;)
sock: that castle is impressive!
 Sock
#6592 posted by Spirit [80.171.27.157] on 2010/03/04 08:56:23
Is http://www.simonoc.com/pages/mater... not intended for download yet? I cannot find the link but I really want those!
 Oooo Lala
#6593 posted by sock [88.110.169.174] on 2010/03/04 10:33:56
@Starbuck: Oh I did not realise that texture alignment issue was in the original map. I never really noticed all those years ago. I look at maps a lot different nowadays.
@JPL: You need a bright sky, the black sky + dark textures makes everything too dark and bland. Also can you get higher resolution textures? The existing one's look very blurry. I like the architecture and attention to detail with broken pillars but you need to make it feel outdoors. I am never a fan of the black sky thing, it just seems a waste of pixels when you could create a cool sky vista instead.
@negke: The map is just a doodle, nothing special just an experiment with architecture. Find a photo of something you like and just build it, instead of getting involved in gameplay all the time.
@Zwiffle: Thanks :)
@Shambler: Edge of forever is nearly ready, I have been waiting for the VO to be recorded. If things go right with testers it should be available this weekend! :)
@generic: The windows outside line up with the architecture inside and the original source image of Hampton Court placed the windows next to the outside wall support. Initial position of everything came from the source image.
@Vondur, thanks :)
 Medieval Textures
#6594 posted by sock [88.110.169.174] on 2010/03/04 10:36:21
@Spirit, I will release the textures once I release the edge of forever map. I have been waiting for the VO to be recorded, everything is finished. The texture pack page is just a placeholder at the moment, I will add the download link soon.
 JPL
#6595 posted by RickyT23 [217.42.132.38] on 2010/03/04 10:46:55
Nice shots - the map looks very evil and hellish.
Possibly the smoothest arch in Quake 1 eva?
As for the textures, well the marble pillar texture looks no worse than the texture you have used for the walls.
I think you could spend a bit of time experimenting with some nicer textures. Or touch up the ones yu are using.
As for the lighting - well I dont think you should use any more minlight - add some very low level light entities with a low (>1) wait value near to any totally black areas which you want to be lighter. Remove all minlight from the map. Thats what I would do.
To be fair the textures I am using are ported Quake 2 textures and I am well aware that I will have to re-touch them all before I can say that they look good.
Sock - you rock. Very realistic architecture.
Just a shame its not Q1SP :P
 Thanks !!
#6596 posted by JPL [213.30.158.194] on 2010/03/04 12:43:08
@negke & RickyT23: I already tried to not use minlight, but the map becomes really really dark.. minlinght value is set to 20 if I remember well, so maybe the fact I increased brightness and contrast of the pictures makes this "washing-out" effect.. though.. Actually ingame it is better (visually speaking) ;)
@Zwiffle & generic: It is intentional if it looks "drab" (I would have said gloomy).. as it is a CDA sequel, and that the map is supposed to take place in Hell, it has to be drab/gloomy.. Also I guess you are right: you played too much Mirror's edge ;)
@Tronyn: You are an "anti-negke" in term of minlight setting :P Seriously, the visual effect I want to achieve is a really a doom-ish/gloomy/dark-ish/evil-ish level... with a really oppressive and scary ambience.. like it I suppose it is in Hell (just missing people suffering here and there) :P
@sock: I understand you point... and the skybox is particularly dark (I am using Doom3's Hell Guardian skybox)... Nevertheless at its bottom, there is a kind of burning lava that is awesome...
@Shambler: Thanks for the support ;)
So to let you know (if didn't have found it by yourself), textures comes 99% from DKT3 and Doom3 converted texture set.
So, thanks a lot for the comments, I'll try to adjust minlight and light value to something nicer... also, I didn't enabled the "extra" process for light tool.. that may explain the lightning does not look as good as you are expecting it... anyway, thanks a lot for the comments ;)
 Sock
#6597 posted by nitin [124.168.34.216] on 2010/03/04 13:03:32
beautiful!
and if anyone finds those images too dark, their monitor is not calibrated right.
 Jpl
#6598 posted by nitin [124.168.34.216] on 2010/03/04 13:04:32
shots 2 and 3 are nice. shot 1 feels a bit bland.
 Tronyn
#6599 posted by ijed [216.241.20.2] on 2010/03/04 13:16:40
It's supposed to be marble I think, but without being able to look glossy it loses the intention some.
 JPL
#6600 posted by ijed [216.241.20.2] on 2010/03/04 13:22:15
I'd Make the pillars a lighter colour than the walls - not white, it should still look gritty. I'd also make them flush to the walls, cos pillars are never placed that close without being attached.
Can tell the contrast of the image has been modified - makes it difficult to make comments, especially since you're seeing a different version from everyone here.
Final thing - why does the arch have so many brushes? Is it mdl? Personally I'd use the faces on (you guessed it) the pillars. Just because they're closer to the eye line - players don't look up constantly.
 :P
#6601 posted by ijed [216.241.20.2] on 2010/03/04 13:25:11
Sorry, I was talking crap - I had my monitor gamma set high. Reset now, and the shots look ok for lighting.
Though maybe delay 5 would help provide softer edges.
Have you tried r_lightmap 1 ?
 Jpl
#6602 posted by negke [88.70.240.144] on 2010/03/04 13:30:20
Use low-value light entities instead. This will make the map less dark while at the same time making the dim areas not look as washed out, because there'll be very subtle variations in contrast. It's more work, but it'll pay off. Don't be afraid of dark corners.
I agree there's something odd about the marble texture. If you keep it, make sure it's properly aligned on each face.
 Jpl
#6603 posted by Shambler [86.25.221.193] on 2010/03/04 13:45:42
Don't be afraid of dark corners.
With spawn hiding in them...
#6604 posted by Spirit [80.171.27.157] on 2010/03/04 14:03:33
and Shambler...
 And Willem
#6605 posted by Drew [132.205.224.23] on 2010/03/04 22:27:34
looking at your crotch.
I think the shots look great JPL - I really like the lava. definitely agree about it needing to be darker though - and I have pretty mixed emotions regarding the pillars.
 Well...
#6606 posted by JPL [213.30.158.194] on 2010/03/05 11:57:40
... I reused same texture set I used in CDA for sequel consistency reasons (hence walls and pillar textures choice)... Now I have to test different lightning settings (without minlight first) in order to see whether it looks better or not... and I'll try to align the pillar textures (I think it is possible with Quark using a tagged face and the "around pillar" function... let's make a try)
And I take notes abour spawn hidden in dark corners... sounds interesting in term of insecurity feeling >D
OK, so thanks a lot for the comments: you rock !
 #6604 - Classic Quake Trap
#6607 posted by negke [88.70.62.233] on 2010/03/05 12:10:45
"classname" "item_soap"
"target" "Shambler"
 Hah
#6608 posted by ijed [216.241.20.2] on 2010/03/05 12:42:23
 Sunlight 1 And 2...
#6609 posted by generic [67.233.178.130] on 2010/03/05 14:02:34
Might help in open areas, but you will have to be more creative indoors ;)
 LOL.
#6610 posted by Shambler [86.25.221.193] on 2010/03/05 17:17:22
Your new map, negke??
 ^
#6611 posted by negke [88.70.232.164] on 2010/03/05 20:03:05
 LOL.
#6612 posted by Shambler [86.25.221.193] on 2010/03/05 20:37:13
You are demented, you know that??
 ROFL!!!!
#6613 posted by DaZ [92.24.46.51] on 2010/03/06 14:00:43
That is the best thing I have ever played.
#6614 posted by stevenaaus [110.20.0.238] on 2010/03/07 06:07:28
lol
 Hahaha
#6615 posted by SleepwalkR [85.179.4.111] on 2010/03/07 12:49:05
awesome
 Yo Dawg
#6616 posted by kaz [12.76.211.161] on 2010/03/12 22:20:03
 Yo Dawg
#6617 posted by Zwiffle [66.170.5.18] on 2010/03/12 22:23:30
I heard you like beta testin' so I put a beta in yo beta so you can test while you test.
Sorry.
 Check It
#6618 posted by meTch [69.183.34.100] on 2010/03/14 23:02:18
 Hmm
#6619 posted by DaZ [84.13.161.84] on 2010/03/14 23:55:08
I would seriously reconsider that green lighting / fog, it overpowers everything else in the map.
I've never played the mod, so no idea if the layout is good or not, sorry!
#6620 posted by meTch [69.183.34.100] on 2010/03/15 20:26:30
i suppose your right, ill get on it :o
 Since It's All Silent Around Here...
#6621 posted by gb [89.27.209.217] on 2010/03/23 12:02:04
 Woot
#6622 posted by DaZ [92.24.68.140] on 2010/03/23 19:35:14
 Oh Yes,
#6623 posted by Shambler [86.25.223.185] on 2010/03/23 21:41:52
Wait a mo, that one was released already?
#6624 posted by necros [99.227.131.204] on 2010/03/23 21:43:24
that was rj's map that originally had q3 block10 textures.
 Yus
#6625 posted by rj [86.0.165.149] on 2010/03/23 22:38:13
ijed emailed me a while back asking if i'd be up for donating it to the project. i obliged and duly became part of the team :) 4 & 6 are also heavily in progress, maybe 7 too at a later date..
 Fullbright So You Can See
#6626 posted by meTch [64.148.31.253] on 2010/03/23 23:17:44
 Pretty Cool Metch
#6627 posted by gb [89.27.229.138] on 2010/03/24 11:01:20
put trim around those platforms and put in lots of spotlights?
 Gb
#6628 posted by negke [88.70.253.53] on 2010/03/25 12:27:16
Neat. The streched tile texture in the second shot could use improvement - mask the c/p transitions.
 A Small Wip
#6629 posted by AEnoch [216.41.199.61] on 2010/04/03 01:29:02
It's far from complete and will probably go through numerous more changes...
http://i853.photobucket.com/albums...
http://i853.photobucket.com/albums...
 Looks Great
#6630 posted by ijed [190.20.101.27] on 2010/04/03 01:44:29
Which engine?
Point of fact, which game?
The green tiles look a bit washed out... personally I'd go for a terracotta or something, to tie in with the other details / lighting.
If you're wanting the red/green contrast maybe a bit more saturation.
#6631 posted by Willem [24.163.61.78] on 2010/04/03 02:10:22
Those are Unreal Tournament textures ... so maybe UT? Looks good though! I've always loved that set.
 Shanechurch
#6632 posted by nitin [124.148.166.6] on 2010/04/03 03:10:51
havent seen that used in a while.
Needs more saturation though like ijed said. DM or sp?
 It's UT
#6633 posted by AEnoch [216.41.199.61] on 2010/04/10 14:03:24
It's DM.
Here's another 'wider' view of the area. The area on the immediate left hasn't been touched really so try to ignore that.
http://i853.photobucket.com/albums...
#6634 posted by Willem [24.163.61.78] on 2010/04/10 14:07:44
Wow, UT 99? Awesome! Love that set... Definitely break that floor up with some tiling variation or something.
 I Suggest
#6635 posted by nitin [124.168.51.191] on 2010/04/10 17:29:43
trying some of the converted WoT floor textures.
 Floor
#6636 posted by AEnoch [216.41.199.61] on 2010/04/10 23:37:03
I've been looking for some tile variation textures so I can do patterns of some kind on the floors. Floor textures seemed to be over looked in past games.
Not sure where to find the WoT textures. Unless it's quake, finding things for older games is tough.
 Hmm
#6637 posted by nitin [124.168.51.191] on 2010/04/11 02:29:34
not sure either. I imagine if you grab a WoT themed UT map though, such as dm-baal, they would be in the unr?
 Beta Testing
#6638 posted by necros [99.227.131.204] on 2010/04/16 21:23:10
anyone interested? if i could get one or two testers for a q1sp, that'd be great.
email me at the address listed on func. :)
 Slow Progress
#6639 posted by AEnoch [216.41.199.61] on 2010/04/18 13:02:33
The courtyard/plaza area is getting close to being completed. Still more details to add.
http://aenoch.webs.com/Shot0017.bm...
http://aenoch.webs.com/Shot0018.bm...
#6640 posted by RickyT23 [86.29.122.18] on 2010/04/18 13:10:33
looks like a good place to be! :)
 That Looks Great
#6641 posted by onetruepurple [89.75.193.108] on 2010/04/18 13:18:22
The Mission Landing soundtrack from UT started playing in my mind when I'd seen these screens..
How goes e2m2 Ricky? :)
 Very Nice.
#6642 posted by Shambler [86.25.222.243] on 2010/04/18 13:38:23
Put some tables and chairs out, I'd drink a cold beer there for sure homie.
 I Like That Look
#6643 posted by nitin [124.168.51.191] on 2010/04/18 14:09:41
lighting needs tweaking though
#6644 posted by Spirit [213.39.174.74] on 2010/04/18 17:48:25
If your PC does not melt I highly recommend you enable some Anti-Aliasing.
 Wish I Could
#6645 posted by AEnoch [216.41.199.61] on 2010/04/18 18:13:52
I lost my PC in the divorce but got to keep the old laptop. Anti-aliasing isn't even an option in the ATI control center. :(
#6646 posted by Ankh [88.199.103.6] on 2010/04/18 21:36:52
I like those screenshots a lot. Keep it up. And make a quake version from it :)
 RE #6641
#6647 posted by RickyT23 [86.29.122.18] on 2010/04/18 23:56:07
TBH I havent started on it yet, but I have been working on finishing e2m1 since I last committed a version. Its even bigger now :P
Building the last room rly.
I keep thinking of starting on e2m2 but I would have to keep loading different textures into WC and that puts me off.
#6648 posted by quakis [95.148.239.92] on 2010/04/20 23:56:14
Some non-quake stuff if anyone is interested, just to update this thread for the sake of updating it and because I'm bored...
Something for Thief 2, slowly getting there. Exterior is pretty much based off of the manor of Ditton, since I really liked the simplicity of its design, but won't be completely the same either. Still very WIP.
Image 1 | Image 2
Ditton photos;
Ditton 1 | Ditton 2
And just something I've been messing around with in DarkRadiant for The Dark Mod. Again very early, but my focus right now is the Thief 2 project, on and off. Image
 Trinca
#6649 posted by ijed [190.20.108.53] on 2010/04/24 13:54:43
How goes the map?
#6650 posted by Trinca [85.138.43.32] on 2010/04/24 16:08:50
still progressing slowly but still going :) my time is so short my friend...
:(
I wish my bosses dont give me so much work, :\ since I have new responsibility and ~more € less time also came :\
 Pretty Cool Looking Q3 Ctf Map By Noruen
#6651 posted by nitin [124.148.160.61] on 2010/04/25 03:37:44
couple of screenies. I love the terrain work.
http://www.quake3world.com/forum/v...
 ^^^
#6652 posted by necros [99.227.131.204] on 2010/04/25 04:08:51
http://mpe2xq.blu.livefilestore.co...
http://mpe2xq.blu.livefilestore.co...
from #6651 (just cause there's a bunch of weird crap on that post page too)
 Wow
#6653 posted by Tronyn [24.78.143.88] on 2010/04/25 08:58:39
looks badass. id games tend to present a coherent art style that can be expanded upon or reinterpreted, in some cases that style is way too narrow (ahem doom3), but it's nevertheless there. in contrast, epic games seem to have map themes totally up for grabs. that has its own strengths, but it's always a pleasure to see new, unique versions of "id hell" like the above shots. badass terrain indeed.
 OK
#6654 posted by Jago [194.86.38.38] on 2010/04/25 10:11:17
What am I missing? These shots don't really look particularly impressive. Admittedly #2 peeks my curiosity, but #1 is just plain bad.
#6655 posted by Trinca [85.138.43.32] on 2010/04/27 21:55:20
#6656 posted by necros [99.227.131.204] on 2010/04/27 22:06:52
looks like an interesting mix between medieval and q1met. i'm not a fan of the texture used for the steps, but i always loved the blue/yellow floor tiles. :)
poor jesus seems to be a popular guy in this map. ;)
i don't think rotating the dragon windows 90 degrees is a good idea though, as they are clearly drawn to be oriented vertically.
what could be interesting is if you recolour all 3 of the dragon windows to share the same colours, you could place them all side by side without looking repetitive. the dragon windows look quite cool, imo. well, i also love the sunbusrt/dagger window as well. oh, and the flaming wings/sword one too. ok, i like all the window textures. ^_^;
 Looks Cool
#6657 posted by onetruepurple [89.75.193.108] on 2010/04/27 22:41:27
Can't wait to play it in low-res textures :P
#6658 posted by Trinca [85.138.43.32] on 2010/04/27 22:56:57
hehe :) my time these days are really very small :\
But I still mapping be patient!!! :)
Just don’t expect a map like tchak :( don’t have time for so much brushes these days, but I´m still with will to map and is already a good thing!
This map still needs lots of fixes in lights and in some textures was just a warm up.
I didn´t born to map like necros and some guys in here, but I try to make maps fun to be played ;) so don’t expect a brilliant work, but a good effort from me you guys will find!
:)
onetruepurple I forgot to rename the directory of textures.
 Yes, Trinca! Yes!
#6659 posted by generic [67.233.139.138] on 2010/04/28 02:28:54
I especially like the spotlights and the carved ceilings :)
 Quick Shot
#6660 posted by AEnoch [216.41.199.61] on 2010/04/28 07:16:08
Lighting isn't done in this area. Just added some torches so I can see.
http://aenoch.webs.com/apps/photos...
#6661 posted by necros [99.227.131.204] on 2010/05/15 01:55:41
mental screenshot...
you walk into a large room, ikblue room with those interlocking blue stone floors.
there's a massive machine in front of you, suspended from the ceiling. a conveyor belt is beneath it. stacks of blue bricks are everywhere.
you watch as a nozzle moves down over the conveyor and pours some blue slime onto the belt. it's a tarbaby!
luckily, you are hidden, so it doesn't react.
the conveyor starts to move with the tarbaby still on it. it moves the monster out of view into another large machine.
a moment later, out pops yet another blue brick that falls down amidst the piles.
o_o
 Hmm
#6662 posted by nonentity [188.223.82.21] on 2010/05/15 16:57:13
Eat less cheese before you sleep...
#6663 posted by Willem [24.163.61.78] on 2010/05/15 19:10:45
BTW, necros, I love this compiler UI you wrote. I use it all the time!
 What
#6664 posted by DaZ [2.98.170.56] on 2010/05/16 00:51:37
give link =)
#6665 posted by Zwiffle [97.87.57.94] on 2010/05/16 03:00:36
I think it was that level efficieny thread or whatever it was ... something about "how do you map?" iirc? I forget.
But yeah, looked promising, wish it got finished.
 Daz
#6666 posted by necros [99.227.131.204] on 2010/05/16 09:01:12
http://shoresofnis.wordpress.com/2...
instructions on how to set it up with the link on the bottom. (setup takes maybe a couple of minutes but after that the settings are saved in a config.ini file)
 Necros.
#6667 posted by Shambler [86.25.221.30] on 2010/05/17 11:40:01
Sounds well cool :D
#6668 posted by Willem [24.163.61.78] on 2010/05/17 12:39:21
"max leafs visible: 666 near (208 304 -384)"
Hawt.
 Nice :)
#6669 posted by RickyT23 [86.23.78.239] on 2010/05/17 13:37:19
Must warn you though - I bought some stuff from the grocery store the other day and the reciept was for £6.66p. Unbenownst to me at the time I did infact at that very moment drop my wallet and spent 24 hours wondering where it was (only to retrieve it from the store the next day).
 And It's Mine.., Mine.., And Only
#6670 posted by MadFox [84.26.170.230] on 2010/05/18 06:41:36
#6671 posted by Trinca [85.138.48.125] on 2010/05/18 07:47:35
hhehe n9ice pic!
 Started Something
#6672 posted by ProdigyXL [24.27.111.239] on 2010/05/29 11:07:37
http://wstaw.org/w/5W0/
Granted it's not even a wall and a whole ceiling, but first map I've started outside of work in years.
 No.
#6673 posted by Shambler [86.25.223.4] on 2010/05/29 12:55:02
...bricks on beams.
Other than that, cool, welcome back.
#6674 posted by Trinca [89.155.208.14] on 2010/05/29 15:01:11
:( is not Quake :|
delete and start a Q1 map!
 Heh
#6675 posted by DaZ [78.147.110.91] on 2010/05/29 16:17:38
Its got that ProdigyXL style already =)
 Nice...
#6676 posted by JPL [82.234.167.238] on 2010/05/29 17:56:40
... shot, indeed ;)
 Whoa
#6677 posted by Scampie [72.12.65.211] on 2010/05/29 20:43:03
a wall and ceiling surrounded by blackness. truly an awe inspiring map.
 Haha
#6678 posted by necros [99.227.131.204] on 2010/05/30 00:18:11
well, it's a nice section of wall that could eventually be really cool. but yeah, needs more before i can really comment on anything.
 A Night And A Day
#6679 posted by meTch [64.148.16.75] on 2010/06/05 22:32:56
http://qrf.mine.nu/~metch/pngs/gor...
can you guess the inspiration for this?
hint: its an album cover
#6680 posted by negke [88.70.60.181] on 2010/06/06 14:53:40
What's great about mapping is that it always works best when one should be doing more important things.
http://negke.quaddicted.com/images...
 Interesting...
#6681 posted by generic [67.233.146.223] on 2010/06/06 16:19:07
architecturally. Not so certain, texturally. Better make it nice and dark but with good, glowy lava :-)
#6682 posted by Spirit [80.171.143.35] on 2010/06/06 18:14:33
Terrible lighting, makes it hard to see any structure in that mess!
Rusted metal with metal/concrete (I never thought of those as metal to be honest) on the other face looks weird to me.
 !
#6683 posted by necros [99.227.131.204] on 2010/06/06 20:04:31
you and your amazing off-axis mappery! i always shy away from that because it makes creating brushwork many times harder, but the results are always amazing.
#6684 posted by negke [88.70.251.251] on 2010/06/07 12:40:43
From now on all my maps are going to be fullbright. This way at least I don't have to worry about Spirit posting black screenshots!
Off-axis brushwork isn't so difficult to do - well, at 45° anyway. Though I must admit Gtkr's brush validation can make fixing the brushes a real pain in the ass. And for complex constructions, like spirals or rocks (basically anything trisoup), I might just switch back to Quest. :P
 My Motto
#6685 posted by negke [88.70.251.251] on 2010/06/07 12:49:50
"I am the wizmet king, I can map anything." - The Func_Doors
 LOLLLLL This Complain Is Mine...
#6686 posted by Trinca [194.65.24.228] on 2010/06/07 13:10:48
"This way at least I don't have to worry about Spirit posting black screenshots!"
:(
 Not Sold
#6687 posted by nitin [124.168.66.168] on 2010/06/07 13:14:49
on the texturing, but I will take that brushwork.
#6688 posted by Trinca [194.65.24.228] on 2010/06/07 15:15:52
Ijed and Negke are you guys up for some beta?
 L4D2 Shots...
#6689 posted by Willem [24.163.61.78] on 2010/06/07 22:12:00
I've been tinkering with L4D2 mapping for about a week now and I think I've got a good grip on Hammer now. I'm working on a small survival level to get my feet wet and while I don't think this will actually reach a complete state, it's been great fun working on it. The idea here is that the battleground is an old bus terminal (which itself was converted from an old barn). It's got a restaurant upstairs, places to wait for buses, and the usual amenities. Not sure what to do with the parking lot area yet - I was thinking of turning it into a military stand off type thing. Lots of bodies, gore, etc.
This level is a VIS terror, I know. That's why I don't think it'll actually become a real release - but it's fun to tinker with!
http://www.wantonhubris.com/L4D2_S...
http://www.wantonhubris.com/L4D2_S...
http://www.wantonhubris.com/L4D2_S...
http://www.wantonhubris.com/L4D2_S...
 Well
#6690 posted by Zwiffle [66.170.5.18] on 2010/06/07 23:47:16
There are a lot of things you can do to cut down on Vis time, such as func_details and hint brushes and whatnot. There's a lot of things you can do to optimize and give Vis a nudge in the right direction.
#6691 posted by Willem [24.163.61.78] on 2010/06/07 23:49:40
Yeah, I know, I've just not really paid attention for this map. It's my learning phase, you know. I think VIS won't be the problem but it might be chuggy to play since the building is full of holes...
 It's Nice To See That Those Chairs Are Being Well Kept
#6692 posted by meTch [64.148.25.88] on 2010/06/08 02:09:45
can't say much for that bathroom though
#6693 posted by Willem [24.163.61.78] on 2010/06/08 02:15:51
Haha, well, the idea was that I was going to build the place basically in the state that they would have left it - and then fuck it up some to represent the zombie situation.
It's not working out that way as I'm doing bits of destruction here and there as the whim hits me. The bathroom was the first casualty.
 Bathroom Looks Good
#6694 posted by nitin [203.202.43.54] on 2010/06/08 02:27:06
the rest is a bit plain.
#6695 posted by negke [88.70.224.140] on 2010/06/08 10:47:37
Trinca: If it doesn't include DBSing through hundreds of hell knights, sent it over.
Willem: Who would convert a barn into a bus terminal?! A road diner would make more sense. I agree it needs more chaos - toppled tables and chairs, menus and napkins on the ground etc. The graffiti seems out of place, the toilet a little too worn down.
#6696 posted by Willem [24.163.61.78] on 2010/06/08 11:21:32
Work in progress! :) The place will be zombified, no worries.
 One Other Thing
#6697 posted by nitin [124.168.66.168] on 2010/06/08 11:51:49
the outside roof design looks strange in the 2nd shot. Not quite sure why but it looks out of place for the setting you describe.
#6698 posted by Trinca [194.65.24.228] on 2010/06/08 14:59:55
negke on hard just have 100 :\ so... :)
 L4D2
#6699 posted by Willem [24.163.61.78] on 2010/06/13 13:29:27
Working on getting a feel for L4D2 levels and how buildings should be structured. First attempt:
http://wantonhubris.com/blog/wp-co...
 Willem
#6700 posted by Bal [81.249.96.195] on 2010/06/13 15:41:55
Looking good so far, quite believable structures. Looking forward to whatever you come up with.
#6701 posted by Vigil [89.27.21.189] on 2010/06/13 16:04:56
Amazingly enough, I could see orange as a very believable choice for a strong jazz club. Structure's looking good too, though I imagine the top level could use a few more windows (or skylights).
#6702 posted by Zwiffle [97.87.57.94] on 2010/06/13 16:32:53
That looks like a really solid building. Wish I bothered to spend time playing around with cool shapes like that. Good show old chap.
 Some Progress
#6703 posted by JPL [82.234.167.238] on 2010/06/13 17:36:28
 Good Effort!
#6704 posted by MadFox [84.26.170.230] on 2010/06/13 19:57:08
First thing I wondered was, why the pillar stands so close to the wall, as for carrying weight it should have some distance.
But that's just seeking needles in a haystack.
Most of all that gun in the second pix reminded me of my frustration in the original game (/) I could only use it once.
Tiles versus rock very good done. Keep it up!
#6705 posted by necros [99.227.131.204] on 2010/06/13 21:30:52
re 6699: i thought that was the actual texture for the jazz club until i looked closer and noticed they were dev textures. :P like vigil said, it actually wouldn't be a bad colour to go with. you know, faded and busted up a bit, but still. :)
re 6703: been looking forward to this map for a while now. bricks and tile detail is good, lighting is maybe a little flat from sunlight, but there are some nice shadows and contrast now.
 Willem
#6706 posted by nitin [124.168.66.168] on 2010/06/14 03:43:06
cool shapes.
jpl, why last map? 2nd pic looks nice.
 Last = Latest
#6707 posted by JPL [82.227.228.57] on 2010/06/14 08:11:49
.. don't worry ;)
#6708 posted by Ron [86.80.123.127] on 2010/06/16 22:51:21
That looks great, JPL.
 But
#6709 posted by MadFox [84.26.170.230] on 2010/06/17 20:26:24
that's a Malice gun, isn't it?
 Quoth...
#6710 posted by generic [67.235.255.66] on 2010/06/18 19:22:49
Plasma gun ;)
 Did Quoth Invent The Plasmagun?
#6711 posted by MadFox [84.26.170.230] on 2010/06/20 23:56:22
I thought I saw it somewhere before that release.
(explaining my wondering I lost it after the cells were gone)
#6712 posted by necros [99.227.131.204] on 2010/06/21 05:09:39
the quoth model and sounds are original. of course, there have been dozens of 'plasma rifles' going back to doom's rapid-fire gun which i'm sure everyone is familiar with.
the gun is supposed to be similar to quake3's plasma rifle what with it's rapid fire, medium damage and small explosion radius but more in-line visually and audibly with the 'phased plasma rifle in the 40 watt range' from the original Terminator.
 Shots.
#6713 posted by Shambler [86.25.164.74] on 2010/06/21 15:15:18
Willem I like that building outside, the curves look good, need to see more of that style, i.e. cool structures rather than just relying on textures/details.
JPL, looks good, Madfox has a good point tho...
 8 Bit Demo
#6714 posted by qbism [75.93.198.115] on 2010/06/22 06:09:08
Not a map, but a way to demo maps online.
http://qbism.com/_extfiles/ac.html
Will go out of my way for a rotfish, now, something about the sound.
 Whoah...
#6715 posted by metlslime [159.153.4.50] on 2010/06/22 06:20:54
pretty cool... and you have transparent water too!
Is this a package that's easy to put together (given map x and demo y?)
Is there a way to set a smaller resolution (so you could embed it in a webpage the way youtube videos can be, rather than fullscreen?
 Geez
#6716 posted by necros [99.227.131.204] on 2010/06/22 06:31:22
you wouldn't even have to download demos anymore, you could just watch them right in a release thread o.o
 FlashDevelop
#6717 posted by qbism [75.93.198.115] on 2010/06/22 07:12:29
It's not too hard, especially after setting it up the first time.
A wad is made with the map, demo, and data.
An IDE called FlashDevelop combines this with the engine, which has been precompiled to Flash.
The view window can be any size and imbedded in a web page.
The engine is an enhanced WinQuake based on the Makaqu engine and ported to Flash. Can play some big maps but not quite up to Marcher yet.
 Geez
#6718 posted by Vigil [89.27.21.189] on 2010/06/22 09:51:06
You wouldn't even have to play the maps anymore, you could just watch them right in a release thread o.o
 Bloody Hell
#6719 posted by nitin [124.168.31.179] on 2010/06/22 10:01:12
thats pretty cool!!
 Proposal
#6720 posted by megaman [88.134.172.72] on 2010/06/23 00:31:43
Spirit adds demo upload to quaddicted (or integrates with willem's upload site), and adds a way to embed flash for any map.
So basically youtube for quakedemos, you'd upload the demo and would get back an embed link.
in a month or two I even might volunteer for some coding.
#6721 posted by metlslime [159.153.4.50] on 2010/06/23 01:46:01
QuakeTube would be very cool.
Of course it also requires the bsp (and/or the required mod) to also be included in the map.
But if those are already hosted on the server, the user only needs to upload the demo still.
 Also...
#6722 posted by metlslime [159.153.4.50] on 2010/06/23 03:11:21
Maybe this is already solved, but there probably needs to be a way for the embedded flash to pass its width and height into the software renderer so quake's video launches with the correct dimensions (so you don't get pixel scaling.) For small embeds (say 320x240) this would be much better than scaling down an 800x600 render, which would be both slower and not look as good.
#6723 posted by qbism [75.93.198.115] on 2010/06/23 05:12:04
As it stands, video resolution can be modified, but it's baked into the Flash engine code. The web design and code would need to match to avoid pixel scaling.
To clarify, this Flash demo is a self-contained swf file with all needed data- pak, bsp, dem, progs.dat, etc. Nothing is 'streamed' from the server.
 Yeah...
#6724 posted by metlslime [159.153.4.50] on 2010/06/23 05:54:11
So what i was wondering is if there's a way for the flash applet to pass height and width into the engine at runtime (perhaps when the flash initializes it needs to write out a vid_mode into a config file before the engine reads it?) Otherwise i guess you would need to pick a size at the time you are uploading the demo.
And the idea was that the user uploads a demo and the server generates a flash file (which would include the bsp and mod pakfiles if needed) but the user doesn't need to provide them if the server has them already (like quaddicted does.)
 While Being A Nice Techdemo
#6725 posted by Spirit [80.171.127.27] on 2010/06/23 09:58:10
Sorry, but it's useless in practice. We had this discussion when the first Flash Quake came out.
It starts with no legal way to do it unless you use fugly FOSS art. And it ends with a shitload of data being downloaded each and every time (maybe some HTML5 stuff could work around that).
Last but not least Flash is cancer and needs to die.
You can simply create things like http://www.quaddicted.com/tips-and... if you want an easy way to start demos. Or have an engine that can handle random files tossed at it.
 Flash
#6726 posted by megaman [88.134.172.72] on 2010/06/23 11:20:49
has the advantage that everybody can see it. I can show demos of great quake maps to my father, or my friends. Maybe we'd get more people into quake again ;-)
Legal problem: hm, I'm not into the q1 stuff, but I'm not sure it even is very different from distributing custom maps, so long as we don't allow demos on stock maps. Of course we need the models. Anyway, couldn't we ask ID if distributing the textures and models to play demos on single maps is a problem? There's not a lot of difference to a movie.
 Welll,,,,
#6727 posted by metlslime [67.188.81.46] on 2010/06/23 11:24:13
an alternative is to simply generate an actual video and upload it to youtube. If we can magically generate flash applets surely we can magically generate a video.
#6728 posted by nitin [124.168.31.179] on 2010/06/23 12:33:24
yeah, cant demos be made to output in avi or some other format?
 Yes
#6729 posted by Spirit [80.171.127.27] on 2010/06/23 13:34:42
Extremely fast and easy (once jdhack finally releases his engine).
 Metlslime++
#6730 posted by SleepwalkR [141.23.31.51] on 2010/06/23 14:45:06
Use videos.
#6731 posted by Trinca [194.65.24.228] on 2010/06/23 14:59:38
Quake demos in youtube will be awesome!
 QDQ Guys Aready Put Their Demos On Youtu.be
#6732 posted by meTch [99.39.170.180] on 2010/06/23 15:33:04
 Videos Have Drawbacks
#6733 posted by megaman [88.134.172.72] on 2010/06/23 16:55:10
who has the bandwidth and processing power?
 Youtube
#6734 posted by SleepwalkR [141.23.31.51] on 2010/06/23 17:04:45
Your problem applies to flash quake solutions more than it does to video, really.
#6735 posted by Spirit [80.171.127.27] on 2010/06/23 18:04:51
Videos are better for the environment. Encoded once and then people can play them with very low cpu/gpu stress. I am only partly joking. Everyone has the bandwidth.
 Err
#6736 posted by megaman [88.134.172.72] on 2010/06/23 18:30:59
You need a server that generates the video (lots of cpu and disk), encodes it, then uploads to youtube (lots of upload).
Or is the "huge file once" thing not that much of a problem? if a 30min demo recording is 500+mb (is that even acceptable quality?), then you could serve about 50-100 flash thingies for that.
also, does youtube have an API?
#6737 posted by rj [86.0.165.149] on 2010/06/23 18:35:28
You can simply create things like http://www.quaddicted.com/tips-and... if you want an easy way to start demos.
i got four words into that article.
#6738 posted by Spirit [80.171.127.27] on 2010/06/23 19:29:59
Scroll down to the comments where metlslime shared a Windows version of that idea.
 Not Using Videos
#6739 posted by ijed [216.241.20.2] on 2010/06/24 15:46:30
Is a fail.
#6740 posted by gb [89.27.240.14] on 2010/06/24 18:58:32
I recorded a demo runthrough of one of my maps, used darkplaces to turn it into a video, and uploaded the ogg theora file straight to youtube. Quality was pretty good.
Don't see the problem, really.
 The Raw Swf...
#6741 posted by qbism [75.77.8.242] on 2010/06/24 19:19:05
...now smaller file size. Self-contained.
http://qbism.com/_extfiles/ac-qbS8...
It's not getting data from a server etc. Not a 'streaming demo player', not playable as a game, just linear playback of a specific prepackaged demo. Similar to video, resolution is pre-determined and it can't be resized w/o pixel scaling. Although versions at different resolutions can be created in advance.
This isn't a replacement for videos, just another option with pros and cons.
 Qbism:
#6742 posted by metlslime [159.153.4.50] on 2010/06/24 21:00:56
I think you misunderstand -- we're describing an imaginary web app that can accept demo uploads from a user and package that demo, plus quake pak files, plus the bsp and perhaps a mod, into a unique swf file. All data except for the demo could live on the server already, and the web app could do the packaging.
The result is the same (a custom swf that plays one demo) but the difference is a web app automates most of the process.
 Anyway...
#6743 posted by metlslime [159.153.4.50] on 2010/06/24 21:07:32
nice work on getting the size so small -- did you edit the pakfiles to include only the minimum files needed? Or is it just compressed?
 Web App
#6744 posted by qbism [75.93.198.115] on 2010/06/25 01:23:56
Now I get it! The server could assemble the minimum files needed from a large resource. That is what I did manually to get the file smaller. (Plus they all get zipped.) An automatic system could do even better.
 Client -> Server Keepalive
#6745 posted by necros [99.227.131.204] on 2010/07/03 22:15:20
http://necros.quaddicted.com/temp/...
smaller this time. 1600x1200 is probably excessive.
 Allways Have A Shotgun Handy
#6746 posted by meTch [99.51.245.207] on 2010/07/04 04:40:58
when reading ancient lore.
 Necros
#6747 posted by negke [88.70.80.84] on 2010/07/04 15:11:29
Yes.
 Ditto
#6748 posted by Drew [98.124.27.175] on 2010/07/04 23:18:21
so clean man, looks rad!
 Broke Up Some Floors
#6749 posted by megaman [88.134.26.210] on 2010/07/05 10:06:16
 Also
#6750 posted by SleepwalkR [130.149.148.83] on 2010/07/05 10:33:39
Shot 1 looks better, but a) pillars standing on a grille look very unbelievable and b) you need to frame that hole in the ground on the right of the shot using some sort of trim, otherwise it looks odd I think. Best thing would be to add the trim to the floor texture that is being cut off diagonally.
Other than that, it definitely looks better than before, breaking floors and ceilings is a very important part of making a map look less bland. It can also help to use different floor patterns / textures in different areas of the map. These can be used as clues so that the player can learn the map more quickly.
 Shot 3
#6751 posted by RickyT23 [81.156.237.207] on 2010/07/05 17:53:28
Has got a Predator in it.
"I seeee youuu"
#6752 posted by necros [99.227.131.204] on 2010/07/05 22:13:27
i think sleepwalkr pretty much said it all. nice looking map and breaking up the floor with different textures is a great idea, but the pipes and grill interfaces aren't very believable.
 Oh Well
#6753 posted by negke [88.70.62.73] on 2010/07/06 22:51:46
 Done
#6754 posted by MadFox [84.26.187.83] on 2010/07/06 23:26:15
as far as I can see.
towards which down
under I'll agree.
 Nice...
#6755 posted by generic [67.233.157.112] on 2010/07/06 23:36:28
How about adding some of the Quake Arcade Tournament (timfixed.wad) textures for a little variety?
 Negke
#6756 posted by JPL [82.227.228.57] on 2010/07/07 12:18:41
hhhmmmm looks really nice.. a bit dark though...
 Negke
#6757 posted by Lardarse [62.31.162.25] on 2010/07/07 12:30:44
Feels very e4m4...
 Guys
#6758 posted by spy [178.88.6.18] on 2010/07/07 17:52:56
how you're make that arch rotated at 45 degrees
with 90-180 degrees arch i have no problem, but with 45 its always pain in the ass
 Ps
#6759 posted by spy [178.88.6.18] on 2010/07/07 17:54:52
btw , negke the screenies look very kewl, cant wait to grab the (finished) map
#6760 posted by Zwiffle [66.170.5.18] on 2010/07/07 18:18:44
In Radiant I would just make a special 45 degree arch using the clipping plane tool, because then it fits all nice and comfy. It won't be exactly as the other arches, but most people won't notice/care.
#6761 posted by gb [89.27.228.252] on 2010/07/07 21:15:02
ooo, scaled textures.
#6762 posted by negke [88.70.80.182] on 2010/07/08 08:27:31
timfixed.wad: Hey, there are some nice texture variations in there. But the few medieval ones that would fit thematically don't convince me. I do use that stock red face-trim, though.
The map is supposed to be dark (the screenshot is probably somewhat Spirited). Theme-wise, it's nowhere as epic as e4m4, I'm afraid.
spy: Zwiffle's approach might work. Then again, I could imagine this might as well lead to misaligned brushes.
I usually create a regular arch and rotate it, then snap it to the grid and realign the vertices in 2d mode so the lines are all perfectly diagonal on the grid. It IS a pain in the ass, especially with Radiant, but the result is rewarding.
 Thanks Guys
#6763 posted by spy [178.88.22.237] on 2010/07/08 12:20:11
i'd hoped there is some easy way to make such arch
 Hmm
#6764 posted by nonentity [188.223.82.21] on 2010/07/08 18:22:24
tbh I'd say Zwiffle's way is less likely to cause errors, but it requires being able to 3 point clip accurately (not that difficult tbh)
 Hmm
#6765 posted by nonentity [188.223.82.21] on 2010/07/08 18:23:02
Nice map btw, liking the prevalance of 45 degree angles
 45-degree Arches
#6766 posted by metlslime [159.153.4.50] on 2010/07/08 19:52:37
You should be able to just build regular arches out of six-sided brushes (where the top view of each brush looks like a box, and the side view shows that the bottom of each box is slanted appropriately) and then skew them in radiant to get it onto a 45-degree angle.
If you use spog/czg style 12-sided cylinder dimensions, you should be able to keep things on a large grid value even rotated.
 So..
#6767 posted by negke [88.70.234.20] on 2010/07/08 20:14:35
how do you use the third clip point then?
 Actually..
#6768 posted by metlslime [159.153.4.50] on 2010/07/08 21:45:42
i never use 3-point clipping as it's too awkward to use (always appears at the 0 on the hidden axis, instead of somewhere on the surface of the brush.)
I primarily use edge draging and skewing to make most shapes. Occasionally vertex dragging, but that is only really useful on certain shapes (like wedges and spikes.)
 Omg!
#6769 posted by Bal [83.204.157.66] on 2010/07/08 23:52:04
This isn't actually a map, but it's in Unreal, and it's the closest thing I've done to mapping outside work in a looonng time.
http://born-robotic.net/stuff/plat...
All very much work in progress of course, no texture work yet (just normal and ambient occlusion maps).
 3 Point Clipping
#6770 posted by megaman [88.134.26.210] on 2010/07/09 00:43:40
the three points define a plane that clips :o
basically, the first two set up an axis and the third generates the plane through it
 Megaman:
#6771 posted by metlslime [159.153.4.50] on 2010/07/09 04:09:14
not sure if you're responding to negke or me, but i know what 3 point clipping is, i just don't use it because the UI is cumbersome (have to either drag all three points hundreds of units until they are on the brush, or move the brush to the world origin before clipping and then back to the proper location.)
 More Messing Around
#6772 posted by Jago [84.249.95.211] on 2010/07/09 04:14:28
http://jago.pp.fi/images/wip/ut3te...
yes, still no lighting
yes, I am slow
#6773 posted by negke [88.70.58.161] on 2010/07/09 06:49:42
megaman: I've had it with these motherfucking clips on this motherfucking plane! :P
Bal: Omg!
Jago: What's with that ramp/stairs thing - bricks?
Friction: Isn't it time for your annual posting of the same three D3 shots?
#6774 posted by Willem [24.163.61.78] on 2010/07/09 14:07:06
Bal
NICE work. Very Shadow Complex mixed with Half-Life feel going on there.
 Bal
#6775 posted by nitin [210.84.55.4] on 2010/07/09 16:30:23
texture it please, you know it already looks great.
 Unreal Bal
#6776 posted by MadFox [84.26.187.83] on 2010/07/09 21:36:51
Makes me feel as if I'm in the Mystery of the Sith's fallen spacecraft.
 Oms2 Shots
#6777 posted by Orl [69.253.226.218] on 2010/07/13 01:41:19
As promised, here are a few screenshots of my upcoming map. The map itself is finished, unfortunately it exceeds quite a few of Quake's raised limits. (marksurfaces, nodes) and needs more time for optimizing and pruning, as well as beta testing.
So here are a few shots that should tease your taste buds, and what to expect.
http://qrf.mine.nu/~orl/oms2s1.jpg
http://qrf.mine.nu/~orl/oms2s2.jpg
http://qrf.mine.nu/~orl/oms2s3.jpg
http://qrf.mine.nu/~orl/oms2s4.jpg
http://qrf.mine.nu/~orl/oms2s5.jpg
 Wow
#6778 posted by necros [99.227.131.204] on 2010/07/13 01:51:34
that looks really different!
shot2 has great use of trim to highlight the structures and shot4 is impressive with it's melding of organic and inorganic.
the lighting is kind of bland though. not much contrast and very few shadows. with all the freestanding architecture, there should be some really dramatic shadows.
 Interesting...
#6779 posted by generic [67.233.157.112] on 2010/07/13 01:52:24
I am not so sure about those flame textures though. Looks promising!!!
 Flame Textures
#6780 posted by necros [99.227.131.204] on 2010/07/13 02:05:26
it'll really depend on what it looks like animated i guess.
#6781 posted by gb [89.27.214.158] on 2010/07/13 06:53:56
Looks really nice, Orl. Please don't make it ridiculously hard.
 Orl
#6782 posted by JPL [82.227.228.57] on 2010/07/13 08:25:58
What others said: really nice ! Can't wait to play it...
 Nice Shots Orl...
#6783 posted by metlslime [159.153.4.50] on 2010/07/13 08:48:58
Also they give me an idea: Someone should make an "ikred" map... to go with the ikblue and ikwhite maps already out there.
 Orl
#6784 posted by negke [88.70.49.146] on 2010/07/13 08:51:56
Nice one, cool shapes. The orange bricks fit well, too. I agree you might want to change the latern texture (why not use a flame mdl). Animated lavafall?
#6785 posted by Trinca [194.65.24.228] on 2010/07/13 10:29:33
Orl look's awesome :)
Hope release is soon, need to kick some ass on these babys!
 Bonkers.
#6786 posted by Shambler [86.25.223.38] on 2010/07/13 12:26:25
That looks really cool. Love the terrain design, the broken architecture, the curves, lanterns and most of the texturing. Not sure about the blue stuff.
One thing - the trim!! Make sure it looks like actual trim that goes down a bit onto the wall, not just like something painted on the top surface.
Also nice to see well lit, clearly visible shots :).
 Orl
#6787 posted by Ankh [192.100.112.210] on 2010/07/13 13:48:41
This looks very good.
 Thanks For All The Positive Comments Guys :)
#6788 posted by Orl [69.253.226.218] on 2010/07/13 14:34:27
gb: Difficulty levels will be supported, so it won't be ridiculously hard.
negke: I would use the regular flame model, but apparently I've already used too many of them (too many efrags) so I made the flame texture as a substitute. I'll try to make it more appealing though. And yes, the lava falls and waterfalls are animated. :)
Shambler: Blue stuff? What blue stuff?
 Orl
#6789 posted by nitin [124.168.40.160] on 2010/07/13 14:36:39
looks nice but please tell me that is fullbright lighting.
Also, is that a monster to vis, line of sight seems to be unbroken in those shots.
Architecture looks smashing though.
#6790 posted by negke [88.70.230.248] on 2010/07/13 14:43:46
But if the map exceeds various other limits, requires an enhanced engine anyway, which would take care of the efrags things, wouldn't it? Or do you think it's still possible to tweak it to fit into the standard protocol?
Depending on how many lamps there are and how many free edicts you still have, it probably could be done with info_notnull flames (=dynamic entities). Or a proper lantern texture - illuminated glas. One of the stock yellow-tinted window textures, for instance.
 Blue Stuff.
#6791 posted by Shambler [86.25.223.38] on 2010/07/13 15:50:04
The metal trim in the first shot. I take it back, it's not that bad.
 Orl
#6792 posted by Tronyn [24.222.116.132] on 2010/07/13 20:50:45
looks great, I like the flame texture, it's different but looks fine in the shots. Architecture looks great, a nice twist (uneven/broken/custom textures) on a Quakey theme. Looking forward to playing it.
