tmg
Quake 2 Mapping Club
Posts: 266
|
Post by tmg on Aug 14, 2008 3:12:56 GMT -5
OK ladies, let me see...ah yes, seems I have a map for you guys to sample... "Holy Gobsmack Batman!!!!" I hear you say Yes yes, after 7 long years of teasing your asses off, I have a map, a DM map, but a map...It's a little rough IMO (probably has quite a few bugs), but, since I am not entering the comp this time, and have also had a member from the forum test this for me to see what it's like, I am presenting it now to you all. It's been such a journey to get the skills and finess to make something like this for you guys to play, but I am very happy with how it's turned out, so brothers, enjoy this compilation of mine, and as always, let me know what you think of it!!! Linky: www.freewebs.com/tmg32/Maps/tmg3dm1.rar
|
|
spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
|
Post by spirit on Aug 14, 2008 4:50:03 GMT -5
That looks great! I will definitely give it a try laters, no time atm.
|
|
|
Post by Paril on Aug 14, 2008 11:14:05 GMT -5
|
|
X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
|
Post by X7[Q2C] on Aug 14, 2008 12:09:23 GMT -5
I did not see Brazen in this map. Great map Tmg X6
|
|
|
Post by Paril on Aug 14, 2008 13:41:56 GMT -5
What I mean is that the map is perfect for Brazen.
-Paril
|
|
|
Post by buzzard on Aug 14, 2008 13:51:01 GMT -5
Really cool map!. Good job
|
|
tmg
Quake 2 Mapping Club
Posts: 266
|
Post by tmg on Aug 14, 2008 15:27:22 GMT -5
Thanks guys. I can now say I am in the club of poeple who've released a map . It feels good. Let me know what it plays like too will yas
|
|
|
Post by napalmdeath on Aug 14, 2008 17:26:48 GMT -5
As everyone else has said, this map looks awesome! At first glance I thought it was for Quake 3 Arena--lots of great little details here and there. I'm very surprised that this is your first map release. Excellent work!
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Aug 14, 2008 19:52:12 GMT -5
Congratulations tmg. I was expecting something great from you, and you didn't disappoint!
The con's first....
I'll use your screenshot above as reference. Where it says 20 grenades in your hud theres a trim texture that should be where the floor texture is. The very top/middle of your image I cant remember what side but you can see right through to the sky on one of the big light fittings.
Missing texture: "pillar_cnr.wal" which may be the one called pillar1_cnr in your texture directory?
Beside the railgun theres a brush thats gone a bit sour with the lighting, and if you look at the roof high above the railgun you can see some brush trouble there with the little light fitting.
Correct me if I'm wrong, but I didn't see a rocket lan in there? Also I don't know if quad + red armor in the map like this is a good idea, I would prob replace with a yellow armor. I also feel theres not enough weapons as is to support the players in the map, especially if you have 8 players in there.
Did you use phong shading on the terrain, because it looks a little square in places? If not then it may added extra atmosphere to those tunnels and look extra sexy.
In saying all of the above I loved the very clean and solid architecture and custom textures with the cel shaded like look very cool! The doom3 style like doors looked great too.
You did a great job converting this from a sp map tmg, I would like to see more of your work in the future. Seriously :)
|
|
X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
|
Post by X7[Q2C] on Aug 14, 2008 21:48:36 GMT -5
Over all your map looked good Tmg. A few thing you don't need, is the spawnflags on weapons & items. And on func_door's in Deathmatch I use the spawnflag = 4 crusher that will kill the dead player body's that drop in door, so the doors will close. There's nothing in the worldspawn ? should put a message = "Map by TMG" There's a few textures that need to be line-up, one of the cell light too. MAPSPY 108.100.46.108 beta from Tony Ferrara and David Hyde 2 guys really, really tired of ERROR: Index overflow and other annoying errors
Results for f:\quake2\lox\maps\tmg3dm1.map - 08/14/08 22:27:34
Entity database: F:\Program Files\mapspy\Quake2\quake2.db from Hyde & Ferrara, updated by X7 Texture directory: F:\Quake2\baseq2\textures\
=================== Runtime Errors/Inconsistencies ===================
There is no 'nextmap' value in worldspawn. It's good practice to always include a nextmap value, particularly for DM maps but even for SP maps (you can't be certain how your map will be used) If the fraglimit or timelimit is exceeded and your map does NOT have a nextmap value, the game will crash, depending on the mod being played.
******************************************************** NOTE: The following messages do NOT necessarily indicate game errors, but MAY indicate logic problems in your map. ********************************************************
Sounds value in worldspawn entity is 0 or has not been set. Although 0 is a valid entry, it's best to set the sounds value to a number 2 through 11 to give the user the option of automatically playing CD music in the game.
