hardcoal
Quake 2 Mapping Club
https://www.dropbox.com/sh/1u0e3xjmgw78yko/AAA7sf5Gjxea5Vcdta3NnFpda
Posts: 110
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Post by hardcoal on Jul 11, 2007 10:27:55 GMT -5
oh shit one more error to fix so ill put it back in a few hours tnx
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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 11, 2007 16:14:23 GMT -5
Look like your are using the add-on Q2_Lazrus.qrk"func_rotating" there's no entity's key "noise" "world/comp_hum2.wav" Just add a target_speaker buy this func_rotating entity with "world/comp_hum2.wav" { "model" "*14" "origin" "-2136 28 -498" "noise" "world/comp_hum2.wav" "dmg" "30" "speed" "200" "spawnflags" "17" "classname" "func_rotating" } func_door - entity's keys: "accel" "decel" "target_laser" - entity's keys: "delay" "mass" "wait" The "info_notnull"'s that are used for the tele dest, add entity key "angle". So when you tele there you don't face a wall. Floor Textures is off. And Jump pads border flow is left to right. should be push dir. The "C" Texture in the middle turn 180 And Jump pads border flow is left to right. should be push dir. Different texture here. This wall is off Good hidden room for the Invulnerability, don't tell Wixen1. hehe
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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 11, 2007 18:03:44 GMT -5
LoL I wont tell. About Texture alignment. It’s a bit problem to fix it since I dig my map from a mass cube so a texture from another side of the map can affect another one that is far away from her. I don’t mind that the C is 180 degrees its just for decoration purpose. Why aren’t you using gl_modulate 3 since my map look very dark in your snap shots.
Tnx for all the remarks its really helpful
Those maps I made until now were with compromises. On my next maps I’m not going to compromise on textures and design. See I get head aches as it is from computers so sometime I have to give my self a break.
I fixed others things as well I will post it soon but the texture issue I will leave as it is for now.
Tnx
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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 11, 2007 18:24:41 GMT -5
Ok. Its lookin like a fun map to frag on.
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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 12, 2007 18:51:50 GMT -5
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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 13, 2007 1:07:29 GMT -5
just when i thought im done i found another major error er. on one part the vis turns a part of the map off while still on view. another fixing modification is needed. well, the world can wait . )
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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 13, 2007 8:02:23 GMT -5
Just this one bursh. large gap, under the Quad Damage, Image on right, gl_lightmap 1
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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 13, 2007 9:00:30 GMT -5
that corner was funny as much as i tried to fix it it still had a gap really weird thing but any way i took this corner out in this LAST version. well, i guess there is no last version in life but only an improved one
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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 13, 2007 15:11:21 GMT -5
ok all done Ive updated the last version to my site. same link..
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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 13, 2007 16:11:33 GMT -5
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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 13, 2007 22:48:18 GMT -5
worth waiting for my a new map of mine. Its gonna be different and exciting Ideas are never the problem for me. this serious15 map took me like 4 +- months from various reasons and some previous maps even took more! Its dead shit long time Im sure any one will agree. Actually building the map is nothing in time aspect. But developing functions and the concept of the map took most of the time. many parts that ive made don’t appear on the final version of the map It was really bad that i didn’t plan from start the map concept. I dont plan ever again to waist so much time on a q2 map. 2 weeks is my new goal for a map althow i can finish a descent map in a day with out using any prefabs 2 weeks give me space. thats it for now cheers. hardcoal
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Post by grieve[Q2C] on Jul 14, 2007 12:46:02 GMT -5
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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 14, 2007 13:07:20 GMT -5
Hi, I push the quake 2 engine to its limits. What I mean I keep poly count to be less then 2000 while giving the map a look of a more modern games like quake 3 or so. My influences comes mostly from movies like Aliens but in this map there is also influences from quake 3 gothic maps. Generally this map is a mix of two different concepts but I prefer to keep a single line of design in future maps.
Keeping the map poly count under 2000 all along this specific map is nothing less Then a miracle. Im very happy that Vis did such a good job and more surprising is that the Vis time only took 1 hour!
Hardcoal
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Post by James on Sept 3, 2007 13:02:04 GMT -5
Hardcoal, didnt look at this map till now. all i can say is wow its very very very awesome.
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Post by James on Sept 3, 2007 13:02:20 GMT -5
very awesome
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