#6793 posted by Orl [69.253.226.218] on 2010/07/13 21:51:24
nitin: Lighting looks different in any map with a different engine, as well as what your gamma level is set to. I took those screenshots in glquake, and when they came out they were very dark so I manually brightened them. Chances are the lighting will look different with your setup, possibly darker.
Also, is that a monster to vis, line of sight seems to be unbroken in those shots.
I'm sorry, but I'm not sure I understand.
negke: Believe it or not, the map currently exceeds some of Quake's enhanced limits (clipnodes are sitting at 64k, marksurfaces at 70k, nodes at 35k etc) and efrags are currently above 2048, which is enhanced glquake's limit. There is no chance that this map will fit onto Quake's standard limits.
As for the lantern texture, I'll try to make it look a bit more respectable, but I can't guarantee :)
#6794 posted by negke [88.70.80.81] on 2010/07/13 22:23:57
If that's the case, then using the hack for displaying flame models would work out fine. It would take two entities for each lantern if you want every single one of them to emit that fire sound, too.
Lantern texture: To specify what I meant earlier - e.g. the yellow region in window02_1, or a modified version of window1_3 (or 1_4?), or possibly something like +0light01. At least those would be textures readily available without additional effort required.
 Looks Good
#6795 posted by ijed [216.241.20.2] on 2010/07/14 16:05:45
I like the rocks a lot.
Shame about the flame models - what engine are you running it in?
#6796 posted by Orl [69.253.226.218] on 2010/07/14 21:57:06
negke: I had a look through the teaching progs dat new tricks thread, but I couldn't find the specific hack you are mentioning. Could you point me in the right direction, or re-post it?
ijed: enhanced glquake is what I was using.
#6797 posted by necros [99.227.131.204] on 2010/07/14 22:22:05
i think what negke was thinking of was the trick to get around the static entities limit. however, you mentioned efrags which is something else.
from aguirre's site:
"Too many efrags!"
This console warning is normally caused by having entities (typically torches) too close to or
even partly inside solid walls. Another possibility is too many (or too far apart) brushes that
are included in one brush entity. EFrags means Entity Fragments. Enhanced Win/GLQuake has higher
limits.
as you can see, the efrags problem is not directly related to the # of torches. check your func_ bmodels maybe.
 Other Possibility
#6798 posted by ijed [216.241.20.2] on 2010/07/15 17:47:34
So it can probably be fixed by making the lantern cages into func_illusionary...
 Ijed
#6799 posted by Orl [69.253.226.218] on 2010/07/16 03:59:38
How could making the laterns into func_illusionary help the efrags problem? I'm still not 100 percent certain what causes efrags in the first place.
#6800 posted by necros [99.227.131.204] on 2010/07/16 04:43:02
well, according to aguirre, it seems to me as though it has something to do with a bmodel being in more than one 'vis zone'. i don't fully understand all the bsp stuff, but when you vis a map, each volume separate 'area' which has faces assigned to it (ie: it can be visible or not such that it will or will not display faces attached to it) would be like a 'vis zone' and entities that have a bounding box (anything that has a visible model and isn't explicitly set to be a point entity via setsize() in qc can touch more than one of these zones. this means that the entity has to be attached to more than one zone and in a visually complex area that has been split up many times by vis, that entity could potentially be attached to quite a lot of these zones. these are entity fragments (efrags).
now if you have a big bmodel (say like a really tall elevator), it could be attached tons of zones and if you had more than one of these elevators (or equally larged doors, trains, etc) you can see that it may run over the limits.
but i'm honestly not even sure what i said above is right. :S bsp and vis are not transparent subjects. :P
 Right
#6801 posted by ijed [190.20.104.45] on 2010/07/16 05:52:16
But I suspect that those small cages are causing complicated leafs. Efrags is related to 'solid walls' - that doesn't mean walls, just anything that's a world brush.
This is just an idea, but maybe the flame models were causing the bug because they were too close to fiddly world brushes. If they become entities then there's no more problem since they no longer define the vis tree but are commanded by it.
In other words, they become visible or not as vis says so, instead of causing the vis to be more complex.
On the other hand, necros could well be right... although I'm not so sure for two reasons. Firstly, you've already identified the lanterns as being the problem, for some reason. The second reason I'm just pulling out of the air and half-remembered conversations, but typically when you've got a large bmodel that's producing the efrags bug it's also subject to entity flicker (becomes visible/not) because it's residing in multiple leafs.
The lanterns are small... so I doubt that's the case. But I could be wrong. Those bars though are already producing multiple additional leafs though - the viz zones Necros mentions.
Either way, small brushwork tends to produce these types of problems and bump your compile time. It's a habit but I tend to avoid using such and go for alternatives. With a hack you could put the Nehahra lantern model in there instead. Not sure which hack though.
 In Fact
#6802 posted by ijed [190.20.104.45] on 2010/07/16 06:00:00
Open the map up in Fitz or Quakespasm and use the command called r_showtris 1 (I think that's what its called) which will show you exactly what viz is allowing to be drawn.
If the lantern cages are creating the efrags problem then you'll see wierd effects there in comparison to the rest of the map.
Won't be easy to see though since they're small.
En fin. My advice, so you don't have to do too much work or a visual change, is to group the bars of each lantern into singular func_walls - func_illusionaries being slightly cheaper.
If it doesn't work at least it's a simple change to test, and should speed up compile anyway.
 Orl
#6803 posted by negke [88.70.251.200] on 2010/07/16 09:43:43
Which flame entities did you try it with - yellow or white? I can't imagine small_yellow to cause problems if the inside of the lantern cages are at least 20-24 units high.
 My L4D2 Bus Depot Of Death Lurches Ahead...
#6804 posted by Willem [24.163.61.78] on 2010/07/18 21:28:37
So much work! It's getting close though. I have to fix the lighting on some of the meshes, especially in the third shot, but I'll lump that into my upcoming mega-epic clipping brush pass.
http://www.wantonhubris.com/L4D2_S...
http://www.wantonhubris.com/L4D2_S...
http://www.wantonhubris.com/L4D2_S...
#6805 posted by gb [89.27.199.153] on 2010/07/18 22:06:19
L4D city environments always remind me of Tony Hawk games. I wanna ollie on that pavement.
It's only missing the bums and destroyable fire hydrants.
Looks good of course.
 Willem
#6806 posted by Zwiffle [97.87.57.94] on 2010/07/19 01:30:55
Lookin really good, can't wait to get my grubby little hands on it. It's scavenge right? Or are you going to turn it into a campaign or some such?
#6807 posted by Willem [24.163.61.78] on 2010/07/19 02:08:37
Survival. I don't have anywhere near the time necessary to do a campaign. :)
 That Looks Great!
#6808 posted by Drew [98.124.27.98] on 2010/07/19 06:51:49
... does it mean your q1sp is cancelled or just delayed?
#6809 posted by Willem [24.163.61.78] on 2010/07/19 11:09:55
"does it mean your q1sp is cancelled"
To be honest ... yeah, probably. I just can't work up the energy to work in Quake these days. It's too limiting and I find that I'm just plain tired of the monsters. Maybe I'll get that spark back some day in the future...
 Bummer
#6810 posted by Drew [98.124.27.98] on 2010/07/19 13:35:09
oh well, good luck making bus stops!
 Orl:
#6811 posted by RickyT23 [86.25.6.66] on 2010/07/20 15:28:07
Nice shots - your rockwork has never looked better :)
Also the lava falls are really cool looking. And the whole map looks very organic - like it is falling apart. I'm only gonna say that perhaps the lighting looks a little bright. It would be very atmospheric if it was a little bit moodier and darker, with some dark shadows for monsters to lurk inside :)
Willem:
Also cool shots :) I would like to see more of a distinct theme, like a specific location. Although I understand that you are finding your feet with the L4D style. And I also kinda understand that "generic suburbia/city streets" IS L4D style, so, er....... I dunno. Just seems very well built, but a bit samey.
 Oh Yeah
#6812 posted by Drew [98.124.27.112] on 2010/07/20 16:36:13
orl, I really like the looks of those shots and am looking forward to messing around with those textures myself. I love it when people expand on quakey themes like you seem to be doing!
 I Agree With Ricky About Willem.
#6813 posted by Shambler [86.25.164.171] on 2010/07/20 17:01:07
Looks okay but I would prefer more visual hooks. I liked that untextured building shown before. I think with all the props and detailing and effects and shit, the importance of impressive structures can be lost these days...
 Yes..................................
#6814 posted by MadFox [84.26.187.83] on 2010/07/20 22:20:01
quake does more with less.
 Bleh
#6815 posted by MadFox [84.26.187.83] on 2010/07/24 06:33:09
 I Like The Last Shot
#6816 posted by nitin [124.168.117.82] on 2010/07/24 06:48:51
looks cool
#6817 posted by necros [99.227.131.204] on 2010/07/24 07:59:01
the city street shot looks really nice. i like the variations of roof heights as it makes it look like more than just a sky brush on top.
#6818 posted by rj [86.0.165.149] on 2010/07/24 09:50:02
i like the variations of roof heights as it makes it look like more than just a sky brush on top.
i agree, however i cannot say the same about the rock-tops in shot 3.. they seem a bit uniform. otherwise very nice though
 Madfox
#6819 posted by generic [67.233.149.177] on 2010/07/24 14:57:56
Slowly but surely you are becoming an 'on grid' kind of guy ;)
Nice shots!
 Avé Ceazar
#6820 posted by MadFox [84.26.187.83] on 2010/07/24 18:30:06
Thanks for you're answer!
@nintin - crunching my first terrainmap. It was a big chunk of Quakers outmeal, before I had the hom undom.
@necros - I would like to make them deeper in the horizon to enhance the feeling of depht.
But this map is so large I can't do anything more or I hit warnings.
32719 clipnodes.
@rj - strange, I added mdl-rocks to break up the uniform structure. Someone else complainted about the severence of uniform appearance.
@generic - I'm playing my wits to get it done!
 Looks Great
#6821 posted by ijed [216.241.20.2] on 2010/07/29 15:30:29
Are those hand rails .mdl? Personally I'd remove the blue dots and just leave them black all over - the blue dot looks stretched.
The rocky areas could do with some green stuff - especially in the last shot there's green in the skybox whilst the terrain the player will be exploring is uniform brown. .mdl trees, moss, plants or bushes? Doesn't need to be much, would just be a nice tonal offset.
 Go Ahead
#6822 posted by MadFox [84.26.187.83] on 2010/08/01 02:10:54
and play it, see for yourself in the newspost.
My greatest concern was to get the texture of the endboss in the same value as the brushtes.
But as models are lighted different then plain brush texture I gave up. More from the point of vieuw that every engine has its own light specs. GlQuake suits more, Fitzquake less.
Telejanos blackens out, etc.
#6823 posted by necros [99.227.131.204] on 2010/08/01 02:25:39
i would say you succeeded, actually. i didn't notice anything until the thing started moving. :)
 Well
#6824 posted by MadFox [84.26.187.83] on 2010/08/01 02:39:32
when you know it is different. It gave me headaches to cover up the texture.
First I thought it would be just making a screenshot of the brushside, and take the same part on the model.
Then the shape of the texture wouldn't fit, the seize started to get smaller, and finally I ended up with a mirrored texture.
Strange that the colour of texture makes that difference on models or brushes.
 Yeah
#6825 posted by ijed [216.241.20.2] on 2010/08/03 15:39:12
I even have it downloaded, on a handful of different machines... look forward to fragging Granito again.
#6826 posted by Ron [86.80.123.127] on 2010/08/04 17:42:09
It looked great in DirectQ, my favorite engine of late.
 Titan Map
#6827 posted by Mechtech [24.211.158.217] on 2010/08/08 16:55:17
Just a shot of the ship from my map.
http://www.quaketastic.com/upload/...
#6828 posted by roblot [216.106.107.27] on 2010/08/08 20:50:17
Space colony with lots of spaceships and International SpaceStation (PlayStation) would make good senarios with that backdrop.
 Looks Goos.
#6829 posted by nitin [124.168.219.130] on 2010/08/09 00:53:10
The ship is the level?
 Goos.
#6830 posted by Shambler [86.25.220.162] on 2010/08/09 10:21:48
Textures!! The front ones don't match the side ones at all!!
 It Looks Like Lego.
#6831 posted by SleepwalkR [130.149.148.83] on 2010/08/09 10:53:33
 Me Likes...
#6832 posted by roblot [216.106.106.241] on 2010/08/09 22:44:47
The front texture does match, just customize it so the flat gray beams line up at ships edges. Then wrap the ships side dark gray texture bit about 32 units onto the front (add it onto the customization for the front texture). For the roof, continue the side angle higher to area the grunt is in. Then level off.
For the landing pads, use 4 steel girders like in jets maybe (with angled support struts). If you make it move it could dock onto something and latch at side door. It's a good start for ideas and looks good.
 I Think
#6833 posted by MadFox [84.26.187.83] on 2010/08/10 20:25:55
it's marvelous!
 Titan More Screens
#6834 posted by Mechtech [24.211.158.217] on 2010/08/11 02:53:56
http://www.quaketastic.com/upload/...
This shot shows the cargo pod thing. The idea is a space tugboat.
http://www.quaketastic.com/upload/...
Shot looking out at the space port.
http://www.quaketastic.com/upload/...
Inside the port looking out
 Cool
#6835 posted by RickyT23 [86.23.98.66] on 2010/08/11 04:25:19
The third shot reminds me of the scene at the start of Aliens where Ripley dreams a chestburster coming out of her. Nice Work!!
#6836 posted by necros [99.227.131.204] on 2010/08/11 04:46:22
that looks pretty cool. please tell me those cargo containers move?? pretty please? ^_^;
i really functional space station maps. one of my favourites was the first map in the second episode of duke 3d. i loved that the station was under attack by that one ship that was flying around. what great ambience.
 Yes!
#6837 posted by rj [86.0.165.149] on 2010/08/11 19:26:54
that it lovely looking stuff. how near completion is it?
 Titan Map/Duke3d
#6838 posted by Mechtech [24.211.158.217] on 2010/08/11 21:50:10
Necros of course the containers move.
Been playing Eduke32.
http://www.eduke32.com/
http://hrp.duke4.net/
"Come get some":) If you have never played Duke3d or never played on a modern engine give it a go. You need a copy of DUKE3D.GRP
The Titan map is close. I would say 90 percent of the brush work, models and sounds are done. It's in about 5 pieces now. I need to finish up a connecting section then hope it doesn't crap out when combined on compile. It should break many of the OE Quake engine limits but that's what fitzquake085 is for.
I hope to have up for beta testing soon.
 I Presume.
#6839 posted by Shambler [86.25.222.233] on 2010/08/12 11:44:20
That 10% includes sorting those textures out? The map style looks very cool but stuff like that makes it look like a block of brushes rather than a spaceship...
 Still Mapping!
#6840 posted by Hrimfaxi [89.150.173.209] on 2010/08/12 23:39:30
Yet another bunch of pictures from the basemap I'm working on!
http://www.hrimfaxi.dk/prew/index....
 Looks Good Hrim.
#6841 posted by Shambler [86.25.222.233] on 2010/08/12 23:47:10
Looking forward to it.
 Nice
#6842 posted by necros [99.227.131.204] on 2010/08/13 00:31:23
i like the ikbase textures and you seem to be doing a great job with them. :)
 Ikbase!
#6843 posted by rj [86.0.165.149] on 2010/08/13 00:53:23
i think i just came.
 Hrimfaxi
#6844 posted by JPL [82.227.228.57] on 2010/08/13 08:24:29
Yet another Quake jewel in the pipe I would say... shots looks really good, and map looks to be quite huge: keep it up !!
 Looks Like My Kind Of Map!
#6845 posted by RickyT23 [81.156.237.207] on 2010/08/13 12:40:54
Really man - very impressive, size and style. Looks to be well on its way too. Looking forwards to this one :)
 Great
#6846 posted by MadFox [84.26.187.83] on 2010/08/14 02:42:57
That looks rather huge, with transparant glass!
Monster of a map, how can you reach that polycount.
 Madfox And Others!
#6847 posted by Hrimfaxi [89.150.173.209] on 2010/08/19 00:23:22
Yes it's a huge map.
I'm over the max for clipnodes and marksurfaces but then again I haven't done anything yet to optimize the map!
So after I've done the last two corridors I will give the whole map an overhaul but I can't be sure it will run in anything other than a enhanced engine.
Time will tell!
 Can't Wait To Play It Hrim!
#6848 posted by Drew [216.168.120.223] on 2010/08/19 06:49:21
I'm sure it'll be a blast - hope it's hard as hell!
 Firecult... Continued
#6849 posted by enki [108.1.49.223] on 2010/08/21 05:57:08
Hay guys... it's been about a year and a half, and I just started working on this again. I've had some IRL stuff that kept me away from mapping for awhile, but am back at it with this series. The former link is to a site that no longer exists...
Here are screenshots for the work I've done on those maps in the last few weeks. I've decided to keep with the series, but release it as a mini-mod complete with new monsters, new menu art, particles, etc. and a progs.dat. No more betas will be made for awhile. I've got some groovy new ideas for this. Cheers.
http://www.thirteenninetythree.com...
 Hrim
#6850 posted by Drew [216.168.120.162] on 2010/08/28 05:15:12
PLEASE let me know if you need a tester
I'm into quake again, hahaha.
 Ok!
#6851 posted by Hrimfaxi [89.150.173.209] on 2010/08/28 15:39:47
When the time comes I'll let you know!
Going away for the next two weeks so no mapping.
 Good Stuff
#6852 posted by ijed [216.241.20.2] on 2010/08/31 18:00:17
MechTech - that looks great. A bit shiny, but its definately an underexplored style, even if most maps in that style have been great.
Hrimfaxi - Great! Kudos on expanding into different themes as well.
enki - Sorry, have something to do just now, will check later.
 Very Early Shots
#6853 posted by Zwiffle [97.87.57.94] on 2010/09/05 19:36:36
Sorry, no lighting. I intend for this to be a pretty small map, should take 5-10 minutes to complete, so the layout is maybe half done? Depends on how much progress I can make.
The idea being smaller map = more likely to get done.
http://a.imageshack.us/img185/3880...
http://a.imageshack.us/img46/7231/...
http://a.imageshack.us/img163/3200...
http://a.imageshack.us/img138/1777...
#6854 posted by necros [99.227.131.204] on 2010/09/05 20:02:24
shot1: the top horizontal metal brace looks awkward where it meets the vertical metal braces.
try pushing the horizontal piece up 32 units and putting a blank metal square texture in the gap (similar to how the cross lights are for the lower connection).
 Woot
#6855 posted by Vondur [195.218.191.171] on 2010/09/06 09:10:06
what necros says about braces.
also, all crosses must be inverted. point lights will make it shine. looks promising.
 Zwiffle Means Business
#6856 posted by negke [88.70.68.164] on 2010/09/06 10:14:51
Half done already?
Careful with the hellknights this time!
 Shot 3
#6857 posted by generic [67.233.192.136] on 2010/09/06 15:24:46
Can the water be changed to lava? Something about them being so close together bothers me.
Can't wait!
 Well
#6858 posted by Zwiffle [97.87.57.94] on 2010/09/06 15:25:45
If it gets changed to lava then you would probably die trying to swim through it :(
#6859 posted by [194.65.24.228] on 2010/09/06 15:31:57
slime?
#6860 posted by [88.70.249.253] on 2010/09/06 16:20:02
red water?
 Blue Lava?
#6861 posted by DaZ [92.26.171.37] on 2010/09/06 18:10:19
 Hot Boiling Water ?
#6862 posted by RaverX [79.113.94.167] on 2010/09/06 19:02:58
Or Frozen Lava ?
 Come On Guys
#6863 posted by Orl [69.253.226.218] on 2010/09/06 20:00:55
It's clearly Jell-o.
 Zwiffle Maps Like A Ninja!
#6864 posted by negke [88.70.226.165] on 2010/09/06 21:32:26
Naturally I can't let that go unchallenged.
http://negke.quaddicted.com/images...
http://negke.quaddicted.com/images...
http://negke.quaddicted.com/images...
Problem is, he's the layout master while I'm just a detail whore - which is a disadvantage at this stage.
#6865 posted by [81.84.215.78] on 2010/09/06 22:03:30
metal turtles maps to 25 December?
 Well-o
#6866 posted by generic [67.233.192.136] on 2010/09/06 22:57:38
The Alice stuff doesn't look like it is meshing greatly but, in the word of Tim Gunn, "Make it work."
BTW, if Zwiffle is the layout guy and Negke is the detail guy, then those guys should team up ;)
#6867 posted by necros [99.227.131.204] on 2010/09/06 23:35:01
fuck, all i have is box rooms. :P
 Oh Wait
#6868 posted by MadFox [84.26.187.83] on 2010/09/07 00:17:22
interesting zwiffle,
or is he a map?
can't wait to play zwiffle.
he won't play my map,
or is he a view mapper?
 It Is Getting Dark In Quakeland
#6869 posted by Ankh [88.199.103.6] on 2010/09/07 00:26:25
#6870 posted by necros [99.227.131.204] on 2010/09/07 00:29:46
cementy brick textures... very nice. :)
#6871 posted by [81.84.215.78] on 2010/09/07 00:34:17
Ankh, the word is massive!!!
 Hmm
#6872 posted by nonentity [188.223.82.21] on 2010/09/07 01:18:36
So yeh. That stuff enki posted looks really, really nice. Good DKT texture usage (or is that Rune?)
And yeh, zwiff made something, big whoop (altho the metal turtle by december idea has merit... wanders off thinking).
#6873 posted by necros [99.227.131.204] on 2010/09/07 01:28:32
Problem is, he's the layout master while I'm just a detail whore
just struck me it would be interesting to see how people rate themselves regarding strength in, let's say: brushwork(macro), brushwork(detailing), brushwork(terrain), monster gameplay, layout gameplay, lighting, vis efficiency... maybe others, i dunno.
or maybe just do it as a poll and see what the general trend is...
 Meh
#6874 posted by rj [86.0.165.149] on 2010/09/07 02:20:56
metal turtles maps to 25 December?
i don't like this. release them as individual maps with their own identity - not bundled as a pack with a silly label
 Ankh
#6875 posted by Zwiffle [97.87.57.94] on 2010/09/07 02:36:05
Vondur would say invert the crosses.
nntt: Yeah, I know. :( Also, it'd be cool if it got people making and releasing maps.
necros: Probably average across all fields, or thereabouts.
xen: Same as nntt.
 Hmm
#6876 posted by nonentity [188.223.82.21] on 2010/09/07 04:05:15
How dare you fob off both xen and me with the same answer. Especially when to took opposite views of the metal turtle idea (does anyone else get images of people being burned on giant metal turtles? Just me? (see Small Gods)).
That kind of laziness is exactly why you never release a map. And why my mother stopped loving you.
 Ankh
#6877 posted by DaZ [78.147.107.81] on 2010/09/07 04:40:17
Loving that! Reminds me of dranzdm6 actually :)
inb4 Vondur "make the crosses inverted" :)
 Yar
#6878 posted by negke [88.70.49.62] on 2010/09/07 09:04:20
My intention was to get Zwif's attention - tried it this way because he's always so aloof and not easy to approach and I'm too scared to talk to him directly. But rj's got a point, too.
necros: I wish my imagination was more geared towards the bigger picture, interconnected stuff, not single rooms. Though I didn't have a clear idea apart from a few bits, just started placing brushes to see where it goes from there.
#6879 posted by Zwiffle [97.87.57.94] on 2010/09/07 15:26:08
 Yey
#6880 posted by Vondur [195.218.191.171] on 2010/09/07 15:39:26
good progress with crosses, but with jesus you got carried away, zwiffle. i advise you to invert him.
zmm06 - there's that conical (triangular) square brush - not good.
#6881 posted by [194.65.24.228] on 2010/09/07 16:23:04
turtle event to 25 dec or not?
 Not
#6882 posted by [213.132.100.2] on 2010/09/07 16:44:56
just go map whenever
#6883 posted by Zwiffle [184.60.27.118] on 2010/09/07 16:48:50
A Christmas map pack would be awesome to have, but I'm just gonna work on this map for the time being. If people want to organize their releases around the same time though ...
 Hmm
#6884 posted by nonentity [188.223.82.21] on 2010/09/07 19:14:06
Why not? Yeh, metal turtle for 25th dec. Will be a nice christmas present (and gives a reason to map)
 However
#6885 posted by rj [86.0.165.149] on 2010/09/07 19:17:13
does anyone else get images of people being burned on giant metal turtles? Just me?
if anyone wanted to contribute to a christmas map pack with this specific theme, i wouldn't object to it.
PS. stop posting anonymously!
PPS. xen schmen
 And Erm..
#6886 posted by rj [86.0.165.149] on 2010/09/07 19:20:02
isn't 3 months & 18 days a little long to be considered a turtle map anyway?
people used to grind out episodes in that kind of timeframe
 Hmm
#6887 posted by nonentity [188.223.82.21] on 2010/09/07 19:20:51
PS. stop posting anonymously!
Glad you said it. I figured I'd just seem my usual grouchy self if I complained about it.
PPS. xen's men?
 Hmm
#6888 posted by nonentity [188.223.82.21] on 2010/09/07 19:21:42
people used to grind out episodes in that kind of timeframe
We're old and lazy and have jobs. And SC2 in some cases.
 They're Chained Up In The Basement.
#6889 posted by rj [86.0.165.149] on 2010/09/07 19:22:03
 Er That Was IRT #6887
#6890 posted by rj [86.0.165.149] on 2010/09/07 19:26:26
We're old and lazy and have jobs. And SC2 in some cases.
well yes. but my point was i just didn't really see the point in dressing up any map with a deadline as a 'turtle map', which is really a term for a speedmap refined over several sessions. surely it's just a 'map'...
(not that i'll lose any sleep over it)
 Metal Episode
#6891 posted by Zwiffle [66.170.5.18] on 2010/09/07 19:30:54
It'd be really swell if we could make this an actual episode ... but I'm afraid coordinating might be just a bit too problematic for most people, even if it just involves 'your map exits to this map, expect players to have these weapons' kind of thing.
 Metal Episode
#6892 posted by Zwiffle [66.170.5.18] on 2010/09/07 19:30:55
It'd be really swell if we could make this an actual episode ... but I'm afraid coordinating might be just a bit too problematic for most people, even if it just involves 'your map exits to this map, expect players to have these weapons' kind of thing.
 Sorry For Dbl Post
#6893 posted by Zwiffle [66.170.5.18] on 2010/09/07 19:31:05
 Hmm
#6894 posted by nonentity [188.223.82.21] on 2010/09/07 23:06:26
Remove weapons hack at the beginning of each map?
Altho I don't see that much difficulty in co-ordinating some kind of progression without it. Apart from anything else different people have different skills at Quake and so naturally make harder or easier maps. That seems to lend itself to progression (discussion about more widely seperating the skill levels and not just building for a hardcore constant horde player aside).
And I don't really care what you call it tbh, I just like the phrase 'metal turtle'.
 Zwif
#6895 posted by ijed [190.22.28.152] on 2010/09/08 03:29:59
Do you want e3m7rq?
Inverting the crosses looks wrong unless you modify the texture so the shadows from the rivets are below.
For me, I'd add some red metal structures (with corpses attached) for the water area.
Mapping is fun. Don't make it an inverted cross to bear.
To answer Neros' question:
Brushwork, Macro: 6
Brushwork, detail: 2
Brushwork, Terrain: 4
Monster Gameplay: 7
Layout Gameplay: 4
Lighting: 1
Vis Effieciency: 5
That's just off released maps, nothing I'm working on.
 My Typos Increase With Whisky
#6896 posted by ijed [190.22.28.152] on 2010/09/08 03:31:13
Knew there had to be something.
#6897 posted by necros [99.227.131.204] on 2010/09/08 06:17:44
Inverting the crosses looks wrong unless you modify the texture so the shadows from the rivets are below.
this.
also, i find inverting the long cross lights makes them look unbalanced. maybe if you added a second cross so that the texture was vertically symmetrical...
 Or Maybe
#6898 posted by nitin [124.148.168.212] on 2010/09/08 12:07:50
make the whole map seem upside down.
 Shots.
#6899 posted by Shambler [86.25.166.225] on 2010/09/08 13:03:45
Cool. Keep at it guys.
 Will Look Better With Lights
#6900 posted by Zwiffle [97.87.57.94] on 2010/09/09 06:34:11
#6901 posted by negke [88.70.56.139] on 2010/09/09 10:41:07
Maybe add some angles/slopes for detail.
#6902 posted by anonymous [194.65.24.228] on 2010/09/09 11:24:34
I started something and it might be finish in 25 December!
Will Zwiffle and negke try to release in that date or nothing will happened?
 Shot 3
#6903 posted by generic [67.233.192.136] on 2010/09/09 13:41:07
How about breaking up that big, bland back-wall with a recessed arch or something?
 Thanks
#6904 posted by Zwiffle [97.87.57.94] on 2010/09/09 16:00:48
But I'm not really doing detail atm. Any and all detail at this point is place holder for how I see it turning out in my mind.
 But...
#6905 posted by generic [67.233.192.136] on 2010/09/10 02:00:35
I thought Negke was doing all of the detailing ;)
 It's Almost Level Design!
#6906 posted by Bal [194.2.155.253] on 2010/09/10 11:33:07
More UDK stuff I'm working for the Polycount Beat-Em-Up challenge.
Screenshots :
http://born-robotic.net/stuff/balb...
Video :
http://www.youtube.com/watch?v=FkV...
Still lots of work to do on the actual assets and textures...
#6907 posted by Spirit [80.171.85.144] on 2010/09/10 12:23:26
has a super weird feeling due to noisy lighting and low contrast/saturation.
 Bal
#6908 posted by starbuck [92.236.80.129] on 2010/09/10 16:59:01
it seems like a shame if all the undoubtedly lovely backgrounds that come from this don't get used in an actual beat-em-up. Have you got any plans with what you'll do with your stuff at the end?
I like it a lot so far. The hand-painted/no-high-frequency detail look always sets my heart a-flutter. You gonna make some sort of samurai badasses to fill this place up?
 Yar
#6909 posted by Bal [194.2.155.253] on 2010/09/10 17:32:24
Spirit, yeah I'm having lots of trouble getting it right, looks so different on the 2 monitors I work on (work/home).
starbuck, I'm hoping to make some minigame out of it eventually if I find the time, but I'd actually go for something alot less serious than samurai badasses.
The idea rather would be an overworked japanese business man who has to go make an offering to a temple for luck, before an important meeting. He'd fight ninjas and crazy schoolgirls who have decided to get in his way for some reason, and probably a big buddha statue as final boss.
 What About.
#6910 posted by Shambler [86.25.166.221] on 2010/09/10 17:54:01
Used schoolgirl underwear??
 Hmm
#6911 posted by nonentity [188.223.82.21] on 2010/09/10 19:44:55
Probably wouldn't make for a climatic boss fight sham. Mebe as powerups instead...
 Texture Trouble
#6912 posted by Orl [69.253.226.218] on 2010/09/11 00:11:00
I'm pretty sure this is the right board to post this, if it isn't I apologize and will punish myself accordingly.
Now I am no stranger to making Quake textures. I know how they work, I know the color palette, I know they go in .wads, etc. So I know the process of making a new texture and putting it in a map. The problem is actually MAKING the texture. As in, I have absolutely no art skills whatsoever.
I've tried to make what seems to be a simple texture, five times so far, each with a different approach on how I make it, and each time it comes back looking like garbage. I'm not sure what I'm doing wrong. It could be the way I'm going about making it, or I'm not using the right colors, I have no sense of depth, or I just plain suck at texture making.
So I come to you, the humble texture making artists, with a challenge. Do you think you could create a Quake texture, that closely resembles the floor tile in this H.R. giger artwork piece?
http://qrf.mine.nu/~orl/misc/Geige...
I understand if it may take a day or two to make it, there is no rush. And in the mean time I will continue to practice making more textures for Quake but for now, whomever would be willing to create that texture, it would be greatly appreciated :)
#6913 posted by Zwiffle [66.170.5.18] on 2010/09/11 00:15:26
Can you post pics of your textures?
#6914 posted by Orl [69.253.226.218] on 2010/09/11 00:28:28
Well, I deleted the other four because I felt they were just too ugly to look at, but I did save the one that I thought might look decent. It didn't really turn out the way I wanted it to, but it was my best effort so far.
Here it is: http://qrf.mine.nu/~orl/misc/oms_g...
 That's Not So Bad
#6915 posted by meTch [99.51.245.130] on 2010/09/11 00:34:13
but if you want to do ones like in that picture you'd be better off putting a lot of tiles into one image and putting those small designs on them (like in the picture) and then decide if it looks like crap. personally i think that tile looks good, accept maybe the rivets need to be a bit bigger and more square with the 'flatten' face.
 Good Start
#6916 posted by starbuck [92.236.80.129] on 2010/09/11 01:36:06
meTch is right, you want to do a 4x4 or 8x8 tiled texture, so you can get that line detail in an interesting pattern. Also, you want the light source on floor textures to be shining straight down onto the surface, not off to the side.
Good luck, palletted textures are an absolute whore to get right
#6917 posted by gb [89.27.247.47] on 2010/09/11 12:35:13
From the Giger image, I get the impression that those tiles would be 16x16 in Quake, not 128x128.
That's an awfully low resolution to work with, sadly.
I also get the idea that they're almost white, not brown. That's just how I see the image though.
#6918 posted by onetruepurple [89.77.120.196] on 2010/09/11 12:37:00
Make them in 128x128, and then resize to 32x32?
Orl, the bevel on that texture is too thick and sharp IMO
#6919 posted by keres [81.84.215.78] on 2010/09/11 14:34:51
Guess nobody wants a Christmas map pack :\
Then I will keep making my map slowly... and someday far will be made!
 Orl
#6920 posted by MadFox [84.26.187.83] on 2010/09/11 21:55:33
I did a quick try on skewing the Geiger pix, transformed it to 64x64, added the Q1 pal and imported it into a wad. Here's how it looks.
http://members.home.nl/gimli/giger...
It's just the black/white pix, in Wally you could perfektionise it with some colour. Here's the wad.
http://members.home.nl/gimli/Geige...
 Madfox
#6921 posted by Orl [69.253.226.218] on 2010/09/11 23:38:18
That looks pretty good, and its what I'm aiming for. :) Although, would it seem right to rip out a segment of someone else's artwork to be used for a texture? Wouldn't it be more fair to make the texture yourself from scratch?
Does anyone really care about stuff like that, or is everyone more just focused on "use what looks best, whether you made it or not"?
 Ha!
#6922 posted by MadFox [84.26.187.83] on 2010/09/12 01:57:10
Can you steal the King's pie, without using his receipt?
Of course I do care about stuff like that.
But the same goes up by showing me Gieger's example,
you make me witness to art of someone else.
A little plausible, I spent weeks to skin the bitches boots,
after I realized I could import the skin right ahead.
Doesn't mean a didn't learn anything, I made some proofs of the skin gamma textures and past them with painshop layers over eachother.
Evreyone has his own way to deal with it.
I made some textures myself, but it takes some time to get the texture part right, especially with the Quake pal.
 I'm Too Tired...
Kinda posted this in the help thread not the betas thread :p
http://www.filefront.com/17282658/...
It's a very linear, combat focused map. Also gameplay only. If you like pretty things it will probably make your face explode atm :/
 Oh Yea
Needs fitz/darkplaces and quoth :E
Please give feedback and all that jazz.
#6925 posted by [81.84.215.78] on 2010/09/12 13:40:29
hi ZealousQuakeFan if is your first map is quite good, need lots of fixes of course...
1º Computer console? didnt't find amy... had to nocliped
2º the stairs don't work :( had to fly or rocket jump!
more feedback when I will try again!
 Sounds Like You're Not Running It With Quoth!
I should have stated that better. Uses a lot of Quoth enemies and entities. :)
http://kell.quaddicted.com/
#6927 posted by [81.84.215.78] on 2010/09/12 15:09:25
ops guess I miss that.. will try again a record a demo!
Blimey, did I post something so bad no one has an opinion? :E
 I Would..
#6929 posted by rj [86.0.165.149] on 2010/09/15 19:20:41
..sooner wait til it didn't make my face explode ;)
That's going to take a while :p
 Well.
#6931 posted by Shambler [86.25.165.46] on 2010/09/15 21:17:43
Had a quick look / dick around without Quoth.
Running around the vents and jumping / exploring around the crates and those weirdo industrial rooms was cool. Some good gameplay potential in those. But too many box rooms and not enough of a catchy theme to it - more like stuff just thrown together. It has potential. Keep the more interesting stuff and make it tighter and more distinctive.
 Re: Bal
#6932 posted by bear [217.115.56.186] on 2010/09/15 21:34:44
 Had A Coupla Tries.
#6933 posted by the silent [95.251.32.70] on 2010/09/15 22:06:49
Skill 3, I never got past 2nd room. Boring and unplayable.
Skill 1, Still a little too much, I think... Coupla notches beneath playable. Died in the jump puzzles.
Skill 0, just for the sake of getting to the end with little sweating, lovely idea with the maze/jump puzzles. Nice end battle, lots of niceties gameplay wise.
What Shambler said. Gospel. Don't give up on this.
Hm.
Wanna demo? No fancy stuff. Skill 0. First run.
silent_1steasyzqftest03s.rar
 Still No Lighting
#6934 posted by Zwiffle [97.87.57.94] on 2010/09/16 06:19:32
And the layout is NOT half way done, seems it'll be a bit longer than I thought.
http://img4.imageshack.us/img4/860...
http://img843.imageshack.us/img843...
http://img213.imageshack.us/img213...
http://img545.imageshack.us/img545...
http://img835.imageshack.us/img835...
Maybe there will be some new textures in this, which apparently is now part of an episode with nntt and negke (maybe?) and someone else.
I wanted this to be done by now, akshully.
 Hmm
#6935 posted by nonentity [188.223.82.21] on 2010/09/16 06:20:58
I said it was an idea. That's all.
And you're the one who wanted to make textures...
;p
 Bear
#6936 posted by Bal [83.204.132.99] on 2010/09/16 08:08:48
Haha, awesome! Hadn't seen this before, definitely alot in common. :)
 Nah, I Was Just Kidding
#6937 posted by negke [88.70.56.155] on 2010/09/16 11:14:23
Haven't done any serious mapping. The room I posted is kind of meh, should have thought of a layout first.
 Thanks For The Feedback Guys
I'm currently ripping up a couple of areas or rescripting them so they're smoother or more interesting.
As for the difficulty, I'm not too concerned about people finding it horrific on Hard (although I'm making the starting rooms less dick-move like). I'm one of those masocist players who enjoys the challenge of insane difficulty (I can't think off hand of any examples in Quake, but from Doom things like Plutonia or Hell Revealed), but I don't want to be an ass and flat out prevent others from playing (and hopefully) enjoying it.
So the fact you didn't like Normal gives me great concern and I'm looking into it. I've already made the first jumping area easier on normal. Looking into other areas. Out of interest, how easy did you find easy? :E
Again ta for the comments, will hopefully have another version up soonish. Will have a think about how to make it feel a bit more atmospheric.
PS I wish Nightmare was a seperate difficulty flag :(
 You Might
#6939 posted by RickyT23 [86.142.195.34] on 2010/09/16 15:03:46
Like to try this map:
http://www.quaddicted.com/reviews/...
Pump the difficulty up to 2 or 3 and see how far you get :)
 Played It...
...on skill 2. Died once (the bomb just before the droles. Droles didn't kill me, but bomb left me on 2hp and I blew myself up :P )
Was fun though. Nice to have plenty of ammo and bigger guns for a change :) FPS drops made some bits annoying though, had to try and face away from the centre of the map whilst fighting (and led to further self-harm via grenades).
I recorded my run. Missed a few monsters and secrets, took 28 or so minutes iirc. recorded with Fitzquake
http://www.filefront.com/17294539/...
 Negke
#6941 posted by Zwiffle [66.170.5.18] on 2010/09/16 17:18:53
Son I am disappoint.
 Easy Is Pretty Easy, Zealous...
#6942 posted by the silent [95.250.202.207] on 2010/09/16 20:36:56
And, just to clear things up, I died in the jump puzzles because I generally suck at those, it's not they're too difficult IMO.
I think that maybe it's just the first rooms that are a pain in the ass, having to take out all those Rocketeers and Defenders and Eliminators with a meager shotgun is a bore, not a challenge, from my point of view. It essentially boils down to luck.
There's lot of good here, but has to be dug hard.
 I Too Am Disappointed In You.
#6943 posted by Drew [174.89.237.32] on 2010/09/16 22:52:06
cruel trick.
 ZealousQuakeFan
#6944 posted by RickyT23 [86.27.17.183] on 2010/09/17 03:00:12
Heh - thanks for the demos, just watched them. You've got some skills with the old Quake, thats for sure :) That map was my second ever release, I build it in a week (then it took 6 days to vis, lol) out of pure spite for all of the comments I received for my first release. Im glad you enjoyed it, but watchin it again just makes me see all of the terrible faux-pas I committed with regards to gameplay, and brushwork, and general optimisations. It's basically just a huge arena box style map. Inspired by GTA for sure :)
For a softer but hopefully more entertaining map the maps I built after that one are a bit more suitable I would say.
I had a look at your map on skill 3. I always test my maps predominantly on skill 3. You see the mapper has the upper hand of knowing where everything is. Well, I hope you start doing the same. Test on skill 3. You could almost call this map fair if you gave some armour and a better gun. And by a better gun I mean a nailgun. Or a grenade launcher. Cause at the moment it's like masochism. Just frustrating. If you make it past the four rocket-grunts in the first room (which you likely wont do on your first run) then you get through the corridor into the next room. This room isn't too bad, but if you make it past two more rocket-grunts and the two defenders, then you avoid being killed by two more rocket-grunts, then you probably have very little health left, and seeing as you have no armour, and only a shotgun, the sight of the two health kits in the next corridor is a welcome one. So when you then get ambushed from behind by two extremely deadly, plasma rifle-toting boss-style base enemies AND two more grenade-launcher toting defenders, SIMULTANEOUSLY, well, it's just not fair. So then when you repeat this whole piece over and over again, maybe 4 or 5 times (cause it's barely possible) and you finally get past these four ambushers (with 1 health), and you try to get to the damn health kits, you are teased with first darkness, then you have to kill two more grunts (which you can't dodge their bullets, so insta-kill is likely), then when you do make it to the health kits you are ambushed AGAIN, SUDDENLY, STILL WITH NO ARMOUR OR DECENT WEAPONS - well, I just gave up in disgust. I took it as though you were mocking me, because I am supposed to know where everything is coming from before it comes. It's like "well I can do it, so you must suck, Ricky"
AAAAAAAAAAAAANYWAY (don't despair):
It reminds me of all the terrible mistakes I made with Sickbase. Like the part where you died. Not fair really. Anyone within the blast radius of that explosion would be severely wounded, then attacked by three droles. I mean there is plenty of ammo and health in that map, but that's OK because people enjoy searching for stuff. But things like getting blindly to the top of a lift, only to find you are boxed in with a bunch of fairly tough enemies, most of whom are facing you - well trust me, I got a LOT of bad comments and feedback for that one. And some of the guys who read this forum are true professionals. After I got over the blow to the ego, I actually learned a lot from it, but if you want people to enjoy your map then don't make the same mistake I did. You see, when you get to the top of the lifts in Sickbase, you are likely holding at the absolute minimum a Super Shotgun, with some armour and lots of health. In your map you don't get given SHIT.
The way I see it you have two options. Either give better guns and more armour, or remove some of the really tough enemies and replace them with softer ones. Hopefully you will do both. Some of those rocket-grunts could quite happily be normal grunts. Those plasma-defenders (what they called again - I forget) - well I dont think they should be there at all.
The map shows promise - some nice brushwork, exploding stuff, light effects. Reasonable atmosphere, even for an un-detailed map. I just think that skill 2/3 is too hard, and not really fair, even for the experienced player. You have to remember - EVERYONE who plays your map for the first time wont know what's coming. And skilled players will hate you if they die lots of times. It's just not going to be fun.
I hope you find this helpful, and I'm looking forwards to your finished map, or even if you want me to take another look at your next version you want to be tested, I would be happy to - nice work :)
#6945 posted by gb [89.27.240.80] on 2010/09/17 08:23:03
> And skilled players will hate you if they die lots of times.
All players will, actually. :)
Yeah it the first rooms are a bit too much. I've moved the weapons forward so you essentially spawn on them. The enemy spawns are more or less the same but you have much better tools for quickly killing them.
The main problem I see in making a map truly challenging is that open form or non-linear layouts easily let the player fight on their own terms, rather than the mappers. By this I mean a fight starts (or a trap is sprung) but the player is free to run away, hide, snipe, or just avoid. It's tough to force the player to meet the threat full on without being a dick about it, and I've gone too far in the opening sections. It's hard to reveal a threat, give the player time to understand it, and then push them face first into it :E
Did anyone who played it on easy or normal have a problem with the pauses in the arena areas (the sky area with pillars and the finale)? To me they feel quite long because skill 2 enemies are pouring in constantly, but are they a nice break for players or should they be reduced/removed?
 Fab Looking Q3 Tech Base Map In The Works By Fkd
#6947 posted by nitin [202.161.26.180] on 2010/09/21 14:11:29
 OOOooooohhhhhh
#6948 posted by JPL [82.234.167.238] on 2010/09/21 22:08:58
Really beautiful !!!
#6949 posted by gb [79.233.71.81] on 2010/09/22 20:32:27
Very nice.
 Q3 ?
#6950 posted by Ron [86.80.123.127] on 2010/09/30 13:15:14
Very cool, looks more like an UT2004 map though.
 Started Tarting Up My Previous Gameplay Test
#6952 posted by Trinca [95.93.60.119] on 2010/10/03 13:23:45
look like put lights more bright near source! look muck cooler :) put light 300 with delay
#6953 posted by Trinca [95.93.60.119] on 2010/10/03 13:28:30
look nice :| danw my English
Yea the lightning hasn't really been touched since it was just a box layout so it's a bit shit :E
#6955 posted by necros [99.227.131.204] on 2010/10/04 02:09:57
second shot looks ok, but a little boxy. if you pulled the top edge of some of the brushes inwards to create sloping walls might help.
i like that you're spending some time on the trim. :)
 What Others Said...
#6956 posted by JPL [82.227.228.57] on 2010/10/04 13:40:11
... keep it up !
"if you pulled the top edge of some of the brushes inwards to create sloping walls might help. "
http://img830.imageshack.us/img830...
That kind of what you meant? :E
Also couple more goes at corridors :p
http://img580.imageshack.us/img580...
http://img837.imageshack.us/img837...
 Nice
#6958 posted by ijed [216.241.20.2] on 2010/10/04 23:42:29
 Lookin Good
#6959 posted by rj [86.0.165.149] on 2010/10/05 00:41:14
only thing i'd suggest from those latest shots is not alternating between red & blue lights too much. it's cool having both, but separated a bit (eg. a 'red wing' & 'blue wing' maybe) or denoting stages of the map, like changing colour after a key door or something
hmm, hadn't thought of that :E
 Pretty Much
#6961 posted by necros [99.227.131.204] on 2010/10/05 02:03:25
interested in seeing this :)
 Zwiffle??????
#6962 posted by negke [88.70.241.203] on 2010/10/05 10:44:56
 Negke
#6963 posted by Zwiffle [97.87.57.94] on 2010/10/05 15:05:57
What?
 =any Progress On Your Metal Map?
#6964 posted by negke [88.70.245.36] on 2010/10/05 15:40:40
 Oh
#6965 posted by Zwiffle [66.170.5.18] on 2010/10/05 16:33:02
Nope.
 One More For The Road...
Bigger area this time. They are a real pain. It's turning out a bit square :E
http://img338.imageshack.us/img338...
 Looking Good:
#6967 posted by RickyT23 [86.142.195.34] on 2010/10/06 12:50:10
Texturing of the door needs fixed - the inward facing faces need to be straightened.
Also the textures on the side of the slats on the flor need to be aligned.
Nice use of stock textures :) Map is looking nice :)
 Zealous Indeed...
#6968 posted by generic [67.233.197.34] on 2010/10/06 14:19:42
That map is evolving big time ;)
Keep up the good work!
#6969 posted by Zwiffle [97.87.57.94] on 2010/10/06 14:37:35
Biggest problem imo is the curved roof that just looks weird to me, and the arch/support beams under the ramp. Not so hot on the computer panels, but that's ok.