========================== Texture Locations =========================
All textures have been found in f:\quake2\baseq2\pak0.pak, except the following:
destruct/metal2_1....... disk file destruct/metal9_4....... disk file destruct/pillar1_1...... disk file destruct/pillar1_2...... disk file destruct/pillar1_2caut.. disk file destruct/pillar1_3...... disk file destruct/pillar1_4...... disk file destruct/pillar1_5...... disk file destruct/pillar1_6...... disk file destruct/pillar1_7...... disk file destruct/pillar1_8...... disk file destruct/pillar1_9...... disk file destruct/pillar1_cnr.... disk file destruct/pillar_cnr..... disk file
================== MODEL, SOUND, AND IMAGE TOTALS ==================
EASY NORM HARD DM Models 63 63 63 77 Sounds 73 73 73 95 Images 35 35 35 42
=========================== ENTITY LIST ============================
Includes spawned/dropped entities
Entity EASY NORM HARD DM ammo_bullets............ 0 0 0 3 ammo_grenades........... 0 0 0 3 ammo_shells............. 0 0 0 2 ammo_slugs.............. 0 0 0 2 func_areaportal......... 15 15 15 15 func_door............... 30 30 30 30 func_plat............... 4 4 4 4 func_wall............... 4 4 4 4 info_player_deathmatch.. 0 0 0 7 info_player_start....... 1 1 1 1 item_armor_body......... 0 0 0 1 item_armor_shard........ 4 4 4 14 item_health............. 4 4 4 7 item_health_small....... 3 3 3 9 item_quad............... 0 0 0 1 light................... 83 83 83 83 misc_teleporter......... 0 0 0 1 misc_teleporter_dest.... 0 0 0 1 weapon_grenadelauncher.. 0 0 0 1 weapon_machinegun....... 0 0 0 1 weapon_railgun.......... 0 0 0 1 weapon_supershotgun..... 0 0 0 1 worldspawn.............. 1 1 1 1 ---------------------------------------------------------------------- Total entities 149 149 149 193 ====================================================================== Total number of brush models = 38
============= DETAILED MODEL, SOUND, AND IMAGE LISTS =================
NOTES: 1) These lists contain ONLY those models, images, and sounds which contribute to the ERROR: Index overflow error. 2) MAPSPY does not check for the existence of sound files. This includes sounds played by target_speakers, as well as sounds which SHOULD exist but do not (e.g. trigger1.wav for trigger_multiple with sounds=3.) 3) player/male model and sound/player/male sounds will be replaced at runtime by the appropriate player model and sounds. 4) Inhibited brush models are included in the 256 model limit.
Model EASY NORM HARD DM Total number of models 63 63 63 77 (includes 38 brush models + .bsp) models/items/ammo/bullets/medium/tris.md2....... X models/items/ammo/grenades/medium/tris.md2...... X models/items/ammo/shells/medium/shells/tris.md2. X models/items/ammo/slugs/medium/slugs/tris.md2... X models/items/armor/body/tris.md2................ X models/items/armor/effect/tris.md2.............. X X X X models/items/armor/shard/tris.md2............... X X X X models/items/healing/medium/tris.md2............ X X X X models/items/healing/stimpack/tris.md2.......... X X X X models/items/quaddama/tris.md2.................. X models/monsters/parasite/segment/tris.md2....... X X X X models/monsters/parasite/tip/tris.md2........... X X X X models/objects/dmspot/tris.md2.................. X models/objects/explode/tris.md2................. X X X X models/objects/flash/tris.md2................... X X X X models/objects/gibs/arm/tris.md2................ X X X X models/objects/gibs/bone/tris.md2............... X X X X models/objects/gibs/bone2/tris.md2.............. X X X X models/objects/gibs/chest/tris.md2.............. X X X X models/objects/gibs/head2/tris.md2.............. X X X X models/objects/gibs/skull/tris.md2.............. X X X X models/objects/gibs/sm_meat/tris.md2............ X X X X models/objects/grenade/tris.md2................. X models/objects/grenade2/tris.md2................ X X X X models/objects/laser/tris.md2................... X X X X models/objects/r_explode/tris.md2............... X X X X models/objects/smoke/tris.md2................... X X X X models/weapons/g_launch/tris.md2................ X models/weapons/g_machn/tris.md2................. X models/weapons/g_rail/tris.md2.................. X models/weapons/g_shotg2/tris.md2................ X models/weapons/v_blast/tris.md2................. X X X X models/weapons/v_handgr/tris.md2................ X X X X models/weapons/v_launch/tris.md2................ X models/weapons/v_machn/tris.md2................. X X X X models/weapons/v_rail/tris.md2.................. X models/weapons/v_shotg2/tris.md2................ X X X X players/male/tris.md2........................... X X X X
