SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Aug 31, 2006 12:27:49 GMT -5
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Aug 31, 2006 13:06:10 GMT -5
Kool
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Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Aug 31, 2006 13:08:42 GMT -5
Great rail map S.O.B.! I really like symmetrical rail maps and this one is very nice to look at and quite smooth to run around in. I love the obelisks and the sinister red lighting against the dark grey walls...
Keep up the good work bro!
PS: A friend of mine saw the map download post that I made for your map over at tastyspleen.net and he was wondering where you got your HUD graphix...
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Post by Sabotuer [Q2C] on Aug 31, 2006 14:36:40 GMT -5
This map looks f**king sweet. But I only said it looks, I dno how the f**k it plays
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Post by napalmdeath on Aug 31, 2006 14:37:17 GMT -5
That looks totally badass. *downloads*
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SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Aug 31, 2006 16:37:30 GMT -5
Great rail map S.O.B.! I really like symmetrical rail maps and this one is very nice to look at and quite smooth to run around in. I love the obelisks and the sinister red lighting against the dark grey walls... Keep up the good work bro! PS: A friend of mine saw the map download post that I made for your map over at tastyspleen.net and he was wondering where you got your HUD graphix... thx yea the idea came to me while playing a really small rail arena LOL o and the HUD stuff comes standard with r1q2 Client i used an alias i made to remove the gun model and crosshair for to make screen shots unbind f11 alias +screen "cl_gun 0; crosshair 0" alias -screen "cl_gun 1; crosshair 1" bind f11 "+screen"
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Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Aug 31, 2006 17:02:11 GMT -5
ahh... he's probably never played without his paks.... lol.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Aug 31, 2006 17:14:20 GMT -5
Nice look, nice atmosphere but 2000+ r_speeds is pretty steep for an Insta map.
I'd re-work the pillars and the very nice looking "extra" architecture and make as much of the inner-map brushwork detail brushes. The floor is being divided like crazy where it really needn't be...
Take a look at the polys in-game and you will see what I mean.
- Pull down console - gl_ext_multitexture 0 - hit enter - vid_restart - hit enter - gl_showtris 1
I think that you may be able to reduce the polys by about 500 or so... If you are interested.
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Aug 31, 2006 18:45:48 GMT -5
- gl_ext_multitexture 0 - hit enter - vid_restart - hit enter - gl_showtris 1 look like this
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Aug 31, 2006 19:02:19 GMT -5
- gl_ext_multitexture 0 - hit enter - vid_restart - hit enter - gl_showtris 1 look like this Correct... In the showtris mode you can see exactly where the faces are being cut/divided but intersecting brushes. Giving the non-vis blocking "look-pretty" architecture in the map the detail flag (all faces) will greatly reduce the cuts and thus the poly count.
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Post by grieve[Q2C] on Aug 31, 2006 19:53:01 GMT -5
duh ... the detail flag is reducing the vis data size, but to my knowledge it will not prevent face splits of intersecting brushes. func_walls will do that. allow me to reuse these ancient images which I posted "in another forum" a long time ago. first pic: the L-shaped parts are set as detail and obviously DO split other brushes faces where they touch them. second pic: the L-shaped parts are now applied to a func_wall. they do not cause face splits anymore, and also no more shadows.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Aug 31, 2006 21:02:28 GMT -5
duh ... the detail flag is reducing the vis data size, but to my knowledge it will not prevent face splits of intersecting brushes. func_walls will do that. allow me to reuse these ancient images which I posted "in another forum" a long time ago. first pic: the L-shaped parts are set as detail and obviously DO split other brushes faces where they touch them. second pic: the L-shaped brushes are applied to a func_wall. they do not cause face splits anymore, and also have no more shadows. OOPS! Yes, I do believe that you are correct. I mix the two properties up constantly... Oh well... It's been an interesting week and a brain-fart like that is to be expected. /me blushes
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Sept 1, 2006 3:08:19 GMT -5
cool! someone used one of my skies lol ;)
Very nice map, and i like that little structure in the middle, reminds me of a spider somehow. Nice and "evil" looking lighting :)
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SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Sept 1, 2006 13:33:14 GMT -5
woah.... as a mapper, ive never really realized the whole poly-cut thing was so important. i couldnt get the showtris to work since i got my new computer... ill try it. ill have to make a dark_rail01b release now... to fix it..... but thx everyone for the positive comments Kold: yup np, i have about 50 env's and yours looked the best with the overall look of the level. EDIT: ok found out func_wall is an ent so its not treaded as a reg poly and if made outer wall, it leaks how can i fix the floor without making it leak?
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Post by grieve[Q2C] on Sept 1, 2006 14:58:03 GMT -5
hmm, you will need to reconstruct it somehow, embed it in regular brushes so it does not touch the void anywhere. another option is to leave 1-unit gaps between brushes, then they also will not split surfaces (how should they). but this should be done where it can't be seen. polycount-reduction is rather art than science. www.gamedesign.net/node/53?PHPSESSID=a8694a55a787bfe5301766412d95f2ab
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