 I'm
#6970 posted by ijed [216.241.20.2] on 2010/10/06 15:08:12
Kind of annoyed there's no monsters ;)
 Yeah
#6971 posted by DaZ [92.24.170.94] on 2010/10/06 15:51:53
thats the shit! Looking good
#6972 posted by rj [86.0.165.149] on 2010/10/06 18:49:04
Texturing of the door needs fixed
so does your grammar :P
i think the curved ceiling looks ok, not totally sold on the ramp supports though.
and i think the stairs could use some narrow trim at the edge so they don't look like stairs from below (ie. a small triangle brush on each step to make it appear as one long diagonal surface)
 Hm
#6973 posted by ijed [216.241.20.2] on 2010/10/06 18:56:54
I'm not a fan of those - because if the player treads on the stair part or the ramp part their movement changes.
Personally I think movement should be consistent when navigating something.
#6974 posted by rj [86.0.165.149] on 2010/10/06 19:12:59
i guess they could be made func_illusionary in that case - i was only thinking for cosmetic value
 I Is Srry Man
#6975 posted by RickyT23 [82.26.222.218] on 2010/10/06 20:15:14
I was bein' a wee bitty tad faeces-shus
 Besides
#6976 posted by RickyT23 [82.26.222.218] on 2010/10/06 20:15:48
u r missin loadz of Caps and .Stops.
#6977 posted by necros [99.227.131.204] on 2010/10/06 20:23:07
i always get torn when doing stairs like that.
do you make the sloping trim func_illusionary and preserve the stair physics, or do you clip the whole thing and make it one big slope?
T_T (i usually opt for illusionaries)
Have to rebuild the roof bit so it merges properly. Some really iffy brush work there :p
"Kind of annoyed there's no monsters ;)"
that's cause I shot them all before taking the shots :P
 Re #6951
#6979 posted by Mike Woodham [86.182.136.0] on 2010/10/06 20:28:10
You need to align those light textures in the corridor in the first picture. Other than that, it looks good.
 Small Image
#6980 posted by meTch [99.33.192.153] on 2010/10/06 23:24:23
only 400x300
http://img823.imageshack.us/img823...
what do you think of my blocks and square-stone needle?
#6981 posted by Trinca [85.138.15.26] on 2010/10/06 23:45:23
hard to see anything
:(
 Looks
#6982 posted by RickyT23 [82.26.222.218] on 2010/10/07 00:37:15
old school. Very oldschool.
 How Old Can You School?
#6983 posted by MadFox [84.26.187.83] on 2010/10/07 04:48:38
Good basemap, keen to see that texturefit.
I think the hill and ledge part fit well in, but it's a bit small. Give it 150 gamma.
http://members.home.nl/gimli/tarra...
http://members.home.nl/gimli/tarra...
terratorium
tarraterium
torrotarium
tyrraturium
hm.., where's the mapname generator.
 ??
#6984 posted by meTch [99.33.192.153] on 2010/10/07 05:01:08
 Or
#6985 posted by meTch [99.33.192.153] on 2010/10/07 05:05:46
tyrannia - place for the tyrants
http://www.neopets.com/prehistoric...
^x-tra gey ver. i just happened upon search :/
#6986 posted by Trinca [194.65.24.228] on 2010/10/07 11:09:11
look very nice Madfox, really nice
 Metchview
#6987 posted by negke [88.70.67.196] on 2010/10/07 12:28:18
CTRL + mousewheel up
 Some Previous Cack:
 Madfox
#6989 posted by generic [67.233.197.34] on 2010/10/07 14:49:39
Nice architecture, but it could use a little texture variety :)
#6990 posted by Zwiffle [97.87.57.94] on 2010/10/07 14:53:33
Thems some pretty screens, zqf. More plz.
 More..,
#6991 posted by MadFox [84.26.187.83] on 2010/10/07 16:36:51
I was just gibbin my lang to screw a mapname.
As I succeeded to make an unboxed map first time, I'm now trying to get hold on the texture grid. Reason why it's so plain textured.
It is builed on the afloor3_1 texture, which is usefull with its four squares.
http://members.home.nl/gimli/fitz5...
http://members.home.nl/gimli/fitz3...
http://members.home.nl/gimli/fitz2...
lol
 MadFox
#6992 posted by JPL [82.234.167.238] on 2010/10/07 21:42:35
As I succeeded to make an unboxed map first time, I'm now trying to get hold on the texture grid. Reason why it's so plain textured.
It is worth later than never :P
Anyway, the shots looks god: another pipe map to come !!
 I Herd U Leik Puzzluz
#6993 posted by meTch [99.33.192.153] on 2010/10/07 21:56:00
#6995 posted by Trinca [89.152.71.53] on 2010/10/07 22:20:29
Quark OWNS
 Quark Sucks Balls
#6996 posted by gibbie [130.37.64.193] on 2010/10/08 16:06:14
Good luck getting that to compile metch and madfox
#6997 posted by Trinca [194.65.24.228] on 2010/10/08 16:28:50
never had any problem with Quark gibbie...
and tchak had +7200 brushes...
 It Compiles Fine
#6998 posted by meTch [99.33.192.153] on 2010/10/08 17:56:30
I do it at least 20 times every time I continue mapping, doesn't take to long either but I am only about hef doon.
The one main problem I'm getting is QuArK is being a MFCSSoBPoSDLBSAF and its getting all skippie and shit when I move stuff around or morph my squares and it causes me to select far away blocks or squash them into oblivion, I guess it has to so with updating all the views...
 Quark6.3
#6999 posted by MadFox [84.26.187.83] on 2010/10/08 18:29:51
Fuzzi had 17800 brushes and was my triumph to the max limit.
What I really hate with Quark is the freaking freezing viewer. It is my favourite compiler, but I wish there was a solution for it.
Imagine, working on two computers to controll one ingame for the textures to compile on the other.
meTch@ - in Quark you can create groups that are hideable, makes construckting much clearer.
(I write after loosing my player_start in group qaudratus incognita)
 7000
#7000 posted by MadFox [84.26.187.83] on 2010/10/08 18:32:34
MFCSSoBPoSDLBSAF
you what?
 Let's Try An Ancronym
#7001 posted by MadFox [84.26.187.83] on 2010/10/08 18:39:02
My Favourite Clue Solution Solved over Binairy Partitionating off Spring Deletions But Safely Avoiding Freakresults.
 Another WIP
http://www.zealousquakefan.com/zqf...
ignore the textures they're all misaligned due to some dodgy copy/pasting :E
#7003 posted by Zwiffle [184.60.27.118] on 2010/10/11 22:14:49
That would look really sick with proper lighting.
 Heh
#7004 posted by Tronyn [205.200.214.145] on 2010/10/19 01:08:30
well actually I can't tell, since it looks too dark (at least on my monitor).
curious, how many people (besides myself) have Q1SPs in progress?
 I Do
#7005 posted by Zwiffle [97.87.57.94] on 2010/10/19 01:19:30
A metal map. \o/
 Yup
#7006 posted by RickyT23 [82.26.211.115] on 2010/10/19 01:50:15
3
 Tronyn
#7007 posted by [Kona] [121.73.104.148] on 2010/10/19 03:00:18
what ya working on at the moment tronyn?
 I Do
#7008 posted by meTch [99.103.110.136] on 2010/10/19 03:03:59
but it's been on weeks wait
#7009 posted by necros [99.227.131.204] on 2010/10/19 03:11:51
i have 3 on the go atm. a metal one, a wood/bricks one and a knave one (i've posted a few shots).
 Got A Few Things On The Go...
A few images of what I've been messing around with. I'm hopping between maps a little. Learning how to construct stuff better makes finishing stuff you know is poorly made even harder :P
http://www.zealousquakefan.com/?p=...
 I Have A Few Things
#7011 posted by Tronyn [205.200.214.145] on 2010/10/19 03:52:43
mostly I'm waiting for PM to come back to Quake after modding for a different game for the last few months. The coolest thing (in my view) that I'm working on is a Rune/DaikatainaE3/Unreal/HexenII/e... textured (basically gray and demonic medieval) massive castle map, based on other mappers scraps. I am worried that I might have finally broken some limits for real this time and I might have to split the map up. Vis time should be ridiculous either way, so this is a long ways away even if only for that reason.
Other than that I have a few smaller saner maps, and Unforgiven and Arcanum still which are mostly waiting on PM.
 PS
#7012 posted by Tronyn [205.200.214.145] on 2010/10/19 04:02:24
http://disenchant.net/maps.html
I think I'll use Tyrann's title, Something Wicked This Way Comes
#7013 posted by Trinca [194.65.24.228] on 2010/10/19 10:39:44
since I lost the power to map at work... time is not my best friend since at home I dont have time for nothing...
But I want to make some stuff :\
 You Guys Are Just TOO Epic...
#7014 posted by negke [88.70.250.206] on 2010/10/19 11:53:15
 Awesome
#7015 posted by [Kona] [121.73.104.148] on 2010/10/19 12:18:37
well i'll look forward to unforgiven, arcanum and something wicked :D
hopefully in dec/jan my work might ease up and i'll actually have time to play a game again.
 I Have A Map In Progress
#7016 posted by ericw [142.244.164.40] on 2010/10/19 22:04:14
although it's currently just a few scraps I'm trying to decide what to do with.
Hey Tronyn, do you still have stuff from the arcane wizard project? I thought that looked really cool, especially the idea of doing a pack with a strong overarching lovecraftian story.
#7017 posted by necros [99.227.131.204] on 2010/10/20 00:07:15
tronyn, i think i remember the map scraps you were talking about before... it had like those two really tall pokey towers and that weird bridge that sort of curves up and down in an s shape right?
i remember having a hard time making stuff with those textures which is why, i think, i stopped.
 Yeah
#7018 posted by Tronyn [205.200.214.145] on 2010/10/20 00:57:33
that's the map scraps of yours in question, and yeah there was some metal stuff in there but medieval doesn't seem your thing as much.
as for the arcane wizard, yeah it's called arcanum, there's five maps and a start map, its just waiting for PM to finish the mod side of it.
 Awesome
#7019 posted by ericw [206.75.128.68] on 2010/10/21 05:26:04
Didn't make the connection between arcane wizard and arcanum for some reason :) The arcanum demo looked awesome btw, can't wait to see the finished project!
 This post was flagged as spam.
#7020 posted by a spammer [66.79.163.114] on 2010/10/25 04:19:53
 Wtf
#7021 posted by ijed [190.22.100.121] on 2010/10/25 05:14:36
 Beacon Knight
#7022 posted by MadFox [84.26.187.83] on 2010/10/26 08:02:06
...some antioxydants have harsh effects on mappers, especially waxed radicals with large amounts of steroids, can effort your maps over the limits, when mixed with andrenalines to cover up the compressed spam, that off shore results will aprove your outcome...
http://members.home.nl/gimli/bacon...
#7023 posted by necros [99.227.131.204] on 2010/10/26 08:05:26
that's pretty creepy, tbh.
i also noticed we don't have a 'scared' icon.
 LOL
#7024 posted by Shambler [86.25.166.9] on 2010/10/26 11:00:45
#7025 posted by gb [89.27.206.151] on 2010/10/27 00:32:35
Very good Madfox.
 Lost My Head
#7026 posted by MadFox [84.26.187.83] on 2010/10/27 21:33:41
It is the most idiot model I ever done.
 Madfox:
#7027 posted by bear [217.115.56.186] on 2010/10/28 18:10:31
Now make the upper body a new monster crawling around on those bacontacles!
 Beacontales
#7028 posted by MadFox [84.26.187.83] on 2010/10/28 23:24:10
They're hard to animate and scream on verticemeshes. Like stringing your shoes with gloves.
Fighting against the upper part, while the underpart is kicking your ass.
#7029 posted by Trinca [81.84.135.90] on 2010/10/29 23:02:28
hey HeadThump where is mortisville?
http://qexpo.quakedev.com/booth.ph...
so many brushes to trash? come on lazy bitch finish this PLEASE!!!
#7030 posted by rj [82.13.31.251] on 2010/10/29 23:51:38
hey HeadThump where is mortisville?
never mind the map, where is headthump?
i miss his semi-drunken ramblings and random line-breaks
 Yeah
#7031 posted by negke [88.70.77.138] on 2010/10/30 00:00:13
This shoot is nice - bad textures and lack of detail, but I like the shape, a menacing arcane stronghold... almost somewhat marcheresque.
#7032 posted by negke [88.70.77.138] on 2010/10/30 00:02:05
Actually, it's more like a Quake version of HL2's citadel.
 Holy Crap
#7033 posted by DaZ [78.147.144.134] on 2010/10/30 05:43:32
 Textures Though...
#7034 posted by ijed [190.22.91.171] on 2010/10/30 06:35:42
#7035 posted by negke [88.70.90.129] on 2010/10/30 07:33:49
http://negke.quaddicted.com/images...
For some reason this makes me think "Runic industrial" - possibly an interesting and unique theme for a map.
#7036 posted by necros [99.227.131.204] on 2010/10/30 08:12:51
ffs neg, that looks awesome.
#7037 posted by gb [89.27.202.139] on 2010/10/30 08:28:29
dunno if "runic industrial" is so unique anymore.
 I Agree
#7038 posted by Tronyn [205.200.244.29] on 2010/10/30 09:01:54
I like the shot but grendel's keep was only the latest in a long line of fusions of those two ideas (extremely interesting of course: what kind of being with the capacity to travel across time or space and teleport things, would spend its time fucking around in medieval dungeons (made of contemporarily rare materials)?
I think Ziggurat Vertigo is still unsurpassed at hinting at this, but this is a thematic reflection, obviously the more negke maps the better the world is, and also originality of theme doesn't mean as much after decades. I think it's more convincing atmosphere.
#7039 posted by Trinca [81.84.135.90] on 2010/10/30 10:12:00
holy shit, negke look dawn sexy!
 Yeah, But At Dusk He Turns Into Negike.
#7040 posted by Spirit [80.171.143.65] on 2010/10/30 10:32:46
Promising screenshots everywhere!
 Daz's Shot
#7041 posted by megaman [91.66.119.75] on 2010/10/30 11:21:24
is indeed quite fantastic
I typod daz's hot.
 Your Ad Here
#7042 posted by generic [67.233.197.34] on 2010/10/30 15:41:33
Negke, you have some nice overhead advertising space in that shot ;)
 Daz's Shot?
#7043 posted by necros [99.227.131.204] on 2010/10/30 19:36:54
are you talking about headthump's qexpo shots?
i was impressed with the brushwork back then (and now) but as was mentioned, the texture is pretty haphazard.
 Tronyn
#7044 posted by negke [88.70.48.206] on 2010/10/31 15:34:43
Indeed. Though I was thinking about 'industrial' style maps that use the metal/runic set exclusively, not a metal/base mix. This is not to say that I wouldn't like to see more anything/base mix maps - any recommendations?
#7045 posted by gb [89.27.217.21] on 2010/10/31 22:51:33
Where does industrial metal stop and industrial base begin?
I'm convinced that any of the classic themes can be mixed with tech/industrial and give good results.
At least runic and green / brown wizard. Using mostly the different copper textures for the "tech", but also wood, like in some of necros' maps.
Some traps can also count as tech, depending on the design. So can "electrical" lights like all those spots in e1m8. I guess they have some kind of energy to make those work, so it's not that far out to have energy conduits of some sort in a runic map. Like lightning rods, lightning relays and stuff. See Chthon's lightning rods. I'd not be surprised to see cables in a metal map at all. And some sort of generators, with lots of sparks and lightning of course.
I think pipes for example can fit in any theme; here in our dimension, pipes are a very old thing. They are not limited to bases and recycling plants at all.
#7046 posted by Trinca [81.84.135.90] on 2010/11/01 00:57:11
ok rj, already sent him a offline msg in the msn ;) he will read it soon...
 No, No
#7047 posted by negke [88.70.57.48] on 2010/11/01 10:19:06
I mean strictly the runic variety (those grey-greenish concrete and skull-altar textures, like most of E3), NOT dominated by brown metal - episode 3 style, excluding E3M5. The idea is to create structures/shapes/environments that convey an 'industrial' atmosphere, maybe a sort of Netherworld factory; arcane 'machines' powered by magic; a plant-like facility whose purpose isn't immediately recognizable. Or something like that...
#7048 posted by gb [89.27.208.123] on 2010/11/01 10:22:56
pretty sure episode 3 is full of copper and other not strictly grey runic stuff. Anyway, I'll keep out of it now :-)
 Hmmm...dm4 Grows Into Sp7
#7049 posted by distrans [59.167.236.18] on 2010/11/02 08:45:22
 That Looks Tremendous
#7050 posted by nitin [124.168.115.156] on 2010/11/02 09:19:21
but dm4 from what?
Last 2 shots are terrific, lovely lighting
 That Looks Tremendous
#7051 posted by negke [88.70.60.136] on 2010/11/02 09:55:30
LY DARK!! Lovely blackness
 Sweet!
#7052 posted by RickyT23 [217.35.249.230] on 2010/11/02 10:20:49
And yeah - where are all the monsters. Hurry up and put them in already!!! :P
Also I remember the dm version of that. DisDm4 was it?
 Can't See Shit
#7053 posted by SleepwalkR [92.231.111.52] on 2010/11/02 16:00:39
on those
 Calibrate Your Monitor
#7054 posted by Spirit [80.171.95.66] on 2010/11/02 17:01:48
http://www.monitorsetup.com/
on the other hand, macos uses some different gamma value. maybe that is the culprit?
 Sexy
#7055 posted by jt_ [97.146.110.75] on 2010/11/02 17:16:24
distrans
 Could Be The
#7056 posted by SleepwalkR [92.231.111.52] on 2010/11/02 17:54:46
mac gamma value... but usually I have no problem seeing stuff on screenies!
 Same
#7057 posted by necros [99.227.131.204] on 2010/11/02 18:32:22
just see black screens with pinpricks of light.
 Also
#7058 posted by necros [99.227.131.204] on 2010/11/02 19:49:42
metal/runic stuff:
http://necros.quaddicted.com/temp/...
bare walls on the sides there... probably needs more details.
 Also
#7059 posted by necros [99.227.131.204] on 2010/11/02 19:49:47
metal/runic stuff:
http://necros.quaddicted.com/temp/...
bare walls on the sides there... probably needs more details.
 Ah Crap.
#7060 posted by necros [99.227.131.204] on 2010/11/02 19:49:57
#7061 posted by metlslime [159.153.4.50] on 2010/11/02 19:56:57
those two rooms look very similar...
#7062 posted by Trinca [81.84.135.90] on 2010/11/02 20:45:27
very nice ^Distrans as always...
 Necros
#7063 posted by ericw [206.75.128.68] on 2010/11/02 22:32:06
I like that shot. The overhead pipe really makes it work, suggesting some kind of industrial complex overhead - yet this clashes with the runic skulls/decoration in a good way :)
 Distrans
#7064 posted by Drew [65.92.160.123] on 2010/11/03 00:48:23
looks fine on mine, etc.
Actually, looks really really fucking good - never even ran through the DM map, but was pretty impressed by the screenshots.
Thanks for doing what you do, how you do it. Keep it up, please!
Necros - ditto.
#7065 posted by [Kona] [121.73.104.148] on 2010/11/03 06:24:25
my monitor is calibrated fine and i can't see much in those shots. hopefully it's not that unlit in game? last shot looks great though. i love churchies in quake
 Distrans / Necros
#7066 posted by generic [67.233.197.34] on 2010/11/03 09:54:58
Looking forward to playing them!
 So Do I Of Course
#7067 posted by negke [88.70.50.128] on 2010/11/03 10:18:19
Though I hope distrans adds some brighter light sources to compensate for the lack of contrast of that min level. And for necros to put some lights in the lava. AND finish the map before starting another one. ;)
#7068 posted by quakis [81.111.135.140] on 2010/11/03 21:26:01
distrans: Interesting to see a city style of level for Quake, and it looks pretty.
Actually brings me to a question; Are there any neat (SP) city themed levels I should check out that I most likely have missed out on? Probably not the thread to ask this though...
#7069 posted by necros [99.227.131.204] on 2010/11/03 21:35:55
i went and passed distrans' shots through photoshop's levels filter and i was able to tell what textures were being used. :P
i'm kind of excited to see a kingpin textured map. :)
the mix of kingpin and rtgnosis works rather well though i would not have initially guessed they would.
 Yeah
#7070 posted by Drew [132.205.227.230] on 2010/11/03 22:26:27
I'm always impressed at how Distrans is able to get such an incredibly wide swathe of very different textures, and make them work together.
 Towne
#7071 posted by DaZ [78.147.153.152] on 2010/11/04 01:53:30
by fat controller (I think?) is a cool city theme map.
Also, I think it was part of the mexx series of maps that was set in a large city environment? Or was it one of Tronyn/Kona's map packs? Gah can't remember!
 Hmm
#7072 posted by Tronyn [205.200.199.146] on 2010/11/04 06:55:25
if you're thinking Towne directly, I think FC had a modified version in his episode called Otranto.
 Need Some Gameplay Opinions
#7073 posted by enliten [124.168.241.237] on 2010/11/17 13:32:43
Hey, my map is getting there, just some polishing to do, being as this is my first map I need some opinions of it's deathmatch gameplay.
it's a 3 player FFA map
http://www.craftedbyben.com/3v3.ma...
It'd be great if any of you could have a mess around, tell me what you think.
#7074 posted by Trinca [194.65.24.228] on 2010/11/17 13:52:20
compile it enliten as a .bsp not a .map
 Enliten
#7075 posted by RickyT23 [86.31.70.224] on 2010/11/18 00:17:47
I just loaded your map into Worldcraft then compiled it and ran it in Darkplaces engine.
I made the following observations (please dont take offence to any of this, I made all of the same mistakes with my first map(s):
The map leaks. You have sealed the map by placing a box around it. You should never have to do this because all of the space between the outside of the map and the inside of the box is drawn by the engine unnecessarily.
The best way of finding a leak is by loading the map into your engine, then type on the console "noclip" then "gl_clear 1" then type "pointfile" to load the .pts file generated by the compiler when it finds a leak. You can then fly around your map and you will see a dotted line. If you follow the dotted line you will find the leak.
The box is made of 6 brushes which are about 1 unit thick. Personally I dont like making anything which is less than 8 units thick EVER.
Then Quake engine and it's compilers dont like thin solid objects. The thicker, the better
:)
There are lots of brushes in this map which are off-grid. This is probably the cause of your leaks. The QBSP compiler will have to move any points back onto the grid (the 1x1 .map file grid) and this will create gaps between brushes which will give you leaks.
I wouldn't use QuArK at all personally. Worldcraft is good, but also versions of Radiant and BSP editor are likely much better.
Quakrk is pretty notorious for making maps with leaks and off-grid brushes. Some people have success with it though (Trinca uses it well), but I think the other programs are probably easier.
The lights are too dark throughout the map. There are also textures which are chopped in funny places (the base texture on the wall in the first corridor for example - chopped off 32 units from it's bottom). I would make the walls 128 units high instead of 96.
The way you have blended the green mid-evil brick texture with the Id1Base textures doesn't really work too well IMO.
All of this aside, this isn't a bad attempt at a map, you could have a little fun with it, but you need to address all of the leaks, the off-grid brushes, the lighting (make brighter), and the texturing.
HTH
 Inception's Pretty Good
#7076 posted by nitin [124.168.83.239] on 2010/11/18 01:18:17
but not great IMHO.
And sleepy, maybe its the dearth of good horror films in recent times, bu IMHO The Descent gets the basics of the genre right and then some, which is more than I can say for most films in the genre in the last 10 years. I find both halves nerve wracking and entertaining.
 Oops
#7077 posted by nitin [124.168.83.239] on 2010/11/18 01:18:35
wrong thread
 Yes.
#7078 posted by Drew [65.92.134.235] on 2010/11/18 04:24:24
to both of those.
 Thanks
#7079 posted by enliten [124.168.241.237] on 2010/11/18 10:04:30
cheers for the feedback, I had alot of issues getting leaks and clipping brushes sorted, I thought I had fixed them all >_> hopefully I'll be able to chase down the leaks.
The texturing is a WIP and by no means final. What I'm really interested in is feedback of gameplay, i.e.
does the map work with the lightning, grenades and spikes?... Is the trap sufficient, does it need to trigger more often? Is the map too claustrophobic? Should there be lava instead of acid? Does the map need more health scattered around than the megahealth? etc.
Thanks in advance
ps uploaded the bsp
http://www.craftedbyben.com/3v3.bs...
#7080 posted by Trinca [194.65.24.228] on 2010/11/18 10:50:56
I will take a look tonight, when I get home enliten and give you some advices!
 3v3
#7081 posted by MadFox [84.26.187.83] on 2010/11/19 21:28:04
@enliten - For a deathmatch map it's a good start.
I thought the slime near the MH shouldn't be sloped, or at least place a fence behind it.
Also good to add a brush to walls that have a sharp side as in the startscene.
A kind of ledging around the carved side could solute this.
Good start!
 Hey Neg
#7082 posted by Drew [174.89.241.140] on 2010/11/27 06:13:02
are you working on the runic industrial map you posted pics of before?
#7083 posted by negke [88.70.244.195] on 2010/11/29 11:26:56
I must not say anything that may have negative impacts on your finishing the papers.
 Hahaha
#7084 posted by Drew [174.89.241.140] on 2010/11/29 13:20:55
 Schöpfer
#7085 posted by jt_ [24.11.39.160] on 2010/11/30 05:02:41
 New Beta Q3map From Q1
#7086 posted by here [93.30.2.121] on 2010/12/01 09:42:08
I remake e1m7 on quake3, this map was pretty fun in detahmatch. I got problem on the aas compiling. If someone wants to test it and give me some advices :)
download and screenshots :
http://www.hereticmanse.com/level/...
You can also post comment on my website.
 I Like It :)
#7087 posted by DaZ [78.147.97.221] on 2010/12/01 10:24:09
Maybe the lower area corridors are a bit small for Q3/QL play? Its been years since I played q3 so im hardly an expert but I seem to remember that cramped corridors were quite annoying for bunnying and general movement in q3.
 Here
#7088 posted by nitin [124.168.103.170] on 2010/12/01 10:55:32
I remember the name, what were your last few maps?
 Here
#7089 posted by Tronyn [205.200.250.146] on 2010/12/01 10:59:48
looks cool - but I think you mean THE HOUSE OF CHTHON. The DOOR TO CHTHON was e1m6 in Quake, the map before, not the boss map.
#7090 posted by here [93.30.2.121] on 2010/12/01 11:00:57
nitin>I think my last posted map is heresp4 q1sp.
DaZ> I'll try to modify corridors size.
 Yep
#7091 posted by here [93.30.2.121] on 2010/12/01 11:54:15
I renamed it, and I noticed that the alpha's near the teleporter haven't collision, and you fall into lava. I fixed it, and corridors are bigger I 'm waiting for other advices before upload next version.
Very thanks for quick answers :)
#7092 posted by here [93.30.2.121] on 2010/12/02 15:10:24
updated !
new version on the same link,
bots are available.
Hope you'll enjoy it :)
 Safe3 Beta 3
#7093 posted by ziffon [62.247.128.164] on 2010/12/10 16:00:57
Hi guys,
It's been a year since I posted here the last time. Safe3 was close to completion. I got some valuable feedback from you guys. However, after playing the map some more I realized I didn't like the gameplay. Since then I've rebuilt the map from the ground up twice. I've kept the visual theme but the layout is completley different. It's been playtested a fair bit and I'm pretty happy with the result. Definelty the best map I've ever made :) There is work left to be done. But before proceeding I'd like to humbly ask for your feedback.
The map can be donwloaded from here: safe3b3.zip
Screenshots can be found here:
Img1
Img2
Img3
Img4
Some comments & questions:
* Lighting is just first pass. Still have some dark areas.
* Needs some more details.
* How do I make a lift that exists out of several brushes? The current lift is just temp.
Have a great weekend.
 OK
#7094 posted by RickyT23 [86.139.217.189] on 2010/12/10 16:13:15
Screenshots look good :)
I dont like the texture on the lower floor. I would go for a grimier dirtier texture.
The red cieling lights could be actually red lights (add a key to the light entity "_color" woth the value "255 0 0", compile with this light tool: http://www.celephais.net/board/vie... )
use the command line "light (-parameters) yourmap.bsp" - the .bsp part is required AFAIK.
This will generate a .lit file :)
To make a lift from several brushes is quite easy - which editor are you using? In worldcraft for example you just need to make your brushes, select them all, then click "to entity".....
 I Like Waste Set
#7095 posted by SleepwalkR [130.149.148.83] on 2010/12/10 16:21:01
(and being wasted). I do think you need to vary the textures a little though, right now it looks a bit bland and boring. Using a slightly different theme for every floor (as in, story) of the map also makes it easier to learn.
 Yes
#7096 posted by SleepwalkR [130.149.148.83] on 2010/12/10 16:21:51
I agree that slightly colored lights could make this one a lot more interesting. You might want to combine rickys and my hints.
 Editor
#7097 posted by ziffon [62.247.128.164] on 2010/12/10 17:23:20
I use Q3Radiant and Sleepwalkers tool :)
Agree the textrues needs to be be broken up some how. It's really hard to find a good way if doing taht though :)
Good feedback. Thx
 So I've Been Playing Oblivion...
#7098 posted by necros [99.227.131.204] on 2010/12/10 21:18:50
can you tell?
kind of an interesting inversion actually. mostly monochrome textures with lights providing colour. but then again, that's what the ayleid ruins are anyway. just white stone textures and blue lights. :S
 That Looks
#7099 posted by RickyT23 [86.31.208.239] on 2010/12/10 21:28:18
Fucking awesome. Like the round light fitting. Love the angled brushwork. The colour works so f#cking good :)
#7100 posted by Zwiffle [184.60.27.118] on 2010/12/10 21:34:43
I was really inspired by that first camp in Dragon Age where you first become a Grey Hunter - I really wanted to make a map based off those ruins. Totally sick, necros.
 Oh Yeah
#7101 posted by necros [99.227.131.204] on 2010/12/10 21:39:32
that was a fucking awesome map. dragon age had some seriously great locales.
also, even with the dated WoW engine, the Maker's Terrace area from WotLK looked amazing. http://www.wowscreenshot.com/image...
 Awesomeness++
#7102 posted by negke [88.70.51.230] on 2010/12/10 21:47:06
 Holy Shit.
#7103 posted by onetruepurple [89.79.96.4] on 2010/12/10 22:30:31
You're going to end up reskinning all the Quake monsters from brown into something more fitting for that.
 Keep At It Necros!
#7104 posted by quakis [81.111.135.140] on 2010/12/10 22:46:00
It really does look neat, I love the colour scheme. Pretty refreshing for Quake.
 Necros
#7105 posted by nitin [124.148.162.213] on 2010/12/11 00:27:50
very neatly done. Looks great IMHO.
 Necros
#7106 posted by Tronyn [205.200.207.253] on 2010/12/11 02:20:01
looks cool, and really ghostly - it must be that tone of green but I'm getting a creepy, Colony-like ("you're the only living being here") feeling already. Did you make those textures?
btw I feel pretty guilty about not releasing something this year (PM and I were both distracted by various things), but I at least promise to put up some shots soon.
 Ziffon
#7107 posted by jt_ [24.11.39.160] on 2010/12/11 05:59:29
what texture is that for the wall? Is it custom or part of a set?
 Speaking Of Wow
#7108 posted by jt_ [24.11.39.160] on 2010/12/11 06:02:01
#7109 posted by necros [99.227.131.204] on 2010/12/11 07:56:27
those are a mixture of chicoruins and rune textures.
the ceiling lights and floating crystals are hexen2 models (the crystals are the mana items retextured and the ceiling light has been recoloured blue).
 Shots.
#7110 posted by Shambler [86.25.223.227] on 2010/12/11 10:08:18
Necros: awesome.
Ziffon: I agree with sleepy, looks a solid design but boring texture usage.
 Jt_
#7111 posted by ziffon [213.89.100.130] on 2010/12/11 17:29:40
the wall texture is from q2 and then I've added some stains / discolorations to break it up.
#7112 posted by Drew [132.205.55.141] on 2010/12/11 21:42:17
Ziffron - totally agree about the lighting, would really liven things up to use hints of colour and more spotlight action. Also maybe some simple non-invasive details, like some small openings revealing pipes or wiring in the walls etc. overall though I think it looks good, nice and clean and easy to move through -not that I've played it.
Necros - please please please keep working on this, looks as great as every other person says!
Tronyn - you're crazy if you feel unproductive. I mean, I know it's all relative or whatever, but I think you can take it easy for alittle while considering the GIGANTIC mass of stuff you've contributed over the years. You definitely should feel bad about not putting up screenshots though. Asshole.
 Lol
#7113 posted by SleepwalkR [85.178.191.161] on 2010/12/12 00:50:58
Yeah, asshole!
 Sw Quake
#7114 posted by qbism [75.93.198.115] on 2010/12/12 01:49:06
Ziffon, judging by the screens you prefer software quake. The textures look good in that mode.
The sooty smudges under the ducts are a great touch. A similar thought might work with some fake lighting highlights.
Could fake-in a red aura on the texture around the red lights, and a corresponding red glow on the floor texture directly below the lights.
Consider a recessed rim and sky texture over the center of the atrium.
 Tele
#7115 posted by ziffon [213.89.100.130] on 2010/12/12 12:38:43
btw one more question.. Right now when you shoot a rocket into the teleporters they explode. I would like the to just pass though and not explode. My memory told me I should put a sky texture behind the teleporter instead of a solid wall. However, it didn't seem to do the trick. What am I missing here?
#7116 posted by Spirit [80.171.9.48] on 2010/12/12 13:00:43
That depends on your qbsp. aguirRe's tools make sky nonsolid by default (-solid overrides), so try those.
#7117 posted by rj [82.13.31.251] on 2010/12/12 13:09:41
someone should make a mod where rockets & grenades get teleported. that would be fun :)
 You Know What Mod Did This
#7118 posted by [83.255.52.54] on 2010/12/12 13:26:13
 My Point Being
#7119 posted by [83.255.52.54] on 2010/12/12 13:26:51
after the fall is shit so this is a shit idea
#7120 posted by Spirit [80.171.9.48] on 2010/12/12 13:27:50
czg linked to quaddicted i think he likes me or at least something i created czg i like you too
 Screenshots Info
#7121 posted by delor3 [151.66.162.136] on 2010/12/12 16:07:07
Hi I'd like to know if I can post screens of other games projects mostly HalfLife 1..
..or is this a Quake only thread ?
 This Tutorial Makes Rockets Go Through Teleport
#7122 posted by meTch [99.127.25.241] on 2010/12/12 16:38:29
But from what I remember you'll have to add the monsters to the teleportable list because it breaks them of their ability to teleport.
//unless i did it wrong, it was a while ago
 People Do Post Shots Of Other Games Here
#7123 posted by RickyT23 [86.31.208.239] on 2010/12/12 16:38:41
You can post direct links to pictures or links to other pages with several shots on. Original stuff is always cool :)
Seriously though, if you read up you will find shots of UE3, L4D, Doom3 and others......
 Yeah Definitely.
#7124 posted by necros [99.227.131.204] on 2010/12/12 19:14:37
we like all kinds of screenshots here.
personally, i've found it's a good thing to see other games because it can spark some good creativity. :)
 Sure...
#7125 posted by MadFox [84.26.187.83] on 2010/12/14 07:18:14
fresh blood, change of flesh, new corpses!
http://members.home.nl/gimli/cook....
 Pipes
#7126 posted by MadFox [84.26.187.83] on 2010/12/14 07:21:03
 Misaligned Textures!
#7127 posted by Shambler [86.25.223.227] on 2010/12/14 10:10:21
Nice pipes tho.
 W00t
#7128 posted by DaZ [78.147.166.130] on 2010/12/14 11:23:41
a great way to start a tuesday morning is viewing a new madfox gif :)
Necros : Loving it. You know you have to finish this now right? :)
#7129 posted by necros [99.227.131.204] on 2010/12/14 21:01:11
my current track record for finishing maps is pretty abysmal atm, so i won't be a dick and promise anything. :P
i'm just having a lot more fun than i thought i would with coloured lighting. :)
 MadFox
#7130 posted by JPL [82.234.167.238] on 2010/12/14 21:13:45
This is the ultimate pipe factory for sure !!
Maybe you should add more diversity with several different pipe textures... I remember HalfLife wad has some good one :)
#7131 posted by MadFox [84.26.187.83] on 2010/12/15 00:08:27
@shambler - now I got the brushes on grid the copy/paste make them misaligne.
My first goal was to make it possible they would be available to walk through. Then the rings broke the way through and I had to clip them all which led to leaks.
Now they're sealed, but makes the level rather complex to interact.
@daz - thanks, chef de cuisine.
@necros - the coloured lights would be glad with a new level!
@jpl- spirit's coughs got me running into a metalmap, but the pipelines give me a spagethi gamekey.
 MadFox
#7132 posted by JPL [82.227.228.57] on 2010/12/15 08:07:01
... but the pipelines give me a spagethi gamekey.
So where is the tomato sauce ? wait... I guess this will be added by the player.. making sauce with ennemies' blood >D
Coool....
 Ggggghhh...per Luck Cini
#7133 posted by MadFox [84.26.187.83] on 2010/12/15 23:51:32
As long it's not pepper-chilly, fine.
I experience Quark to handle pipes less leakreporting when they're in the box.
 Broke My Tongue..,
#7134 posted by MadFox [84.26.187.83] on 2010/12/15 23:55:19
per lush conto, no
par laush quinto, no
beer slash quanto.
yes.
 20brush Map
#7135 posted by negke [88.70.229.193] on 2010/12/19 00:59:46
Bah, mixed up the deadline for the 20b contest. Also, not having mapped for Q3 in at least eight years shows. How do I get the light shaders to work again?!
It's surprisingly tricky to pull it off with such an extreme limitation. Well, actually not THAT surprising if you think about it...
My map would have been one of two Q3 submission that are NOT space maps: http://negke.quaddicted.com/images...
#7136 posted by negke [88.70.229.193] on 2010/12/19 01:00:22
(18 visible brushes, 2 patches)
 Lol - Learning Some Flash:
#7137 posted by RickyT23 [82.26.158.151] on 2010/12/19 04:36:19
Made a flash movie-gallery thing. Very simple really, and I did it with Actionscript 2 even though im using CS4 (AS3), I wouldn't know how to do it in AS3. I know you have to declare a load of stuff with Eventlisteners or something, but I dont really see why this kind of simple thing works with an older format, but is much more complicated to set up in the new format.
http://www.quaketastic.com/upload/...
Tried to upload this .swf to Quaketastic in its native format but Quaketastic said it was in an illegal format!
I used a tutorial video on youtube to do this. Interesting really - I could start having fun trying to make a simple game of some description, I really want to learn more. I still find most code of any description quite overwhelming, except for CSS/xhtml that is, although that's not really code. Its just the amount of commands, all of the rules, and understanding basically how things are done. Examples of stuff I flat-out cannot do, but am aware of - php/SQL, xml, formmail (!), tieing xml with Flash etc etc.
 Scripted Sequence Test
Hi there, this isn't much of a beta really, but I'd like some feedback on how well this sequence works. I've been fidding with it on and off for a while to a point where I've lost a good critical eye for it :( I know what direction I'm always looking in when stuff is happening, but not if it works for others.
I put up a screenshot of the room a while back, this is the room actually 'animated'. Don't expect aligned textures or proper lighting :E
zqfarrival01test
 Needs Quoth2 Btw!!!!
Damn I always forget to post that...
 Well That Worked For Me
#7140 posted by RickyT23 [82.26.158.151] on 2010/12/19 18:12:16
Truly awesome quake scripting. You should check it out guys, this reminds me of Half-Life big time! Nice work. More please.
 ZealousQuakeFan
#7141 posted by JPL [82.234.167.238] on 2010/12/19 19:08:01
What RickyT23 said. Very good and awesome explosions !
Keep it up !
 Nice!
#7142 posted by Spirit [80.171.52.50] on 2010/12/19 19:16:12
1. You cannot aim straight up in vanilla Quake. I had to jump and shoot at the highest point.
2. The messages were a mixture of "narrator/radio" and "game commanding the player". Can you use different colours? If not, use different formatting or prefix the radio messages with something.
3. Looked weird how the enforcers just stood there while hell was breaking loose.
 Thanks For Comments :)
1. You cannot aim straight up in vanilla Quake. I had to jump and shoot at the highest point.
Good point. I tested it in Fitzquake/Darkplaces but they both allow you to look straight up. You need a limit removing engine for it, the amount of entities is huge but I will move them further to the sides, I dunno how many other engines support vertical looking like that :E
2. The messages were a mixture of "narrator/radio" and "game commanding the player". Can you use different colours? If not, use different formatting or prefix the radio messages with something.
Hadn't thought about that! The different colours is a good idea, though I don't know how to do it. Seen it done before though iirc. I suppose I could try using voice samples too, but I don't have a particularly menacing voice myself :P
3. Looked weird how the enforcers just stood there while hell was breaking loose.
Yeah, it's really fighting against their AI to make them move in a scripted fashion. It sometimes doesn't work and they don't get killed as they should too :E I thought it would look okay if they start running as the roof falls at least :p
Perhaps if the roof collapses earlier?
 Nice One
#7144 posted by negke [88.70.54.22] on 2010/12/19 22:31:45
Very cinematic. Though what seems a little odd is that two small pipes can make the entire base explode. Slipgate technology is quite unstable apparently, heh.
Search for "quake name generator" - you can just enter the colored text and paste the code in the message fields.
Slipgate technology is quite unstable apparently
How do you think it creates so many hell portals? :p
Also ta for the generator thing, took a little searching since it just comes up with loads of stuff for Q3 :E
 Zqf
#7146 posted by jt_ [24.11.39.160] on 2010/12/19 23:46:14
Amazing! I wish more maps were like this.
 Zqf
#7147 posted by necros [99.227.131.204] on 2010/12/20 01:53:27
very impressive! if you can maintain that level of scripting throughout the map, it would be quite an achievement.
reminds me a lot of HL but also of those neil manke HL maps like darkstar.
n1!
 Some Pics Of Progress.
 Nice
#7149 posted by necros [99.227.131.204] on 2010/12/20 22:12:42
shot 1 and 2, could use small pointlights wherever the fullbright 16x16 lights are.
it's very dark, but from what i can see, it looks like you've done some nice curvy trims and such.
shot 3 is nearly pitch black.
shot 4 has some nice stuff but the placement of the lamps seems a bit haphazard. also, take a look around at custom texture sets and see if you can get a bigger texture for the grass. the 64x64 one really shows it's tiling.
Yeah light placement is very slapdash :E
I'll have to look into sorting out my monitor or gamma, didn't realise they'd be so dark. hmm...
#7151 posted by necros [99.227.131.204] on 2010/12/20 22:22:38
it's probably fine in-game. indeed, even if it were too dark, there's always the brightness setting.
 I Don't Think
#7152 posted by Drew [75.154.91.105] on 2010/12/20 22:25:01
you can make anyone happy with screenshots - it seems like they're almost always too dark for some.
Although, yeah... too dark, hahaha!
Agree about the grass - maybe even just make it bigger and rotate it, add some details to break up the grounda bit or something...
also, the sunlight looks a bit weird with a starry night sky,imo
But it looks pretty great so far, looking forward to playing it!
I'll have a look at using a higher brightness but greater falloff and see what I can come up with. Also yea I've kinda not bothered making any lights have an apparent source in a fair few places.
The sunlight is a bit weird yeah. I was going to play with that coloured light compiler and see if I could have a softish blue sunlight over the place. It's currently OTT though.
Anyway, more soon :p
Bit better?
Crossing the red and blue slightly mind...
 Much Better
#7155 posted by jt_ [24.11.39.160] on 2010/12/21 01:10:03
 Necros
#7156 posted by Blitz [66.235.7.200] on 2010/12/21 05:42:41
That "ayelid.jpg" screenshot looks fucking rad. Please finish / make something of that : )
#7157 posted by necros [99.227.131.204] on 2010/12/21 06:23:05
 Wow!
#7158 posted by MadFox [84.26.187.83] on 2010/12/21 06:47:07
Very atmospheric, feels like Rune!
 Yeah Definitely Very Rune
#7159 posted by nitin [203.202.43.53] on 2010/12/21 06:50:25
I would personally go for a Shadar Logoth look though.
#7160 posted by Trinca [194.65.24.228] on 2010/12/21 09:46:15
both ZealousQuakeFan and necros got some nice stuff cooking... can't wait to play it...
necros pic look like a recente game with Quake weapons :p
 I Would Definitely Have Sex With Necros' Nose.
#7161 posted by Shambler [86.25.221.11] on 2010/12/21 10:16:50
Good stuff.
ZQF, also good stuff, a definite improvement. Some good designs and detailing. Make sure you keep it consistent.
#7162 posted by gb [89.27.208.153] on 2010/12/21 13:48:14
Nice stuff necros, nice use of mapmodels also. Everybody should use more models.
That arch is pretty mature and high brow.
man that's cool necros :D
#7165 posted by necros [99.227.131.204] on 2010/12/21 20:25:53
yummers ^_^
 FUNC_CHAN And More....
 New Screenshots (Really.)
#7167 posted by metlslime [67.188.81.46] on 2010/12/22 00:12:35
 Rubucon2esday
#7168 posted by MasterSplinter [184.153.177.182] on 2010/12/22 00:33:21
 Rubicon2esday
#7169 posted by MasterSplinter [184.153.177.182] on 2010/12/22 00:34:54
rubicon2esday
 Sorry Metl
#7170 posted by negke [88.70.230.210] on 2010/12/22 02:05:07
But that is just too good to be true.
 Necros..
#7171 posted by m. delore [151.66.164.128] on 2010/12/22 02:47:53
..that ayleid jpg really nice!
The lightning fits perfectly.. How did u obtain that soft greenish ? did u set colored light by aguirre/mh in worldspawn?
#7172 posted by necros [99.227.131.204] on 2010/12/22 03:55:23
no, but all point lights use this setting for colour: 0.725490 1.000000 0.968627
so far i haven't deviated from this. infact, i've recoloured the flames in that hexen2 latern blue to preserve it.
 Really?
#7173 posted by generic [67.233.199.106] on 2010/12/22 04:21:48
I just shit my pants.
Thank you, Metl! :)
 O RLY????????????
#7174 posted by Shambler [86.25.221.11] on 2010/12/22 11:52:47
 Metl
#7175 posted by nitin [124.149.83.198] on 2010/12/22 13:41:52
define 'soon' please.
 Just In Time For 2012
#7176 posted by DaZ [78.147.156.61] on 2010/12/22 14:21:16
I guess the world really is gonna end!
#7177 posted by Trinca [89.154.56.95] on 2010/12/22 14:31:03
:) zmgg this December as been awesome!!!
good news everywhere
#7178 posted by spy [92.47.247.126] on 2010/12/22 15:43:23
i'm trying. o.o
http://necros.quaddicted.com/temp/...
darn, i need it right now
#7179 posted by quakis [81.111.135.140] on 2010/12/22 15:51:08
trying and doing a good job of it necros. I simply adore the colour, always been into mint-green (or within that range)
 Necros
#7180 posted by RickyT23 [86.139.217.189] on 2010/12/22 16:42:48
Dead link. I think you messed your tags up or something. Copying it manually doesnt work for me either. Says necros.quaddicted.com/.......</...
 Mr. Richard
#7181 posted by spy [92.47.247.126] on 2010/12/22 16:47:12
just look at post #7157
 Sorry I Meant Spy
#7182 posted by RickyT23 [86.139.217.189] on 2010/12/22 17:49:52
Duh.....
 R2
#7183 posted by rj [82.13.31.251] on 2010/12/22 21:54:04
shot 6 looks spaffworthy
#7184 posted by necros [99.227.131.204] on 2010/12/22 21:58:21
are they really new? at first i thought it was a joke but when i checked, i couldn't remember what the old shots looked like. o.o
anyway, all 6 look great although i'm not really holding my breath for a release. ;)
#7185 posted by metlslime [67.188.81.46] on 2010/12/22 23:23:18
necros: for the record, the first two shots are old, the last four are new.
nitin: january is the plan.
 GOING TO QUOTE YOU ON THAT
#7186 posted by negke [88.70.51.167] on 2010/12/22 23:32:30
Nah, but definitely looking forward to it.
