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Post by draxi on Jul 22, 2007 11:40:27 GMT -5
Ok, I'll put my map out for now.. got some new ideas and didn't feel like doing more to it! so here it is! home.no/kmlt/SK3Ltrm.zip
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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 Jul 22, 2007 14:56:31 GMT -5
grab a copy.
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Post by napalmdeath on Jul 22, 2007 16:39:49 GMT -5
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Post by grieve[Q2C] on Jul 22, 2007 16:59:36 GMT -5
nice
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Post by 3fing3r3dfi3nd on Jul 22, 2007 18:10:57 GMT -5
Nice map ya got there. Love the windows ;-)!
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hardcoal
Quake 2 Mapping Club
https://www.dropbox.com/sh/1u0e3xjmgw78yko/AAA7sf5Gjxea5Vcdta3NnFpda
Posts: 110
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Post by hardcoal on Jul 22, 2007 23:45:53 GMT -5
cool map man! keep up the good work
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Post by draxi on Jul 23, 2007 9:25:38 GMT -5
thanx guys! Nice map ya got there. Love the windows ;-)! windows?.. Did I make more then one?! edit: oh yeh.. one without glass, and one with! =)
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Post by AAAGGHHH!! on Jul 23, 2007 10:11:41 GMT -5
nice map 4 sure _SK3L3TOR_!
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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 Jul 23, 2007 10:52:25 GMT -5
OK, ran through it today again. heres my thoughts: BAD - some areas are too dim - however, some areas are too bright; whole level is kinda dim, then u got glaring brights. not to good. - the timing triggers on the elev are off (for the rotating wheels and plat movement) GOOD - I like the item placement. - The use of colored lighting is nice. - nice quad trap - layout seems pretty good, some dead-ends, but overall quite flowing. Architecture : 9/10 Level Layout : 10/10 Item Layout : 9/10 Lighting : 6/10 Flow : 8/10 overall : 7.5/10
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Post by draxi on Jul 23, 2007 11:19:54 GMT -5
- the timing triggers on the elev are off (for the rotating wheels and plat movement) guess you tested it in Singleplayer.. if you see the beta-testing, you'll see what X7 wrote about timing on doors for DM and Singleplayer.. edit: and about the lighting.. well.. didn't want to make it too bright, but found out that some places really needed some more light.. but glad to hear what you guys think about the map.. helps allot for further mapping!
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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 Jul 23, 2007 18:29:42 GMT -5
re:re: lighting: yes, but bright lights all of a sudden in a dim map is kinda odd looking.
edit: btw i did look at what x7 said. has to be faster to overcome issues with lag. but no i didnt, they were off about .5 seconds in local DM test.
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Post by draxi on Jul 24, 2007 9:56:44 GMT -5
hmm... the rollers work fine for me! weeeiird.. =/
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Post by Wixen1 [Q2C] on Jul 24, 2007 16:00:07 GMT -5
hmm... the rollers work fine for me! weeeiird.. =/ Small rollers works for me 2, but what dos that have to do with the hole map thinggy??... Just kidding, very nice map there.. (maybe a bit to dark in my taste tho..) W1
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Post by draxi on Jul 25, 2007 9:25:51 GMT -5
(maybe a bit to dark in my taste tho..) change the modulate then
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Post by Paril on Jul 25, 2007 13:39:01 GMT -5
It's not with lag issues that the doors are faster... it's just for convenience. Can you imagine how slow Q2 DM would be with the default doors in base1? Actually, it would probably lag less if they went slower, simply because the player that is lagging can actually see at least if the door is half way open rather than it opening in about .3 seconds, giving him a downright disadvantage.
-Paril
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