jehar
Light Guard
Gee Gee or Whatnot.
Posts: 28
|
Post by jehar on Aug 6, 2007 17:47:54 GMT -5
This is a beta build of my map during the 2007 Tastyspleen Lan Party in Athens, TX. It's still got a lot be done to it, such as more ammo\weapon placement, LIGHTING (going slowly on this, want to get it just right), speed improvements, and some geometry changes\details. But it's 90% there. Enjoy, and any feedback would be great. Disclaimer on the darkness, it's supposed to be dark for now, as the lighting is going to need a lot of attention. img516.imageshack.us/img516/3470/egl188ft5.jpgThat pic demonstrates the level of lighting I want throughout the level. Map link: jehar.tastyspleen.net/Quake/jeh_decayTS.bsp
|
|
X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
|
Post by X7[Q2C] on Aug 6, 2007 18:54:43 GMT -5
grab a copy Looking now
|
|
Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
|
Post by Whirlingdervish on Aug 6, 2007 18:59:15 GMT -5
well I downloaded it and took a little stroll around, and I like it! the ruined bits are really nice, and they add quite a bit to the atmosphere. very cool jump pads as well.
you may end up with some playability problems with the central area being very open, due to r_speeds getting in the 1-2 thousands in spots, but this can be solved with a few walls to block out certain parts from view.
also, while I really like the look of the barred wall sconces, I think you may need to simplify them in terms of polygons, or replace them with semi transparent texturing that gives the look of bars without the many extra polygons needed to render them fully in 3d.
remember that every section of 4 sided squarish bar you make is composed of at least 8 triangles that will be rendered. 12+ if you can see the square ends, or qbsp makes a funny cut. this can quickly add up since you'll be using these to detail the map, and they will probably appear multiple times in one room.
to lessen the load, you can also make the bars triangular prisms to reduce them by up to 4 triangles, you can use less bars (2 instead of 4), or you can change their layout.. (say you make them into a triangular sconce instead of a squarish one.. from a top down view)
the little bars in the gutters along the edge could be removed to lessen the load as well. if you replace them with a flat brush that has a grate looking texture and black behind it, you'll lose little of the atmosphere, while saving hundreds of polygons that you can use elsewhere (or that would have broken the map for network play)
every little niche in the wall can't be replaced with this technique, but for floor grates and such, that don't serve any purpose but decoration, I find this to be very useful.
If you must keep something that isn't supposed to block visibility, but which is made of lots of tiny polygons, I recommend using the func_wall entity. Just take those brushes of the thingy in question and stick them into a func_wall to keep qbsp.exe from cutting up the rest of your map to accomodate them. they will still draw in game, but they will be part of the entity load instead of the map polygons, and this will drastically reduce the number of tiny cuts that will be made to turn your level into triangles during the build process. it also makes the qvis and arghrad go faster cause they are working with less cut-up polygons.
I have more, but I'll write it tomorrow, as Im getting ready to leave work atm..
good luck with this Jehar! say hi to RR for me!
|
|
|
Post by Wixen1 [Q2C] on Aug 7, 2007 3:52:46 GMT -5
Looking great so far... Missing some files: conc1.wal bloodlava.wal lava.wal Keep it up.. W1
|
|
|
Post by AAAGGHHH!! on Aug 8, 2007 22:20:24 GMT -5
right on looking cool so far jehar ..of course missing some files as Wixen1 said
|
|
X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
|
Post by X7[Q2C] on Aug 9, 2007 6:17:27 GMT -5
If your are missing texture's go here to get the missing ones. all-env.zip 27-Feb-2005 11:09 40.5M all-maps.zip 27-Feb-2005 10:51 192M all-players.zip 06-Apr-2005 16:17 117M all-sound.zip 27-Feb-2005 11:10 33.7M all-textures.zip 27-Feb-2005 10:57 44.3M tastyspleen.net/quake/downloads/
|
|
|
Post by AAAGGHHH!! on Aug 9, 2007 14:53:01 GMT -5
well right on thanks X7! I'm grabbin the textures, sound, and envelopes just for good measure ..cool link ;D
|
|
|
Post by James on Aug 9, 2007 16:40:59 GMT -5
Its an awsome map i love the destroyed look : )
|
|
|
Post by Wixen1 [Q2C] on Aug 9, 2007 17:54:46 GMT -5
If your are missing texture's go here to get the missing ones. all-env.zip 27-Feb-2005 11:09 40.5M all-maps.zip 27-Feb-2005 10:51 192M all-players.zip 06-Apr-2005 16:17 117M all-sound.zip 27-Feb-2005 11:10 33.7M all-textures.zip 27-Feb-2005 10:57 44.3M tastyspleen.net/quake/downloads/ Jeezz, what a big download for all 5,...took me allmost 10 min...mannn... But thx... W1
|
|