 Gimme Gimme Gimme
#7188 posted by jt_ [174.252.225.182] on 2010/12/23 02:26:29
#7189 posted by Berntsen [217.14.11.155] on 2010/12/23 04:52:50
So I wasn't planning on posting anything from my map until it was near completion, but I feel like I'm gonna drive myself insane soon... thing is, I'm never really satisfied with areas I work on. I always think I have to add more and more details, even though they might look fine. I've come to a halt so many times already because of this, I just can't stick with something, and progress is veeery slow as a result. Anyway, what I want to know from you all, is if these following shots look ok to you??
This is the starting area, I didn't want to make this overly detailed seeing as the player will never return here anyway:
http://img707.imageshack.us/f/tmpq...
A minor hallway, I've got this feeling that the walls are too bland/flat, true or not?
http://img560.imageshack.us/i/tmpq...
http://img97.imageshack.us/i/tmpqu...
On the other hand, I try to give more detail to more "major" areas or areas that will be revisited, such as this "hub" that connects a few areas:
http://img502.imageshack.us/i/tmpq...
And yes, it's fullbright. I haven't gotten to the lighting stage yet, I'm still only working on architecture and have a ton of stuff left, that's why I need to know if these areas look fine so I won't drive myself crazy with detailing every little nook and cranny!
Help me out here guys!
 Hmmm..
#7190 posted by m.delore [151.66.160.85] on 2010/12/23 05:51:19
..indoor corridors are not my cup of tea but still your pics look pretty fair and competently done.
 Uh
#7191 posted by Drew [75.154.91.105] on 2010/12/23 06:01:03
B:I think that looks pretty good! I guess you might be able to spruce up the ceiling in the corridors if you wanted to, but imo it looks pretty good.
ZQF: I want to play that.
Metl: my pants are slightly tighter.
#7192 posted by Zwiffle [97.87.57.94] on 2010/12/23 06:21:38
Just some quick links to the full pics ...
http://img707.imageshack.us/img707...
http://img560.imageshack.us/img560...
http://img97.imageshack.us/img97/6...
http://img502.imageshack.us/img502...
I think it's shaping up quite nicely, as for blandness it doesn't look too bland but not as detailed as some maps are nowadays. Don't let that discourage you though, it really does look very tasty.
#7193 posted by necros [99.227.131.204] on 2010/12/23 08:50:42
i think those shots are absolutely fine.
as for lower detailed areas like hallways, don't forget you can use lighting to your advantage.
shroud boring areas in shadows but use spotlights to keep the floor and eye-level walls illuminated.
you can also use trim more aggressively. you're already doing that on the walls, but you can trim along the floors too. idbase and ikbase have excellent trim textures.
#7194 posted by Trinca [194.65.24.228] on 2010/12/23 10:00:10
oh my oh my
2010 will be a awesome Quake year :)
even in fullbright they look awesome... nice ceelings!
I really need to start making something :( since tdl.bsp I made so many few brushes :( one speedmap and a map that I start that have like 50 brushes...
 Berntsen
#7195 posted by rj [82.13.31.251] on 2010/12/23 10:55:58
shots 2-4 look absolutely fine, although like necros suggested, spotlights would work a treat on those flat beige walls
with shot 1, i'm not really a fan of the top of the building being completely level. height variation is a good thing.. although since i can't put into words exactly what i'd do i threw a quick example together in worldcraft, perhaps adding a little light fixture on the top of each one afterwards. i know you said the player only passes through once, but it's still an entrance, and entrances should be at least a little bit pretty ;)
I think you'll be surprised by the difference in feel you get when you light the level Berntsen :)
 Dammit, Zwiff!
#7197 posted by generic [67.233.199.106] on 2010/12/23 14:39:53
I thought you were posting pics of your map...
...which, BTW, you need to be working on :)
#7198 posted by Zwiffle [97.87.57.94] on 2010/12/23 15:09:56
Working on style stuff so I can start prettying up rooms and whatnot soon, while continuing to balance gameplay/layout in the main map. Probably won't be able to work on it until after New Years though, so no updates for a while.
#7199 posted by Berntsen [217.14.11.155] on 2010/12/23 16:18:45
Thanks for the feedback everyone! It's exactly what was needed for me to get motivated to kick-start my ass into some serious mapping again.
I'm already thinking of using light and shadows effectively, but I'll take into account your advice to conceal dull areas, necros. :)
I'll also see what I can do with trimming and some more interesting level/height differences in architecture.
Cheers!
 Berntsen
#7200 posted by quakis [81.111.135.140] on 2010/12/23 18:33:12
Nice shots, got a nice clean look going there. I don't think you should worry too much about adding lots of detail since less can be more. I'm sure once you've got some lighting in there, that'll give it a nice touch of depth. Keep it up.
#7201 posted by Berntsen [217.14.11.155] on 2010/12/23 23:26:55
Thanks. Yeah, I think I'm gonna go with the level of detail I already have throughout the entire map, then light it and see if anything else should be added.
 Because I Like To See This Thread Being Active :P
I'm posting another:
I noticed that I was finishing a lot of my layouts with the player in lifts, and thought it was pretty boring ending every map in the same way, but I do like the idea of moving from one area to another, so I decided to add a train yard :E
Only blocked out so far though...
 Hot Tip
#7203 posted by RickyT23 [82.26.158.151] on 2010/12/28 16:32:38
You can do some angled crates (misaligned crates) which are still nicely on grid. You just offset each of the corners so that each side has an angle of 1 in 4. If see what I mean. I could post an image somewhere........
Massive base maps get my juices flowing ;)
 Hey Ricky
#7204 posted by necros [99.227.131.204] on 2010/12/28 19:14:48
when do we get starkmon2? ^_~
 Hopefully Never
#7205 posted by negke [88.70.53.245] on 2010/12/28 19:47:40
I want some non-base Ricky maps for a change.
 Some Base Scraps:
#7206 posted by ericw [161.184.107.29] on 2010/12/28 21:15:26
I just heard you could set alpha on a func_wall a few days ago, so I had to try building a glass walkway:
http://img264.imageshack.us/img264...
also, an exploding slipgate:
http://img600.imageshack.us/img600...
The recent posts look great.. should be an exciting new year for maps :-)
 Ericw
#7207 posted by JPL [82.234.167.238] on 2010/12/29 09:24:21
First shot is really good: it reminds me a spatial base in Doom2 (I don't remember the exact title).. Good use of glasses here !
 Playing With Scripts Again
Not really happy with it right now, it takes so much tweaking to get rotating stuff moving right :E
http://www.zealousquakefan.com/wp-...
http://www.zealousquakefan.com/wp-...
Hard to get across in screenshots really... :p
 And I Hoped To Have Most Of It Finished Over Christmas :(
Well I've almost finished connecting it all up, so it at least won't grow any more.
http://www.zealousquakefan.com/wp-...
Should really have kept it small for a first map :E
#7210 posted by necros [99.227.131.204] on 2011/01/07 23:26:17
Well I've almost finished connecting it all up, so it at least won't grow any more.
that is one of the best feelings for me.
when you put down that last brush that seals up the map and you realize you can now run from start to finish without having to noclip around or whatever.
 Zqf
#7211 posted by jt_ [24.11.39.160] on 2011/01/08 00:42:22
sexy.
#7212 posted by Trinca [89.154.48.219] on 2011/01/08 01:52:50
ZealousQuakeFan for as first msp id pretty easy to say that you hasve talent!
keep good work!
when you put down that last brush that seals up the map and you realize you can now run from start to finish without having to noclip around or whatever.
For me its a combination of relief and anxiety. It's cool to have it all in place, but seeing how much is left to go over with the prettiness paint is kinda scary :P
 ZQF
#7214 posted by nitin [203.217.72.238] on 2011/01/08 04:19:01
you have some Unreal mapping experience? what maps?
I made a deathmatch map for the 3D Buzz mapping competition a couple of years back, was called Dogs of War. Some shots of it if yer interested:
http://www.zealousquakefan.com/201...
It's not really finished, and was a remake of something I'd made in ut2k3. I also built it more like a ut2k3 map, so it has an excess of BSP that needs stripping out really. The competition was very interesting cause I saw how the winners actually built stuff :)
I plan to go back to it and finish it, but I wanted to create something single player. Only ever really built multiplayer stuff that I played with friends, single player is vastly different :E
#7216 posted by Berntsen [158.38.87.29] on 2011/01/08 10:19:57
when you put down that last brush that seals up the map and you realize you can now run from start to finish without having to noclip around or whatever.
I can't wait until I reach that stage. As of now, it feels like there's an endless amount of brushwork left, I've already worked on the map for some time and I've only done about 15%!
At least I have specific ideas about most of the areas in terms of layout and setups from now on, though, coupled with a self-imposed deadline of the beginning of april, so hopefully that will help motivate me...
 Working On Website....
#7217 posted by RickyT23 [86.31.184.198] on 2011/01/10 05:09:18
http://www.quaketastic.com/upload/...
My actual website this time. A bit gratuitous but it seems to be the done thing, and its for my course.
Need to finish it soon, deadline coming this summer, and there's an exam after the final website(s)
 @Ricky
#7218 posted by quakis [81.111.135.140] on 2011/01/10 08:30:40
Reviews? You're own, or referenced reviews of your maps?
 I Am Planning On Reviewing Maps
#7219 posted by RickyT23 [86.139.217.189] on 2011/01/10 11:29:50
Probably base maps :) Although I may extend it to just whichever maps I think are worth a review.
 So...
...you really do have a thing for base maps then :p
 Yeah
#7221 posted by RickyT23 [86.31.184.198] on 2011/01/10 14:54:18
Ive only made 2 maps that weren't (3rd on the way, alongside another base map :)
 New Map - Q1shw1: Devastation
#7222 posted by ShadoW [157.158.178.93] on 2011/01/11 11:30:07
Hi guys, I've made a dm map, and here's first beta of it. I would appreciate any feedback.
Download q1shw1_b1
Image1
Image2
Image4
Image4
Now, I also have 2 issues with that map:
Weird lighting
Vis issue
I need some help with getting around those, any ideas?
ShadoW
 Cool
#7223 posted by negke [88.70.237.130] on 2011/01/11 12:04:56
Wicked style - I love it! Without the QRP, that is.
Layout seems very good, no item placement - would have to play it against opponents.
Some technical notes: there are a few empty spaces outside of the map (between brushes of adjacent rooms), noclip around to find them.
The steps at -592 -432 216 (near the RL) could use clips on the side so players don't get stuck.
The gears panel at 373 768 360 isn't clipped off.
The angled skull textures at -589 -583 303 isn't properly aligned.
The base trim in the main atrium (image1) looks a bit off with its lack of seams. I'd say either make a 32 unit trim with seams or use the 16 unit texture on those faces as well.
There are some unrealistic shadows, or basically black walls, in sky areas. Not a big deal, but you might want to put a little light there just for neatness.
I strongly recommend turning all of the torch holders into func_illusionaries (or delete them altogether and move the torches to the walls). This should lower the polycount a bit. Likewise, the same could be done to the weapon platforms. Check with r_showtris 1 to see what I mean.
The lighting issue, did you compile the map with -extra4? This might make it go away.
The "vis issue" is a portal error that occurs sometimes when QBSP doesn't like the architecture for some reason, or just feels like it. You can try to fix it by splitting the brush into two triangles and shift the texture on one of them slightly (so they aren't merged by QBSP).
 Err
#7224 posted by negke [88.70.237.130] on 2011/01/11 12:05:57
*no idea about the item placement
 Looks Very Nice!
#7225 posted by RickyT23 [86.139.217.189] on 2011/01/11 12:15:22
Have you tried it in Darkplaces with all of the fluff turned on? I bet that would look cooler....
As for the vis error - yeah like Negke says, try splitting the brush. Or just try replacing the brushes in the affected area with slightly different ones.
Which light tool did you use?
If you ware using Worldcraft you might want to try "Check map for problems" - you often find some clangers at the bottom of that list ;)
 Hmm
#7226 posted by nitin [203.217.72.238] on 2011/01/11 12:22:44
I see too many textures and clashes. Is it just me?
 No, But.
#7227 posted by negke [88.70.237.130] on 2011/01/11 12:30:15
The replacement textures highlight it too much. Without them, it works much better. Yes, they clash, but in a good way. IMO, anyway. Reminds me a bit of spirit's recent DM map which used a somewhat unorthodox style, too.
#7228 posted by ShadoW [157.158.178.93] on 2011/01/11 12:52:01
Pictures were taken with DP+QRP.
For compilation I use Lordhavock's hmap2.exe (and Radiant 1.5 for building the stuff).
 OK, Some Stuff
#7229 posted by RickyT23 [86.31.184.198] on 2011/01/11 13:20:58
To make Darkplaces textures look even more awesome use these two console commands:
r_glsl_offsetmapping 1 r_glsl_offsetmapping_reliefmapping 1
If you use this light tool:
http://celephais.net/board/view_th...
You will probably find your lighting problem has gone.
And if you use this QBSP tool:
http://quaddicted.com/tools/txqbsp...
It might fix the vis error.
Please try it and report back here :)
 Agree
#7230 posted by Drew [65.92.22.104] on 2011/01/11 16:41:39
re QRP - not my fav, but looks very nice in game with regular textures!
 About QRP In Custom Maps
#7231 posted by gb [89.27.245.171] on 2011/01/11 17:41:25
You have to take the replacement textures into account while you map.
You have to map for the QRP textures, ie use Quake textures whose QRP replacements look good together. If your vanilla textures are a jumbled mess, the QRP will highlight that.
Try using a more cohesive style, and test your map with QRP enabled so you can detect problems early, and it will look great with QRP.
e1m6rq was made for the QRP. The vanilla textures are just placeholders in the editor. Dev textures pretty much.
 Agreed
#7232 posted by onetruepurple [89.79.96.4] on 2011/01/11 19:39:19
I'm a sucker for texture combinations and this map looked ace (Not so much with QRP though as gb said). Tastefully done colored lighting too, I liked the sparse fulldark areas.
The pitch black 'dead end' opposite the NG seemed like a good place for a ROS maybe(?). Unless it was your intention to not use any powerups.
 Powerups
#7233 posted by ShadoW [157.158.178.93] on 2011/01/11 22:32:00
I will add later second .bsp to archive, which will be ffa and include Quad (or sth else). Thanks guys for all feedback, I will take care of things you mentioned, and will post new version soon.
 Q1shw1 Beta1
#7234 posted by ShadoW [157.158.178.93] on 2011/01/12 15:25:14
Ok guys, second beta:
http://dl.dropbox.com/u/16372046/q...
I've used that light compiler RickyT23 mentioned, it seems ligth issues are gone. Also I fixed some small things, all I could think about atm. I'm pretty content about the map right now, thanks once again for feedback.
 Great To See The Q3 Mapping Machine
#7235 posted by Spirit [82.113.106.207] on 2011/01/12 16:24:25
I highly suggest that you post about this on quakeworld.nu since that is where the multiplayer community sits (for quakeworld). There also is quakeone.com where netquake players from the US go.
#7236 posted by ShadoW [157.158.178.93] on 2011/01/12 17:58:17
Yep, I know both, will do soon.
 ShadoW...
#7237 posted by Maric [69.97.213.56] on 2011/01/12 23:45:17
Love it, awesome, very different, fresh...except This
The ledges blocking the arches just look wrong, really-really wrong. Or maybe, it's just me?
 This Time Shots Have Monsters In Them Omg.
 Really Liking Gold Door Shot
#7239 posted by meTch [99.56.228.33] on 2011/01/13 05:31:15
 ZQF.
#7240 posted by Shambler [85.232.218.156] on 2011/01/13 21:30:34
That's looking good, the refinement and details are really helping. The last upper corridor shot shows it well, good base build quality.
The very WIP shots show progress and I'm sure you know about the textures and stuff. Not sure about those spindly pylon things.
Keep at it dude.
 Thanks For Comments
I've posted quite a few shots of it so I'll stop posting them up as much now.
Having said that will try to have a beta ready soonish for gameplay purposes :E
 Devastation - Vis Issue
#7242 posted by ShadoW [157.158.178.93] on 2011/01/14 10:34:24
Hey again. When running the map (Devastation - see few posts up) under WinQuake I have those strange Vis issues:
http://shadowsdomain.files.wordpre...
Part of the main room is dissapearing while moving around it. No problems under Darkplaces or Ezquake.
 Im Sure There Is A Command To Increase The Draw-distance
#7243 posted by RickyT23 [86.139.217.189] on 2011/01/14 10:40:49
The Winquake program was designed to play the original Quake maps, which were designed to run on a 486 system with 8MB of RAM. As a result it will only draw so many of the nearest world polys at once. There is a console command to increase this, but I cant remember what it is.
Any modern engine should run the map just fine!
#7244 posted by ShadoW [157.158.178.93] on 2011/01/14 10:47:22
Yes, as I said DP and ezq runs it great. So there is no thing I can do from mapping point to help this under WinQuake? I mean like adding some copmile/worldspawn command option?
#7245 posted by Spirit [194.95.77.57] on 2011/01/14 10:56:49
That looks like if your map is too detailed/complex for winquake. iirc r_speeds must stay below ~800 or things will be greyed out. players can increase r_maxsurfs and r_maxedges to work around this.
 Wee The Console Commands
#7246 posted by RickyT23 [86.139.217.189] on 2011/01/14 11:13:00
are
r_maxsurfs (default 1000)
and
r_maxedges (default 2000)
The changes require a map-reload. This makes it difficult to use a Quoth info_command trigger to cause this to happen. You could fire those commands in a smaller start-map I suppose. Then when you start your actual map the commands will be activated. But users on non-Winquake engines might get wierd console messages like "unknown command" or something.
Not many people use WinQuake really. You can make Fitzquake and GlQuake etc look like Windquake if you so desire.
#7247 posted by ShadoW [157.158.178.93] on 2011/01/14 11:18:36
I know that WinQuake isn't really popular ;). Just wanted to get it clear that I can't do anything with it before releaseing the map.
I simply try to test the map as much as it possible.
 Well
#7248 posted by negke [88.70.52.216] on 2011/01/14 11:44:37
You can do something about it. Question is if it's worth it. The map has many texture combinations on walls, all of which use individual brushes. You could take some of the more frequent ones, for example the bricks with the grey concrete trim on the upper and lower parts and merge them into a new custom texture. This would turn three brushes into one. And if you do this in several location, you can lower the polycount enough to make the grey flash go away in Winquake. Alternatively, you could inspect the area with r_showtris 1 (in Fitzquake; DP only with its native culling disabled) to see if what is rendered from that POV and if it can be changed by some vis blocking.
And there are still (few) people who use software QW engines. As crazy as that sounds - it's that entire frame rate++ crap.
 Whoa
#7249 posted by Spirit [194.95.77.57] on 2011/01/14 11:48:34
This gives me ideas like forcing "gl_texturemode gl_nearest_mipmap_nearest" on map load. Are those things really possible with Quoth's *_command? I don't think so (I hope not). :D
Obviously ShadoW is not looking for such tricks though.
 Yes, They Are
#7250 posted by negke [88.70.52.216] on 2011/01/14 11:53:14
But why would you want to do this?
#7251 posted by ShadoW [157.158.178.93] on 2011/01/14 12:06:23
Thanks guys. It is really not serious issue for me. I can live with it, as you said it yourself - nobody really use winquake, me neither. I asked about it only because to get clear it's engine/port thing. So case is closed ;).
 Heh - I Have Tested Maps In Winquake Before
#7252 posted by RickyT23 [86.139.217.189] on 2011/01/14 12:21:27
But that is when I was tailoring a map to fit within the limits of the engine. I was happy enough that the maps loaded in Winquake, and didnt crash it. But I got the same issue that you are experiencing. I think anyone who does use Winquake will probably know to set their draw distance higher. And you can always put a line in your README explaining that Winquake users must use those console commands.....
#7253 posted by gb [89.27.246.106] on 2011/01/14 20:42:38
This gives me ideas like forcing "gl_texturemode gl_nearest_mipmap_nearest" on map load.
That's like being the Amish of Quake.
#7254 posted by necros [99.227.131.204] on 2011/01/14 20:48:58
it would be kind of funny to fuck with the player by repeatedly changing back and forth through different texture modes... with animating textures and stuff... could be really psychedelic.
#7255 posted by Spirit [82.113.106.202] on 2011/01/15 00:24:24
I rather be amish than a half-plugged peacock.
 Lol
#7256 posted by RickyT23 [86.27.23.180] on 2011/01/15 03:34:43
 Hyper Alpha State
#7257 posted by meTch [99.33.196.61] on 2011/01/18 08:51:08
http://img834.imageshack.us/img834...
all the shit disks will be jumppads at one point
still just a shell of a multiplayer map really
 The Pit
#7258 posted by meTch [99.33.194.89] on 2011/01/19 18:12:35
#7259 posted by Trinca [89.154.48.219] on 2011/01/19 20:09:33
look like a map parboil made but in the lava!
http://www.parboil.quakeworld.ru/m...
Old Crater
But this one guess is with wind :) look fun
 Safe3 Final "Deadly Momentum"
#7260 posted by ziffon [62.247.128.164] on 2011/01/20 14:18:33
Hi guys,
Been doing some tweaks to safe3 (q1 map) since last post here. Feel pretty good with the result. Cannot think of anything I want to fix right now so I'm thinking of making a release. However, before doing so I'd like to ask for your input. Are there any improvements to be done or bugs? Again, thanks to everyone who's been giving feedback and directions, it's very much appreciated.
Also, once I release the map should I notify any sites or people to get some attention? :)
Map can be found here:
safe3final
Screenshots:
safe3f1.jpg
safe3f2.jpg
safe3f3.jpg
safe3f4.jpg
 Q1shw1: Devastation
#7261 posted by ziffon [62.247.128.164] on 2011/01/20 14:23:52
Shadow, i'd live to take a look at your map but the d/l url doesn't work. It looks very interesting judging by the screens.
#7262 posted by Trinca [89.154.48.219] on 2011/01/20 20:07:57
ziffon
http://quakeworld.nu is a prioraty!
then you can post in here and at http://quakeone.com
 Prioraty My Ass
#7263 posted by negke [88.70.55.252] on 2011/01/20 21:24:14
Since when has posting new maps at qw.nu ever lead to constructive feedback?
 Ziffon
#7264 posted by ShadoW [157.158.178.93] on 2011/01/20 21:29:42
ziffon, there is final release:
http://shadowsdomain.wordpress.com...
I've deleted betas from dl
 Shadow
#7265 posted by ziffon [213.89.101.67] on 2011/01/20 22:37:06
Grrreat, I just noticed on the front page as well :P
Gonna take a look at it.
#7266 posted by [Kona] [121.73.104.148] on 2011/01/20 23:53:32
Hows your Q4 map going shadow? :)
Screens of Devastation look good.
 Q1shw2 - Layout Test
#7267 posted by ShadoW [157.158.178.93] on 2011/01/21 17:46:08
Hey guys, me again :). So I had this idea for a map. And when I have an idea, I simply have to make things. So here's very fast (about 3h of work), first layout test for new map.
http://dl.dropbox.com/u/16372046/q...
Ugly - no light (or vis), and no items exept MH and RL.
 You're A Mapping Machine Shadow!
#7268 posted by nitin [202.161.17.161] on 2011/01/22 04:17:47
 Indeed
#7269 posted by negke [88.70.89.224] on 2011/01/22 11:15:57
Layout seems okay in general. Parts of it feel too long or spacious, though. The teleporters are a bit odd. I'd say either relink them or turn them into jumppads. Lol at the door. Needs to be faster.
 So I Found My Install Of Fraps...
...and thought I'd have a go recording some Quake
http://www.youtube.com/watch?v=8JW...
I know sod all about videos and compression and stuff, was mostly just fumbling a bit with Virtual dub and such. If anyone has any tips on this kind of thing I'd be interested :E
#7271 posted by negke [88.70.50.31] on 2011/01/22 18:51:37
When recording for Youtube, it's probably advisable to use a higher resolution (like 1024) and also increase the game's brightness more than you would for regular playing. Then compress the video with Xvid or any other proper codec (Spirit would say H264) so that the file size is reasonable for uploading but the quality doesn't suffer too much. This will also allow you to select different quality settings on the Youtube stream. Yours is 240p which is the lowest possible one. If the source video is good enough, there'll be 360 and 480, and even 720 HD. At least I found it's available on my videos which were done like described.
 Thanks Negke
I'll give it another go later with a different resolution :)
 Tempo
#7273 posted by Preach [62.30.197.42] on 2011/01/22 23:32:10
From a gameplay point of view, it's interesting that you see the pauses between the waves spawning as 'awkward'. To me they seemed like just long enough to let the player get their bearings back after defeating a wave - and at the end there was a great moment of anticipation for the Edie. "Hey, it's a bit too quiet...oh crap!" kind of moment.
 That Looks Like A Blast
#7274 posted by onetruepurple [89.79.96.4] on 2011/01/22 23:49:09
It would be hilarious if there was a second Edie behind the corner at the end.
Could use more melee action and less sniping though, IMO.
#7275 posted by gb [89.27.212.150] on 2011/01/23 00:06:51
> Since when has posting new maps at qw.nu ever lead to constructive feedback?
If the mapper is from the qw community, there will be feedback I think... and only then. Pretty occult community.
#7276 posted by Spirit [82.113.121.203] on 2011/01/23 00:49:16
Quake video: h264 or webm with a bitrate >1500kbps should be good. Use avidemux if you need a frontend. Record with gamma 0.7. Use two-pass if your time allows.
Gb: not true, see shadow's release.
I think netquakers are more likely to actually play a map online. Qw is very limited unless for special occasions or ffa servers. I have no clue what the nq scene actually plays though. Weird maps and the lag from crossing the Atlantic always turned me off.
 Well
#7277 posted by meTch [99.33.194.89] on 2011/01/23 01:05:50
if you join a clanarena or crmod server you'll probably play dm3
if you join quake.shmack.net you'll play from start to dm6, but will probably be on start or dm4
if you join bigfoot.quake1.net (in Germany btw) you will play a variety of custom multipayer maps maps
if you join newdm.quakeone.com you will play a variety of estranged multiplayer and single player maps
i leik last 2 bestest
just long enough to let the player get their bearings back
Yeah you do have a point... an effect that comes from testing your own stuff I suppose. Was having some trouble with monsters not waking properly there so I was kind of worried it was gonna break again :E
Will probably leave it as it is timing wise then :)
Could use more melee action and less sniping though
It's only one fight, hopefully you'll get enough of a close combat fix from the rest :)
#7279 posted by jt_ [24.11.39.160] on 2011/01/23 16:03:31
I can't wait for this map, zqf. It looks amazing so far. I haven't been this excited for a base map in a while!
 Just For Fun
#7280 posted by Mike Woodham [86.174.25.200] on 2011/01/23 20:01:25
No, not a quad shotgun, just a four 'shot' panorama
http://img843.imageshack.us/img843...
 Ok
#7281 posted by Tronyn [205.200.202.157] on 2011/01/23 20:08:55
 Wow
#7282 posted by negke [88.70.226.12] on 2011/01/23 20:17:52
Mike gives me wood-ham. Tronyn, too. Cool that you finally seem to have made proper use of the sorrow scrap. Now I can delete it from my editor folder.
 Omg
#7283 posted by jt_ [24.11.39.160] on 2011/01/23 20:32:26
So many good maps coming out soon, and so little time to play them. :(
#7284 posted by Trinca [89.154.48.219] on 2011/01/23 21:49:31
there is always time to play a Quake map :9
nice shots tronyn can't wait to play then
 Awesome
#7285 posted by RaverX [79.113.40.75] on 2011/01/23 23:21:05
http://www.quaketastic.com/upload/...
That looks awesome, simple, yet very cool, it really makes you think that you are there. Can't wait to play that map...
#7286 posted by necros [99.227.131.204] on 2011/01/24 00:27:13
mike: looks like a cooler moria. :D i love that the upper area is shrouded in darkness. makes everything look even bigger.
tronyn: the scale is insane, especially on those industrial shots. ;) i was staring at the first industrial shot trying to place it, and then i noticed these tiny little ogres in the corner.
looks like you will be giving arwop a run for it's money. :P
also, i can recognize some stuff in those somethingwicked shots. ^_^ glad you could make use of it!
 Mike.
#7287 posted by Shambler [92.236.254.233] on 2011/01/24 11:06:08
I need to change my trousers.
 But Oh Dear.
#7288 posted by Shambler [92.236.254.233] on 2011/01/24 11:08:26
Trouser fail, I now need a 3rd pair after seeing Tronyn's shots.
Great stuff there.
 Tronyn
#7289 posted by nitin [202.161.17.161] on 2011/01/24 13:20:46
nice styles.
Mike, that looks great.
 A Desert Dusk 3
#7290 posted by onetruepurple [89.79.96.4] on 2011/01/24 13:44:30
The style in that Dry Sorrow(?) map is ace.
 Nice Shots!
#7291 posted by generic [67.233.202.67] on 2011/01/24 14:07:32
Mike & Tronyn! It's nice to see those scraps lit and so well put together. Can't wait!
 "Quakery!" New Q1 Conversion ..
#7292 posted by m. augeri [151.66.161.160] on 2011/01/24 14:29:53
 Mike:
#7293 posted by bear [217.115.56.186] on 2011/01/24 14:32:46
Have you tried PanQuake?
Would be nice if someone made a nice modern shader based version of fisheyequake and panquake...
 Playing With Coloured Lighting
#7295 posted by onetruepurple [89.79.96.4] on 2011/01/25 19:50:47
Shots 49, 52 = tastefully done.
Shot 51 = foul.
Shot 50 = unsure, but it might work well in game.
#7296 posted by Spirit [80.171.51.238] on 2011/01/25 19:51:29
slight use: very nice! might be even more subtle I think.
dramatic: looks like Shambler's rearside
Make sure not to create annoying grunt sniping gameplay, See http://www.quaddicted.com/reviews/... as a anti-example (sorry Ricky :) ).
 Question On Strong Colour
With strong lights, is it generally the saturation, the position (which wasn't thought out, I'm experimenting so was just matching them to the texture of the light source :p ) or the clash of colours (eg would switching spot lights to white improve it etc)
or is just the whole theme of the lighting shit?
ta for feedback :)
#7298 posted by rj [82.13.31.251] on 2011/01/25 21:18:35
51 just looks like 49 with the white light removed :P
too dark and saturated. the other three are all nice though.. the colour complements the normal light rather than smothering it
 Correct Comments.
#7299 posted by Shambler [86.25.164.82] on 2011/01/25 21:47:22
Subtle good, over-colourful vile.
#7300 posted by necros [99.227.131.204] on 2011/01/25 21:49:44
google up a colourwheel for painting houses and use that to figure out what colours to use.
full red/full blue lighting next to each other = ugly as fuck.
 First Shot
#7301 posted by jt_ [24.11.39.160] on 2011/01/25 21:50:33
Looks amazing.
 Had Another Go:
Okay, a go at making that big room darker but less urgh...
Dropped saturation, increased ambient again, but moved the lights lower:
http://www.zealousquakefan.com/ima...
Too dark? Blue too strong? :E
Another corridor with some little highlights from the monitors
http://www.zealousquakefan.com/ima...
#7303 posted by necros [99.227.131.204] on 2011/01/25 22:14:58
it's really not necessary to colour-code every single light and monitor. for main lighting, i'd stay closer to white, as well. for example, in 53, i'd make the red lights be pure red and very small radius. highlights, mainly. the blue strip lights i'd make as the main light emitters but make them nearly white, a very pale cyan.
there are more colours than just rgb.
 Purple ?
#7304 posted by JPL [94.188.134.26] on 2011/01/25 23:16:47
... bah, nevermind... :P
Thanks for the comments guys, I'll try and do a more detailed outdoor area and see how that goes colour wise.
I think the style I'm generally going for now is making indoors look quite warm and the outdoor or open areas cold... :E
#7306 posted by gb [89.27.239.47] on 2011/01/26 01:17:19
with colored light, try reducing the radius of intensely colored ones (raise the wait value to 2 or more).
You have to play around with wait values really.
Also try combining white lights with the blue ones.
Although light blue and light-medium yellow seem to usually work well - watch for pure colors (red green blue) and reduce their radius / lower the brightness. The blue spot on the right side of shot 50 is kinda intense.
For a strong colored light effect like with lava or big flames, keep the brightness under 250 (avoid the washed out effect / clamping) and increase the radius instead / put several point lights spread out over an area instead of cranking up the brightness.
You can have subtle colore variations with this latter approach / combination with white.
http://kneedeepinthedoomed.wordpre...
#7307 posted by necros [99.227.131.204] on 2011/01/26 01:24:02
you can almost eliminate colour wash-out by using delay 5 in aguirre's light. delay 5 caps intensity at max instead of allowing intensity to approach the sun like delay 2 does. you can still get wash-out if you have multiple lights, of course, delay 5 doesn't do anything about that.
those ayleid shots i posted a few weeks ago all use delay 5 with between 450 to 600 intensity (and sometimes wait 0.75).
This stuff is reminding me of old Unreal, where bright lights turned green :p
Quite a headache
#7309 posted by gb [89.27.239.47] on 2011/01/26 01:50:52
Interesting.
delay 5 changes the falloff formula though - I went through a phase where I used it everywhere, but moved away from it again.
It's good to know though and I'll try it for sure. I guess we're getting a grip on it :)
 Q1shw2 - Deep Scars (beta1)
#7310 posted by ShadoW [157.158.178.93] on 2011/01/27 14:28:30
 Looks Very Sexy Indeed!
#7311 posted by RickyT23 [86.139.217.189] on 2011/01/27 15:37:06
My only criticism from the shots is that you need to sort out the metal texture on those uprights. I would increase the dimension on the y axis slightly so that you can't see the trim, or atleast try and align the trim in a fashion which makes it more justified and less broken.
 Some Comments
#7312 posted by onetruepurple [89.79.96.4] on 2011/01/27 16:27:09
I see you went for a more cohesive texture style this time - presumably to make the map look better under QRP? - but the result turned out somewhat monotone and gray. It might help if you had more city2_6 trims everywhere.
The checkered floor texture clashes with the metal walls badly, IMO.
The lights on the stairs didn't look too good - either use a smaller light texture instead of resizing the large one, or shrink the floor texture.
Like negke said before, the teleporters felt unnecessary, and could as well have been jump pads, or lifts - or maybe even some E4-style stairs. Also, the actual teleporter seems a little too big.
This area seemed perfect for a powerup (maybe a MH?) but I dunno if that's a good idea for a 1v1 map.
 Hmm
#7313 posted by Vondur [195.218.191.171] on 2011/01/27 16:39:46
the shots with original quake textures look much better than with those shitty hi res ones.
 Indeed
#7314 posted by Kinn [86.156.75.45] on 2011/01/27 21:26:17
#7312: "I see you went for a more cohesive texture style this time"
If mixing metal, medieval, and tech-base all in one room is "more cohesive" than the last iteration, I'd love to see the earlier drafts...
#7315 posted by necros [99.227.131.204] on 2011/01/27 22:30:26
i like the texture scheme. i don't have a problem with it being monotone. kind of like a poured concrete runic map. the hirez textures work much better this time, and the regular textures go well too. at the same time, however, it could use more variation on the larger flat walls, not just the same texture over the whole surface.
for example:
http://necros.quaddicted.com/temp/...
blue area should be the same texture but at 90 degrees
green area should be like a demon head texture or something.
just an idea but this is what i mean by breaking up the wall.
 Kinn
#7316 posted by onetruepurple [89.79.96.4] on 2011/01/27 22:37:09
 ShadoW
#7317 posted by negke [88.70.68.115] on 2011/01/27 22:44:40
Notice how the textures on the angled surfaces look different from the rest - stretched to fit the width. For maximum neatness you should reduce their scale accordingly, e.g. on 45° walls it should be something around 0.75 (x or y, depending on which plane it is).
#7318 posted by ShadoW [157.158.178.93] on 2011/01/27 22:48:50
Yep guys, there are some issues, and I know about them :). It's beta, obviously. Tbh I expected more feedback about layout and item layout then texturing ;) at this stage.
 Oh
#7319 posted by necros [99.227.131.204] on 2011/01/28 00:45:26
well, you'll never get that from me. :P i never played quake dm and competitive layout has never interested me much. afaik, just put RA and RL at opposite ends of the map and you're set. :P
#7320 posted by [Kona] [121.73.104.148] on 2011/01/28 02:10:26
ra and rl at OPPOSITE ends? shit no wonder no one played any of my dm maps :P
 Any News On "Mortisville" Mod ??
#7321 posted by delor3 [151.66.165.167] on 2011/01/29 20:07:20
Someone knows if the mod "Mortisville" is dead or what else ?
..I remember some screenshots pretty good
#7322 posted by necros [99.227.131.204] on 2011/01/31 04:42:26
it's ne_melee 2.0! :P
not really, but just something i hammered out today. feels like a better implementation than that original mod i tried way back.
swing damage increases the longer you hold down fire, just like most games out there.
block is automatic though. you can't block when you're swinging, obviously, but you will block as long as you face your attacker.
you can only block other melee weapons though.
thinking of making some kind of stamina system so you get tired blocking or something but there isn't really anywhere on the UI to put that, unless i used the current ammo slot. i had planned to make the current ammo slot the 'swing power' though. :P
not sure if i'll actually make map that uses this thing... it's very powerful and needs multiple attackers to keep it in check (so that a monster can hit you on the side where you can't block). if it's just 1 on 1, you never have to take any damage.
 Looks Cool :)
Yeah if there was a stamina thing it would make it quite a cool little upgrade in normal Quake for low ammo type maps. Why not just display your blocking stamina on the weapon's ammo counter? I suppose that wouldn't be great if you plan on including Hexen style weapons that are melee but use mana :E
Also would be cool if the sound of actually hitting something was more meaty. Also would be fairly entertaining if strong strikes would gib. Feedback is the best thing about the Half-Life crowbar and such :)
---
Video of my own, playing with video uploading, this time it's a better resolution. I knew the video was too dark but didn't realise it would fuck up the compression, but anyway hope you can see what's happening. It's fairly obvious I think.
http://www.youtube.com/watch?v=6eg...
 Hmmm.
#7324 posted by Shambler [86.25.221.138] on 2011/01/31 17:36:07
I tried to add &r_fullbright=1 onto the end of that link, but it didn't help. From what I could hear, it needs more Vorelings...
 Necros FFS
#7326 posted by negke [88.70.48.171] on 2011/01/31 18:36:26
I expect your cath/dragon/oblivion episode yesterday!
Please don't give up on that Doom 2 map, either. It's practically finished minus a few details.
#7327 posted by necros [99.227.131.204] on 2011/01/31 21:22:24
with all the qexpo talk lately, i'm holding off to see what happens. it'd be pretty cool to release everything over the course of qexpo.
 Btw
#7328 posted by negke [88.70.86.209] on 2011/01/31 23:33:55
Are those custom realistic door swing physics?
#7329 posted by Zwiffle [66.170.5.18] on 2011/01/31 23:39:20
If there were a QExpo this year, I would work to finish my Quake map by then. It would be a quick, tiny map but at least I would finish it.
#7330 posted by necros [99.227.131.204] on 2011/01/31 23:46:24
Are those custom realistic door swing physics?
yep! :D i'm pretty proud of them. both players and monsters can push them and they emit sound depending on speed. i'm thinking of adding random sway for wind effects, but angle precision is too low for that kind of thing unless you use DP.
 Cool
#7331 posted by negke [88.70.86.209] on 2011/01/31 23:57:14
That's the saloon variety. Now add a use (grab) mechanic.
 Huh
#7332 posted by necros [99.227.131.204] on 2011/02/01 00:14:06
i don't know if that's fully possible without engine extensions.
you could haxor in a use key, but it wouldn't be perfect.
i suppose you could make the 'fire' button contextual for swinging doors, but that risks getting in the way of shooting.
 Swinging Door ?
#7333 posted by delor [151.66.161.97] on 2011/02/01 00:22:38
nice! I'd need them for a saloon in a western mod I was planning but aborted.
So how can I obtain that effect ?
#7334 posted by necros [99.227.131.204] on 2011/02/01 01:27:02
it's not overly complex, actually. i was surprised no one had done it before when i realized that.
you basically reverse the functionality of the func_movewalls and func_rotate_door.
drop the func_rotate_door into an endless loop and then set movewalls to use a touch function that sends the player's velocity to the rotate_door. from there, use dot product to figure out how fast to move based on angle of door.
there might be a smarter way to do this actually. calling the rotation code directly from the touch function for the first time or something instead of just leaving the door looping all the time, even if it's not moving.
for monsters, it's a little trickier. they will never proc a touch function on a solid_bsp like movewalls because movetogoal and walkmove will detect if it *would* hit, and just not let it.
luckily, the rotate_object has a nice bounding box sized to cover the entire area that it will rotate (i think that's done automatically by qbsp?).
so you give a touch function for the rotate_object and then use this math: http://mathforum.org/library/drmat... to figure out if the monster is 'touching' the door or not. from there, it's a simple matter of deciding which way to push the door based on monster position.
 Necros
#7335 posted by Tronyn [205.200.202.157] on 2011/02/01 07:17:59
cool video, I liked the block function as well. nice looking map, good atmosphere with the storm and creaking doors, good combat.
 Dudes
#7336 posted by SleepwalkR [85.178.63.133] on 2011/02/01 08:36:09
Don't use that "math" to figure out if a point is in a rectangle (or bounding box). It's slow and awkward compared to the simple solution, which is to check if each point coordinate is within the min and max vectors of the bbox.
Also, for checking whether a point is within a polygon, I prefer the "shoot ray from polygon and see how many polygon segments it hits" method because it is not computationally heavier, it is simpler and it deals with non-convex polygons as well. This method is esp. simple if you translate your polygon by the negative point (which then becomes the origin) and check whether the polygon becomes the origin.
To do this in 3D, project onto one of the coordinate planes (preferrably the plane where the projected polygon has the largest area).
 Err
#7337 posted by SleepwalkR [85.178.63.133] on 2011/02/01 08:37:06
becomes == contains
 Stairs Clip
#7338 posted by ShadoW [157.158.178.93] on 2011/02/01 09:36:20
Guys, should I turn all my stairs into func_wall, and cover them with clip ramps? I mean, is there any reason I shouldn't do that? I think it would be better to exclude stairs from mesh merging process, as they bring a lot of unnecessary splits. And in case I can do that - ramps or rather stairs shaped clip?
 I Would'nt Do That
#7339 posted by RickyT23 [86.139.217.189] on 2011/02/01 10:58:16
I dont think it's common practise. One of the querks of Quake is the ramp-jumping effect (if you jump whilst running up a ramp you will fly quite far), and doing what you describe will not reduce the complexity of the mesh that much, and the behaviour of the stairs will be weird.
Players are used to looking at stairs and knowing that you can't ramp-jump up them.
All of the vertexes of the bmodel stairs will still be counted towards your vertex limits (and some marksurfaces). You wont's save many polys.
 You're All Invited To ..
#7340 posted by delor3 [151.66.162.122] on 2011/02/01 20:16:42
..CarnivalQuake
http://www.quaketastic.com/upload/...
http://www.quaketastic.com/upload/...
some feedback is appreciated caus I don't know if make it a real mod/pack whatever
 I Would Spend A Bit More Time Putting
#7341 posted by RickyT23 [86.31.132.79] on 2011/02/01 21:11:15
some shading on the skins
 Sleep
#7342 posted by necros [99.227.131.204] on 2011/02/01 21:29:12
Don't use that "math" to figure out if a point is in a rectangle (or bounding box). It's slow and awkward compared to the simple solution, which is to check if each point coordinate is within the min and max vectors of the bbox.
you can't. first because as the door rotates, the bounding box's accuracy varies from completely so to completely not. you have to continually check from a rotated box, not a static one. if you could just use the bbox, then you could simply set it to a touch function and leave it at that.
on top of that, since we're using the rotate_object as the trigger field, modifying the bbox would change the way the rotating brush is displayed. qbsp seems to create it with a bbox that is larger than the bmodel itself. it seems to make it as large as the bmodel would be if it was rotated 360 all at once from it's origin entity.
Also, for checking whether a point is within a polygon, I prefer the "shoot ray from polygon and see how many polygon segments it hits" method because it is not computationally heavier, it is simpler and it deals with non-convex polygons as well. This method is esp. simple if you translate your polygon by the negative point (which then becomes the origin) and check whether the polygon becomes the origin.
To do this in 3D, project onto one of the coordinate planes (preferrably the plane where the projected polygon has the largest area).
i didn't understand what you mean here. anyway, the check i use is not 3d. the pushable doors only work for y axis doors and have seperate code from x and z axis rotation. (or they would if i needed that and bothered coding it).
doing it in 2d is pretty quick, just a few subtractions and a division. also, i have no idea how to do it in 3d.
 Ah I See
#7343 posted by SleepwalkR [85.178.58.87] on 2011/02/01 22:29:32
In that case, your method is in fact better (and faster).
 Thanks :)
#7344 posted by necros [99.227.131.204] on 2011/02/01 22:41:07
it totally is a case of hackery such that it only works in one specific way. i'm not smart enough to generalize it to work for all cases. ^_^;
 I Know Rickt23..but
#7345 posted by delor [151.66.166.119] on 2011/02/02 05:00:34
the essence I want to achieve in all my mods is sort of cartoonish style so when I reach a certain level of detail previously planned I stop.
this is my method of mapping or else you could never get any map finished!
..hmm actually I never published anything til now :)
 Deep Scars Beta2
#7346 posted by ShadoW [157.158.178.93] on 2011/02/02 09:18:41
Hi. Second beta of my Deep Scars map. It's suppose to be RC now, meaning there are clips, item layout should be final, ligting and textures were fixed in few places and so on. Will appreciate any feedback :).
http://dl.dropbox.com/u/16372046/q...
#7347 posted by negke [88.70.80.167] on 2011/02/02 13:22:50
Check the skull textures. Some of them are cut off in the middle. The stretched textures on all all 45 degree walls look bad. I don't like the base floor textures here; the grey/blue one was better (contrast). There's also another 4*4 tile floor texture in brown.
One thing you got to keep in mind when using 32 unit tiles on the floor is to make sure the dimensions are right on every floor, otherwise they'll be cut off which looks wrong. An example for this is the floor under the GL. However, this can be easily fixed by making the edge trim 32 units wide and replacing the upper texture with metal4_4.
Also note that metal4_4 has distinct seams on each side - this means it has to rotated according to the adjacent brushes.
There's a rogue space behind a brick recess near the lower RL.
The stairs look a bit out of place. They were okay in the first map, but not so much here. Maybe change the texture, or put 16-wide ramps on each side of them.
I think there is too much health. Or at least too unevenly distributed. Quite a few spots that have 2*25 medkits but are also in relatively close proximity to more medkits. Maybe one of the large health boxes from the lower floor up to the LG, and the other ones a bit more spread out, or something.
#7348 posted by ShadoW [157.158.178.93] on 2011/02/02 21:07:19
Hehe all were complaining about that floor texture before :). I liked it better too, maybe will get it back then. Will look into stuff you mentioned.
#7349 posted by negke [88.70.54.34] on 2011/02/02 23:09:46
Or try a completely different texture. I only meant there should be some contrast between floor and walls, which the present base floor doesn't offer.
 City4_8
#7350 posted by onetruepurple [89.79.96.4] on 2011/02/02 23:20:27
 Quake Live Maps :)
#7351 posted by ShadoW [157.158.178.93] on 2011/02/03 10:15:25
Sorry for a little off topic, but I just wanted to show you two new maps introduced with Quake Live february update ;).
Concrete Palace:
http://shadowsdomain.files.wordpre...
Dies Irae:
http://shadowsdomain.files.wordpre...
More about it:
http://shadowsdomain.wordpress.com...
#7352 posted by jt_ [24.11.39.160] on 2011/02/03 14:53:23
Post missing on your blagh.
 Just Have To Remove The']' From The Address
#7353 posted by meTch [99.60.16.238] on 2011/02/03 17:10:30
#7354 posted by negke [88.70.51.29] on 2011/02/04 10:44:24
Nice work/congrats as usual, ShadoW. Dies Irae seems to be one of the few QL maps with a unique theme, however also somewhat samey colorwise. The design of the maps feels good, though I would have wished for some more refined ceilings and also more sophisticated (less flat) transitions between upper geometry and sky.
You really seem to like that staircase design.
 A Few Quick Shots...
Under some train tracks
The weird blue metal things are the trains. I haven't textured them properly yet :p
Train yard area in WC :E
Doesn't look like much in game atm, but it's a fun amount of entities I suppose...
Decided to play with the Ikbase set for a change
I really liked the quiet bits of OUM, so going for that kind of feel I think :E
 :O
#7356 posted by meTch [99.51.247.114] on 2011/02/06 03:10:00
:O
#7357 posted by [Kona] [121.73.104.148] on 2011/02/06 08:24:15
anyone ever mixed ikbase with ikblue? i reckon it'd work, esp if it's 70% ikbase and 30% ikblue.
#7358 posted by necros [99.227.131.204] on 2011/02/06 19:25:25
sounds interesting. i'm all for doing unique combinations.
been trying koohoo/heretic2 + ikbase which isn't bad.
 Heretic2 + Ikblue
#7359 posted by generic [67.233.199.145] on 2011/02/06 22:09:26
Could equal elder world awesomeness!
 ..about Textures Legal Issues
#7360 posted by Del0r [151.66.161.69] on 2011/02/07 14:42:15
Since you're talkin about textures.. I need to know about possible legal issues
..i mean all Quaddicted wads are free to use ? Should I credit the authors or not ? And what if I make a commercial project ?
tHaNk
 OK, Im Speaking Broadly Here
#7361 posted by RickyT23 [86.139.217.189] on 2011/02/07 15:39:35
But I think you can use all of those wads. Some contain some permissions stuff in the info/readme, and it is good manners to put a credit with any public releases for everyone who 's work you used, but you never hear about anyone getting onto any trouble over using quake wads.
If you were using them for commercial purposes then I guess that's a whole different ball game. You would have to check any permissions info you can find for all of your resources, and take if from there I guess... Never been in that situation.
#7362 posted by Spirit [80.171.7.117] on 2011/02/07 17:32:38
Unless commercial use is explicitly allowed and you are certain about the legal background of the content, you can use it.
Many of the WADs at Quaddicted are actually content copied from other games. Violating copyright. No right holder ever cared so that has been done since the dawn of Quake levels. You definitely cannot use those for a commercial project.
id Software also does not allow use of their art for commercial projects.
 ..mmh I Understand
#7363 posted by Del0r [151.66.160.66] on 2011/02/07 18:16:21
ok.. but what about old projects like SHRAK, MALICE,.. did they buy license from Id ?
I've heard that nowadays licensing Q1 engine for commercial project is $10.000 right ?
Can you create a permanent thread about legal stuff ?
#7364 posted by jt_ [24.11.39.160] on 2011/02/07 22:51:40
You can't license the quake engine anymore. Iirc, there was a page on idsoftware.com that stated that.
Also, yes, the devs for malice and other (official) missions packs and total conversions did have to get a license.
#7365 posted by [Kona] [121.73.104.148] on 2011/02/07 22:57:48
i wouldn't be so concerned dude. Quake's a 15 yr old game, it's pretty unlikely you'll get sued for releasing a free map (with stolen textures) that probably only a 100 ppl are gonna play. Hell if I were still mapping I'd be stealing textures out of some of all the latest games and converting them to wads.
Can't remember what I stole back in the day... pretty sure I ripped all the FAKK2 ones and used those in Carved in Flesh. Most of the good games back then using ID tech 2/3 had their textures ripped.
 I Thought You Were Making A Map
#7366 posted by jt_ [24.11.39.160] on 2011/02/07 23:07:18
I am disappoint.
#7367 posted by Spirit [80.171.7.117] on 2011/02/08 00:29:15
Kona is the reason where there was no FAKK3! He stole all their textures!
 ..poor Me
#7368 posted by Del0r [151.66.167.196] on 2011/02/08 02:16:34
..only 100 people? I thought q1 community 'd have been at least some thousand scattered around the world :(
[Kona] ..as crazy as it sounds I have the funny idea of making something more than a amateur free q1 addon
If all fails I'll have somethin to feed my portfolio, I'd really like to work in the industry
IdSoftware homepage still has a business/tech link but doesn't work!
#7369 posted by jt_ [24.11.39.160] on 2011/02/08 02:34:18
Who ever said that free quake mods are/were amateur?
 ..obviously They Aren't
#7370 posted by Del0r [151.66.167.196] on 2011/02/08 02:44:23
but I'd like to know if there are chances to go commercial with Q1 engine.. today we have online distribution(Steam,..) and other channels
Is it true Q1 engine cannot be licensed from id? and by abiding GPL(aargh!) terms ??
 Why Don't You Check The Website Or Email Carmack
#7371 posted by jt_ [24.11.39.160] on 2011/02/08 04:02:32
Instead of asking people on forum who more than likely don't know what we're talking about?
#7372 posted by [Kona] [121.73.104.148] on 2011/02/08 05:41:54
I seriously doubt a cutting edge gaming studio would hire anyone making maps for Quake. Level design is totally different now to Worldcraft.
If you want to get hired in the industry, it doesn't need to be commercial. You can make something free. But i'd suggest doing it for a modern game.
Ooooh FAKK3 would be awesome!!!
Last time I had a peak at level design jobs they all wanted knowledge of something like LUA.
Would Half-Life 2 count as modern? The way its scripting is done via entities and such is pretty much like Quake, very different from the Crysis Flowgraph or Kismet.
#7374 posted by jt_ [24.11.39.160] on 2011/02/08 15:47:31
I would say it's modern.
 Make Maps For Left 4 Dead 2!
#7375 posted by RickyT23 [86.139.217.189] on 2011/02/08 17:24:50
It's still very hip, the editor is Hammer, there is plenty scope for mapping interesting environments. Map replay-ability is potentially very high, people might play your maps online if they kick ass, maybe.
HL2 is a bit dead really, not much buzz surrounding it nowadays. My 2c.
#7376 posted by Zwiffle [184.60.27.118] on 2011/02/08 18:35:02
TF2 is awesome to map for, big community for it. L4D2 is a lot more involved with a lot less replayability imo, it doesn't get as much mileage as TF2. Plus if your map gets picked up they'll pay you for it. And it's just an awesome game.
Or wait until Portal 2. Or start a UDK mod. Or something.
 Yeah
#7377 posted by RickyT23 [86.31.242.119] on 2011/02/08 18:40:09
I never got into the TF scene. I can't compare.
I guess the art style put me off a bit, I wasn't feelin the cartoon element. But I never got round to playing it. I remember someone mapping for it on Func at one point. Was it Speeds? Or pjw or something?
Well, could you potentially show your good design knowledge in something older like Quake but also demonstrate knowledge of more modern editors and scripting systems with something different?
Basically do you have to show the two always in the same project. As powerful as they are you're also limit asset and variety wise with stuff like Crysis or L4D.
Just a thought anyway :p
 Industry
#7379 posted by gb [89.27.201.250] on 2011/02/08 19:59:07
http://forums.mapcore.net/viewtopi...
Look what these guys are mapping for, plenty of pro LDs on there too. UDK, Crysis and L4D/TF2 are pretty high on the list it seems.
Personally I intend to map for Crysis and probably ETQW (or some semi-professional looking Doom3 mod) once I get time for it to create a portfolio. Have dabbled in both, but no time due to rmq. I'm starting to really like Crysis though, although was skeptical right after getting it.
Even installed Windows because of modern game LD considerations. x_x Linux is a no-no if you want to do any LD for recent games. Radiant, for example, is missing a lot of stuff that even the Doom3 editor has (which is Windows only). Sandbox? Can forget running that under wine.
Lua is apparently pretty commonly used for scripting, but if you can learn QuakeC or the Doom3 scripting thingy, you can learn Lua.
I think.
From the limited amount I looked into it the Flowgraph is insanely powerful. Would be very interested to see how much you could change the gameplay with it. More arcadey gameplay (like Doom/Quake) + a modern engine would be my dream atm :p
I'm planning on building a portfolio myself at some point, but the main issue for me seems to be the separation of Level Design from Evironment Art. It's harder to find resources based around demonstrating the design side over just pretty things. I've found a few but not much...
 Nope
#7381 posted by pjw [96.42.24.247] on 2011/02/09 02:26:32
I remember someone mapping for it on Func at one point. Was it Speeds? Or pjw or something?
Wasn't me. List of games I've mapped for (non-professionally):
Loderunner
Doom2
Quake2
Quake3
and an absolutely silly number of Trackmania maps.
And yeah, these days you're going to want to have something more modern in your portfolio than Quake maps if you're wanting to get hired as a level designer. At least something from the last few years.
Quake maps can demonstrate as much skill and creativity as any other sort of mapping (more, in some cases, due to limited tools and engine limits), but you're really rolling the dice if you want a prospective employer to look past the dated eye-candy.
What do you map for professionally? :)
#7383 posted by jt_ [24.11.39.160] on 2011/02/09 05:55:29
http://ompldr.org/vN2NtcA/home.png
I plan on making a left 4 dead 2 map of my neighborhood/city, so I started with my house. I'm pretty sure it's not to scale; I plan on actually measuring tomorrow, but that's basically what my house looks like. I just need more time to work on this. :E
 Well...
#7384 posted by pjw [96.42.24.247] on 2011/02/09 06:59:55
What do you map for professionally? :)
I've worked on a few things through the years. I'm probably happiest with Dungeon Siege: Legends of Aranna, Quake 4, and Wolfenstein.
#7385 posted by [Kona] [121.73.104.148] on 2011/02/09 11:12:40
L4D2 still uses Hammer?! Fuck me, that game must look average.
 It Uses Hammer
#7386 posted by RickyT23 [86.139.217.189] on 2011/02/09 11:20:57
But there are a lot of hi-res assets, and the engine has great lighting. The animations are very good, and the character models are of an extremely high detail level. TBH it looks like a DX9 game (cause its is I suppose) but the bulk of the maps are of a high standard, the art style is basically realism-based but with a B-movie poster style. But the most hi-res thing about the game - the gameplay!
#7387 posted by gb [89.27.219.117] on 2011/02/09 13:26:55
Well, WIP L4D shots I've seen usually look less "eyecandy" than Crysis or Unreal, though by no means bad. It's just that a lot of people tend to build a couple boxes with orange textures, then slap brick textures on and scatter broken cars all around.
> It's harder to find resources based around demonstrating the design side over just pretty things.
Yeah, it seems so.
I can only suggest looking into neighboring categories of games, such as platformers, RPGs etc and trying to find what makes them interesting. I myself am making it a point recently to play major titles from the recent years and analyze them. Since established mechanics in FPS are kinda worn out - escort the NPC, defend the camp, collect X items, kill X enemies, etc - looking into other games can be inspiring. Nothing against established mechanics, if they're pulled off solidly - but if something's old, I wanna put a little shine on it...
I am guilty of shamelessly stealing from Tomb Raider: Anniversary when it comes to traps - that game is like a trap constructor's manual and many elements can be transferred to Quake for example (and still work).
Reading this thread at quakeone.com:
http://quakeone.com/forums/quake-t...
I was thinking it could be insanely cool if you could really construct new weapons in an FPS by finding a broken rocket launcher and combining it with, say, an explobox and batteries to create a flame thrower... if you could really make that feel as if you had freedom in constructing things.
U-Invent machines come to mind.
 ZealousQuakeFan :
#7388 posted by bear [217.115.56.186] on 2011/02/09 14:22:55
The word/role level design is used differently at different companies. Often these days it's split into different parts so that building the level and doing the scripting is different jobs. And the building part will look very different too, a lot of the pretty geometry may be done by an "environment artist" and not the "level designer".
So you don't really have to learn lua or some other form of scripting unless that's the part of levels you want to work with.
Yeah my passion is very much about building the level, scripting and gameplay. Art is a necessary evil to make it presentable :p
 Alternative Gameplay Paths In Legacy Quake Maps.
#7390 posted by ShadoW [157.158.178.93] on 2011/02/09 19:43:21
Hey, I've just got that crazy idea about remaking original quake maps (few maps, episode, all episodes?) with alternative paths :). Quake community did a lot of weird things in last 15 years, why not make a campaign, or whatever you call it with old single player maps reworked, so the are not linear, or at least you can finish a level by more then one way. It could be cool, as it doesn't require as much work as making new sp maps, and it still could be really cool, with new places, new paths, secrets and stuff. I would like to see every map to be possible to finish in at least 3 different ways, so you can play and experience sinle maps few times, and it would be different all the time :). Probably just crazy idea, but you never know...
 Rmq?
#7391 posted by jt_ [24.11.39.160] on 2011/02/09 20:02:22
 Shadow:
#7392 posted by metlslime [159.153.4.50] on 2011/02/09 20:48:55
i had a similar idea to remake episode 1 with the exact reverse player progression: every exit becomes a start, and the start points become exits, and you work your way from e1m7 back down to e1m1 ... maybe even repurpose start.bsp as a boss arena.
#7393 posted by Zwiffle [184.60.27.118] on 2011/02/09 21:11:10
That would be ... how would that work?
#7394 posted by Spirit [82.113.106.202] on 2011/02/09 21:17:48
We once had a speedmap pack where we reversed maps. Or remixed them, can't remember. I made one start on its end but only implemented a small part of the rest. I loved that idea and it very interesting.
 Zwiffle:
#7395 posted by metlslime [159.153.4.50] on 2011/02/09 21:21:19
well, it would definitely require some creative adaptation, like moving keys around, adding buttons or triggers, etc.
 Re: Alternative Gameplay Paths In Legacy Quake Maps
#7396 posted by necros [99.227.131.204] on 2011/02/09 22:27:12
here's a map you can try out: http://necros.quaddicted.com/downl...
it has the same basic structure as that ne_qep1 map i made a year or so ago. it is e1m1->e1m7 glued together into one giant map, except this version has a huge outdoor area built around the original maps to connect them together and the path to the end is different.
there's no source map in there, though... this map's source was lost last year when my hdd died so it will never be finished (there were a bunch of areas that are unfinished) but it's playable to the end, at least.
 Append
#7397 posted by necros [99.227.131.204] on 2011/02/09 22:28:55
please note, the above map may not have enough ammo to complete...
it was originally going to be for that melee mod i've been trying to make. in the old version of the melee mod, it played a lot more like an rpg game... sort of like a 3d 1st person diablo, really. you had to level up by killing monsters or getting secrets, so most of the monsters were placed without any thought for ammo since the player was using mana that recharged and a melee weapon.
 Ah Crap
#7398 posted by necros [99.227.131.204] on 2011/02/09 22:31:05
one last thing: the map is only fast vised.
since the map source was gone, i couldn't generate a new .prt file for a new vis session.
bsp2prt just plain crashed (i guess the map is too big?) and the quakeforge bsp, while successful as creating a prt, the prt was not compatible with aguirre's vis and the quakeforge vis crashed trying to vis with the prt file. so yeah, epic failure. :)
 Protip
#7399 posted by [78.54.74.107] on 2011/02/09 22:38:58
bjp's bspinfo -prt
 Fuuuuuuuuuuu
#7400 posted by necros [99.227.131.204] on 2011/02/09 22:52:15
well, i'll upload a full vis when it finishes. :P
thanks random nameless person.
#7401 posted by [Kona] [121.73.104.148] on 2011/02/09 23:05:25
99% of crashed hdd's can be recovered necros, if it's got stuff u really wanted on it.
#7402 posted by Spirit [80.171.128.91] on 2011/02/09 23:06:52
bloody hell that is fantastic!
dz: http://www.quaketastic.com/upload/...
ugly sunlight in the outside parts though.
 Thanks Spirit :)
#7403 posted by necros [99.227.131.204] on 2011/02/10 00:30:42
i've been thinking of doing another one like that for ep3 or 4. it's really a lot of fun to do, if anyone else is interested in trying. just grab the id map sources (romero's link is dead?) and start copy/pasting away. ^_^
 Ok, Second Time's A Charm...
#7404 posted by necros [99.227.131.204] on 2011/02/10 01:17:08
here's the map again: http://necros.quaddicted.com/downl...
same link as before, but i replaced the file.
vis, level4 + light, extra4
runs a lot better.
btw, thanks for the demo, spirit. that was fun but fiends ate you! :D
 Interesting ..but
#7405 posted by delorean [151.66.167.58] on 2011/02/10 02:42:26
..is there some sort of new levels ?
or is only a collage of pre-existent parts?
can you explain better the "alternate paths" ?
these type of works are not my cup of
tea(reminds me of a mod called "E5") ..anyway I'll take a look
 That Last Link
#7406 posted by rj [86.0.166.158] on 2011/02/10 20:08:48
map is utterly awesome up to the end of gloom keep, but e1m6 is almost completely unplayable as it appears to have been rotated 90 degrees without most of the door & teleport destination angles being adjusted accordingly. it's first noticeable at the silver key door and every door after it does the same :(
gold key bridge didn't work either and the hallway crusher was ~128 units out. and i couldn't work out how to exit after killing chthon? the usual teleporter leads back to grisly grotto (where the ziggurat vertigo entrance normally is)
such a shame as i was loving it up until then.. great fun to explore and quite a headfuck in places seeing all those familiar places from different perspectives. would have loved to see the big outdoor areas more polished though (the rock surfaces in particular) as well as the new link-up areas
the thing putting me off from trying it is how much tweaking to the architecture i'd want to do and i'd be too tempted to redesign whole rooms a la rmq :)
 Yeah
#7407 posted by necros [99.227.131.204] on 2011/02/10 20:45:30
sorry about that. :( like i said, it's unfinished. after you reach e1m6, it's pretty much exactly the same, except it was rotated and none of the doors were realigned.
as an aside, i looked over the e2, e3 and e4 maps and i didn't get the urge to combine them... i think it's because i am exponentially more familiar with e1. you gotta know the maps almost by heart if you're going to integrate them together. :S
 Necros
#7408 posted by Ankh [88.199.103.6] on 2011/02/11 10:14:45
I had some fun playing your map. There wasn't much problem with ammo but I have used all possible secrets. I forgot to record a demo. Killed 309 monsters on hard skill.
 Randomly
#7409 posted by Tronyn [205.200.193.7] on 2011/02/12 01:41:22
one time I thought I would combine all the non-base e2 maps (or even all of them period) into "the TOWER of black magic," literally stack them all up and remake them all in one map in modern style. but I'm not thinking that now.
#7410 posted by necros [99.227.131.204] on 2011/02/12 01:48:58
yeah, i would strongly suggest against that. mainly because bringing the id maps up to modern standards, no, up to 'clean brushwork' standards alone, is a monumental task.
e1 seemed the cleanest built of the 4 episodes. take a peek at e2m2 or e3m1... they are brutal and getting them to work with modern styles would basically mean rebuilding almost everything.
i suppose, if, after you had everything set up properly, you went from start to finish, room by room, rebuilding and then deleting the old version, it might be possible, but very very slow work, i suspect.
if you like building details, you might enjoy it, otherwise it'll likely get boring.
also, something of note is that, on average, the ep2,3 and 4 maps seem larger than e1 maps so a full combination may not be possible... i recall qep1 was pretty up there in vertices and clipnodes.
otoh, if you clean up the brushwork, you can probably reduce clipnodes and vertices by at least 30% and that is a pessimistic estimate.
 E3
#7411 posted by distrans [59.167.236.18] on 2011/02/12 06:58:08
I've got e3m2 and e3m3 rebuilt and connected, e3m7 is connected and partially rebuilt, with backwards access to e3m3 via a remake of a section of e3m6. I just need to find a suitable end arena...Penile Devastation perhaps? Anyhoo, much larger than this and limits start to become a problem. If I can get it all glued together Necros, how do you feel about dropping in the gameplay?
#7412 posted by necros [99.227.131.204] on 2011/02/12 07:54:48
that sounds impressive. :)
sure, yeah, if you get the brushwork together, i think i could put some monsters in.
 Wow
#7413 posted by Drew [174.89.235.54] on 2011/02/12 20:22:44
megaboner
#7414 posted by [78.54.95.67] on 2011/02/13 12:04:49
when are we going to see a necros-tronyn megaproject ?
 Heh
#7415 posted by Tronyn [205.200.193.7] on 2011/02/13 23:26:29
well I have one map which includes some necros scraps
maybe next fall if necros is up for it. I'd like to try building something directly inspired by Piranesi after I get all my current in-progress Drake maps done.
 Piranesi
#7416 posted by ericw [161.184.107.29] on 2011/02/15 00:36:51
#7417 posted by necros [99.227.131.204] on 2011/02/15 00:59:58
his stuff is pretty wild, although i wonder how well that will translate to quake due to the wide open nature of his drawings (at least, those prison ones).
#7418 posted by jt_ [24.11.39.160] on 2011/02/15 02:12:06
The smoking fire and the drawbridge might.
 In Celebration Of Czg's Birthday And Since Easter Is Coming Near
#7419 posted by Spirit [80.171.97.204] on 2011/02/17 22:08:52
I cleaned up everything I had for my silly non-violent bunny hugging game and also even already fixed a bug or two. Hopefully I will finish it this year...
Not much too do actually. But, well, I hacked this together 4 years ago and did not care about anyone trying to make sense of it in the future.
Anyone got an idea how to get bright neon pink as blood in Darkplaces? I am using a particlefont.tga at the moment and it always looks really dark.
http://www.quaketastic.com/upload/...
#7420 posted by ShadoW [157.158.178.93] on 2011/02/17 23:07:06
When I look at those rabbits faces, I have impression they just wait for getting the RL out of the pockets and to start the carnage. You can almost feel the tension in the air :).
#7421 posted by necros [99.227.131.204] on 2011/02/18 00:17:28
first thing i thought when i saw the screenshot was SSG and "wascali wabbits".
 ...
#7422 posted by generic [67.233.199.145] on 2011/02/18 00:52:23
That reminds me of the Watership Down mod that was once being developed for Quake 2 before moving on to another engine and into incompleteness...
 Hl2 Level
#7423 posted by PuLSaR [2.94.20.243] on 2011/02/19 01:47:21
#7424 posted by necros [99.227.131.204] on 2011/02/19 02:06:54
was just gonna say 'you can't drop a hint about a map you're making without posting shots!' :P
all of them look great, but shot4 looks really cool! more of that please!
#7425 posted by rj [86.0.166.158] on 2011/02/19 06:09:08
lighting in shot 3 looks a little bland but the rest is swell. not played any hl2 custom maps yet
#7426 posted by Trinca [89.154.60.246] on 2011/02/19 09:03:06
HL2 Episode 2 is very nice, but is not as fun as Quake!
But is a nice game visualy and in gameplay
 Rj
#7427 posted by DaZ [2.96.233.124] on 2011/02/19 14:41:05
" not played any hl2 custom maps yet"
Click this link =)
http://www.planetphillip.com/posts...
Map looks good Pulsar, looking forward to seeing more
I seem to recall saying in January that my map was at least playable from beginning to end. Well I was lying. However, NOW it is...
Anyone interested in some Easy or Medium skill testing for me? :E
 Ill Test It For You
#7429 posted by RickyT23 [86.25.13.241] on 2011/02/20 16:04:05
My email address is in my profiler ;)
 452 Monsters?!
#7430 posted by negke [88.70.232.215] on 2011/02/20 16:28:17
Oh hell, no.
It's under 300 on normal! :E
#7432 posted by Trinca [89.154.55.173] on 2011/02/20 17:11:32
452 monsters!!!
WTF I demand more secrets :p 3 is very few...
Ye haven't added all of them yet. I'm not very good at secrets, was always crap at finding them myself and thinking of interesting places for them is tricky :p
#7434 posted by metlslime [67.188.81.46] on 2011/02/20 23:34:31
It's interesting to me how monster counts in custom maps skyrocketed while secrets have not. A typical E1 map has 30-40 monsters and 6 secrets. That's 1 secret for every 6-7 monsters! Now we have 5x or 10x the monsters but 6-7 is still the upper bound for secrets. ( I think warpspasm had more though?)
I know it's easier to drop 50 knights in a room than design 5 interesting secrets, but I think it's something people should focus more time on.
And , secrets don't always need to have a complicated mechanism or lead to a new area- if you can hide something in a dark corner or on top of a pile of crates, that's already a reward for exploring with not too much effort and no new brushwork.
So what you're saying is I need about 75 secrets? :P
I'll take that as a personal challenge...
#7436 posted by gb [89.27.242.28] on 2011/02/21 02:06:17
Large scale usually impresses players.
Filling that large scale with interesting gameplay, and even things like secrets, sometimes seems like an afterthought...
50 knights are easily plopped down in no time, thanks to copy & paste. Yeah. (OK, that can still be limited fun with a quad and a supernailgun, but the dose makes the poison).
ZQF, I'll gladly test Easy skill for you. I will most likely tell you to remove a lot of monsters... ;-P
My email is in the profiles under golden_boy I think.
 Actual Screenshot
#7437 posted by gb [89.27.242.28] on 2011/02/21 02:14:53
#7438 posted by [Kona] [121.73.104.148] on 2011/02/21 06:42:14
needs a bit of vegetation gb. has big ass trees, but no weeds or grass?
 Secrets
#7439 posted by RaverX [82.77.53.4] on 2011/02/21 14:44:01
metslime, I have a map in work for quite a time now. It's not very large, I'd say it's a medium size, I already have 15 secrets in it, but I plan to add more :)
 Secrets!?!
Do your thoughts on secrets change depending on the linearity of the map? My map is very linear and many areas cannot be revisited, so if you miss a secret on your first trip through a room you won't be able to find it again without playing the whole thing through again (or noclipping natch :P )
 Doesn't Matter
#7441 posted by negke [88.70.236.17] on 2011/02/21 21:33:47
If anything, it add replay value for treasure hunters. Besides, it doesn't have to be the most refined secret areas - sometimes a medkit or an ammo box placed behind a corner or a crate does the trick. Not hard to find, but satisfying for the player.
#7442 posted by gb [89.27.202.98] on 2011/02/22 02:18:08
Kona: Yep, true. I decided to do the main features like hills and large trees first, then fill in details later. I haven't looked at all the various grass models enough yet :)
I'll also need a lot more layers in the megatexture.
#7443 posted by gb [89.27.202.98] on 2011/02/22 03:25:10
Crysis grass: It seems like the small grass is about lawn height, and pretty sparse. Large/medium grass however is almost knee height, and people will see that while running around - so it seems large grass can be used like bushes and will catch the eye, while small grass often won't.
Probably going big to small will also work OK with grass etc.
 Secrets. And Backtrackability.
#7444 posted by the silent [80.17.142.66] on 2011/02/22 09:10:29
I'm no mapper, just a user, but one of the biggest letdowns in my quake experience is not being able to go back to places after having cleared up the map.
Obviously, this is not that important in a standalone map as opposed to say, one part of a longer mission(where you may use the secret finding to regain supplies for subsequent maps), but I think that backtrackability should be paramount, when designing a good map...
#7445 posted by Trinca [194.65.24.228] on 2011/02/22 09:59:59
In the melt ruby map I was with 1% and saw a 100% secret in a crate... zomggg had to get it... made a almost impossible bunny jumping but I got it :)
that please me like honey!
 Hope My Lighting Technique Is Getting Better :E
 I Think It Looks Great
#7447 posted by meTch [99.58.205.164] on 2011/02/22 17:41:30
but I am under experienced so that probably doesn't weigh much
 Nice
#7448 posted by rj [86.0.166.158] on 2011/02/22 18:35:06
the white lamps at the top look like they should be scattering more light though
I'll make the light texture smaller so they look like spot lights :)
 Nice !
#7450 posted by JPL [82.234.167.238] on 2011/02/22 19:44:12
Just maybe not enough lights on the top... though.. looks great !
 <3
#7452 posted by jt_ [24.11.39.160] on 2011/02/23 20:22:48
#7453 posted by Trinca [85.139.233.154] on 2011/02/23 20:37:18
this map a loooooooooooot of brushes for sure... I see many details!
 Udk
#7454 posted by ShadoW [157.158.178.93] on 2011/03/02 18:44:20
#7455 posted by Zwiffle [184.60.27.118] on 2011/03/02 18:46:56
Reminds me a bit of Rage - take that how you will. Would like to see more.
Are these just you playing around with the UDK or are you working on a project?
imo it could do with some extra texture layers on the heightmap, mainly to merge the meshes into the terrain better. And to just add a bit of detail to break up the open bits of terrain :)
 Ur A Pro Aren't U?
#7457 posted by RickyT23 [86.25.13.241] on 2011/03/02 18:51:05
O_O
O
The stacks of huge rocks in the distance look cool, better than anything I managed, I suck at making distant shit :P
#7459 posted by ShadoW [157.158.178.93] on 2011/03/02 19:28:07
It's veeery early shots, actually I have sth better right now ;). Actually I was surprised myself at one point, that it indeed can remind Rage shots :P. And yes, almost no terrain blending yet there, also all (ALL) mountains were done with single rock model :).
 Ricky!
Finish my level I wanna get your feedback in before I do much more on it :D
 Shadow
#7461 posted by jt_ [24.11.39.160] on 2011/03/03 03:11:19
Beautiful shots, nice work.
#7462 posted by necros [99.227.131.204] on 2011/03/03 03:21:01
Anybody seen Ricky? Im gonna keep comin back until someone REMEMBERS seein Ricky.
#7463 posted by RickyT23 [86.25.13.241] on 2011/03/03 03:41:17
fixed ;)
 More Udk
#7464 posted by ShadoW [157.158.178.93] on 2011/03/03 22:17:11
 That Lookd
#7465 posted by nitin [203.217.70.24] on 2011/03/03 23:31:57
Star Wars ish.
#7466 posted by Zwiffle [184.60.27.118] on 2011/03/04 00:17:09
I would like to see those arches smaller and lead into the side of some factory building. They look odd the way they are now.
I was thinking that it looked a little more Haloish but set in a desert instead of grassy hills.
 About UDK..
#7467 posted by Delor [151.66.161.85] on 2011/03/05 02:31:17
is it really free to use commercially though with 25% royalty per year ?
And what video card is required? (I got a poor Intel 96mb at moment)
 Delor
#7468 posted by Vondur [195.218.191.171] on 2011/03/05 08:42:27
#7469 posted by ShadoW [157.158.178.93] on 2011/03/05 09:10:25
 Shadow
#7470 posted by nitin [124.149.84.103] on 2011/03/05 09:23:25
that first shot looks amazing.
I think they're both pretty tasty :E
 Nice
#7472 posted by JPL [82.234.167.238] on 2011/03/05 11:43:52
nothing more to add ;)
 Shadow
#7473 posted by jt_ [24.11.39.160] on 2011/03/05 15:08:32
Stop it! You're going to make me buy ut3. :p
#7474 posted by ShadoW [157.158.178.93] on 2011/03/05 16:49:03
You don't need UT3. It's udk, which is free UE3 distribution. You can have it for free, and make maps, or even games with it.
 Isn't It A Map For Ut3 Though?
#7475 posted by jt_ [174.252.240.91] on 2011/03/05 18:07:08
So i would need ut3 to play it.
#7476 posted by [Kona] [121.73.104.148] on 2011/03/05 23:51:42
so is there any single player gameplay with udk? or is it dm based unless you create your own batch of single players baddies?
 Think Its Just DM Based Bots
#7477 posted by Zwiffle [97.87.57.94] on 2011/03/05 23:59:59
 The Ball
#7478 posted by jt_ [24.11.39.160] on 2011/03/06 01:26:39
Is a sp udk made game. Pretty fun.
#7479 posted by ShadoW [157.158.178.93] on 2011/03/06 08:14:51
With udk you can make both mp and sp modes/games. It's actually so easy to make different games like side-scroller, fpp, tpp and so on, that even non-coder can do that. Also it comes with small base of props, so you can make something fully working without need of making new assets at the begginig (you can even use those stock props in your commercial project).
 ..a Not So Smart Question
#7480 posted by mach5 [151.66.162.123] on 2011/03/06 10:38:29
Hi folks, I got this eternal doubt:
-If I create a Q1 sp episode changing all textures/sounds may I charge for money(a small fee) those who download from my website ?
Legally, I guess a standalone project is out of question.. but simple levels ?
* I've read all ID legal blah-blah but I'm more confused than ever !
 No
#7481 posted by DaZ [78.147.145.234] on 2011/03/06 12:17:56
Is the simple answer =)
 Another Eternal Doubt:
#7482 posted by SleepwalkR [85.178.122.197] on 2011/03/06 12:26:52
If I post the same question in three different threads, are the answers I get only a third of the quality I'd get if I asked only once?
 Yes That's Right
#7483 posted by RickyT23 [86.25.13.241] on 2011/03/06 14:53:05
And your penis shrinks to a third of it's original size too....
 Enlarging Your Penis...
#7484 posted by JPL [82.234.167.238] on 2011/03/06 14:58:30
.. cannot make yourself a best mapper... though... :P
#7485 posted by ShadoW [157.158.178.93] on 2011/03/06 15:53:31
 Brilliant!
#7486 posted by jt_ [24.11.39.160] on 2011/03/06 16:10:37
Did you make the models for the bridge, buildinga, etc., or are they in udk?
#7487 posted by Zwiffle [97.87.57.94] on 2011/03/06 16:10:41
Now it's starting to remind me of Borderlands for some reason - keep up the shwanky work Shadow.
#7488 posted by ShadoW [157.158.178.93] on 2011/03/06 16:20:06
Udk has some basic meshes, and I put them together to have objects like bridge. I think one half of the bridge is composed of about 50 meshes and few bsp pieces. That goes for eveything you see there.
Urgh don't make me go back to Ued you evil person :P
#7490 posted by necros [99.227.131.204] on 2011/03/06 18:57:31
sounds a bit like more advanced level editing in oblivion. you get basic things like cave meshes, but i've seen some people build caves and buildings out of scrap parts or single boulders.
 Great Detail
#7491 posted by nitin [203.158.37.218] on 2011/03/06 22:10:15
in shots 2 and 3.
 Nice Again...
#7492 posted by JPL [82.227.229.44] on 2011/03/07 08:20:39
... really :D
 Crysis, For Those Interested
#7493 posted by gb [89.27.237.221] on 2011/03/07 16:26:37
#7494 posted by necros [99.227.131.204] on 2011/03/07 19:30:24
i stopped mapping for crysis because i found that all i created were nice looking places and not actual levels. :P
it was very surreal. i'd look up and find i'd spent on hour "role playing" inside the map, driving trucks around and such. it was very strange.
that said, i like that the map has passage of time included, even if you don't show it happening.
that was one of my favourite things about half life 2, how time kept passing between levels.
seems like it makes a map feel like it's moving forward somehow.
#7495 posted by quakis [81.111.135.140] on 2011/03/07 19:41:45
Mapping for Crysis felt the same way, treating it as I would play Garry's Mod or Minecraft.
 Sandboxiness
#7496 posted by gb [89.27.237.221] on 2011/03/07 21:10:57
That's an easy trap to fall into, I think. I can see how that could happen.
It's pretty easy to make some terrain (you can even autogenerate it), throw a lot of palm trees and rocks around and the engine will make it look pretty. That's what Crysis does best - making simple things look pretty with its lighting and time of day and fog and atmospheric effects and alpha blended foliage and even damn sun rays and volumetric clouds.
You have to admire how the Cryengine on a suitably high graphics setting can basically make crap look pretty.
It's also super easy to put tanks in and scatter a few buildings around, or a bunch of explosive barrels, and proceed to smash up the buildings with a tank looking at the pretty lighting (or explosions). :)
You have to have a plan, basically. Much like in a corridor shooter, you must guide the player from objective to objective and not leave too many routes open to them. Hence, all of the vanilla Crysis maps are "giant corridors" where roads run between the ocean and an impassable cliff, or some variation of that. Just like Far Cry. Pretty boring actually, and certainly not the advertised "sandbox" gameplay.
There needs to be pretty strict pathing/routing in the map and you can't give the player too many toys. Everything between those routes must largely be blocked in a more or less obvious way, or you'll have the player running around aimlessly.
Ideally, an area will quickly be "cleaned out" by the player so they are always motivated to move on. Crysis uses a lot of radio transmissions to urge the player on, as well. There's a psychological thing there - most people will want to be led instead of left alone. So if the radio says "go to the beach, Nomad", a lot of people will luckily do that.
It's only a sandbox in name, after all. Most stock Crysis maps are pretty linear - out of necessity. They even use "clip brushes" to keep players from jumping over cliffs using the Suit. There has to be meaningful progress.
I didn't show the sunrise because it looks pretty terrible - everything is orange basically. I'll tweak that later since it has nothing to do with the actual level - you can even import other map's TODs (time of day). I did tweak the sun colour to be more yellowish and modified the sun's height to be more Northern than Pacific. I might start using one of the European nature sets that the community made. No palm trees so far. :-P
I found that since it's hard to be sure how the player moves, I had to use "radius triggers" around the target instead of Quake-like box/line shaped triggers (linedefs...). Thus, enemies might spawn when the player is a certain distance away - regardless of direction...
You can do a lot more of "picking your fights" in Crysis. Triggering stuff etc. has to adapt to that.
When I started, it drew me in because it's easy to make something. Then it drew me in further because it's hard to make something meaningful, I guess. You quickly notice that you have to plan the routes even before creating the terrain. Since terrain usually serves to guide the player, or determines where they can go in what order.
The mapper decides how much "sandboxiness" the player is allowed.
#7497 posted by necros [99.227.131.204] on 2011/03/07 21:53:09
It's pretty easy to make some terrain (you can even autogenerate it), throw a lot of palm trees and rocks around and the engine will make it look pretty. That's what Crysis does best - making simple things look pretty with its lighting and time of day and fog and atmospheric effects and alpha blended foliage and even damn sun rays and volumetric clouds.
pretty much. i did that a few times at the start-- auto-generated a huge map with trees and stuff. didn't touch it at all beyond plopping a jeep in at the level start. then i just drove around looking and exploring.
it's surprisingly addictive. 'i'll just top one more hill, then i'll stop'
 Oops, Meant To Hit Preview :P
#7498 posted by necros [99.227.131.204] on 2011/03/07 21:54:10
honestly, if it wasn't for the clip brushes/impassable terrain + all the radio clips urging me on, i'd probably have just stayed in the starting area. XD
#7499 posted by ShadoW [157.158.178.93] on 2011/03/09 08:52:36
 I'm Loving This
#7500 posted by nitin [203.214.45.73] on 2011/03/09 09:37:39
shot 2 rules.
 Shadow
#7501 posted by PuLSaR [95.29.126.136] on 2011/03/09 14:42:26
looks very good
#7502 posted by Trinca [194.65.24.228] on 2011/03/09 15:12:08
ye looks really pretty... I will never downloaded becuase my only love is Quake :)
but look really pretty!
 Sunrise.
#7503 posted by gb [89.27.235.113] on 2011/03/09 23:11:45
#7504 posted by necros [99.227.131.204] on 2011/03/10 00:17:05
that looks nice, the sun even pops up a little above the water instead of just appearing over the horizon line.
 Re: 7411
#7505 posted by onetruepurple [89.79.96.4] on 2011/03/11 11:28:18
Can you remake the E3M4 platform area, except with the platforms sliding across lava rather than floating mid-air (aka how it was in the beta version of Quake) and stuff it into the map, somehow?
 Whiskey India Papa
#7506 posted by Berntsen [158.38.87.186] on 2011/03/14 14:18:53
Don't know how many of you remember me posting shots from my map before, but anyway, it's time for an update. Progress is pretty slow but steadily going forwards, and I'd like to hear what you might think of the following areas... I consider them pretty much finished when it comes to architecture, just missing entities, therefore (still) fullbright.
http://i.imgur.com/cJgH1.jpg
http://i.imgur.com/icbs0.jpg
http://i.imgur.com/HcFtK.jpg
Cheers
WE FORGOT NOTHING
also, sweeet :)
 Berntsen
#7508 posted by RickyT23 [86.139.217.189] on 2011/03/14 15:06:20
Looks great. Excellent brushwork and texturing. :) :) :) Wish I could give more constructive feedback, but I can't!
Now hurry up and light it!
 Cool Stuff.
#7509 posted by Shambler [86.25.167.253] on 2011/03/14 18:28:34
Yes yes good. Only thing I can criticise is the curved ramp needs trim on the corner as the panels are too abruptly cut off at the mo.
 Random Crap
Got bored of working on Base maps so I've been laying out some Medieval themed levels. Started five or so, these three actually have a fair bit of gameplay now.
Ruined castle, entities missing in the shot, sorry
Dungeon thing
Big lava thing. Too open to really run properly so needs some chopping
Seriously if anyone who likes doing architecture wants to help me finish some of these sometime I'm totally up for that. :E
#7511 posted by Spirit [80.171.53.198] on 2011/03/14 20:03:37
The problem with that kind of maps is that good lighting is way too much work. Might work with some radiosity, not sure.
#7512 posted by Zwiffle [184.60.27.118] on 2011/03/14 20:21:01
Careful with big open areas, those can easily get out of control. Otherwise, try compiling without doing a lightbake or get brighter lighting - map looks huge but hard to get a sense of it.
#7513 posted by necros [99.227.131.204] on 2011/03/14 20:34:14
Careful with big open areas, those can easily get out of control.
http://necros.quaddicted.com/temp/...
'i'll just make a little canyon...'
i get a little nauseous when i open it up in the editor now. i'm determined to finish it though.
 :D
#7514 posted by RickyT23 [86.25.13.241] on 2011/03/14 20:44:33
Necros looks like you have a real piece of art there! Hurry up and finish it!!!
#7515 posted by necros [99.227.131.204] on 2011/03/14 20:54:25
yeah, i'm going to try to finish it for real. i was saving it for qexpo, but i don't think there's enough interest this year.
Yeah atm just lighting big stuff with a sunlight + ambient. When basic geometry is finished will then switch off the ambient, dim the sun and put in torches and such.
The ruins one I was actually thinking about VIS when setting it out so for the most part it works okay. The only problem is the lake of slime just suddenly stopping at the edge, but nothing I can really do about that.
Also Necros what grid size were you generally laying out your brushes for terrain there?
I still can't get the hang of terrain at all :(
#7518 posted by necros [99.227.131.204] on 2011/03/14 21:26:29
16. for the super far away stuff along the edges, you can maybe get away with 64, but if you do too much 64, you can tell even when it's far away-- things just look very coarse and mechanical.
so you should remember to occasionally put in minute details even on far away terrain to make sure that it doesn't look like 'far away' terrain.
for making tri-souped terrain in general;
if you don't have the patience to do it by hand, you can always give a terrain generator a try. of course, that has it's own problems as you now have to make a height map image for the generator to use, and that's an art in it's own right. or you can use a fancy generator like the one in bryce to get access to crazy cool fractal generators and erosion and such and then export the height map and plug it into the generator.
my beef with terrain generators is that they will output the trisouping in a uniform manner irregardless of terrain features.
this makes things a little less efficient (smooth areas can be made with larger brushes, but a generator will just make a lot of brushes with small height differences) and if you're trying to make specific things like cliffs and such, you'll have to tear out the generated brushes and rebuild it which sort of defeats the purpose of generating in the first place.
if you want to do it by hand, first, make sure you actually have the patience. it's very long and can get boring.
next, depending on the type of terrain you're going to make, you should lay out the 'key points' in the terrain first and work out the height differences.
so make all your peaks first, even if they are a single brush.
then you'll want to lay down the player path next.
finally, you just connect everything together while trying to make it look interesting. this is the long and potentially boring part.
it helps playing games that use outdoor terrain a lot. it can keep you stoked about your own terrain and stop you from burning out whilst working on it. lucky i got borderlands. ^_^;
#7519 posted by onetruepurple [89.79.96.4] on 2011/03/14 21:29:27
Make your brushes triangles (two triangles per one square on the grid) and play with their vertices accordingly?
not-a-mapper talking, so feel free to disregard.
 Aka What Necros Said
#7520 posted by onetruepurple [89.79.96.4] on 2011/03/14 21:30:31
#7521 posted by necros [99.227.131.204] on 2011/03/14 22:04:27
one tip i have to speed things up:
when you copy and paste the current triangle, instead of rearranging each vertex to fit onto the last, mirror the brush in both x and y axis. you can now match up any line on the triangle to the opposite line of the previous triangle (that you copied from). this means you only have to modify a single vertex instead of 3. speeds things up a lot.
 I Just
#7522 posted by RickyT23 [86.25.13.241] on 2011/03/14 22:09:23
make a bunch of triangles (maybe if I'm feelin' frisky, say 12) then I arrange them in the top-down view, then I start moving the edges up and down by using the handle between the two vertically aligned vertexes on one vertical edge of each prism. Yeah it takes a while, but put some good tunes on while you are doing it and it becomes easier. Or the TV on in the background. Or both ;)
 Alcohol Helps Too
#7523 posted by rj [86.0.166.158] on 2011/03/14 22:11:40
 And Porn
#7524 posted by [Kona] [121.73.104.148] on 2011/03/14 22:22:26
#7525 posted by necros [99.227.131.204] on 2011/03/14 22:48:03
slide that brush in there... oh yeah, align those vertices, align them good!
#7526 posted by metlslime [159.153.4.50] on 2011/03/14 22:49:54
time to apply some caulk
 Never Forget
#7527 posted by Berntsen [158.38.87.186] on 2011/03/14 23:42:16
Thanks for the feedback.
@Ricky: I'm eager to light it as well, but I'm gonna finish up all the brushwork before moving on to entities. I'd say I'm about halfway finished with architecure and layout, so lighting won't commence for a while unfortunately!
@Shambler: Thanks, I'll see what I can do about the ramp.
I was more just curious about what general sizes he was going for. Cause you could spend ages with a tiny grid size and shitloads of brushes :p
 It's Not The Size That Matters...
#7530 posted by rj [86.0.166.158] on 2011/03/15 00:09:30
 Yeah Yeah Yeah
#7532 posted by starbuck [75.16.27.70] on 2011/03/15 00:48:53
and then you cry afterwards for like a week
 I Like My Condoms Like I Like My Q1SPs
#7533 posted by starbuck [75.16.27.70] on 2011/03/15 00:50:06
leaking
 Uh...
#7534 posted by Drew [132.205.103.130] on 2011/03/15 02:11:45
those shots look great, Bernsten. Seriously awesome!
I agree with shambler regarding the ramp, although it would probably be markedly less noticable depending how you light it.
Also, that's exactly the kind of architecture which is a pain in the ass to properly execute...
what editor are you using, anyway?
Do many other people here build and light seperately? I tend to do so, but I don't really take the time to light areas well - I imagine many of you light as you go... true?
 Oh, Also
#7535 posted by Drew [132.205.103.130] on 2011/03/15 02:14:24
the pipes on the left in the 2nd shot might benefit from being the grainless cop texture, or something,instead of the grainless beige base texture. IMHO!
 ZQF
#7536 posted by RickyT23 [86.25.13.241] on 2011/03/15 02:22:04
You dont want to make them too small. I would make them maybe 128x64 or bigger for steep parts, or for example maybe up to 256x256, maybe 128x128 or whatever for more open parts. But you might have parts where you go quite a lot smaller if required, or if doing something really big them you could go bigger. Im just throwing some very vague figures on the table. But doing it 64x64 or smaller is going to be a real pain in the ass if you are doing a large are like that.
 ^ Typo
#7537 posted by RickyT23 [86.25.13.241] on 2011/03/15 02:23:07
doing a large area like that.
#7538 posted by [Kona] [121.73.104.148] on 2011/03/15 09:22:20
Lighting and architectural should go hand in hand... in other words building lighting features into the architecture. That way you can get some really cool effects, instead of just adding lighting in as the afterthought.
 Drew
#7539 posted by Berntsen [158.38.87.186] on 2011/03/15 09:51:33
I'm using QuArK.
I might start lighting everything I've made up until now, actually. It'd probably be great for motivation to finish up areas as they will look in the final compile, seeing as I've had some trouble with motivation recently...
Probably would be a good idea to light it room by room, I guess.
Anybody know if there's a cordon function in QuArK as there is in Hammer? I guess I could just hide everything but a single room and seal it off with a few brushes though.
 Beta As Fuck
#7540 posted by meTch [99.36.0.222] on 2011/03/15 14:56:17
been working on map decided to show some stuff hur;
beta graveyard with no graves in it yet
http://www.quaketastic.com/upload/...
pipe with sling-hook at the end to launch you back up top into said graveyard
http://www.quaketastic.com/upload/...
pipe you travel down to the lower levels,which don't exist quite yet
put wings in the pipe so you don't -5 when you go down
http://www.quaketastic.com/upload/...
outer pipe elbow
http://www.quaketastic.com/upload/...
door that stops you at the various lower levels, shoot button to drop again
http://www.quaketastic.com/upload/...
yeah it's a multi-player map
#7541 posted by gb [46.142.54.196] on 2011/03/16 19:48:48
I light as I go, unless I have a mental image of where the lights are going to be anyway, in which case I just keep blocking out and light later.
Especially with the orange textures method, lighting would just keep one from laying the sma-- brushes down. Hence lighting is done later.
http://kneedeepinthedoomed.wordpre...
http://kneedeepinthedoomed.wordpre...
When doing stuff like base corridors that have light fixtures built in, like this:
http://kneedeepinthedoomed.files.w...
I use copy&paste&rotate with the actual lights selected as well, ie I move lights together with brushes.
Sometimes I use just sunlight or just torches, which I usually put in so I can get an idea of the "feeling" and tweak later.
So I guess it's dependant on situation. I don't think there is a "right way".
 Yeah
#7542 posted by Drew [173.206.149.82] on 2011/03/16 21:07:01
I'm not worried about doing things the right way, just interested in how others do it and why they choose to do it that way.
I hadn't seen these posts you did, by the way - didn't you had tried the blocking method either. good read, thanks for posting it!
 3rd Shot Looks Sweet :D
#7543 posted by RickyT23 [86.25.13.241] on 2011/03/16 21:49:18
So does 2nd TBH ;)
#7544 posted by gb [46.142.51.96] on 2011/03/17 13:23:22
Overall the orange mapping thing worked OK, it did allow me to build some new areas quickly.
I'm more happy with some other areas though; focusing entirely on blocking out/expanding playable space can result in slightly "faceless" parts of the map (requiring several refining passes later). The alternative is waiting months until you feel "really inspired" and stuff. That's not an option if there is a release deadline sadly.
Ability to rapidly increase physical map size is a good skill to have. Something that exists, even in rough form, >>> something that is only a plan.
Plans/ideas are worthless if not put into practice. Even if the putting into practice requires compromises, this still holds true. Compromises are better than nothing.
Stuff that is released on a deadline, anything that actually gets done, usually is imperfect compared to ideas. It's a trade off.
Worthless philosophy for today.
 Sounds Like My Entire University Career.
#7545 posted by Drew [132.205.103.136] on 2011/03/17 21:41:41
#7546 posted by gb [46.142.15.213] on 2011/03/18 16:27:32
;-)
 More Messing Around With Entities
...and finally I think getting the hang of this video business. Hopefully the resolution is good and it isn't too bloody dark :(
 Hah....
#7549 posted by metlslime [159.153.4.50] on 2011/03/18 23:51:33
that's pretty cool.
#7550 posted by metlslime [159.153.4.50] on 2011/03/18 23:53:23
maybe a particle spray (of sawdust) as he cuts through the wood would help enhance it a little. Or some smaller and more numerous splinters. Splinters could be colored to match the reddish wood color too.
Ye given how adaptable Quoth's rubble and breakable entities are I've been very lazy and done very little tweaking with them. I just use presets and move on atm :P
 Dude
#7552 posted by necros [99.227.131.204] on 2011/03/19 01:21:14
that's cool. :D
Glad you like it guys. More to come :)
 Yeah That's Cool
#7554 posted by Drew [65.94.64.9] on 2011/03/19 03:30:05
I think I would have shit my pants if that had happened in the original
#7555 posted by [Kona] [121.73.104.148] on 2011/03/19 05:55:31
that's pretty cool even as it is now
 How Did You DO That!??!
#7556 posted by RickyT23 [86.31.169.218] on 2011/03/19 07:55:32
 That Is Cool
#7557 posted by nitin [124.168.200.68] on 2011/03/19 07:56:32
now use it in a map, done at the right time, that could be an awesome wtf moment.
 Yes Very Cool Indeed
#7558 posted by grahf [98.244.76.21] on 2011/03/19 09:11:22
Just make sure to briefly entrap the player somehow so they don't miss the scene.
 Skin Up
#7559 posted by Preach [62.30.197.42] on 2011/03/19 09:56:17
Ye given how adaptable Quoth's rubble and breakable entities are I've been very lazy and done very little tweaking with them. I just use presets and move on atm :P
The idea is that the templates are a good start and shouldn't require much customisation if the material is the same* - nobody wants to set 5 sound paths manually. However, you only need to add one key to the breakable entity to make the colour of the splinter match the colour of the door there:
"ritem" "5"
If you're using the fgd, then the field is called "Skin(rock/wood/glass/brick/m... and the option is "Grave/Red wiz/Ale/IKBlue/Compbrown". I would have liked to be able to list the skin description according to which template you had chosen. But there doesn't seem to be a way of doing that in a fgd, so instead you get 5 inadequate descriptions squeezed onto one line. All I can recommend is diving into the pak file and looking at the rubble models to identify the skins available - although the gallery map is good for demonstrating what rubble skins are available.
The Necros Moldy Tower technique (tm) btw Ricky
 There's A Hacky Way To Get Animated Models Too Btw.
#7562 posted by necros [99.227.131.204] on 2011/03/19 19:08:01
use the mapobject_custom entity and set it up with a model.
then, in the 'think' field, set that to 'old_idle1'
this is shub niggurath's idle animation.
the reason we can use it is because, afaik, it is the only animation sequence that does nothing else but advance frames.
you now have access to up to 46 frames of animation.
simply open up a model editor and copy/paste some frames in and you can make any animation you'd like. (within 46 frames).
one of the maps i lost had some hacked ogres sawing trees up.
you can set triggers up so that when you shoot them, they killtarget the mapobject_custom ogres and spawn in real ogres to chase you.
 More Hacks With Mapobject_custom
#7563 posted by necros [99.227.131.204] on 2011/03/19 19:11:07
you can use the hack with sprites too.
i was able to make a spark animation by setting 'use' to 'player_rocket1'
then i used the frames for the plasma projectile explosion and put in a bunch of empty frames as filler to that the explosion lined up with the frame number of the player shooting rockets.
when triggered, it would play the explosion graphic and make a muzzle flash dynamic light.
Huh, okay... Would this involve creating a new mdl file with the specific animation frames you want in it then?
I've no idea how animation frames and stuff work. I just use qview to find the frame I want to freeze the model in :E
Would certainly be cool to animate say a Rocketeer firing, then use info_trap to fire a rocket and when it hits blow something up. A real problem for sequences like this though is that monsters have to be stationary. Oh for a Half-Life style 'run to this spot' entity :P
 Cool Video
#7565 posted by negke [88.70.237.153] on 2011/03/20 18:11:50
Now, I'd really like to see a "Teaching old Quoth new tricks" thread, or at least an exhaustive mapping manual with all the features that are missing on Kell's website. Right now there are many tiny bits of information on this and that entity posted in various threads that no one will ever find.
I could try and make some tutorials putting together what I know with Quoth if anyone is interested?
I dunno if anyone was that mystified by some of the other stuff I've been doing (like that sequence ages ago of the slipgate blowing up) :E
 Zealous.
#7567 posted by Shambler [86.16.219.51] on 2011/03/20 19:10:10
That is totally cool.
 Not Quake, As Usual
#7568 posted by gb [46.142.7.98] on 2011/03/28 09:55:33
http://spawnhost.files.wordpress.c...
http://spawnhost.files.wordpress.c...
http://spawnhost.files.wordpress.c...
I know all Crysis screenies have basically trees and stuff, you'll just have to believe me when I say "it has gameplay".
I'm plotting the layout in screenie #3, which is something you practically have to do in Crysis because otherwise it's just "drive through the jungle and shoot people".
:-P
#7569 posted by negke [88.70.63.226] on 2011/03/28 12:13:32
#7570 posted by rj [86.0.166.158] on 2011/03/28 18:57:24
i recognise that entrance from SOE.
gb: those shots are making me want to map for crysis :\
one day...
 Thanks Negke
#7571 posted by Tronyn [205.200.193.7] on 2011/03/30 15:14:25
re: rj - yeah, with significant improvements!
I was such a noob on anevil ;)
 Gb
#7572 posted by megaman [217.229.129.3] on 2011/03/31 20:31:32
some of your terrain looks weird.
#7573 posted by gb [46.142.40.224] on 2011/04/01 13:04:38
Yeah, it's work in progress.
#7574 posted by gb [46.142.29.9] on 2011/04/13 18:55:30
 E1m2?
#7575 posted by jt_ [24.11.39.160] on 2011/04/13 19:08:43
#7576 posted by gb [46.142.29.9] on 2011/04/13 19:12:03
Cookie! :-)
 Thats A Nice Shot Jonas
#7577 posted by RickyT23 [94.13.59.177] on 2011/04/13 19:17:19
In the top-right of the screenshot there is a 45degree piece of wood. The texture needs to be stretched across the brush to make it fit laterally. I think the scale you need is 1.06 ;)
#7578 posted by gb [46.142.29.9] on 2011/04/13 19:21:38
Thanks.
#7579 posted by negke [88.70.55.137] on 2011/04/13 19:22:18
Nice scene. Except for the sky. :P
Inside seems a bit bright, at least near the gable. Transparent banners?
#7580 posted by gb [46.142.29.9] on 2011/04/13 19:33:27
Sky will both be less visible in the finished scene (there will be more tiers of roofs etc) and since about 47 people complained about it, OK, I shall make a new skybox.
True about the lights - needs tweaking.
Banners - I might raise their alpha from .8 to .9, but a lot of textiles are letting light through when you think about it. Cloth physics would be nice, but...
Basically there aren't so many ways to make something seem textile in Quake, sadly.
 Idea
#7581 posted by Tronyn [205.200.193.7] on 2011/04/13 20:49:17
what about seeing if metl'd let you use the rubicon flags and retexture them?
LOOKS AWESOME
LOOKING FORWARD TO IT
#7582 posted by necros [99.227.131.204] on 2011/04/13 21:39:17
you really like that doom wood texture. :P
course, it's a much nicer high res version.
like all the details like the railings and the interior supports and such.
feels like that much wood would need metal strapping or something to hold it together though.
also, should those banner really be transparent? doesn't really make any sense at all. banners are usually made of thick cloth and would be totally opaque. unless those banners are made of silk? in which case, they'd need to be animated models so they blow in the wind.
#7583 posted by gb [46.142.29.9] on 2011/04/13 22:39:25
That wood texture is sort of a relic from when I was a really bloody newb and thought wood beams would be a great idea... let's just say there were times when I couldn't see any wood beams anymore.
e1m3rq has some of that at the start, but I lost the wood beams a while later and started using custom stone trim and wizmetal, in fact.
True about the metal strapping. I'll put some in. Hey, free detail. :-E
I do want animated models for the banners, and the transparency was probably just my, um, goofy romanticism or something. It might change.
I'll look at the Rubicon ones Tronyn.
Anyway thanks for the feedback, it's quite motivating. I might finish it now. :-)
 Gb
#7584 posted by starbuck [108.74.160.78] on 2011/04/13 23:13:48
really like those shots. Nice detail. I personally really like the wood beam stuff.
 Nice!
#7585 posted by generic [67.233.203.131] on 2011/04/14 13:16:32
Awesome shots!
#7586 posted by PuLSaR [93.81.175.156] on 2011/04/14 13:53:19
looks good
 Quake Or Not
#7587 posted by nitin [124.148.166.24] on 2011/04/14 13:55:47
that looks promising. Your mapping's improved heaps gb.
 Gb
#7588 posted by jt_ [24.11.39.160] on 2011/04/14 17:00:44
Why did you say Disclaimer: Not Quake? If it's supposed to be a remake of e1m2 from quake, what's not quake about that? :p
 Jt:
#7589 posted by rj [86.0.166.158] on 2011/04/14 17:39:32
long story ;p
#7590 posted by gb [46.142.53.73] on 2011/04/14 19:02:16
Thanks... I still take quite long to produce levels, I guess my workflow isn't ideal. Always get hung up on details. I'm learning on the job with RMQ - deadlines are really good teachers.
jt_, because I missed Spirit's point a while ago (is, or isn't, RMQ "Quake"). Let's not discuss that now.
#7591 posted by Trinca [194.65.24.228] on 2011/05/13 16:16:01
can anyone sent me email with a version already ready to map with all the links and files do d:quake/ for exemple?
 No Screenshot Posts For A Month...?
#7593 posted by gb [46.142.28.77] on 2011/05/13 18:56:43
It's looking really nice.
What about the pillars in the middle? They look a bit lego-like.
Maybe break the floor up a little with some details and add some small spots here and there.
Sorry, I'm a certified detail whore.
 Agree It Looks Nice
#7594 posted by Drew [98.124.27.247] on 2011/05/13 19:03:52
I have a good feeling about this thing - do you think you'll get it out by Qexpo?
the lego bits are blocking out bits of geometry I've not worked out how I'll add yet :E
Would like to finish it for Qexpo but it needs a lot of work :(
 Nice Screen Zealous
#7596 posted by delor [151.66.163.247] on 2011/05/13 19:58:22
..I'm so hurried for qexpo deadline so many have no time to post screens though god only knows how much stuff lies in my hdds :)
#7597 posted by necros [99.227.131.204] on 2011/05/13 20:35:26
nice, zqf. look at the ikbase and speedbz_fin wads for nice trim textures instead of the generic rivets.
also, since you asked for more shots...
here's an early dynamic spawning monster test . yeah.... needs tweaking.
 Sweet!
#7598 posted by onetruepurple [89.79.96.4] on 2011/05/13 20:37:38
I was thinking just earlier today, "where did that ZealousQuakeFan guy go?"
 Nice Nice.
#7599 posted by Shambler [86.25.223.11] on 2011/05/13 23:40:30
Needs more Shamblers.
 Lol
#7600 posted by RickyT23 [94.13.59.177] on 2011/05/14 06:35:05
Random dancing shamblers FTW.
#7601 posted by ericw [161.184.107.71] on 2011/05/14 07:58:17
ZQF: good to see your base map again, I'm looking forward to it!
Here are some crappy screenshots of stuff I'm working on:
http://vaultsofzin.files.wordpress...
http://vaultsofzin.files.wordpress...
#7602 posted by negke [89.204.153.166] on 2011/05/14 15:28:46
Dunno what I'm looking at but cupola inspires me to play Scraggy's spring cleaning map now.
#7603 posted by negke [89.204.153.166] on 2011/05/14 15:42:27
It's Fall Cleaning actually. Nice quick draft of a mansion; the gameplay is rather shit though.
 Ericw:
#7604 posted by grahf [74.127.72.41] on 2011/05/15 22:01:26
I really like the wood panelled indoor architecture. Gabled windows they are called I think?
Second one seems dark and a bit random, can't quite tell what's going on there.
 Thanks!
#7605 posted by ericw [161.184.107.71] on 2011/05/15 22:52:34
Apparently they're gabled dormer windows. I couldn't find a reference picture of exactly what I was aiming for, but it's supposed to be a little tower sticking out of the roof of a new england mansion. The textures are ik2k.
The second shot will be a rusted space station using speedbase textures - it still needs a lot of work though.
 Ericw
#7606 posted by jt_ [24.11.39.160] on 2011/05/16 23:01:36
Love the wood map! Quake needs moar wood maps.
 Couple Of Shots
 Good Stuff ZQF.
#7608 posted by Shambler [86.25.222.8] on 2011/05/18 15:53:00
I am liking your dedication to this and plenty of what I see in the shots.
 Looks Good
#7609 posted by negke [89.204.153.193] on 2011/05/18 16:01:16
But jeez, why are you guys always going nuts with these maps? You're like a second Ricky. 58K vertices and anxiously anticipating the 65... it's like a whole id1 episode in one map. Tbh, I'd rather play two or three medium-sized maps with all intended stuff included than one huge level with with cool areas scrapped because of max limits.
Care to post a noclip shot from outside the map to show how big it is right now?
 What Negke Said.
#7610 posted by Shambler [86.25.222.8] on 2011/05/18 16:51:20
He makes good points.
Yea I am still considering splitting it up even more but wrapping around itself as it does it'd be messy and require cloning areas :E Plus people complain that it's cheap having areas that can't be accessed in the same map!
Actually I think it's just sheer bloody mindedness :p
 Heh - Well You Know What I Think!!
#7612 posted by RickyT23 [86.172.175.149] on 2011/05/18 17:30:17
I like huge immersive maps that you can get totally lost in. It's the whole attraction of making a whole world of your own. Some people find huge maps can be overwhelming, but [we] have tackled this issue in our project by adding checkpoints. So you can play a section, and either die or just get tired, turn it off, and then pick it up again near to where you left off.
 It's Like Everyone Wants To Make
#7613 posted by onetruepurple [89.79.96.4] on 2011/05/18 17:56:25
a Warp Spasm of their own
 For Neg:
It's all jumbled so a bit hard to take complete shots, but here's a couple :E
From above
http://www.zealousquakefan.com/wp-...
From below
http://www.zealousquakefan.com/wp-...
Okay I put the pics the wrong way round. Go me.
 Kerblammo
#7616 posted by RickyT23 [94.13.59.177] on 2011/05/18 22:02:25
#7617 posted by Trinca [85.139.233.152] on 2011/05/18 22:04:29
zomggg so many good stuff....
I WANT THEN!
 Big
#7618 posted by Mandel [80.217.91.210] on 2011/05/18 23:04:58
I think you might reach a bigger audience with smaller more accessible maps. I know I haven't played Arcanum etc because I can't be bothered with the custom engines and that. But this is just my theory though. And of course there are big masterpiece maps as well...
Of course you can argue "evolve or die", but I already liked Quake the way it was.
 Reaching A Bigger Audience..
#7619 posted by rj [86.0.166.158] on 2011/05/18 23:25:26
if this was the aim then people wouldn't be choosing quake in the first place ;)
people will make what they like. i tend to prefer large sprawling epics so will naturally lean that way when it comes to mapping. i enjoy smaller ones too but generally if i've put hundreds of hours into something i'd rather it at least offer a decent playtime & memorable challenge in return.. small maps i generally tend to play once and forget about (with the exception of oldies that have nostalgia attached to them)
#7620 posted by necros [99.227.131.204] on 2011/05/18 23:45:05
i think it'd be more accurate to say that smaller maps would be more beneficial for the community because a larger number of releases would likely inspire other people (who may not be mappers yet) to get started on something.
large epics create an artificial barrier to mapping because it makes them feel like this is some kind of requirement or thing to aspire to which it totally isn't.
#7621 posted by [Kona] [121.73.104.148] on 2011/05/19 01:02:24
I prefer a smaller map pack, like mini-episode. And those are all definitely memorable, instead of one huge sprawing map where you have to cut things out to get it to compile. Not to mention the hassle of it. From a mapping perspective, I always found it much more enjoyable making 2-3 small maps instead of struggling with a big one.
 Big Maps All The Way
#7622 posted by nitin [124.170.9.238] on 2011/05/19 01:55:53
I like getting lost in massive worlds.
 Doom 3 Mod
#7623 posted by nitin [124.170.9.238] on 2011/05/19 01:59:16
check out the very nice looking screens in this upcoming episode (you will need to scroll down the page):
http://www.tfuture.org/phobos/
 Those Doom3 Shots
#7624 posted by PuLSaR [95.29.121.143] on 2011/05/19 02:08:50
look impressive
 Holy Shit
#7625 posted by necros [99.227.131.204] on 2011/05/19 02:56:18
those d3 shots look fantastic!
 What They Said
#7626 posted by Drew [98.124.27.247] on 2011/05/19 03:19:30
might just have to reinstall d3 when that is released!
 Doom3
#7627 posted by gb [46.142.15.123] on 2011/05/19 03:48:03
Can't have too much doom3.
 Huge Maps
#7628 posted by gb [46.142.15.123] on 2011/05/19 04:03:08
It depends.
Basically, rj is right - people will make what they like. If you have the detail to make a huge map look interesting, and the engine to run it, and these days we have both, so - why not.
Small maps are still easier to detail though. And it's easier to keep the action up in small maps because people don't have to walk far from hotspot to hotspot. And those 65k vertices are a hard limit. For now.
I don't think that big is automatically better, but most people seem generally more impressed when something is physically big. *g*
The downside to huge maps is that you'll have a lot of running around just to get from A to B, which is sort of boring, so you're tempted to put 500 monsters in to keep the action up. And that's a downward spiral...
Plus shamblers look puny in front of some mega-architecture.
#7629 posted by necros [99.227.131.204] on 2011/05/19 04:12:15
Plus shamblers look puny in front of some mega-architecture.
actually, i love that. when the architecture dwarfs everything.
 Errrr
#7630 posted by starbuck [108.74.160.78] on 2011/05/19 06:11:45
simple solution, make bigger shamblers. Fuckin n00bs.
#7631 posted by necros [99.227.131.204] on 2011/05/19 07:42:06
hmmmmmm...
actually, i think a starving shambler that can't shoot lightning and charges you like a maniac would be wild.
 ZealousRichard
#7632 posted by negke [89.204.137.199] on 2011/05/19 09:32:01
That's large alright, although from that angle it doesn't look THAT extreme. It's probably hiding a good chunk of the map considering you once posted a shot showing a 400+ monstercount. Or excessively detailed?
Ricky, is that the same e2m1rmx I've played a couple of months ago? That was huge already. Considering rj's maps as well, is your E2 aiming at one hour playtime per map or something?
 Nah - The Monstercount Is Not That High
#7633 posted by RickyT23 [86.172.175.149] on 2011/05/19 10:25:06
Yet!!!! No seriously though - it's quite a fast map to play, there are lots of low-level enemies to kill and lots of exploring. I had filled with with shamblers and vores, but I've just replaced them all with grunts and enforcers, and the map is better for it. It's the first map of an episode, so I couldn't make it too hard.
 8 Maps
#7634 posted by nitin [124.170.9.238] on 2011/05/19 10:57:22
for that Doom 3 episode, six complete to beta-ish stage according to the site.
 Well, F**k Me With A Boomstick...
#7635 posted by the silent [80.17.142.66] on 2011/05/19 12:10:15
...Those D3 shots are gorgeous! Some of them are kinda overtextured (in variety) though...
And, for the Quake part, in my book episodes rule over spawling maps.
But, if someone fells like coming up with an episode of sprawling maps, I won't back down.
#7636 posted by [Kona] [121.73.104.148] on 2011/05/19 12:30:12
Another mod with ridiculously high goals and ambitions which is not even 1/3 of the way done after 2 years. Unless they're huge, 6 maps isn't much for an entire team, so even though they're only planning on 2 more (instead of another 18) I wouldn't hold high hopes of it ever being released. Looks pretty awesome though nonetheless.
 Agreed.
#7637 posted by the silent [80.17.142.66] on 2011/05/19 12:36:02
But the eye candy is here.
Speaking of mods scope, yesterday I replayed Zerstorer, and after some 12 years it's still one of the very best efforts made for Quake. It certainly was ambitious fot its time, but man, did they hit the spot!
Not trying to make a point pro ambitious mod plans, just rambling freely...
Monster count in mine is inflated partially by having a bunch of arena fights, where an area is quite small but involves 50 odd monsters (on hard anyway).
Also the centre of the map is very compact so hard to see all the rooms :E
 ..those Doom3 Shots
#7639 posted by del0r [151.66.164.28] on 2011/05/28 16:46:29
..are whole fuck black !
I can see nothing in them.. Brightness.. an amazing invention :)
 I Can See Them Fine
#7640 posted by jt_ [174.252.229.163] on 2011/05/28 18:43:05
Your monitor is just dark ;D
 Shambler, You Look Hungry.
#7641 posted by necros [99.227.131.204] on 2011/05/28 20:54:47
 Looks Like A Rider Without A Horse.
#7642 posted by negke [89.204.153.162] on 2011/05/28 22:12:58
Well, and strange arms that suggest proficiency at putting up laundry.
 Lol
#7643 posted by necros [99.227.131.204] on 2011/05/28 22:54:41
yeah, i animated it to run on all fours, but it kind of looks stupid. when you skinny him up like that, you can see how weird it's skeleton would be like. i'd have to change the skeleton structure for it to not look retarded as a bipedal monster. oh well. :P
 Kinky Pipe
#7644 posted by MadFox [94.215.210.233] on 2011/05/29 05:40:53
That must been a very cold winter for Shambler to get out of shape.
It serves me the look of getting an incredible hunger.
http://members.home.nl/gimli/tarra...
http://members.home.nl/gimli/tarra...
http://members.home.nl/gimli/tarra...
When adding a skybox, the sky suddenly went plain blue. Not the box that I wanted, but when I turned it back in worldspan for the normal animated one, it was still there.
When I make another map with only a skybox it's just there. What could be wrong?
#7645 posted by Trinca [89.154.57.200] on 2011/05/29 14:22:55
pipeworld.bsp madfox?
:)
look nice!
 Pipy Kink
#7646 posted by MadFox [94.215.210.233] on 2011/05/29 16:53:48
@Trinca - yes, so it looks.
Now I'm confronted with the theme layout. You can see the first two shots look metal, but the third makes me feel it is from another level.
Keeping the same texture isn't the same as the same theme.
Most of all.., where's my skybox?
#7647 posted by roblot [216.106.107.143] on 2011/05/29 18:08:54
The map editor just needs to have the skybox .tga's in the default folder it's configs are pointed to. For the BSP editor, I need my skybox in the:
Settings/gfx/env
folder. Then, a key:
"sky" "name of skybox"
is entered for the worldspawn entity. The "name of skybox" does not include the "bk" "dn" "ft" "lf" "rt" "up" part of the name and not the .tga extension.
 Oh Yeh
#7648 posted by roblot [216.106.106.126] on 2011/05/29 18:38:02
The 6 .tga's then need to be in either:
Id1/gfx/env folder
mod/gfx/env folder
pak/gfx/env directory
that's most important.
 Yes
#7649 posted by MadFox [94.215.210.233] on 2011/05/30 00:19:35
I know, and I had all these parameters used.
It always works, but not this time.
As I wrote, a new map with only an animated sky shows the skybox.
If I use it in the map with the screenshots you can see a plain blue box.
While I deleted the skybox to see the animated ones.
So I think something messed up with my worldspan, although these parms are the same as I always use.
#7650 posted by roblot [216.106.107.99] on 2011/05/30 01:56:01
Yup, I just posted anyway, in case anybody didn't know skybox stuff.
 Madfox
#7651 posted by spy [92.47.220.45] on 2011/05/30 18:14:39
just try to load the skybox manually in game via console
#7652 posted by gb [46.142.0.228] on 2011/05/30 20:06:48
 There Be Dragons In Them Hills
#7653 posted by jt_ [24.11.39.160] on 2011/05/30 20:34:04
It's a trap!
 Chia Dragons
#7654 posted by generic [67.233.206.144] on 2011/05/30 22:31:43
:)
#7655 posted by gb [46.142.1.184] on 2011/05/31 12:43:06
 Not Bad
#7656 posted by nitin [203.214.34.115] on 2011/05/31 14:06:59
do you have shot with more grass viewed from a distance?
#7657 posted by gb [46.142.1.184] on 2011/05/31 16:33:21
http://spawnhost.files.wordpress.c...
http://spawnhost.files.wordpress.c...
You can have a lot of grass, in principle. The placement in these screenies is bad, it's just copypasted for demonstration without regard for natural distribution or variation.
Also, the type of grass is wrong for a large grassy plain - you'd use a different type of grass patch for that.
Pretty much the same rules for vegetation placement apply as in Crysis (which has many different kinds of grass, other objects like rocks, and many options for placing and rendering vegetation).
So, Quake can do large terrain (and also detailed, if you use 64 or even 32 unit blocks in CTE), and vegetation. You don't even need Darkplaces for that (in fact, a fast renderer like in RMQ or DirectQ is more important).
What it can't do is proper texturing of the terrain - textures don't blend in Quake unlike in Sandbox. Megatexture could help.
 Hmmmm...
#7659 posted by distrans [149.144.9.74] on 2011/06/01 08:55:49
I'm liking the lighting a lot.
 Gb
#7660 posted by nitin [124.170.51.40] on 2011/06/01 13:53:29
that looks similar to how modern games do it, how much of a performance hit is there?
 Yeah
#7661 posted by nitin [124.170.51.40] on 2011/06/01 13:53:49
definitely thumbs up on the lighting zqf, very nice.
 Nitin
#7662 posted by gb [46.142.31.64] on 2011/06/01 15:32:50
No noticeable performance hit.
 You Guys Are Still Kicking Ass
#7663 posted by inertia [24.193.247.88] on 2011/06/02 04:57:08
I leave for a year and a half and come back to see All You People still active.... so awesome.
#7664 posted by [Kona] [121.73.104.148] on 2011/06/02 10:49:40
Well where else would we go? :)
 Inertia
#7665 posted by Vondur [195.218.191.171] on 2011/06/02 11:15:25
sure, what would world become without us?
 ^
#7666 posted by negke [89.204.137.231] on 2011/06/02 12:39:31
One less desert in the oasis.
 Inertia
#7667 posted by SleepwalkR [84.182.217.72] on 2011/06/02 14:58:21
Where the hell were you?
 Coding
#7668 posted by inertia [24.193.247.88] on 2011/06/06 03:58:39
a lot.
 Coding What?
#7669 posted by SleepwalkR [92.231.110.51] on 2011/06/06 16:23:54
 Creepy New Quake1
#7670 posted by MadFox [94.215.210.233] on 2011/06/13 23:27:17
monster I made on DrDire's model.
http://members.home.nl/gimli/skull...
:D
#7671 posted by Orl [68.34.165.196] on 2011/06/13 23:30:53
Hes cute :)
 W0W!!!!
#7672 posted by RickyT23 [94.13.59.170] on 2011/06/13 23:31:32
Awesome!
#7673 posted by necros [99.227.131.204] on 2011/06/13 23:41:45
hehe yeah, cute is a better descriptor. :)
 Aww
#7674 posted by rj [86.0.166.158] on 2011/06/14 00:42:28
i want one!
#7675 posted by Trinca [89.154.48.173] on 2011/06/14 01:26:00
nice pet!
 Reminds Me Of The DoomSkull
#7676 posted by MadFox [94.215.210.233] on 2011/06/14 02:25:04
The guy that made the 3DS file wondered how to get the 256x256 skinfile in QMLE.
I searched the the tutorial from Necros, who did something like that by converting it into a mdl3.
 Nice One
#7677 posted by negke [89.204.137.194] on 2011/06/14 11:38:38
I'd feel bad shooting him. Better make him a buddy to follow the player around. The model also reminds me of some item from Heretic.
I thought the red things from Heretic looked really pants, but the burning version in hexen was kinda fun. If they were also a dynamic light source it could look pretty cool imo :)
#7679 posted by [99.62.116.236] on 2011/06/14 18:22:57
 Please
#7680 posted by JPL [82.227.229.44] on 2011/06/15 08:54:15
... re-post in "Inspiration and Reference" thread ;)
 Give 'm Screenies, Buthead!
#7681 posted by MadFox [94.215.210.233] on 2011/06/15 09:40:48
 Screenies, Beavis!
#7682 posted by MadFox [94.215.210.233] on 2011/06/15 09:42:50
 Looks Nice!
#7683 posted by DaZ [78.147.153.7] on 2011/06/15 16:57:50
But those curved pipes are clearly not on grid and aligned, that's gonna give you some compiling headaches later on. I wish I still had the link to czg's curved objects tutorial as that would really help here! :P
I like the general aesthetic however, lighting in particular.
 Thanks
#7684 posted by MadFox [94.215.210.233] on 2011/06/15 20:55:21
@DaZ> cgz's curved objects was the startingpoint, as I had a download of it.
The thing that breaks me up is that I can't skew the side of the group brushes to get them on grid. It's clearly an option in WC1.6 but I can't find it. See the screenshots of Quark in Mapping Help.
I tried in BSP96d, QRediant but it slipped out of my manual knowledge. So indeed, the chance on leaks and HOM's are compared to the map development.
 Sleepy:
#7685 posted by inertia [24.193.240.199] on 2011/06/17 16:12:39
TL;DR is: Two failed websites, one proprietary batch processing system, a lot of backend CRUD, and a mad-scientist lecture about TCS. Criticizing the Ruby community and reading everything by Brian Kernighan.
You should make your profile link work bee tee dubs...
 Truly Worthy Of The Norse God Of Thunder...
#7686 posted by necros [99.227.131.204] on 2011/06/20 04:10:18
 Necros Is Last True Believer
#7687 posted by negke [89.204.153.140] on 2011/06/20 18:10:43
 OMFG
#7688 posted by PuLSaR [95.29.100.73] on 2011/06/20 23:15:20
that thing rocks the world
#7689 posted by Trinca [194.65.24.228] on 2011/06/21 10:37:55
hehe AWESOME negke :)
 Dear God
#7690 posted by Shambler [86.25.166.173] on 2011/06/21 10:57:28
lol.
 THAT Is...
#7691 posted by JPL [82.227.229.44] on 2011/06/21 14:16:10
.. a fly killer !
 You Kidnapped
#7692 posted by MadFox [94.215.210.233] on 2011/06/21 22:21:29
a smartphone killer.
 Correction:
#7693 posted by necros [99.227.131.204] on 2011/06/22 00:18:07
Mjolnir Swatter.
 I Just Wonder
#7694 posted by PuLSaR [93.81.207.10] on 2011/06/22 22:15:15
if anyone here is interested in betatesting a hl2 map that has some quake-ish style?
 Sure
#7695 posted by DaZ [78.147.155.130] on 2011/06/22 22:16:24
I'll take a look if you want :)
 YES!
#7696 posted by necros [99.227.131.204] on 2011/06/22 22:16:36
n/t
 Don't Shoot, It's Udk :P
#7697 posted by ShadoW [89.72.150.119] on 2011/06/22 23:02:59
 Sexy
#7698 posted by RickyT23 [94.13.59.170] on 2011/06/22 23:32:20
where are the Xenomorphs? i love it <3
#7699 posted by Zwiffle [71.86.226.202] on 2011/06/22 23:49:59
That is one well-lit ceiling!
 Pulsar
#7700 posted by DaZ [78.147.155.130] on 2011/06/23 02:21:55
You got mail =)
 Yes Daz Yes Please
#7701 posted by Drew [98.124.27.247] on 2011/06/23 06:17:14
I have been replaying that a lot lately and would love to if you need more.
 Pulsar
#7702 posted by Drew [98.124.27.247] on 2011/06/23 06:24:25
sorry, hahaha! tired...
#7703 posted by jt_ [68.42.82.10] on 2011/06/24 01:32:41
This is a map I'm making for my new mod, it's metal themed, with several different areas
that contrast with each other.
Worshiping hall
http://ompldr.org/vOTdjNg/alpha1.p...
Transition
http://ompldr.org/vOTdjNw/alpha2.p...
Other side of the transition
http://ompldr.org/vOTdjOA/alpha3.p...
Transition room from another angle
http://ompldr.org/vOTdjOQ/alpha4.p...
Tunnel before transition room, looking into the Worshiping hall ;)
http://ompldr.org/vOTdjYQ/alpha5.p...
 D'oh!
#7704 posted by jt_ [68.42.82.10] on 2011/06/24 01:35:30
Forgot to mention that's just one of the areas.
#7705 posted by negke [89.204.153.195] on 2011/06/29 10:14:30
jt: Nice editor. :P
Madfox: Interesting shots in your booth. Seems to need proper trim on several transitions and ledges. Why do you always mirror that metal skull texture?
 Duke3d Shots
#7706 posted by quakis [81.111.135.140] on 2011/06/30 05:45:36
Talking about the diverse texture set in Duke tempted me to post these two shots from another project of mine slowly being worked on.
http://img.photobucket.com/albums/...
http://img.photobucket.com/albums/...
 Add Some Colour ;)
#7707 posted by DaZ [92.26.174.80] on 2011/06/30 06:17:11
#7708 posted by necros [99.227.131.204] on 2011/06/30 07:50:38
looks sweet dude! make sure you post that when you're done. i really liked your other d3d map.
also, is that a space ship? would explain the monochrome textures. i love space ship maps... probably cause one of the first q1sps was that hell in a can map.
i loved the concept of that map. dunno if it's too late to nudge you in that direction a bit. ;)
i just like the slice of life concept of being on a space ship in the middle of nowhere and having to fix problems (like aliens breaking out of containment!)
 Cheers
#7709 posted by quakis [81.111.135.140] on 2011/06/30 14:35:18
@DaZ - Plan to in other sections like the cafeteria/recreation sections of the map. Keeping the white scheme here mostly for the medical section and areas close to it.
@necros - Actually, it is a space map, nice to see you picked up on that. I don't really have much direction at the moment so anything that can nudge ideas is good, I'll probably check out that map asap. Thinking about it, anything like System Shock 2 / RTC 3057 (ZDoom) would be an interesting direction.
#7710 posted by necros [99.227.131.204] on 2011/06/30 18:58:59
hell in a can: http://www.quaddicted.com/reviews/...
also, have you played that neil manke hl1 map 'uss dark star'?
http://planethalflife.gamespy.com/...
 Darkstar
#7711 posted by DaZ [92.26.170.205] on 2011/06/30 19:33:57
oh wow, I remember playing that back when it was new, it blew me away! :)
 Booth's
#7712 posted by MadFox [94.215.210.233] on 2011/07/01 04:55:18
@neg!ke - thanks for comment. I have the retexture pack in my iD directory but for some reason all textures are upside down.
I turned some in the directory but it didn't help. So it isn't something I do on purpose.
btw, the level took 15 houres extra vising and had teo giant hom's.
Why do they only show at the end?
#7713 posted by necros [99.227.131.204] on 2011/07/01 06:01:14
i've noticed this happening sometimes with texmex when importing/exporting textures to targa. not sure why it does that. annoying though.
 Neil Manke
#7714 posted by [Kona] [121.73.104.148] on 2011/07/01 06:04:45
It's a shame Neil Manke's full game version of They Hunger was never finished. Supposed to be released years ago on the source engine but apparently Neil fell ill and wasn't able to finish it. He was a friggin mapping machine that guy.
They should just get a new mapper to take over. Shit I would have finished it if this was 10 years ago.
#7715 posted by metlslime [67.188.81.46] on 2011/07/01 07:03:35
some targas are stored in "upside down" format (bottom rows of pixels first, top rows last) and there is a flag in the header that indicates this, so perhaps texmex doesn't pay attention to that flag.
(Fitzquake had a similar problem with upside-down TGAs, long ago, before i fixed it.)
 Donkey
#7716 posted by MadFox [94.215.210.233] on 2011/07/01 21:36:58
I'm using Fitzquake080, but if I turn all tga files in the directory, in game they are still upside down.
 Madfox:
#7717 posted by metlslime [159.153.4.50] on 2011/07/01 21:53:07
try 0.85
 Great-looking Church With Terrible Lighting By Scott Perry
#7718 posted by negke [89.204.137.128] on 2011/07/02 11:19:14
#7719 posted by necros [99.227.131.204] on 2011/07/02 19:12:48
lighting looks good to me. also, what is this from? it indeed looks amazing!
#7720 posted by Spirit [80.171.7.27] on 2011/07/02 19:43:33
#7721 posted by negke [89.204.153.141] on 2011/07/02 20:15:55
Lighting is so dark I had to increase the contrast three times as much as with regular screenshots.
 Ah Ok
#7722 posted by necros [99.227.131.204] on 2011/07/02 21:18:58
didn't know you tweaked that image and yeah, playing it, it's quite dark.
also, it's a lot less cool as an actual map. :(
way too small for a quake map. it looks like it was meant to be built to scale.
so in that regard, it succeeds, but too cramped for an actual map.
you could totally blow that up 2x and you'd have enough room to move around.
i could really see a map being built with the same basic layout only with locked doors for each successive floor connected to the spiral stairs.
and maybe lighter textures like q3gothic block10 or something.
 Left 4 Dead 2 Survival Map
#7723 posted by DaZ [78.147.170.31] on 2011/07/15 22:46:12
Been working on this slowly over the last month or so, would appreciate some feedback!
http://www.dropbox.com/gallery/332...
It's a night time map with a rainstorm that occasionally storms like in the valve hard rain campaign. trying to find a nice balance between darkness and the rain fog effect, how doe's it look so far?
#7724 posted by Zwiffle [71.86.226.202] on 2011/07/15 22:58:51
Looks good to me, though I'm not sure where it actually takes place. Looks like near a pier/docks under a giant bridge. Other than that it feels like generic trashy urban sprawl.
I would love to help playtest it if you need some testers.
 Lights Are Too Bright/cast Too Much Light
#7725 posted by jt_ [68.42.82.10] on 2011/07/16 00:49:42
Other than that it looks good. Is it in a favela or hooverville? :p
#7726 posted by DaZ [78.147.170.31] on 2011/07/16 01:12:14
The idea is for it to be in a construction site / industrial park just outside a city, maybe it doe's look a tad generic currently, something to work on!
It probably needs some set piece monument to define the look which it's lacking at the moment, the "bridge" you can see in some of the shots is actually a large in-construction "industrial thing" but it's not really finished yet, I'm actually sure what it meant to be I just wanted something looming overhead :)
Thanks for the feedback, got some things to work harder on now :)
#7727 posted by necros [99.227.131.204] on 2011/07/16 02:54:42
looks cool! but maybe a bit.. drab? could you add some more colour to it, maybe some orange via rusted metal and such?
ironically, i find the vibrant blue light in the last shot a bit too cyan. :P
wish i had l4d to run around in this. :)
 Rainbows
#7728 posted by DaZ [78.147.170.31] on 2011/07/16 03:41:53
heh, yeah it is very grey in those shots. I've actually changed a few of the structures to a red brick and added some warmer lights in places to add some colour, it's looking better!
I'll posts a link to a beta when its in a playable state, will probably still be a while though.
 L4D2 Survival Map Beta
#7729 posted by DaZ [78.147.151.36] on 2011/07/21 01:58:21
http://dl.dropbox.com/u/33279452/d... (7mb -ish)
1) extract the 2 files to "Steam\SteamApps\common\lef&a... 4 dead 2\left4dead2\maps"
2) Load left4dead2 and in the console type "map dazsurv1 survival"
3) Play it, tell me what breaks and what sucks!
Post feedback here or feel free to send it to my email. Let me know if you played with bots or humans!
Stuff I know about:
a) Visuals are not finished yet, ie in some areas its very obvious where the level ends and the skybox begins, will fix that :)
b) some weirdness on the pile of wet mud next to where you spawn.
c) rain ambience is constant and can get annoying, will fix in next version!
What I'm mostly after is gameplay feedback/bugs and ai pathing bugs. I've spent the best part of 5-6 hours tuning up the navigation mesh and it seems to be working without any fuckups but let me know if you find anything.
#7730 posted by gb [46.142.1.132] on 2011/07/21 06:42:59
 Some New Pics Too
#7731 posted by DaZ [78.147.151.36] on 2011/07/21 07:15:58
 DaZ
#7732 posted by Zwiffle [97.87.57.94] on 2011/07/21 15:50:32
I played through it once, made it past 4:00.
I think the map is cool so far, I like a lot of the verticality it has. It's neat to see swarms of zombies dropping from the bridge, for example, onto nearby roofs or what have you.
I think the start area seems way easy to defend, but not with AI. I can't be sure unless tested with people, but it seems very advantageous being up high, with only one main route off. I suspect smokers would be the only real problem. Also, it was kind of hard to find initially. I saw it after walking around, but then I didn't know how to get up there.
The only bug I saw was in a corner of the map, where some tree was planted. The tank was chasing us around, and decided to jump into the tree. I guess it has its model clip turned on or something. You might want to add monster clip around that all the way to the ceiling so tanks or other zombies don't climb up there.
The puddle is annoying. Moving at half speed would keep me away from that side of the map.
There also seems to be a dead end area, maybe it was because I didn't explore it thoroughly but its just a big empty dead end. I'm not sure if I missed something, or if just a death trap.
Cool progress so far though.
 Thanks Zwiff
#7733 posted by DaZ [78.147.159.148] on 2011/07/21 19:23:59
The start area is something I tried to fix by putting that infected only ladder up one side of it, but it still doe's feel quite strong to just stay up there.
Perhaps making it more enclosed from the outside will help as Sinfected would be able to get a lot closer without being shot at.
Tank in a tree? Damn thought I caught all of that :) which tree specifically? I'll take a look at it.
With the puddle, perhaps it is quite annoying in its current location as its a high traffic area, but maybe if I increased the puddles in that dead end area and put a health pack there it would make it a risk/reward type situation. Worth looking into as i'm not quite sure what to do with that dead end otherwise :)
Thanks for the feedback.
#7734 posted by Zwiffle [71.86.226.202] on 2011/07/21 19:31:09
I might be looking at your pics wrong, but in the top-down shot you just posted, it would be the tree in the bottom left corner. I think I took a screenshot of it, I can check when I get home and send it to you.
 DaZ
#7735 posted by Text_Fish [82.46.88.121] on 2011/07/21 21:23:13
Nice map DaZ, it has a really really well polished nav mesh! I've played two rounds and intend to have another play later. Here are some observations.
Gamplay:
Overall good thanks to the size of the map and the quality of the AI nav. Lots of different places for attacks to come from which is great. Something that detracts from this is that there are a couple of quite safe areas, such as the start area mentioned by Zwiffle which has too much cover and too many guns. I lasted over 6 minutes with bots by bunking in the yellow apartment and just unloading bullets down the long corridor. In the end a tank/spitter combo took us out, but not before we very easily finished off four previous tanks and goodness knows how many common and special infected! You could make this area a bit more difficult by allowing infected to come through the window (maybe by dropping down from a higher room on to a balcony or something?) or a hole in the ceiling and introducing some corners to the "long" corridor so that you can't see from one end all the way to the other. In such a big map it seems a shame to think that players will spend all their time in one fairly safe location rather than feeling they have to move on from time to time. A few more health pick ups dotted around would certainly encourage movement and exploration.
Visuals(I realise these are WIP):
I really like the foreboding atmosphere. It's not immediately clear what "real world" purpose the map would have and this is another problem I found with the apartment, which had odd furniture placement and an unusual brick wall in the empty room at the back! All in all though, I actually found the lack of hyper-realism quite refreshing, as most L4D mappers get bogged down in realism details and end up producing boring gameplay as a result.
I also found the ceiling tiles in the rooms/buildings near the spawn position to be a bit out of place. Ceiling tiles are usually used to lower a high ceiling and cover up pipes/cables but in this case it seemed they were right up against a 16 unit roof. They also looked a bit too clean compared the wall texture in one of the buildings.
Bugs/problems:
I got stuck on one of the displacements in the park area, but couldn't recreate the problem so it probably won't happen very often!
Until you mentioned it in this thread I thought the ladder leading up to the radio position wasn't working properly. If it's intended to only be for the infected you should turn it in to some sort of drainpipe or something so as not to confuse players.
 One More Thing...
#7736 posted by Text_Fish [82.46.88.121] on 2011/07/21 21:27:56
I might be blind, but I didn't notice any fuel canisters or explosive barrels around. Most players (myself included) quite enjoy strategically placing this sort of thing before the timer starts. Not only does that encourage teams to come up with a plan, I also find it heightens the tension somewhat as it feels like you're preparing for the fight of your life.
 Fishy...
#7737 posted by DaZ [78.147.159.148] on 2011/07/21 23:30:12
Thanks Fish!
Ladder to drainpipe is inc in the next version, for now I've uploaded a slightly newer, shinier Beta1 on L4dmaps.com ( http://www.l4dmaps.com/details.php... ) .
As for the apartments, yeah they are unfinished atm, the aim is to for the entire house to be explorable with different levels etc, I just have not got around to making it all yet :) I agree that the radio area and the apartments are currently too easy to defend so I'll get to work on making them in a bit more perilous ;)
Thanks for the feedback!
 Hi.. Need To Know
#7738 posted by del0r [151.16.77.116] on 2011/07/22 16:11:22
Direct links to [img].. can be posted here ?
so pictures would appear directly in the messages without clicking
 Nope
#7739 posted by RickyT23 [86.140.233.0] on 2011/07/22 16:48:21
Img tags do not work im afraid. But this way a thread with 10'000 posts will load this century, if you choose to load it all. And it doesn't take ten years to scroll to the bottom, yay!
#7740 posted by del0r [151.16.77.116] on 2011/07/22 17:08:02
yes I know what u mean.. but I've noticed that in this thread the actual screenshots are always very few so I asked
 Some Screenshots
#7741 posted by del0r [151.16.77.116] on 2011/07/22 17:16:15
Hi guys this is the game I'm workin on(God only knows since when!)
Do you think it could work as a real game? I mean one day I'd like to port it another engine.
The thing I'm most proud of is the new dynamic hud.
http://www.quaketastic.com/upload/...
http://www.quaketastic.com/upload/...
 Wow...
#7742 posted by JPL [82.234.167.238] on 2011/07/22 20:34:07
...that is terrible
 Please
#7743 posted by delor [151.16.124.143] on 2011/07/22 20:49:19
hi Jpl could
you be more specific ?
 I Like It
#7744 posted by RickyT23 [94.13.59.170] on 2011/07/23 02:50:07
But I think the skins and the HUD needs more grit and grime..... Good work though. Also a nice skybox might help a little.....
#7745 posted by quakis [81.111.135.140] on 2011/07/23 10:35:31
I can't help but think of Captain Harlock when I look at those screens.
 Some Details..
#7746 posted by delor [151.16.127.59] on 2011/07/23 12:28:58
thank ricky, thank quakis(I mostly agree with you)
-it's supposed to be an intended mix of adventure/horror/parody
-I want to keep things simple but effective so
no overdetails no ultra-techie features;
I'm more focused on storytelling
-Hud is yellow, it's supposed made of gold
-about the skins: yes could be better but modifying all monsters was already a pain ass and don't know if I have time for this.
-I have a vision in my mind that I want to finish so some trade-off are necessary ;)
 Delor
#7747 posted by JPL [82.234.167.238] on 2011/07/24 15:59:30
Yeah, sorry for this. It is not constructive at all, and I have to apologize, as I don't like people behaving like this with my work (i.e just saying it is pure shit without justifying it)
So to be more specific about what I think is horrible, (even after having read your previous post):
- monster skin
- texture selection
- skybox selection
- HUD
- You've almost stolen Albator face for the main player (http://idata.over-blog.com/1/42/1... apart from the dead eye side.
- I don't know whether the map is for testing but we are in 2011, not in 1996: you could have put more stuff in (details, lightning effects, etc...)
Sorry if it sounds rude as it looks like you have put lot of efforts in your game, and I respect that, but well definitely not my taste...
And afterall these are only screenshots, and maybe gameplay is fuckingly awesome.. but regarding what you have shown, it didn't give me desire to play this..
Is that an acceptable answer ?
 I Know, Looooool
#7748 posted by RickyT23 [94.13.59.170] on 2011/07/24 16:22:08
I gave constructive criticism too, all I said is that I think the textures need more work, cause really, it looks like you spent a couple of hours on them, and no more, but that is besides the point.
If u dont want a bunch of feedback then dont post in the screenshots and betas thread on Func_. The terrain at least looks nice. The ceiling in the stone tower in the second shot - cut the top brush into wedges and align the textures :D And work into the skins a bit more. And pick a nice skybox. And the texture which is used on the HUD at the sides (original shit-brown Quake one) - replace that with a similar yellow colour to the rest of the HUD, because the two colours clash quite badly. Also I think the HUD needs more texture and noise added - at the moment it looks like you made is using MS Paint, in about 5 minutes.
 Thank To All Comments
#7749 posted by delor [151.16.125.76] on 2011/07/24 19:36:19
they're always useful..
JPL: now you've been more specific
I only add that I'm more interested in creating an atmosphere,a background not a showcase of technical details going nowhere(seems to be the trend nowadays)
Mine is a homage to old days 'o Quake when conversions such as FantasyQuake ruled
RickyT23: I use mostly Paint.net for my work..eheh simple but good enough
I'd like more comments about the concept/theme of piracy in a game like Quake and why so few mappers try to depart from the usual obsolete Quake theme?
Ah one last thing: the game that inspired me so much is the legendary AloneInTheDark-2 (Infogrames) a fantastic mix of horror/piracy.. Some of you remember it ?
 L4D2 Survival Map Beta 2
#7750 posted by DaZ [92.26.167.23] on 2011/07/25 20:30:55
 DaZ
#7751 posted by Text_Fish [82.46.88.121] on 2011/07/26 21:02:04
Amazing map. I really like what you've done with the apartments, it makes them feel much more dangerous. Spreading the weapons out more helps as well, though I'd suggest having one or two more next to either the start trigger or the spawn point for those players who don't enjoy exploration so much.
I only found one "bug" in this version. Near the start trigger, if you climb up the generator and the lamp on top of it you can get on to the four vertical girders. This is a fun place to snipe from but unfortunately tanks and common infected can't climb up to you, meaning the only infected that really stand a chance of hurting you are smokers and spitters. Also, if you are unlucky enough to be incapacitated or knocked down by either of the afforementioned when you're up here the bots don't try to revive you as I guess you're out of their reach too.
 Base Map Is Still Being A Pain
 Fish
#7753 posted by DaZ [78.147.101.81] on 2011/07/28 03:21:21
Thanks once again, I had no idea you could get up there! Seeing that bug made me go on a mad clipping spree around the map to make sure no other craziness could happen :)
Added some low tier weapons to the spawn position, the lazies will have to put some effort in to get better weapons ;)
Next release will be final I think, unless I find anything showstopping!
#7754 posted by gb [46.142.39.251] on 2011/07/28 11:21:56
 Coloured Lighting Is A Little Too Saturated
#7755 posted by nitin [124.168.124.82] on 2011/07/28 12:22:55
otherwise good.
#7756 posted by rj [82.10.220.211] on 2011/07/28 18:44:17
plenty of scope for some cool looking tall shit above that skylight!
 Good
#7757 posted by MadFox [94.215.210.233] on 2011/07/29 03:04:24
so biologized of the neatness, that I wonder what the screen hangs in the upwalk.
#7758 posted by necros [99.227.131.204] on 2011/07/29 06:06:43
coloured light looks fine to me. subtle but still visible.
#7759 posted by gb [46.142.13.152] on 2011/07/29 08:57:40
toned down the colour a bit further. The floating laptop is, uh, a dimensional accident.
 I Like It Gb!
#7760 posted by DaZ [78.147.103.148] on 2011/07/29 19:04:45
Looks very natural, love the lightning in particular.
#7761 posted by gb [46.142.3.207] on 2011/07/30 07:54:02
#7762 posted by Ankh [88.199.103.6] on 2011/07/30 09:41:04
looks good
#7763 posted by Trinca [85.139.233.234] on 2011/07/30 09:45:13
weard and cool
 Wot.
#7764 posted by Shambler [86.25.166.252] on 2011/07/30 10:32:09
Trinca said.
 Looks Great!
#7765 posted by RickyT23 [94.13.59.170] on 2011/07/30 15:21:27
I'm intrigued
 O_O
#7766 posted by JPL [82.234.167.238] on 2011/07/31 09:32:16
... really Doom3-ish :E
#7767 posted by starbuck [76.126.47.82] on 2011/08/06 00:18:04
that looks seriously cool. Nice work gb
Finally decided to strip most of the end area of my Base map out for performance and vertex count reasons
http://www.zealousquakefan.com/wp-...
Will still have some meaty fights in it, though I apologise for the crate maze factor :E
#7769 posted by gb [46.142.42.252] on 2011/08/13 18:46:25
Looks really cool zqf. Maybe vary those crates a little - have some of them rotated or off-center instead of these long straight walls?
 Looks Awesome
#7770 posted by RickyT23 [94.13.59.170] on 2011/08/13 20:15:44
align the textures on the skybridge
I gotta finish the geometry before I worry about textures :/ PS will need to have it tested again since a lot has changed since you chaps played it. If you want to try it again I'll send you a new version.
 Don't Want To Make It Into A Seperate End Area?
#7772 posted by Drew [76.75.125.220] on 2011/08/14 03:31:03
 Wips From My New Q3 Map - Sanctum. Map Releae Soon
#7773 posted by ShadoW [89.72.150.119] on 2011/08/14 16:51:13
#7774 posted by Zwiffle [97.87.57.94] on 2011/08/14 16:56:27
That's really elegant. I'm a fan of that style. I don't like the green pool though, I would suggest changing it to a blue color personally, but it doesn't destroy the look for me.
 Shadow
#7775 posted by PuLSaR [93.81.174.218] on 2011/08/14 18:36:36
looks cool
 Dont Like The Green Either
#7776 posted by Spirit [80.171.40.72] on 2011/08/14 19:12:38
Blue like zwiffle said or maybe dark velvet red (lava or sub-dimensional void).
 Shadow
#7777 posted by necros [99.227.131.204] on 2011/08/14 19:32:27
very nice! same here re: blue instead of green pools.
if only because the blue will go better with the tan coloured bricks.
#7778 posted by ShadoW [89.72.150.119] on 2011/08/14 19:41:28
Heh thanks guys and sorry, but it's too late for blue :).
#7780 posted by RaverX [79.113.41.241] on 2011/08/14 22:35:31
I think that green is perfect, it looks like acid and I think it's slime that kills the player, right ?
I don't like the "vegetation", if you want to keep that you better add more broken things, the entire place looks "too ok" and the vegetation ruins everything - it suggests ruins, but everything else suggest a place that's actually NOT in ruin.
#7781 posted by ShadoW [89.72.150.119] on 2011/08/15 06:51:14
Yeah it's slime, and you are probably right about vegetation. I intended to make more broken things but didn't have enough time for that :|. It was a competition and my time is very limited now, especially for such stuff.
 Needs M0ar Crates.
#7783 posted by Shambler [86.25.222.61] on 2011/08/15 21:26:54
 OMG !!!
#7784 posted by JPL [82.234.167.238] on 2011/08/15 21:27:18
Amazing architecture and very high level of details O_O Impressive... I can't wait to play this level !
#7785 posted by Trinca [188.81.44.216] on 2011/08/15 21:52:05
Start Vising now to be finish in chrismas :)
 I Like It
#7786 posted by DaZ [78.147.172.167] on 2011/08/15 21:57:13
but yeah, many crates ahoy! Surely there is something a bit more interesting that could be done with the floor?
With such a vertical area, maybe it doesn't need a floor at all :)
Also for all the detail lavished in the center of the area, the side walls stand out as being very bare indeed, I'm sure some simple geometry and texturing can fix that up no problem though.
 Quake Portal Mod
#7787 posted by JPL [82.234.167.238] on 2011/08/15 22:00:49
I found that on PlanetQuake... http://www.moddb.com/mods/quake-po... Anybody already tested it ? I can't remember having seen any post on this mod... or maybe I am wrong :P
 Haha
#7788 posted by necros [99.227.131.204] on 2011/08/16 02:15:22
you poor SOB!
nice one though. ;)
#7789 posted by RaverX [79.113.41.241] on 2011/08/16 14:41:08
AWESOME ! And it works with regular quake levels. A speedrun with this mod would be so funny. I think that some levels could be finished in one second.
 Only Problem Is
#7790 posted by Drew [76.75.125.220] on 2011/08/16 18:19:05
you can't really make 'unportalable' surfaces.
 Darkplaces Renders
#7791 posted by ShadoW [89.72.150.119] on 2011/08/21 17:08:49
#7792 posted by gb [46.142.12.175] on 2011/08/21 19:07:28
That looks great.
#7793 posted by necros [99.227.131.204] on 2011/08/21 19:20:52
looks like a preview render in 3dsmax. ^_^
nice brushwork!
#7794 posted by raptorE [99.163.131.115] on 2011/08/26 16:14:53
That's beautiful, ShadoW. Is that a high-res texture? I would not have thought you could get pure smooth white with quake's original textures.
#7795 posted by necros [99.227.131.204] on 2011/08/26 19:23:48
i thought it was fitzquake with r_lightmap 1.
#7796 posted by raptorE [99.163.131.115] on 2011/08/26 19:44:16
The doodle project appears to have its own engine based on NPRQuake, but he mentions in his OP that the "screenshots were taken with DP" which I assume means darkplaces. Does Darkplaces have r_lightmap 1?
#7797 posted by necros [99.227.131.204] on 2011/08/26 19:45:50
just checked. if it does, it's not r_lightmap. possibly just used all greyish textures?
should have realized it wasn't r_lightmap, actually, because the ammo box and monster in the shot are still textured.
#7799 posted by necros [99.227.131.204] on 2011/08/27 02:31:31
using hmap2?
 That Just Doesnt Look Anything Like Sealed
#7800 posted by RickyT23 [94.13.59.170] on 2011/08/27 05:07:35
from the top.
Was a path node very obviously in void space :p
#7802 posted by ShadoW [89.72.150.119] on 2011/08/27 16:24:33
Screenshots were taken with Darkplaces. No idea about r_lightmap during making them :P. Map was compiled with BJ tools. Texture is just plane white :).
 Nice
#7804 posted by JPL [82.234.167.238] on 2011/09/04 09:43:02
... really nice !
#7805 posted by Trinca [89.154.49.15] on 2011/09/04 14:10:57
ZealousQuakeFan why don't you split the level in two?
 Competently Done But..
#7806 posted by me [151.16.78.38] on 2011/09/06 14:42:41
I hate this base/standard style..
..too orthodox, boring, old if you can get what I mean :)
you could try change theme for example
#7807 posted by [Kona] [121.73.104.148] on 2011/09/07 07:06:13
Same here. Original base wasn't never that great to start with - the weaker of the Quake styles. There's plenty of newer base textures to use without sticking with the originals that we've already had 500 others maps in. Just my opinion though.
atm Base is the only theme I have any confidence with :p
 Zqf
#7809 posted by gb [46.142.21.105] on 2011/09/07 13:08:14
Try combining idbase with something else.
Try having a theme.
Use new textures / models.
 Norman
#7810 posted by Mechtech [71.77.8.54] on 2011/09/07 22:43:22
#7811 posted by Trinca [194.65.24.228] on 2011/09/08 11:30:51
awesome Mechtech
 Pipelines
#7812 posted by MadFox [94.215.210.233] on 2011/09/10 06:52:30
Maybe a bit too much color. Took me days to add the green waterfall, just before preach released his waterfall tut. Creepy colorchannel.
http://members.home.nl/gimli/torm0...
http://members.home.nl/gimli/torm0...
http://members.home.nl/gimli/torm0...
#7813 posted by gb [46.142.35.140] on 2011/09/10 12:32:56
Looks good, I especially like the last screenshot.
Try switching on antialiasing for screenshots though.
Criticism: The texture alignment on the pipes needs work; try to make the plates fit the width of the pipe's side. Just scale and rotate the textures as needed. Alternatively try using simpler textures on the pipes.
The colour of the lava doesn't fit completely with the rest - have you considered slime instead of lava?
A tiny amount of fog might look pretty good here as well.
I really like the overall look of it though.
#7814 posted by Trinca [89.154.48.170] on 2011/09/10 15:42:17
look's great madfox :) and all look alight!
:)
 Indeed
#7815 posted by JPL [206.173.26.2] on 2011/09/10 17:59:46
Really nice !
 Scrutinizer
#7816 posted by MadFox [94.215.210.233] on 2011/09/10 19:18:24
I used another way to brighten the screenshots.
Something like bright/100% contrast/78%.
Small size makes moiré, but normal screen tends well.
Normally I use gamma 150%, but then it flattens all grey.
I tried for once to keep my polys on grid. (and get of course) Pipes have the bad condukt to screw the textures.
It's actuallt green water, I don't know why the glow is that intensive. Places where I use the +fall texture with func_illusion get dark in compare.
The break in my heart is a big hom in the bottum of the map. I tried so long to get rid of it that it is stopping my mapping progress.
Bits of the curved pipes look off grid to me btw :E
#7818 posted by [Kona] [121.73.104.148] on 2011/09/11 00:44:11
I like your attention to lighting madfox. Keep it up :)
 Wip L4d2 Map
#7819 posted by DaZ [78.147.111.6] on 2011/09/14 05:09:46
I'm working on a new survival map and thought I'd get some feedback before I go nuts and map everything out.
https://www.dropbox.com/gallery/33...
1st photo is the reference shot, I decided to go for a night-time setting however as it suits the game a bit more. Anything stand out as being particularly shit? Let me know!
 Daz
#7820 posted by PuLSaR [87.241.229.122] on 2011/09/14 08:26:55
looks pretty good so far. are those stairs on the screenshot 007 made of displacements?
 Yep
#7821 posted by DaZ [78.147.150.43] on 2011/09/14 16:53:25
I tried it with standard brushes but wasn't getting the detail I wanted, god I love displacements!
 Dude
#7822 posted by necros [99.227.131.204] on 2011/09/14 19:07:59
that looks great so far! don't forget to keep posting shots!
 Looking At The Reference More..
#7823 posted by necros [99.227.131.204] on 2011/09/14 19:10:46
i think it would look better with the heavy fog but daylight setting... dunno, it would bring out more of the winding path brushwork with more light or something.
dunno if that makes any sense.
 I'll Give It A Shot
#7824 posted by DaZ [78.147.150.43] on 2011/09/14 20:10:43
made some more of the map now it'll be easier to get an idea of how it will look. I'll post some test shots when I find some more time to work on it.
 Made Time :P
#7825 posted by DaZ [78.147.150.43] on 2011/09/14 21:01:56
quick skybox, lighting and fog change to test daylight, could still use some tweaks i think, the ambient light is still too low so a lot of the map is still in shadow :P
https://www.dropbox.com/gallery/33...
#7826 posted by necros [99.227.131.204] on 2011/09/14 21:22:02
a little hard to tell how good it will look atm since the skybox is kind of sticking out like a sore thumb right now. :P
but yeah, basically what i was talking about... giving it a silent hill look (the film anyway).
 Daz
#7827 posted by PuLSaR [89.179.2.8] on 2011/09/14 23:34:02
i'd use a little more blue-ish fog. but that looks good also.
 Beta
#7828 posted by Mechtech [71.77.8.54] on 2011/09/16 16:09:12
1st area of my map. PAK file for Quoth. Has textures, models and sounds. Mostly other peoples work modified for Quake 1. Used Hammer 3.4. RMF,map,fgd and wad files included. Breaks Quake limits, use Fitzquake 0.85. Will have startup errors.
Stuck with free file hosting again (quaketastic has 50meg limit) hope it works.
http://www.adrive.com/public/428df...
Why put the Quoth pack in? It's not like people will not check you said requires quoth and then fire it up in iD1
Oh wait...
Fish and Chips on my shoulder
 Dazsurv2_ref.jpg
#7830 posted by Mike Woodham [86.183.54.14] on 2011/09/16 21:39:24
Nice
 Screenshots!
#7831 posted by Fjoggs [80.213.10.59] on 2011/09/17 01:05:55
Heyo, been awhile since I've posted anything here! Anywho, started working on a 1on1 map that's nearing beta.
I haven't lit it properly yet, it's all ambientlit. Rocks needs to be changed too. :)
http://fjoggs.maverickservers.com/...
http://fjoggs.maverickservers.com/...
http://fjoggs.maverickservers.com/...
#7832 posted by necros [99.227.131.204] on 2011/09/17 01:32:35
i like it. the yellow point lights go well with the skybox. good attention to detail re: trim and texture alignment.
 Oooh
#7833 posted by DaZ [92.24.170.231] on 2011/09/17 02:58:38
that is nice! I like all the little bevels and extrusions. Skybox looks psychedelic (in a good way).
What textures are those? They are really nice.
 Castles N Shit
#7834 posted by DaZ [92.24.170.231] on 2011/09/17 03:12:24
http://www.dropbox.com/gallery/332... (go to page 2)
Any improvements I can make to the castle structure to make it look more authentic? I've messed with a few things but they didn't really work. It looks a bit bare imo and I'm not sure what I can add to fix that, maybe its just the texture I'm using... hmmz
Is the lighting of it a bit ott? A lot of castles I've visited have those huge floodlights that light up the walls in that way when it goes dark, I really like the look of it and that's what I'm trying to emulate here.
#7835 posted by necros [99.227.131.204] on 2011/09/17 04:03:07
*squinting*
i think i can see something...
seriously, it seems nice, but the shots are tiny, man. :P
i like that like none of the walls are straight and they all meander back and forth like in the ref. makes it look very natural.
maybe 2 or 3 larger shots though so i can see more details?
 Um :)
#7836 posted by DaZ [92.24.170.231] on 2011/09/17 04:20:27
There is a "fullscreen" button below each picture in the gallery view :)
 DaZ Is A Pro
#7837 posted by RickyT23 [94.13.59.170] on 2011/09/17 04:40:45
Pro level designer.
He knows what he's talking about.
Must admit the shots do look sexy. You should make a maya-themed Q1SP ;)
 Daz
#7838 posted by [Kona] [121.73.104.148] on 2011/09/17 07:11:27
The thing I noticed most in your path compared to the real life photo you worked from was that the real one was much more broken and rugged. Your path was a perfectly smooth path. Same with the castle, it's like it's just been built, but castles are rougher. Add some broken and crumbling bits to it.
But otherwise I'm loving the atmosphere of it.
#7839 posted by Trinca [89.154.50.209] on 2011/09/17 12:08:19
Already making one Ricky :p
 Cool Stuff, Mech
#7840 posted by roblot [216.106.107.231] on 2011/09/17 16:02:12
"Ogres floating in outerspace is a good thing".
-Martha Stewart
A few more shadows would help with the textures in some areas (too evenly lit).Lot a good ideas though. And I couldn't use r_oldwater 0 in my autoexec.cfg, the game would crash.
 R_oldwater 0
#7841 posted by Mechtech [71.77.8.54] on 2011/09/17 17:29:16
Could not reproduce a crash. Did remove the fish.mdl from the pak file redundant in the Quoth pak0. I agree lighting does look a bit flat in some spots. Will work on that.
 Ah
#7842 posted by roblot [216.106.106.4] on 2011/09/17 19:11:07
Found the problem. I resized nost.tga to 512 x 336 and titan.tga to 1024 x 1024 and all's well. It wasn't an oldwater issue at all, though it crashed more often using it.
 Thanks
#7843 posted by Mechtech [71.77.8.54] on 2011/09/17 19:56:19
Changes Done!
 Half-Life
#7844 posted by gb [46.142.7.107] on 2011/09/20 01:04:20
 Hella Cool
#7845 posted by starbuck [92.236.81.250] on 2011/09/20 12:00:30
what am i looking at though? You added a helipad to e1m1?
#7846 posted by gb [46.142.35.192] on 2011/09/20 17:28:56
Yeah.
The above shot is the entrance to the second indoor part.
http://spawnhost.files.wordpress.c...
In this shot, the bridge and the lift are to the right (the lift room is behind another of these arches). Crossing the bridge was turned into a mini-objective (without being called such) where you have to press a button to extend the bridge. Otherwise the route is the same.
There is a second entrance to the nailgun area now (to the right behind the helipad) leading through some new areas.
The base got more of an outside, but the route was changed very little.
Preach's "Beatles" comparison is apt; if Quake is "Abbey Road", RemakeQuake is a tribute album. It's not the same, because the original is untoppable. So why not have some fun.
#7847 posted by gb [46.142.35.192] on 2011/09/20 17:31:51
And I ripped from ETQW, Crysis and even Doom3 here quite liberally, besides Half-Life. To me they're all Quake's children.
 Looks Like Geocomp
#7848 posted by necros [99.227.131.204] on 2011/09/20 20:59:55
 Mechtech
#7849 posted by ericw [161.184.107.71] on 2011/09/22 06:19:47
Pretty epic looking map! I loved all the intricate details - the grunts floating off in to space when the walkway blows up, sleeping dude and the quake jukebox, the ogre body, etc.
Things I would suggest:
- in the blue room with the slipgate, it looked like I should have been able to pick up the power cube - I thought I was supposed to be collecting those?
- the air ducts were confusing for me; I appreciated some navigation aids like ambient sounds, the odd voreling, but I still was not sure if I found the right exit and was getting tired of running around
- overall I felt a bit lost, like too much of the map was opened up right at the start.
- it would benefit from more monsters, I think, or at least having the current monster encounter spots be more of a fight. I can appreciate wanting to have a map that's mostly about exploring, but it left me craving more action :-)
Here is a demo of my first attempt:
http://www.quaketastic.com/upload/...
 Gl-nobind
#7850 posted by MadFox [94.215.210.233] on 2011/09/22 07:56:41
 Disco Zombies !
#7851 posted by JPL [82.227.229.44] on 2011/09/22 09:53:18
.. are killing me ;)
#7852 posted by Trinca [194.65.24.228] on 2011/09/22 12:19:52
LOL
 Oh Man
#7853 posted by DaZ [2.99.123.194] on 2011/09/22 16:05:18
How did my nan's knitted hats get into my Quake!
 Ericw
#7854 posted by Mechtech [65.190.43.151] on 2011/09/22 18:28:48
Thanks for the Demo
set skill 0. That's were the monsters are.
Gameplay should be easy. I might but some arrows in the duct work for easy skill only.
The cubes get placed by the teleport.
You missed cube 2 and 3
Will setup more in game info about need to power the teleport.
At the end of the demo the sign did say DANGER :)
 ..I Was Thinking
#7855 posted by heydan [151.16.125.165] on 2011/10/03 14:30:19
..why so few people actually post screenshots ?
This should be a screenshots section instead I see mostly endless flows of words.
..Maybe all the Q1 comunity is slowly disappearing ?
#7856 posted by Trinca [194.65.24.228] on 2011/10/03 14:49:06
heydan the community still active and small as have been in the last few years, we just don't need to post a screenshot on every room we make... it spoils all the surprise in the release...
There are some maps in construction, Quake is no more a game of young teenagers that don't have nothing to do, almost all of us have jobs and kids to take care... things come more slowly :)
But we still alive and kicking... : )
 Heydan
#7857 posted by necros [99.227.131.204] on 2011/10/03 18:55:45
where's your screenshot then? HUH?
Green's back baby!
 Cool
#7858 posted by negke [82.113.99.170] on 2011/10/03 19:46:14
So much for not touching the editor until christmas...
#7859 posted by quakis [81.111.135.140] on 2011/10/03 20:16:15
Not sure about those ceiling lights in the corners. Something feels off about them, but I can't grasp why.
#7860 posted by Trinca [89.154.58.143] on 2011/10/03 20:18:43
dawn necros, u were made to map :\
I will never produce nothing like you even if I map for more 30 years :|
talent born with people... I don't I've even close to yours...
 Tronned
#7861 posted by MadFox [94.215.210.233] on 2011/10/03 22:43:59
lets shoot some more screens, and glbind them.
http://members.home.nl/gimli/torn0...
 Heh
#7862 posted by rj [86.0.164.53] on 2011/10/03 22:47:28
that actually looks kinda cool :p
 Necros
#7863 posted by gb [46.142.27.9] on 2011/10/03 23:16:49
Give some love to the floor.
#7864 posted by necros [99.227.131.204] on 2011/10/04 03:35:28
i haven't touched it in a month, neg :P
as for floors, probably, yeah. this is more experimentation with CnP building so no floor details yet, but i remember what you said before. :)
 Happy Canadian Thanksgiving!
#7865 posted by ericw [161.184.107.5] on 2011/10/09 20:36:08
here are two more shots of my map using ik2k textures. I'm making slow progress, but also working on two other maps to go with it in a mini-episode :D
http://www.quaketastic.com/upload/...
http://www.quaketastic.com/upload/...
 Love It
#7866 posted by jt_ [68.42.82.10] on 2011/10/09 21:42:13
#7867 posted by Trinca [89.154.49.82] on 2011/10/09 23:27:14
awesome ericw
#7868 posted by necros [99.227.131.204] on 2011/10/10 02:53:16
wow, very nice! want to see more of this!
 Nice.
#7869 posted by Shambler [86.16.219.193] on 2011/10/10 09:33:39
My willy went a bit harder.
#7870 posted by quakis [81.111.135.140] on 2011/10/10 12:42:59
I like the use of those textures, I look forward to seeing how this turns out.
 Willy Went Fishing...
#7871 posted by MadFox [94.215.210.233] on 2011/10/13 09:32:12
#7872 posted by [Kona] [121.73.104.148] on 2011/10/13 10:35:36
looks like he's having a wank
 Hehheh
#7873 posted by ijed [190.22.102.120] on 2011/10/13 16:42:16
http://www.tradition-shop.de/image...
I like it - reminds me of the ogre cook.
 OMG !!!!
#7874 posted by JPL [82.234.167.238] on 2011/10/13 20:33:39
Ogres are Hell garden gnomes !! Really ?
#7875 posted by necros [99.227.131.204] on 2011/10/13 22:49:28
lol madfox. :P
 I'm Doomed
#7876 posted by nakasuhito [174.23.175.205] on 2011/10/14 06:53:44
sadly its not quake, but its doom2. its a level i started for a community project. each level is designed around a phobia, and i choose isolopgobia [and a 2nd map, with claustrophobia as its theme].
http://minus.com/m5OtHNgzN#1 - i thought a city without anyone, no corpses, no items, no enemies, etc - would make it feel empty and lonely.
my idea for the level is to start in some canyon/dessert area and the player slowly makes its way to the city, and that's that. i hope to make it big enough to get lost in, without it being boring.. which i think might be hard.
 Looks Good
#7877 posted by negke [89.204.153.163] on 2011/10/14 14:39:05
That's an odd theme you're going for. Not sure if it works in a Doom map. But kudos for the attempt. Really no entities whatsoever? Not even a few blood splats hinting at something terrible that took place there, or at a few Lost Souls?
#7878 posted by gb [46.142.62.113] on 2011/10/15 13:18:36
Wow, that is awesome and I want to play it.
 @negke
#7879 posted by nakasuhito [174.23.175.205] on 2011/10/15 22:40:05
i thought having corpses & blood smears or anything like that would be too obvious. so i decided against the idea of using any dead thins or enemies and even items. there are props and all, but without any items to pick up i think the player will either grow bored of them map very quickly or maybe they'll feel that it is actually empty. or maybe think nothing at all!
i'm also thinking of not having any puzzles in it, like no switch-open-door stuff, maybe have a few that feel like someone already solved the "puzzle" or something. will make things boring as hell maybe, but i dont know.
i'm sleepy so hopefully i did not write any gibberish. :)
#7880 posted by necros [99.227.131.204] on 2011/10/16 01:21:22
with corpses and blood and such you can attempt to build some kind of story that may keep the player interested for longer than just wandering around a completely empty map.
 Never Played Doom
#7881 posted by onetruepurple [89.79.96.4] on 2011/10/16 14:34:26
But I think it would be cool if there was a Spectre or two there.
#7882 posted by gb [46.142.48.192] on 2011/10/16 14:50:22
I actually think the original concept is great. Not every map has to do the usual thing. There are loads of DOOM maps with monsters already.
Going only for atmosphere of the place and exploring that sounds great.
Plus, I'm sure someone will mod it to have monsters quickly enough.
nakasuhito: Trying to grab the player's attention without any combat will not be easy, I look forward to your solution. I'm doing the same in one of my maps atm, which is why I'm doubly interested. I use small puzzles, though, to keep the player nominally busy while they explore. To keep their interest, I use somewhat unusual setpieces, a lot of new mapmodels, stark contrast in lighting and a lot of sounds.
The first part of Doom3's Delta Labs was an inspiration, since it also has no combat (but does require getting a key).
I think such alternative angles to making a map can be very interesting.
 This post was flagged as spam.
#7883 posted by a spammer [59.60.121.143] on 2011/10/16 18:49:55
 This post was flagged as spam.
#7884 posted by a spammer [59.60.121.143] on 2011/10/16 18:50:32
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#7885 posted by a spammer [59.60.121.143] on 2011/10/16 18:50:57
 Beta Map
#7886 posted by Mechtech [65.190.43.151] on 2011/10/16 20:52:59
Map is complete for easy skill (skill 0). Please take a look. Should be easy fighting. Getting lost/stuck? let me know. Pak file for Quoth. Use fitzquake 0.85
Pak file
http://www.adrive.com/public/2ed6a...
Readme
http://www.adrive.com/public/01588...
Screen (for people who love quake crates)
http://www.adrive.com/public/b892c...
Links will die in 14 days :(
Email me or post comments
Thanks mechtech
 I'm Pretty Sure Everyone Has Quoth
#7887 posted by jt_ [68.42.82.10] on 2011/10/16 21:49:10
 Also
#7888 posted by the silent [80.17.142.66] on 2011/10/17 11:37:08
Packing in .zip would have been nice...
 Another Beta
#7889 posted by MadFox [94.215.210.233] on 2011/10/18 09:41:37
After a longer vis I wanted here's the beta of Tarratorium.
It has only one skill setting on normal, as I'm still corecting the gameflow. I have the feeling it is a bit too dark.
If you have some sparetime and want to try out, you're welcome with good advice!
screeny:
http://members.home.nl/gimli/torm2...
map:
http://members.home.nl/gimli/tor.z...
 Oops, Bad Phonetics
#7890 posted by MadFox [94.215.210.233] on 2011/10/18 09:44:06
 Screeny.
#7891 posted by Shambler [86.16.219.193] on 2011/10/18 09:57:11
Wow. Coloured lighting a bit too much, but other than that very cool, nice rock structures indeed, decent textures too.
 Holy Colored Lights Batman!
#7892 posted by jt_ [68.42.82.10] on 2011/10/18 13:07:11
Nice job, madfox.
#7893 posted by necros [99.227.131.204] on 2011/10/18 18:14:53
yeah, brushwork looks great, but the coloured lights make no sense at all. blue liquid but red light for no reason?
 Tube Larshed
#7894 posted by MadFox [94.215.210.233] on 2011/10/19 01:14:12
I admit the colored light is a bit overdone.
I needed some brown color to lit the green tex.
Then again, without the lit file lights are still sufficient.
 Forgot To Hit Record...
#7895 posted by generic [67.233.156.211] on 2011/10/19 01:45:39
someone please make a demo of MadFox's beta, wandering around in circles and saying "is there even a goddamn silver key in this level?" Thanks in advance.
#7896 posted by Berntsen [158.38.87.152] on 2011/10/19 03:15:10
Aight, played it and recorded a demo. Comments and thoughts during the playthrough, overall it was good, but needs some work. Most importantly, the layout is pretty confusing, probably substantiated by the same-ish look of most of the areas. This could probably be avoided by varying the textures a little, as I also note during the demo, and making the rooms more unique in other ways. I also noticed a lot of misaligned textures and corners of brushes extruding through walls and such, especially with the curved pipes (which were nice by the way!), probably caused by the vertices not being exactly on grid - but I know how difficult such structures are to work with and such problems are almost impossible to avoid. I didn't really get stuck on any architecture either, so I guess it isn't more than just an aesthetic problem.
Also, I think you should indeed tone down the colored lights a little, as in some areas they were overdone - make them more subtle, and also add some more neat, subtle light/shadow effects like I noted near the exit in the demo - it works wonders for atmosphere! And yes, I thought it was a bit too dark overall as well.
On the gameplay side of things, I thought it was pretty good, except for the confusing layout that makes it easy to get lost. I found it a bit empty though, maybe add some more enemies and interesting ambushes, perhaps some powerups to keep the action flowing?
Pretty good stuff, looking forward to more. Oh and yes, the demo of course: http://www.quaketastic.com/upload/...
#7897 posted by digs [77.79.172.28] on 2011/10/19 05:29:38
The architecture is interesting, though rather small. And yet all raw. The key, I could not find. Sometimes get stuck in the pipes. Maybe this should be at the bottom of the tube put noclip texture?
http://www.quaketastic.com/upload/...
 Still Using DMM, I See...
#7898 posted by negke [82.113.99.133] on 2011/10/19 09:52:09
You could have at least vised the thing.
 Beta's
#7899 posted by roblot [216.106.107.35] on 2011/10/19 15:07:15
Mech's titan is really good and alienish. I didn,t expect the level to get much larger than it was, but the extras really added to a great space outpost atmosphere. Hope the regular and hard skills add a challenging battle though. Excellent ending too! The only thing I would change is the static solarflare in the skybox. I think colored gaseous clouds and smaller astro objects would look better. Moon's could be large though.
Madfox's Tarraterratorium is excellent. Lighting, mood and level layout the way I like it. My crt monitor had that screenshot area looking good (better than the screenshot). I would keep the lighting as it is. Combat was just right for for the skill.
 MADFOX: Nicey Layout...
#7900 posted by the silent [80.17.142.66] on 2011/10/19 16:31:50
...Some weird logical errors, like windows showing the skybox when they should show the wall that's right behind them.
Quite a few texture misplacing. Too much colored lighting.
Gameplay so and so, skill 1 is on the easy side, have not tested the other ones.
Add some details and variation, take care of the clipping issues...
You may have something really great here, but needs a lot of refinement...
BTW, the BK is quite easy to find. First playthrough demo:
tor_skill1_thesilent.zip
 Tor
#7901 posted by negke [82.113.99.172] on 2011/10/19 19:35:57
Okay, a few comments.
Please call it tor.bsp so it corresponds to the mod dir and zip, ffs. There's no reason to give it a different name (see vidi).
Largely consistent theme throughout the map and some nice layoutish things. But also many sloppy bits in construction/brushwork and poor texture work. Aligning those textures on the pipes is a pain, but you could use a non-detail texture or modify the current ones not to have seams. Some texture choices are bad, e.g on transitions (or the lack thereof) and on sides of walkways, for example, where a properly fit trim would be better than wood or whatever else is used. Or clashing textures next to each other without proper transition.
Countless misaligned skulls and other textures, even on the same planes. The beams are good, but either align the metal4_4 texture properly or use a different one, especially on the ceilings.
The textures used on the arches don't work this way, either rotate/align or replace - angular cut off rivets and tiles look bad.
I don't like the skybox, it doesn't fit with the dark cistern theme of the map, but okay... At least fix the logical errors with sky windows placed where it doesn't make sense, or where they make the walls/building look thin and feeble. You can build little detail areas behind the windows that only show the wall of the adjacent corridors.
What's with the lame doors again? And why shootable buttons that suggest pressability?
Lighting looks like ass. Deleting the .lit file made it slightly better, but not only the weird colors are the problem, also the darkness. Keeping the map dark is not bad in theory, even beneficial for the atmosphere, but there are many areas that feel too dark. Plus the skybox is very bright in contrast. And there are light textures that don't emit any light. Put some lights with "delay" "2" and "wait" "2" there - that should look nice.
I didn't get lost; or let's say, I always managed to find the way somehow, but you should really consider making the progression a little easier for the player. Better highlighting of important areas or where to go next; maybe a few arrow textures here and there (possibly funcs), while still maintaining the openness and certain feeling of exploration.
No real problem with gameplay difficulty, lots of health and all.
 Valid Points
#7902 posted by roblot [216.106.106.182] on 2011/10/19 23:02:44
The chaotic and darkness work well to make this map interesting. Sometimes neatly brushed, mirror imaging all over the place, etc. can be boring. Like digs said about the rawness of the level. Madfox is Piccasso.
Also, the Jerry Springer show seems to have alot of Quake texturing on the set. Even green colored lighting. And what about the X-Files? Every room Skull/Muld is in, is dark! Operating rooms have doctors working on a patient with 1 spotlight in the center, and the whole rest of the room is plain dark. What's up with that?
Anyways, the truth is out there.
 Kinky Pipes
#7903 posted by MadFox [94.215.210.233] on 2011/10/20 02:54:18
@generic - I forgot to add a demo, it's my logic of knowing the map versus players, who are completely new to the map. Sorry for that.
@digs - I understand the error, but from the SilverKey sign it seemed logic to me you walk back along the cave part. There are two doors on the screenshot.
@Berntsen - I started with afloor3_1 and construckted the whole thing on grid. Always curves are breaking up and I started with alignment. There was a rather sticky hom I couldn't avoid. So I worked it up untill it wa gone. Often it are the hardest part in mapping.
Right then, it is a bit too dark. I thought as I turned brightness to 80%. Colors are a wicky thing compared the lack of lit file.
I'm planning for some static entities like machines and puffing tubes.
@neg!ke - The first time vising took 3h40.This one took about 13h40, I considered quiet long for 3.1Ghz. The bsp file slunk from 4.3 to 1.8Mb.
And dmm, no I installed radiant but i'm not that good in configurating. This one is Quark6.3.
@roblot - thanked you liked it!
@thesilent - I know the missing walls look stupid. RThat was the start room and there was only one thing I kept in mind. Keep the first 'till the last poly on grid. Now I want to add things as I think the map isn't that big. There was only one skill setting.
Thanks for your replies, and the demo's. I will take a look at them.
And at Mh beta, of course.
 And
#7904 posted by MadFox [94.215.210.233] on 2011/10/20 02:59:02
at MechTech beta.
 ..Yes I Like It Madfox
#7905 posted by Delor [151.16.126.84] on 2011/10/20 04:45:38
those red caves remind me of Quake2 !
 Well, Would Anybody Try...
#7906 posted by the silent [80.17.142.66] on 2011/10/21 13:50:43
...and pack Mechtech's map as a zip, so that I can give it a try?
 Nevermind, I Found A Utility...
#7907 posted by the silent [80.17.142.66] on 2011/10/21 14:19:13
...And gave it a try.
Killed 11 monsters, roamed in circles for a good 15 minutes in the air ducts (no hints whatsoever as to where to go), then got sucked into the void.
Bleh.
Kinda awesome in places, some extra ugly texture choices (door signs above all), boooring gameplay and a little blocky architecture. Diving back in to get tom the end...
 Got To The End. 3rd Attempt.
#7908 posted by the silent [80.17.142.66] on 2011/10/21 15:36:19
Some very good architecture/layout. Too much colored lighting. Subtlety is required. Gameplay non existent. With this kind of spaces, I'd expect a kill count around 300+. Lots and lots of potential. Some very clever tricks and devices, you just need to use them wisely.
3 demos, to give you an idea of the difficulties encountered... Only last one complete, played with no sound.
titan_beta_thesilent.zip
 Why 7z ?
#7909 posted by RaverX [79.119.5.254] on 2011/10/22 08:56:23
Processing archive: titanbeta2.7z
Extracting pak3.pak Unsupported Method
Extracting Titanbeta.txt Unsupported Method
Extracting quoth2test.fgd Unsupported Method
Extracting titan.map Unsupported Method
Extracting titan.rmf Unsupported Method
Extracting titan.wad Unsupported Method
Sub items Errors: 6
WHY do people insist on choosing those weird formats ? Isn't ZIP/RAR good enough ? Does it worth selecting obscure formats just to save a few kb in archive ?
I will never understand this, now I have to search for somwthing that can unpack this and probably it will be a cmdline tool. Why, why, why ? When I could simply click on it and unpack it if it where ZIP (without any tool installed, it works in Windows, in Linux, anywhere)
#7910 posted by Spirit [89.204.138.240] on 2011/10/22 09:21:25
because rar is not free and 7z can be significantly smaller than zip. just use the official tool from www.7-zip.org/
#7911 posted by Spirit [80.171.144.54] on 2011/10/22 10:35:52
and this is why i fucking hate the trend of omitting the protocol in the address bar.
http://www.7-zip.org
#7912 posted by [Kona] [121.73.104.148] on 2011/10/22 11:22:56
well u should get 7zip. u don't need winrar, winzip, winace and all the millions of other compression programs if you have 7zip, it does them all. thank god for no more fucking shareware winrar and it's popup i put up with for years before 7zip came along.
#7913 posted by RaverX [79.119.5.254] on 2011/10/22 12:21:08
Nevermind, I just think that ZIP is much better, because it's a STANDARD for such a long time and now any operating system has integrated support for ZIP.
Anyway, back to map : it's awesome. I haven't finished it yet, but I gathered almost all CPUs, I need the last one, I'm at 111 kils from 208, that's half of monsters.
I assume that the teleporter from the CPU room will send me to another area, that would be awesome, the map is very large, but detalied at the same time.
And some scripting sequences are perfect, the way that the second tunnel exploded and those monsters floating in space - jaw dropping...
#7914 posted by Spirit [80.171.144.54] on 2011/10/22 12:45:50
"Every operating system" also has support for BMP which does not mean we should not be using PNG and the like nowadays.
 Titan Set Skill 0 :)
#7915 posted by Mechtech [65.190.43.151] on 2011/10/22 14:13:54
The Silent - set skill 0 in console and restart map. I have 208 monsters on easy. NO SOUND? Then you missed part of the map. I made it a point to have ambient throughout.
Please check for errors, texture align problems, get stuck spots, to hard on easy...
RaverX - 7zip is the best compression tool out there. Thanks for trying my map. The end teleport will link to the next map (one of the planets or comsat).
I'm getting tired of using free hosting. Anyone know a good hosting site. Don't need much maybe 1gb storage.
Now on to the Tormentarium
 Err
#7916 posted by rj [86.0.164.53] on 2011/10/22 15:07:22
WHY do people insist on choosing those weird formats ? Isn't ZIP/RAR good enough ?
winrar supports .7z
u don't need winrar, winzip, winace and all the millions of other compression programs if you have 7zip, it does them all.
so does winrar ;)
"Every operating system" also has support for BMP which does not mean we should not be using PNG and the like nowadays.
or to paraphrase bash... "Saying that .zip is nice because it works on all OS's is like saying that anal sex is nice because it works on all genders"
 That Said..
#7917 posted by rj [86.0.164.53] on 2011/10/22 15:10:03
quake releases have always been in zip. it would feel weird if that ever changed
#7918 posted by Spirit [80.171.144.54] on 2011/10/22 15:16:05
Mechtech: quaketastic.com, pw ilovetheshubhub
Not sure what the size limit is though. Iirc http://www.datafilehost.com/ is nice.
I am being a hypocrite about ZIP. At Quaddicted I do not accept any non-zip into the main sp map archive because only zip is supported by the backend scripts and the Quake Injector. It's the lowest common demoninator.
 Spirit
#7919 posted by Mechtech [65.190.43.151] on 2011/10/22 16:20:57
quaketastic=50meg limit
I see your point about .zip now. Will use it for compatibility.
.zip 93,323kb ultra
.7z 66,001kb LZMA2
Too bad 7Zip is the better compressor.
Thanks for the link to the hosting site. Testing it.
http://www.datafilehost.com/downlo...
 VisTorment
#7920 posted by Mechtech [65.190.43.151] on 2011/10/22 18:30:23
Shots from Tormentarium by Madfox
I relit using -dist 0.5 -range 1.5
Vis taking awhile?
http://www.quaketastic.com/upload/...
Nice looking area
http://www.quaketastic.com/upload/...
#7921 posted by gb [46.142.4.235] on 2011/10/22 20:18:54
The 7zip GUI program is free to download and supports zip and rar as well. If Winrar also supports 7zip, then I don't see what the problem is.
7z is much better for big releases (especially if they don't need to apply for Quaddicted in the first case) since it compresses a heck of a lot better than Zip. The difference is large. So the bigger your file gets, the more attractive something like 7z becomes.
Installing an unpacker for a commonly used format isn't really too much to ask for, in Linux you can simply use the package manager like for everything else, and for Windows it's a simple download of either Winrar or 7zip GUI. Either of those will serve you well. It takes 5 minutes to install but serves you for a long time.
"It's always been done like X" is a very bad argument when it comes to IT. You're not using DOS anymore, right.
Some of the Stalker mods I downloaded recently were packed with 7z, so there's a practical example. Any final RMQ release is likely to be very, very large, so using Zip would be suboptimal in that case, too. Of course if someone is diehard enough to repack something like that with Zip because he loves that combination of letters the most, more power to them.
If a person is flexible enough to download and install mods for a game in the first place, it's reasonable to assume they can do the same with an unpacker in the unlikely case that they need to.
Now if I had to *sell* a download, then I would probably use Zip because I might lose some customers otherwise. Luckily, that's not the scenario I'm in.
 Jay
#7922 posted by MadFox [94.215.210.233] on 2011/10/22 20:51:15
@Bernsen - I had to watch the demo in dark places. And having this dark map it is double dark. I had some cfg settings to get it right although the screen kept shakery.
I don't know how you managed to get on the second tube from the first outview. I can't jump 64 units, and by doing so you missed the key.
It seems one can jump higher in DP.
The squad was there before you killed all enemies on the lift. Thanks for bringing up the hom in the round lift. I almost forgot.
The corridor in the chapel is too dark.
@Silent - Good demo, straight away. There are some textures that didn't align although I repeatly had changed them. Even lowering the whole poly, but the texture kept on the wrong place.
@digs - I admit the entrence to the last cave in the cathedral part is too dark to see. So it's rather hard to find it. I will make it better in vieuw.
@Mechtech - vis-13h40 Looks a bit lighter indeed.
Thanks for the demo's, it cleared up a lot!
 Compress It
#7923 posted by Orl [68.34.165.196] on 2011/10/22 22:34:16
.7z, Winrar, ZIP, any one of them is fine, just for the love of Mary, do not use dzip! For anything!
#7924 posted by necros [99.227.131.204] on 2011/10/22 22:35:41
ever since i started using 7z, i'm actually surprised people still put up with the winzip/winrar nag screens. we need to spread the word more!
 7z
#7925 posted by RaverX [79.119.2.241] on 2011/10/23 23:38:34
necros : some people actually buy the program, not everyone use them in freeware/nagware mode. But I work in Total Commander, there I copy, delete, etc. Am I use it to pack file (to ZIP) and to unpack.
It's so easy to unpack ZIP in Total Commander. I don't care what programs are using other people, but it would be nice to see standard formats, everyone can unpack a ZIP file without any other tool, but 7z, dz, etc.
I will never understand the need for so many formats (the same problems are in images - bmp, jpg, tga, gif, png and much, much more).
#7926 posted by jt_ [68.42.82.10] on 2011/10/23 23:48:00
That's because you don't understand their purpose.
 RaverX
#7927 posted by Ankh [88.199.103.6] on 2011/10/24 00:00:48
 Sure
#7928 posted by RaverX [79.119.2.241] on 2011/10/24 19:45:26
jt_
Oh yes, please do explain me. You think I don't understand that some support alpha channel (tga), some compress very well loseless (png), some compress very well but with information loss (jpg), etc ?
I understand that there's the need for "a few" formats. But when you have BMP, DIB, JPG, GIF, ICO, ICB, PCX, PCD, PSP, PBM, PGM, PSD, PPM, PSG, PNG, VST, VDA, EMF, WMF, TIF, TIFF, WBMP, RLE, SGI, and many, many other formats it doesn't make any sense.
Ankh : thanks, I'll try them, they should solve the problem on my system, but I work on many computers (and at work I have hundreds of virtual machine, I barely managed to install Total Commander on most of them, I don't have time to install plugins everywhere : )
#7929 posted by Spirit [89.204.155.167] on 2011/10/24 21:01:50
Hey raverx, now you are ranting just for the sake of it.
#7930 posted by starbuck [90.213.232.141] on 2011/10/25 11:39:38
I mean, there's loads of reasons why all those formats exist, what's the problem?
Proprietary formats for editors are inevitable, obviously. BMP isn't useless, it's extremely easy to operate on (and actually compresses well with a .zip :P). Some formats are legacy, because, you know, things change as time passes. Some formats are patent-free, some aren't. Some as OS/device specific. ICO can contain a lot of sizes, GIFs animate....
I suppose maybe there are cases where someone developed a new format when there was something out there that fit their needs exactly, and there weren't any licensing issues, but it's probably not that common.
 Please Move This Discussion To General Abuse...
#7931 posted by generic [67.233.156.211] on 2011/10/25 18:57:21
#7932 posted by gb [46.142.12.33] on 2011/10/25 20:24:24
Proprietary formats are just a symptom of the wonderful world of the free market. /irony
Hence, there is no Volksformat.
#7933 posted by [Kona] [121.73.104.148] on 2011/10/25 23:06:01
i use jpg, gif, png, tiff, psd, ico. I need them all. It would be useful if gifs or pngs could be used instead of ico's, but the others are all needed - gif and jpg for their different types of compression and tiff for no compression. all the other formats, like bmp, i find pointless.
 Gb
#7934 posted by jt_ [68.42.82.10] on 2011/10/25 23:12:46
That's cute.
 You Guys Are Dicks, Move This To General Abuse
#7935 posted by Drew [132.205.103.125] on 2011/10/26 03:58:37
I keep hoping someone put up a screenshot.
 For You, Drew...
#7936 posted by necros [99.227.131.204] on 2011/10/26 06:29:19
 Thank You Necros
#7937 posted by Drew [173.176.48.105] on 2011/10/26 07:25:46
you are a sweet, precious angel.
excellent format choice also.
(1st jpeg = fav though all look super interesting)
 Needs More Fog
#7938 posted by negke [89.204.153.173] on 2011/10/26 10:04:31
necros, winter challenge: aim for a turtle map. You know, what we discussed, small/medium size with short construction time, medium fanciness at most.
 The First Shot.
#7939 posted by Shambler [86.25.165.79] on 2011/10/26 10:57:40
Trim TRIM TRIM!!!!!!
It looks like it's just painted on. The rivetted metal should be an actual....thing....with depth. Not just a 2-d thing painted on the edge.
Why oh WHY do people still do this in 2011??!?!!!!!!
(p.s. looks good otherwise)
#7940 posted by onetruepurple [89.79.96.4] on 2011/10/26 11:32:13
1st screen: tantalising, took me a while to realise it's not a new map per se (even considering the filename).
2nd: great skybox choice, the chimneys are amusing.
3rd: um, that rock texture might need some fullbright removal? Or was it intended to go along with the red theme? Otherwise cool.
Seconding the sweet, precious angel statement.
 Necros
#7941 posted by JPL [97.66.252.229] on 2011/10/26 13:38:28
1st shot: really good old Quakish style. Love it !
2nd shot: Well, looks to be a re-hash of a Quake map I can't remember the name.. though.. not my cup of tea...
3rd shot: So far the best one. Give me the impression that is part of Hell Doom3 level. I love the architecture and the red effect (lava or blood?) This is so cool !
Good job !
 Great Shots
#7942 posted by spy [92.46.9.168] on 2011/10/26 15:16:09
1st its remake of e2m3 i assume?
and 2nd the nameless city remake/remix
 Wow
#7943 posted by Tronyn [24.79.116.78] on 2011/10/26 17:04:11
fuck yeah on all 3 counts. what's that in the distance in shot 1? is it... another level from e2? awesome if so. awesome either way.
I need to go map.
#7944 posted by onetruepurple [89.79.96.4] on 2011/10/26 18:08:53
what's that in the distance in shot 1? is it... another level from e2?
Looks like E2M2 to me! (Or so the misaligned wiz1_4 suggests..)
#7945 posted by necros [99.227.131.204] on 2011/10/26 23:14:50
aim for a turtle map. You know, what we discussed, small/medium size with short construction time, medium fanciness at most.
i know... i felt like such a dick after i said all that stuff about medium maps. i just find it much harder to stop mapping at medium size than to just keep going until i hit a map limit.
by the time your map is medium sized, that's when all the awesome shit starts to come to you. you just hit on some great idea and then you start to feel that it'd be such a waste not to fully explore the theme, you know?
 This post was flagged as spam.
#7946 posted by a spammer [59.60.123.184] on 2011/10/28 09:50:36
#7947 posted by [194.65.24.228] on 2011/10/28 09:56:45
Now czg can maried with scampie!
 A Quake Wedding
Would be a wonderful wedding. Handsome groom, the bride in radiant white, the ominous hum from the death cathedral of C'thesdht'Cdutthhhth filling the air.
The fiend might get over excited when handing over the ring though :(
 Zqf
#7949 posted by Spirit [89.204.138.101] on 2011/10/28 16:25:04
#7950 posted by Zwiffle [71.86.226.202] on 2011/10/28 16:48:41
Wow now I want a sweater with the Q logo on it.
#7951 posted by necros [99.227.131.204] on 2011/10/28 18:41:34
hahaha, those are incredibly lame. :D
mind you, more creative than today's game ads. :P
 I Want The #tf Wizmet T-shirt!
#7952 posted by negke [78.54.92.106] on 2011/10/28 18:54:19
 I Remember...
#7953 posted by Shambler [86.25.165.79] on 2011/10/29 21:11:10
...the beach one :)
 Re #7947
#7954 posted by Scampie [72.12.65.92] on 2011/10/30 03:32:14
we already are
 [quake1 Ads] I Only Remember
#7955 posted by nakasuhito [174.23.161.116] on 2011/11/01 03:38:40
the wedding one, but in spanish [from a magazine called micromania, we would get it 6 months late! so the games i would read on previews would most likely be out already].
 Necros...
#7956 posted by generic [67.233.156.211] on 2011/11/06 16:52:02
Those shots look great. I have some scraps from a Nameless City redux that a started a while back. I could forward them along if you are interested.
#7957 posted by necros [99.227.131.204] on 2011/11/06 22:32:53
i'd be interested in seeing them but as i said in my post, those are shots of maps i'm NOT working on. ;)
 There
#7958 posted by Tronyn [24.79.116.78] on 2011/11/07 02:12:13
should be some kind of scraps section on quaddicted or somewhere, it'd be cool to have a bunch of scrapped sections to look around when mapping.
#7959 posted by [Kona] [121.73.104.148] on 2011/11/07 05:40:52
yeah totally tronyn, for inspiration or maybe someone will be bored and make a scrapmap!
i wasn't totally inspired by those shots necros, at least the first 2. the first one looked okay but lacked a lot of detail, and there's been probably 100 levels in that texture set already. the 2nd just looks like a flat nameless city, which is the worst level in quake.
the 3rd screeny looks good though, i'd like to see that one finished if you ever return to those :)
 Fjo3tourney1
#7960 posted by Fjoggs [88.90.203.209] on 2011/11/07 21:15:28
Not sure if anyone cares about q3 these days but I figured I might post this here anyway, like the old days. ;)
Released a new beta of one of my older maps, all cleaned up. 4 years after that last beta, 7 years after the first. :P
Fjo3tourney1, using Lunarans textures and some of my own modifications.
Screenshots:
http://fjoggs.maverickservers.com/...
http://fjoggs.maverickservers.com/...
http://fjoggs.maverickservers.com/...
Download:
http://fjoggs.maverickservers.com/...
 Gorgeous
#7961 posted by Spirit [80.171.96.166] on 2011/11/07 21:18:17
 Nice
#7962 posted by jt_ [174.252.244.240] on 2011/11/08 00:19:43
I wish I played q3 more.
 Looks Good
#7963 posted by negke [213.39.205.226] on 2011/11/08 00:40:20
Nice shapes
#7964 posted by Spirit [80.171.53.189] on 2011/11/10 18:38:28
Btw, the new Quaddicted has a Pipeline-ish page: http://www.quaddicted.com/pipeline
You should be able to add your shots if you log in. Ignore "Expectation failed" errors on image upload, close the popup and use the add media button again. The image will have been uploaded.
 Expectation Failed
#7965 posted by negke [78.54.69.195] on 2011/11/10 19:41:23
This message appears if you try to upload a subpar screenshot that does not meet Quaddicted's high quality standards, so beware.
 New Version
#7966 posted by Fjoggs [88.91.87.202] on 2011/11/13 22:31:00
Thank you for the comments. :)
I updated the map, improving the lighting and atmosphere with the help of sock and his wisdom.
Screenshots:
http://fjoggs.maverickservers.com/...
http://fjoggs.maverickservers.com/...
http://fjoggs.maverickservers.com/...
Download link:
http://fjoggs.maverickservers.com/...
 Those Screenshots Look Beautiful
#7967 posted by RickyT23 [90.220.150.150] on 2011/11/13 23:02:05
Nice work!!!
 Titan Beta
#7968 posted by Mechtech [65.190.43.151] on 2011/11/14 03:18:33
All skill levels. Map is done (i hope).
PAK file for Quoth. Source included.
http://www.datafilehost.com/downlo...
 Fjoggs
#7969 posted by nitin [124.170.3.134] on 2011/11/14 12:49:47
I like the use of blue lighting mixed with the yellow. Is it final?
 Nitin
#7970 posted by Fjoggs [88.91.87.202] on 2011/11/14 18:00:23
Ricky: Thanks!
Not final yet! Still open for suggestions. :)
#7971 posted by gb [46.142.21.27] on 2011/11/15 12:11:26
http://spawnhost.files.wordpress.c...
http://spawnhost.files.wordpress.c...
This sort of just happened. I was trying to get back into mapping after a couple weeks absence (and loads of RL stress). I might take this idea and run with it for a while.
 Sweet
#7972 posted by RickyT23 [86.133.253.113] on 2011/11/15 14:24:23
 Oh Oh Oh
#7973 posted by JPL [82.234.167.238] on 2011/11/15 21:51:37
Those lightning effect are awesome !
 Just To Clarify
#7974 posted by Drew [132.205.103.118] on 2011/11/17 00:20:07
there is a lightning barrier being charged by shamblers?
or is it some sort of refueling station?
Either way, looks cool.
TM?
#7975 posted by gb [46.142.55.58] on 2011/11/17 08:21:49
It's a magical apparatus using Shamblers as power sources for doors or traps. At least that's one way to sell it.
In fact it is a small, useless setpiece doubling as a fancy shootable button and lightning turret.
#7976 posted by [194.65.24.228] on 2011/11/17 10:05:49
gb looks awesome, love to see this in a full map!
#7977 posted by [178.70.213.98] on 2011/11/17 15:26:53
 Nice Lighthouse...
#7978 posted by metlslime [67.188.81.46] on 2011/11/17 16:58:07
 Errr.
#7979 posted by Shambler [86.25.164.7] on 2011/11/17 17:38:44
That's a windmill, metl. Looks cool tho.
 Fuck That's Awesome
#7980 posted by megaman [79.227.169.42] on 2011/11/17 19:11:29
 Errrr...
#7981 posted by JPL [82.234.167.238] on 2011/11/17 20:04:52
Are the wings turning ? If yes it is cool... if no... it is cool in anyway ;)
 Wtf...
#7982 posted by metlslime [159.153.4.50] on 2011/11/17 20:06:57
not sure why i typed lighthouse instead of windmill... i guess it made me think about a lighthouse i built once, then when it came time to post the comment, the word "lighthouse" was at the front of my mind.
 It's A Common Typo
#7983 posted by SleepwalkR [92.231.111.98] on 2011/11/17 22:05:08
The keys are like right next to each other.
 #7983 Wins 10 Internets
#7984 posted by rj [86.0.164.53] on 2011/11/18 03:30:40
and that windmill needs to rotate!
some subtle triangle terrain wouldn't go amiss on that ground either.
 That Looks Awesome
#7985 posted by nitin [124.168.126.158] on 2011/11/18 12:34:32
in general.
 The Lightmill
#7986 posted by [Kona] [121.73.104.148] on 2011/11/19 05:09:03
i'd extend the wood to the bottom as well. looks a little underdetailed where the bottom bricks are.
don't like the 2 ground textures either, they look too different.
but otherwise looks very cool!
 Hl2 Ep2 Map
#7987 posted by DaZ [2.96.229.134] on 2011/11/27 21:39:16
http://www.youtube.com/watch?v=2o1...
Still pretty much wip. Rocks need some love, especially near the house. Main thing I want to know is : Is the journey from the sea shore to the house boring?
I want to extend the sentry gun part to be more puzzle orientated, but I suck at designing puzzles so any ideas are appreciated ;)
#7988 posted by necros [99.227.131.204] on 2011/11/27 22:14:23
seems fine. the beach area isn't ugly, but it's not stand-out awesome either.
the area right after that (where the gun was) looks much cooler (and i wish you could explore more there, like be able to enter than building with the double-doors.
still, i mean, there's only so much you can do with a beach since it's just sand and rocks. i wouldn't worry too much about it.
#7989 posted by gb [46.142.40.102] on 2011/11/28 10:56:06
Looks cool, doesn't seem boring.
Allow the player to move something in front of the turrets to avoid their fire? Pushable box, activate a crane that lowers a container, shoot a wire that drops something on them. Stuff like that. Just random ideas. But like necros said, since this looks to be the start of the map, I don't see the need for more puzzling.
 Nice
#7990 posted by negke [78.54.86.157] on 2011/11/28 11:31:49
Beach part does seem a little bit bland, at least the cliff view, but no idea what to do. Perhaps a few plants, logs, some grassy bits.
I don't like leech-infested puddles. Sure, it's part of the puzzle/careful approach, hmm...
The brick arches (or curved bits) look strange just like that. Trim or something?
For effects, perhaps have a burning headcrab climb out of the exploding missle near the stairs. And a single spider headcrab in the dark tunnel at the end for a brief shocking moment.
 Nice Ideas
#7991 posted by DaZ [78.147.99.23] on 2011/11/28 17:45:42
Thanks guys.
#7992 posted by necros [99.227.131.204] on 2011/11/28 19:54:14
about the leech pools...
it kind of goes against how they are used in normal hl2, which may bother some players. i don't know that i bother me exactly, but it would probably feel contrived.
is this a mod btw? are the hopper mines instakill here? i mean, i'd just sprint past everything if i was playing.
if you want to puzzle it up... put in like loads and loads of solutions to the same puzzle. that way you can be assured that everyone will figure out at least 1 way to get through it.
ok, maybe not 'loads and loads' but like at least 2 ways, 3 would be better.
#7993 posted by necros [99.227.131.204] on 2011/11/28 19:54:48
i don't know that it bothers me exactly
keys got stuck there or something...
 It's Standard Ep2
#7994 posted by DaZ [78.147.99.23] on 2011/11/28 20:01:43
The main idea with the hoppers and leech pools is to zone the player so that the beach doesnt feel like one large open empty space, but an area you progress through by exploring.
With that said, you are totally correct, you can basicly sprint through everything that is there currently, which is the fatal flaw at the moment. I think I need to create some artificial walls to help zone the player in better and keep things more focused.
I agree with necros also that more exploration of the house/combine fort area is needed, this will help make the level longer (5 minutes for 1 map in a slow playthrough is still ridiculously short for 1 map). The combine fort in particular is the visual focus of the map and yet you never really get near it.
Thanks guys, inspiration is acquired :D
 About That Fort
#7995 posted by necros [99.227.131.204] on 2011/11/28 20:04:34
it would be cool if you could go under it and there's like rusty support structures and such... this is where you can put in some hard walls to route the player around traps and such.
#7996 posted by Drew [70.52.21.246] on 2011/11/29 04:54:12
I think the beach is nice, clean, what is expected. maybe to make more interesting you could have an extended segment of base going out to a sub base oil riggy type seciton there, connected by wires or walkway.... of course totally unnecessary - maybe some more houses along the far cliff, or maybe some other architectural points of interest, or more vegetation would add a touch more interest at that end if needed.
agree about oddness of leach puddles but also loved the trickiness of that section with the turrets and other hazards. looked quite fun.
The big base - I wish you'd taken it in more - looks great but I would be looking at that thing from all angles, for a while just to take it in, if I were actually playing. as far as I can tell, it looks fucking awesome!
Agree about building - should be enterable, even if minimal details inside.
first thing I was gonna say was about theweird brick arches negke mentioned - flat tops with cropped edges would look better than the rounded off angle I think. mayb keep the inner curve though... maybe one crumbling.
Didn't think the single electro ball added much - would rather have negke's crabs.
not a big fan of electroballs anyways.
and yes. I did say that. fuck off.
 Watched Again
#7997 posted by Drew [70.52.21.246] on 2011/11/29 04:58:20
pay attention to comments re crabs and balls. but ignore oil rig shit. stupid. looks good without it. desolation is the key there.
one thing though - felt the sand texture looks REALLY tiled around 0:52 ... maybe put some more rocks/boats/debris?
 Yep
#7998 posted by DaZ [78.147.99.23] on 2011/11/29 08:47:24
Worked on it some more today, the turret part is extended with some changes to make it more focused, in general the route up the beach will be more involved.
The houses area now has a combine forcefield just before you reach the grate leading into the sewer which will need to be gotten around somehow, involving a puzzle to get onto the top of the houses and navigate around it.
Decided that the sewer tunnel wont hold the level change as it does now, but it will re-surface inside the combine base where you will do some shit(tm) and open the route into the island.
Noted on the sand tiling, will work on it some more, generally with the new zoning props on the beach there is less sand visible over-all so it will be less of an issue, but I can spruce it up some for sure :)
#7999 posted by [Kona] [121.73.104.148] on 2011/12/02 21:41:17
Don't spend too long on 2mins of gameplay on the beach when you're intending to make an entire episode. You'll end up mucking around with the beach scene for so long that you never get to any other maps. I actually think it's long enough as it is. More exploration once on/in the structure would be good though.
 ..Kona You're Right
#8000 posted by delor [151.16.126.103] on 2011/12/08 15:39:19
time is 1st enemy of a game designer;
a mapper must be able to make choices and do them fast !
if you find yourself caught still with a specific issue for too long.. then it's too late already.
(funny I say that cause I got nothing released yet ;)
 Take A Picture, It Lasts Longer
#8001 posted by Orl [68.34.165.196] on 2011/12/09 01:32:06
As promised, here are a couple of screenshots of my current map in progress. It was hard to decide where I and what I wanted to screenshot, since I don't want to give out too much of the map.
I think the two screenshots shown give out enough detail on what to expect in the map, but obviously there is much more then what you see.
And of course, since this is still a map in the works, the screenshots do not show the final product, as the scenery may change as things progress.
http://qrf.servequake.com/~orl/oms...
http://qrf.servequake.com/~orl/oms...
#8002 posted by Zwiffle [97.87.57.94] on 2011/12/09 02:22:04
Those very tiny screenshots look awesome!
 Heh
#8003 posted by Tronyn [24.79.116.78] on 2011/12/09 02:27:04
I am a giant fan of your total disregard of r_speeds. I suspect it will continue to work out well. "Business" works well for a Q1SP map as long as the theme is tight/coherent.
 Whoops
#8004 posted by Orl [68.34.165.196] on 2011/12/09 02:32:52
My mistake, I linked the small pictures instead of the full size ones.
http://qrf.servequake.com/~orl/oms...
http://qrf.servequake.com/~orl/oms...
Sorry :)
 Looks Epic
#8005 posted by jt_ [68.42.82.10] on 2011/12/09 02:46:40
They have a quake 2 vibe to them, not a bad thing.
 WOW
#8006 posted by Drew [216.252.77.240] on 2011/12/09 02:49:14
not a big fan of the rock texture in 2nd shot...
but the rest looks AMAZING.
also... shot 2 reminds me of ALIEN 3 a bit?
Definitely looking forward to this, whenever it gets done. I'd be happy to offer playtesting services, if you'd like, btw.
 Heh
#8007 posted by Tronyn [24.79.116.78] on 2011/12/09 03:24:50
also I meant BUSY-ness.
Nice alienish vibe. Like Unreal's Skaarj maps.
#8008 posted by necros [99.227.131.204] on 2011/12/09 05:45:17
those shots look wild, man. :)
same here, btw, not a fan of those rocks.
also, scale the water up at least 2x, even 3 or 4x in the second shot. it'll hide the tiling and the waterwarp + translucency will hide the pixelization.
very interested in seeing this map.
 Orl
#8009 posted by RickyT23 [90.220.150.150] on 2011/12/09 06:28:58
That looks awesome. Like me (and almost everyone else) you have started to make huge open environments for Quake. Which lets face it just looks cool. Rlly nice work man, cant wait to see this.
The green tiled texture on the wall in the first shot - well, I think you should give it a 256x256 texture or maybe a 256x128 texture perhaps? Or even better still, break it up into horizontal layers or something. Or give it some support pillars embedded in the wall maybe. Bit of texture aligning here and there.
I wonder what fauna will be present in these maps?
Map limits B gone, the way things are going I dont think it will be long before people are making maps double the size of anything that has been made up until now. ;)
 Oooh
#8010 posted by DaZ [92.26.170.189] on 2011/12/09 09:44:15
Yeah, looks great!
Finish it bitch ;)
 Awesome
#8011 posted by RaverX [82.77.53.4] on 2011/12/09 16:26:52
The first shot looks so cool, it looks like an UT map.
 Amazing Shots
#8012 posted by nitin [124.168.127.240] on 2011/12/10 03:15:30
although I'm with ricky about the green tiled texture and the others about the rocks.
 Orl
#8013 posted by Shambler [86.25.223.18] on 2011/12/10 16:41:00
Yes that is very cool indeed especially shot 1. Texturing could be a bit smarter but designs are great.
 I Made A Video Too!
#8014 posted by necros [99.227.131.204] on 2011/12/16 23:05:53
http://www.youtube.com/watch?v=WWc...
not as awesome as daz's playthroughs though.
 Meatball
#8015 posted by MadFox [94.215.210.233] on 2011/12/17 01:48:55
point of vieuw I think.
Daz fixes a player, this looks more like a giant CFT.
The monster AI looks good with that Shambler explo. Funny to see it jumping down and taking the elevator again. Good it's named anylizing monster Ai, because I could't undertow a feeling of panic, as one man player.
 Necros
#8016 posted by rj [86.0.164.53] on 2011/12/17 11:17:59
i remember it used to be a bit of a teenage nerd gaming fantasy of mine to see a full on battle between the quake & q2 monsters. so that is still awesome :D
are you converting all of them?
#8017 posted by necros [99.227.131.204] on 2011/12/17 19:04:12
i've been tossing the idea around of making a map where you either play as a futuristic soldier assaulting a demonic stronghold with your buddies (you and q2 'monsters' vs quake monstes) or a map where you are just trying to stay alive during an epic battle between q2 monsters (who hate you) and original quake monsters (who also hate you).
but i'm not sure how cheesy it would be to convert all those q2 monsters so that kind of puts a damper on it for me and i haven't converted more than 5 or 6 of them. the jorg boss (minus the guy sitting on him) is pretty cool, and i'd like to make a q1 boss out of him though.
#8018 posted by rj [86.0.164.53] on 2011/12/17 23:04:29
arguably the very idea of combining the two sets of monsters is cheesy from the outset, considering one set is organic and demonic and the other is futuristic and mechanical. but i still maintain it would be awesome (in a cheesy way)
a mod where you could choose to fight for either side would be cool. maybe it could even be done without weapons...
and a jorg vs armagon final showdown would be pretty epic :D
 RQ Guys
#8019 posted by onetruepurple [89.79.96.4] on 2011/12/17 23:40:07
Big Gun boss vs monster_wizard. Make it happen.
 Eh
#8020 posted by onetruepurple [89.79.96.4] on 2011/12/17 23:40:40
monster_boss2 I mean
 Something Non-stupid This Time...
#8021 posted by necros [99.227.131.204] on 2011/12/18 00:45:34
 Awesome....
#8022 posted by metlslime [159.153.4.50] on 2011/12/18 00:52:43
i've long had plans to add ambient creatures (birds, bats, rats) to quake levels, to enhance the mood.
#8023 posted by necros [99.227.131.204] on 2011/12/18 05:34:51
i know it's just birds... but this just looked really cool: http://www.youtube.com/watch?v=_Nr...
^_^
fps is shit though cause i had to turn on realtime lighting otherwise the birds were fullbright for some reason.
#8024 posted by gb [46.142.48.107] on 2011/12/18 07:47:07
Nice one, I've been planning to do the same thing for a while. Looks good. Can you post the code, or do I have to write my own? :)
You're going Darkplaces? Makes sense, unfortunately all my maps run like shit in DP though. RT lighting and stuff like pretty water would probably kill my FPS for good.
I look forward to seeing what the system requirements will be.
 And Also
#8025 posted by gb [46.142.48.107] on 2011/12/18 07:48:27
we have a great engine already. :-P
 DarkPlaces == DP
#8026 posted by SleepwalkR [85.179.42.126] on 2011/12/18 08:47:49
The name says it all :-P
 Necros
#8027 posted by negke [31.18.185.172] on 2011/12/18 12:29:23
Errr, senseless slaughter... Looks cool, though.
 Orl
#8028 posted by negke [31.18.185.172] on 2011/12/18 12:30:36
So do your screenshots. But make sure to have those textures aligned properly this time... like, fucking hell!
 Gb
#8029 posted by necros [99.227.131.204] on 2011/12/18 16:13:23
i'm not 'going' darkplaces. bad wording on my part, i just meant i wouldn't ignore DP until the last minute and hope that it was playable. :P
i still plan to have everything compatible with fq/qs. :)
 If You Are Interested In The Bird...
#8030 posted by necros [99.227.131.204] on 2011/12/18 16:51:14
here's the current source code for it: http://necros.quaddicted.com/temp/...
you'll also need this model: http://necros.quaddicted.com/temp/... (that's the h2 raven model with an ugly new skin)
should be almost plug and playable. probably just need to declare a few extra entity fields.
also, this is totally a WIP... that code is probably pretty wasteful atm and there is a lot of unimplemented stuff.
i eventually want to give them real goals like eating (diving for fish in the ocean), hunting (flying in a local area over water) and resting (standing on the ground wandering around) as well as making them sort 'stubborn' so they'll form up in distinct groups and tend to stay with their own group, instead of forming one giant flock 100% of the time.
they don't land on their own, but if they hit the ground in a way to set their on_ground flag, they will sit around for a little while before flying again. there's supposed to be some extra stuff here that's not implemented, but standing birds should try to move together if other standing birds are near, and should be more likely to wait on the ground if they have company or fly sooner if they are lonely.
to use birds, just put some creature_bird entities in and then make some bird_anchorPoint entities in areas you'd like birds to loiter around. they'll move to the different anchor points randomly.
 Sure!
#8031 posted by MadFox [94.215.210.233] on 2011/12/20 02:32:22
Good example for in the model thread, as I apreciate your sharing models with others.
For good fun, I would like to try it with the serpent, the old scratched model from QuakeTest.
As I expected my ancient proqcc turned the qc into ogregibs.
#8032 posted by Zwiffle [97.87.57.94] on 2011/12/20 09:17:23
#8033 posted by Mandel [217.174.67.70] on 2011/12/20 16:15:55
Unfortunate link name!
 Indeed!
#8034 posted by SleepwalkR [80.187.111.129] on 2011/12/20 17:52:10
#8035 posted by [85.139.128.219] on 2011/12/20 20:29:22
Zwiffle very pretty place in the Ville of Sintra next to Lisbon
There are some castles and palaces nearby this small one, was the Ville of kings in Portugal in meddle age
http://en.wikipedia.org/wiki/Sintr...
http://imgur.com/gallery/GagON
 Happy Christmas Mappers
#8036 posted by sock [96.49.154.150] on 2011/12/25 07:46:14
 That Looks Ridiculously Awesome
#8037 posted by nitin [124.170.36.84] on 2011/12/25 09:19:52
love the textures.
 Sock
looks great, textures and details (the roof window :)) like the first floor color
flags could be brighter
 Nice Mood
#8040 posted by onetruepurple [89.79.96.4] on 2011/12/26 00:52:36
No heads under the christmas tree though?
 A City Doomed From The Start
#8041 posted by nakasuhito [75.169.62.216] on 2011/12/26 07:56:56
anyone remember that doom2 city map i was doing? http://minus.com/m5OtHNgzN
well i finished it. my idea of having a big canyon/desert area didn't work at all [too boring and doom is not really good at big open rocky areas, or i just suck at it].
the idea for the map was to make levels based on phobias, so i choose isolophobia. no items or enemies, but i needed gameplay so i made some key hunting. hopefully its not frustrating, but it think it might be.
i'm going to write a midi for it, and hopefully that will give it some atmosphere, i hope so anyway.
if this is the right place to post them, then here's the map. i still need to polish some parts, but i think its pretty much done.
http://min.us/mrKqgQ6j8
the map was made for doom2.exe but it wont run because of visplane overflow errors. shouldnt be a problem since the project dude said to use a limit removing port, so i recommend zdoom, but try not to jump. its tempting yes, but whatever :D
#8042 posted by necros [99.227.131.204] on 2011/12/27 00:12:04
wow this map is huge! i ran around for a few minutes and managed to make it inside the city. very cool .... uh sector? work. nice details with broken bricks and such. i see what you mean by the outdoor areas... neg showed me a bit how to do it... mostly breaking up straight/slowly curving lines with rocks of varying sector heights. it's really an art though.
 Grahf
#8043 posted by negke [31.18.169.100] on 2011/12/27 16:35:36
#8044 posted by nakasuhito [75.169.62.216] on 2011/12/28 01:44:30
@grahf i remember seeing those screenshots! so he never finished it? i forgot all about it.
thanks for playing the map necros. i think i'm pretty good at doing outdoor areas that are more canyon like [as in cramped stuff] but big wide open ones is just too hard to make them look good in doom. at least for me anyway.
now i need to fix the midi that keeps changing the drums to bass and its done i think. :)
 A Quick Doodle ...
#8045 posted by sock [96.49.154.150] on 2011/12/30 22:32:46
 Sequel To Edge Of Forever?
#8046 posted by necros [99.227.131.204] on 2011/12/30 23:07:56
cause DAMN that looks awesome. are those all your own textures again? fantastic work, if they are. ;)
 Sock
#8047 posted by nitin [124.168.94.208] on 2011/12/31 00:07:36
that Italy trip seems to have been paying off :)
 Holy Textures Batman!
#8048 posted by Shambler [86.25.223.18] on 2011/12/31 12:19:22
 Performance Testing?
#8049 posted by [178.70.200.187] on 2012/01/02 01:12:54
Any one with a relatively slowe pc, like p4 or an old a64 willing to do some performance testing?
 Testing
#8050 posted by RaverX [79.119.4.37] on 2012/01/02 03:48:48
I have here an nf2 ultra board, I can put on it xp1700+ xp2100+ xp2500+ or xp2800+
I also have tualatin 1400, but I guess that's too slow.
Videocard - anything you want, I have a videocard collection, I can test it with anything from voodoo1 to gtx460 (my current card).
 Gone Forever
#8051 posted by sock [96.49.154.150] on 2012/01/03 21:41:59
necros, the textures are all my own work, I am not sure you why you are winking in your comments, I thought they were good quality. I was planning another puzzle map but my laptop just died yesterday and took all the data with it, such as life! :)
nitin, yeah the Italy trip was good, I took about 5K of photo's and I have mountains of new texture / architecture reference. It is always refreshing to see new places when wanting some inspiration.
#8052 posted by necros [99.227.132.108] on 2012/01/03 22:14:43
not winking, just a little light on the shift key. i really do think they look good.
 Sock
#8053 posted by nitin [124.170.45.217] on 2012/01/03 23:56:02
you planning on using Eraser's enttiyplus mod?
 RaverX
check mail
 Nitin
#8055 posted by sock [96.49.154.150] on 2012/01/09 20:13:01
I was developing my own set of SP style entities which I was hoping could be merged into entityplus. Unfortunately if I don't get my HD back from my old laptop, it will be all gone.
Bleh rather fed up with fiddling with this thing, it appears to be working okay now, so anyone interested please take a look.
No area in it is finalised, and a lot of it is raw layout with no brushwork (but a lot is also pretty heavily worked on).
I'm quite busy irl so I wanted to get this out for feedback before I disappear off again, so sorry for releasing an unfinished product :(
If you have an old machine don't try it, it's only fast-VIS'd
-Monsters-
Easy: 247
Normal: 291
Hard: 490
Hard has loads of Quoth monsters, less powerups, more traps and is generally really nasty.
***Requires Quoth and a powerful engine***
http://www.zealousquakefan.com/jun...
 Damn It
#8058 posted by nitin [124.148.189.42] on 2012/01/10 12:08:56
was looking forward to that.
If people like it I still want to finish it properly, would probably want some help though :E
 Other Bits Of My Base Episode...
 Light Glitches
#8061 posted by roblot [216.106.106.194] on 2012/01/13 20:57:45
Just catching up on 2 months of stuff! That's a large amount of texturing to be done zqf. Got halfway into it so far. For now on I'm using a shotgun to learn code.
I was getting a problem in one area where a brushface wasn't getting lit fully, even by adding a light directly under the face. Nearby is a triggered light, and at a distance some other non triggered lights. Turned out the distant, non triggered lights overwrote (lit) the final version of the rendered face, and not the later (much closer) triggered lights. By deleting the non triggered lights, the face was lit the way I wanted it.
 Roblot:
#8062 posted by metlslime [159.153.4.50] on 2012/01/13 21:26:54
Did you see any warnings like "too many styles on a face" when running light.exe? That would explain the problem you were seeing.
 Zqf
#8063 posted by gb [46.142.29.125] on 2012/01/13 21:55:19
Nice pipes; for the lighting either play with anglesense, switch to q3bsp and darkplaces and use patch meshes, or place point lights around them to fake proper lighting.
Plus, any light problems are less visible when your map is overall bright...
The reactor: Just surround it with tons of pipes and blinking lights ;-)
Ambient sounds!!
Could be overall a lot brighter, but I realize the space theme requires deep shadows.
 Drakness...
#8064 posted by JPL [82.234.167.238] on 2012/01/13 23:34:51
.. just eat the shots...
#8065 posted by roblot [216.106.107.54] on 2012/01/14 00:26:50
At first I was using bjp's light with no warnings. Months later I tried Tyrann's tools and got the too many lightstyles, so I stuck with bjp light. Thing is, the light setup and architecture is mirrored (i'm guilty) and one side works correct the other not. I fixed it by moving lights around, but the problem came back when adding more brushes in the room in other remote areas.
Tyrann's warnings may be correct, not sure, but I still have the same number of lightstyles and it's all working. It just seemed like the same triggered-on light would act up on the same brush face on occasion.
 You Were Right, Metl/Tyrann
#8066 posted by roblot [216.106.107.123] on 2012/01/14 02:57:06
I deleted those lights a while ago and thought they were regular ambient. I loaded a backup of the map and found they were switchable lights, thus pushing past the 4 style limit.
 More Architectural Doodles
#8067 posted by sock [96.49.154.150] on 2012/01/19 23:40:14
 Divided...
#8068 posted by JPL [82.234.167.238] on 2012/01/20 18:26:55
It looks interesting for the visible part.. but damn: can't you tune the gamma ?? It is way too dark even with my laptop screen brightness to its max :/
 Jpl
#8069 posted by rj [86.29.94.69] on 2012/01/20 18:34:34
i'd get that laptop looked at
 Huh
#8070 posted by negke [31.18.178.13] on 2012/01/20 18:54:43
Usually laptop screens and TFT etc are fairly bright, or at least make things more visible where poor CRT users (like me) see only blackness. This shot isn't particularly bright, but I can still see it fairly well, so yeah, what rj said.
sock: There's something about the floor texture I find odd. In its current size, there are too many of those bright spots (reminds of a one of those Quake rivet textures used on the floor). If the whole thing, each floor tile, was twice the size (32x32?), it might be less 'spotty'.
 CRT = Dark?!?!
#8071 posted by RickyT23 [2.223.172.220] on 2012/01/20 18:58:26
My monitor is LCD, anyway. I remembered my CRTs as being quite bright. Long time ago, that.
 Jpl
#8072 posted by nitin [124.170.49.96] on 2012/01/20 23:55:52
yeah it shows perfectly fine on my screen. Calibrate your laptop dude :)
#8073 posted by necros [99.227.132.108] on 2012/01/21 00:02:01
i still have a CRT, so I still complain! :D
but yeah, very nice. i'd love to see another map like edge of forever.
 Brighter?
#8074 posted by sock [96.49.154.150] on 2012/01/21 00:12:42
I was not planning to tweak the lighting much, speed mapping doodle thing, but here is a brighter more contrasting image?
http://www.simonoc.com/images/desi...
I really liked the shape more than anything else, the ribbed ceiling curling down to the walls which are all sloped and angled. It all feels like it could stand up architectural, I think!
@negke, yeah the texture surface needs some detail, decals or maybe broken stuff. It is just one big flat surface at the moment.
#8075 posted by necros [99.227.132.108] on 2012/01/21 00:16:08
is that floor texture carpet or interlocking stone?
that'd be my only complaint-- that it's hard to tell.
i'm leaning toward stone, but it'd be cool if it was carpet.
 Sock
#8076 posted by jt_ [68.42.82.10] on 2012/01/21 00:42:03
Seeing that screenshot made me work on a map I haven't in six months. :)
 Necros
#8077 posted by sock [96.49.154.150] on 2012/01/21 01:13:30
It is a stone floor of interlocking diamond/square tiles. It does not have a very good contrast balance as you can see light spots but with some carpet, broken bits and decals it would go away. I don't have many carpet textures, it is always hard to get a good picture of them. (large one's)
@jt_ cool, hope you post screenshots sometime.
 Sock
If anything I'd want accentuated edges via appropriate textures.
 Great Spot
#8079 posted by MadFox [94.215.210.233] on 2012/01/22 20:52:57
sock!
Seeing more and more of the map urges my game attitude.
Can't argue about the screenshots, as quake.pal is a horror.
 W000000TTT!
#8081 posted by RickyT23 [2.223.172.220] on 2012/01/23 23:20:45
Nice rock texture.
#8082 posted by necros [99.227.132.108] on 2012/01/24 00:40:28
i think he was showing off the blended texture. :)
is that some kind of height map thing or is it done with brushes?
 Tree Mapmodel
 Another Doodle
#8084 posted by sock [96.49.154.150] on 2012/02/01 03:40:20
this time concentrating on lighting and prefabs.
http://www.simonoc.com/images/desi...
 That
#8085 posted by RickyT23 [81.132.88.235] on 2012/02/01 10:25:09
Reeks of e1m2, in a good way :)
#8086 posted by quakis [81.111.135.140] on 2012/02/01 11:09:31
I love the textures and what you do with them. The room looks great, but may I suggest that you avoid using that 'missing tiles' deco thing in the final product. It tends to feel off when there's no reason for it being there, I just imagine these little creatures come by and steal a few floor tiles just for the sake of stealing them...
---
Also a duke3d shot from me, since I already posted it elsewhere, might as well throw it here. Been testing out TROR (True Room over Room) in a side project, a bit frustrating to use but has some nice results with the parasols not normally possible. Offers a ton of potential for future maps.
http://img.photobucket.com/albums/...
 Sock
#8087 posted by PuLSaR [95.29.2.209] on 2012/02/01 19:43:41
that room looks amazing
#8088 posted by necros [99.227.132.108] on 2012/02/01 21:12:07
sock: each sketch is better than the last. :) i like the way the stairs are pushed back to make that u shape.
quakis: how the heck did you build a 3d shape like that in duke??
speaking of 3d, can you make that terrace a little more varied in heights? maybe have some stairs or something?
#8089 posted by Text_Fish [94.169.119.204] on 2012/02/01 21:31:42
Really good sketch Sock.
I see what Quakis is saying about the missing tiles but I think it's fixable. The texture underneath just needs to have indentations from where the tile used to be and there maybe needs to be some scattered dirt and tile bits around the general area.
 The Alcove
#8090 posted by sock [96.49.154.150] on 2012/02/01 22:56:32
@RickyT23, yeah one of my favorite Quake levels, the knight trap with the secret Quad.
@quakis, @Text_Fish, yeah I was experimenting with cutting the floor but it did not turn out too well. Need to think of another way to break the floor space. Plan B, carpets!
@necros, Thanks, the textures are certainly getting easier to lock together into useful shapes.
 @necros
#8091 posted by quakis [81.111.135.140] on 2012/02/02 13:36:54
how the heck did you build a 3d shape like that in duke??
Through a fairly new addition added to Eduke32; TROR. Think along the lines of 3D Floors in GZDoom or such.
#8092 posted by necros [99.227.132.108] on 2012/02/02 19:21:09
ohh ok, that clears it up. :)
i really liked that last map you made, so i'm looking forward to your new one!
 Crazy Cobweb Library
#8093 posted by sock [96.49.154.150] on 2012/02/04 02:31:06
Based on the previous feedback I have re-created the lighting (it was bad), a detail pass (dirt,dust and cobwebs, but not crazy industrial mine complex) and fixed a couple of texture issues on prefabs. I have included before and after images if you are curious on what has changed.
Before:
http://www.simonoc.com/images/desi...
http://www.simonoc.com/images/desi...
After:
http://www.simonoc.com/images/desi...
http://www.simonoc.com/images/desi...
As always if you see something wrong or bothering you, say so, silence is the worst kind of feedback. ;)
 Dearest Simon
#8094 posted by Scampie [72.12.65.92] on 2012/02/04 02:36:38
i luv u
#8095 posted by necros [99.227.132.108] on 2012/02/04 02:46:39
light looks a bit bright maybe? it's hard to tell light levels in screenshots.
but yeah, that's fantastic, dude. :)
 @sock
#8096 posted by quakis [81.111.135.140] on 2012/02/04 03:13:01
wow nice, big atmosphere boost already. Indoors feels nice a warm while outdoor lighting coming through the windows adds a bit of cool/coldness. I like.
 High Def
#8097 posted by sock [96.49.154.150] on 2012/02/04 03:54:46
@scampie, you lurker! :)
@necros, ummm I tested the general image brightness on my Ipad to see it was acceptable and I got a good moody image.
@quakis, you have described the atmosphere perfectly! :)
Here are some HD versions, they are 1.4Mb each so be warned. (1450x1080 pixels) These were the original images I used to create the other ones.
http://www.simonoc.com/images/desi...
http://www.simonoc.com/images/desi...
#8098 posted by necros [99.227.132.108] on 2012/02/04 04:19:20
that's totally going on my wallpaper. :)
 Holy Shit !!
#8099 posted by JPL [82.234.167.238] on 2012/02/04 10:46:52
That is really nice !
 Sock
#8100 posted by megaman [79.227.150.247] on 2012/02/04 11:32:00
As the others mentionened, lighting changes emphasize atmosphere in a fairy tale sort of way, but be aware that it comes at the cost of reduced "realism" (in the lighting).
It's sad that you could never place prefabs like this in a real q3 map that's supposed to have competetive-good gameplay! :/
Other than that... keep up inspiring me and increasing my urge to map instead of coding, please!
Also, if you have any scenes like this that are a bit more complex than "single box room" (not a criticism), I'd be happy to get a copy, because I'm always on the lookout for nice scenes/models to use with my prototypes (and I have just implemented q3 loading ;-)), just that they have to have a certain kind of complexity.
 More Mappin!
#8101 posted by sock [96.49.154.150] on 2012/02/04 18:35:45
@necros, wow cool!
@JPL, thanks :)
@megaman, I wondered what you were doing. I saw a map by you a while back but it never got beyond beta. Most of my current test maps are just to test textures so everything is really staged for certain angles.
 Palace Of The Guardian Before/after
#8102 posted by RaverX [79.119.2.184] on 2012/02/04 22:50:23
Well, the "after" screenshots looks much better, but it seems that you used anisotropic filtering there while in the "before" there's no aniso (bilinear or trilinear). But I don't understand why you removed some "details" from the map (the damaged floor for example).
#8103 posted by gb [46.142.21.159] on 2012/02/04 23:21:53
Missing floor tiles are pretty cliche, everybody and my mom does it. It's ok if it isn't the only or main detail in an area though (or if something heavy obviously crashed into the floor).
@Sock: Nice. Is it possible to get the arches smoother looking? They're pretty edgy.
Perhaps kick over one of those chairs. It looks too tidy. Candles and books on the floor?
 Dodgy Floor
#8104 posted by sock [96.49.154.150] on 2012/02/05 21:32:08
@RaverX, most people disliked the floor detail and it needed a lot of work to look better so it was easier to replace with decals instead.
@gb, true the floor damage is cliche but so is crates and barrels. The problem was I made it too obvious, it should of been a small thing, a couple of tiles shifted. I certainly like the idea of more prefabs and damaged versions. Time for a new engine (UDK) which has more toys to play with.
#8105 posted by necros [99.227.132.108] on 2012/02/05 23:06:15
what about rage when the tools are released?
#8106 posted by [Kona] [121.73.104.148] on 2012/02/06 10:50:36
Colouring isn't right on some of those textures sock. Especially the roof, those triangular parts might look better in a dark brown. They look a bit sickly at the moment. Maybe the lighting needs to be more yellow-based.
 MadFox
#8107 posted by negke [31.18.178.13] on 2012/02/08 17:07:47
Don't you want to finish and release your metal map eventually?
What else is there, Orl, Hrim...?
 Missing In Action Projects
#8108 posted by dehlor [151.16.38.75] on 2012/02/08 19:34:32
It comes to my mind that some interesting projects seem now defunct, vanished..dead!
One example?
Where that "Mortisville" mod has gone ?? I looked forward to it ! or that Glassman map ?
So.. why not open a section/thread called M.I.A. ? what do ya think ?
#8109 posted by metlslime [159.153.4.50] on 2012/02/08 20:29:53
lunsp2 :)
Also I'm sitting on a rpg-metlslime collaboration codenamed "sm69" which we started as a chainmap like 9-10 years ago.
 Rubicon2!
#8110 posted by mwh [108.60.121.129] on 2012/02/08 21:21:19
Oh wait...
#8111 posted by necros [99.227.132.108] on 2012/02/08 23:04:27
woah, maybe i'm tripping but i thought sm69 was released already.
 Necros...
#8112 posted by metlslime [159.153.4.50] on 2012/02/09 00:29:06
well, the joke was that 69 was a really large number (since speedmap numbers were in the 30s at that time.) And that we were mapping really slow, so it would take until ~69 to actually finish our "speed chain map". Of course now the numbers are up past 150... so there was probably a real sm69, but this was unrelated to it.
#8113 posted by necros [99.227.132.108] on 2012/02/09 02:22:42
oops :P
 Easy Fix...
#8114 posted by distrans [149.144.9.73] on 2012/02/09 04:32:03
Just rename yours sm666 metlslime, maybe it could be finished by then.
 Distrans
#8115 posted by Drew [216.252.79.30] on 2012/02/09 04:38:50
also has something in the works, does he not?
And considering how SM has slowed down (as much my fault as anyone's I guess?) you have approximately 20 years to get it out by then Metl.
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