Sound EASY NORM HARD DM Total number of sounds 73 73 73 95 sound/doors/dr1_end.wav......................... X X X X sound/doors/dr1_mid.wav......................... X X X X sound/doors/dr1_strt.wav........................ X X X X sound/infantry/inflies1.wav..................... X X X X sound/items/damage.wav.......................... X X X X sound/items/damage2.wav......................... X sound/items/damage3.wav......................... X sound/items/n_health.wav........................ X X X X sound/items/pkup.wav............................ X X X X sound/items/protect.wav......................... X X X X sound/items/protect4.wav........................ X X X X sound/items/respawn1.wav........................ X X X X sound/items/s_health.wav........................ X X X X sound/misc/am_pkup.wav.......................... X sound/misc/ar1_pkup.wav......................... X sound/misc/ar2_pkup.wav......................... X X X X sound/misc/h2ohit1.wav.......................... X X X X sound/misc/lasfly.wav........................... X X X X sound/misc/menu1.wav............................ X X X X sound/misc/menu2.wav............................ X X X X sound/misc/pc_up.wav............................ X X X X sound/misc/talk1.wav............................ X X X X sound/misc/tele1.wav............................ X sound/misc/udeath.wav........................... X X X X sound/misc/w_pkup.wav........................... X X X X sound/plats/pt1_end.wav......................... X X X X sound/plats/pt1_mid.wav......................... X X X X sound/plats/pt1_strt.wav........................ X X X X sound/player/fall1.wav.......................... X X X X sound/player/fall2.wav.......................... X X X X sound/player/fry.wav............................ X X X X sound/player/gasp1.wav.......................... X X X X sound/player/gasp2.wav.......................... X X X X sound/player/land1.wav.......................... X X X X sound/player/lava1.wav.......................... X X X X sound/player/lava2.wav.......................... X X X X sound/player/male/bump1.wav..................... X X X X sound/player/male/death1.wav.................... X X X X sound/player/male/death2.wav.................... X X X X sound/player/male/death3.wav.................... X X X X sound/player/male/death4.wav.................... X X X X sound/player/male/drown1.wav.................... X X X X sound/player/male/fall1.wav..................... X X X X sound/player/male/fall2.wav..................... X X X X sound/player/male/gurp1.wav..................... X X X X sound/player/male/gurp2.wav..................... X X X X sound/player/male/jump1.wav..................... X X X X sound/player/male/pain100_1.wav................. X X X X sound/player/male/pain100_2.wav................. X X X X sound/player/male/pain25_1.wav.................. X X X X sound/player/male/pain25_2.wav.................. X X X X sound/player/male/pain50_1.wav.................. X X X X sound/player/male/pain50_2.wav.................. X X X X sound/player/male/pain75_1.wav.................. X X X X sound/player/male/pain75_2.wav.................. X X X X sound/player/step1.wav.......................... X X X X sound/player/step2.wav.......................... X X X X sound/player/step3.wav.......................... X X X X sound/player/step4.wav.......................... X X X X sound/player/u_breath1.wav...................... X X X X sound/player/u_breath2.wav...................... X X X X sound/player/watr_in.wav........................ X X X X sound/player/watr_out.wav....................... X X X X sound/player/watr_un.wav........................ X X X X sound/weapons/blastf1a.wav...................... X X X X sound/weapons/grenlb1b.wav...................... X sound/weapons/grenlf1a.wav...................... X sound/weapons/grenlr1b.wav...................... X sound/weapons/grenlx1a.wav...................... X X X X sound/weapons/hgrena1b.wav...................... X sound/weapons/hgrenb1a.wav...................... X sound/weapons/hgrenb2a.wav...................... X sound/weapons/hgrenc1b.wav...................... X sound/weapons/hgrent1a.wav...................... X sound/weapons/lashit.wav........................ X X X X sound/weapons/machgf1b.wav...................... X sound/weapons/machgf2b.wav...................... X sound/weapons/machgf3b.wav...................... X sound/weapons/machgf4b.wav...................... X sound/weapons/machgf5b.wav...................... X sound/weapons/noammo.wav........................ X X X X sound/weapons/railgf1a.wav...................... X X X X sound/weapons/rg_hum.wav........................ X sound/weapons/rocklx1a.wav...................... X X X X sound/weapons/sshotf1b.wav...................... X sound/weapons/sshotr1b.wav...................... X sound/weapons/xpld_wat.wav...................... X X X X sound/world/amb10.wav........................... X sound/world/land.wav............................ X X X X sound/world/ric1.wav............................ X X X X sound/world/ric2.wav............................ X X X X sound/world/ric3.wav............................ X X X X sound/world/spark5.wav.......................... X X X X sound/world/spark6.wav.......................... X X X X sound/world/spark7.wav.......................... X X X X
Image EASY NORM HARD DM Total number of images 35 35 35 42 pics/a_bullets.pcx.............................. X X X X pics/a_grenades.pcx............................. X X X X pics/a_shells.pcx............................... X pics/a_slugs.pcx................................ X pics/anum_0.pcx................................. X X X X pics/anum_1.pcx................................. X X X X pics/anum_2.pcx................................. X X X X pics/anum_3.pcx................................. X X X X pics/anum_4.pcx................................. X X X X pics/anum_5.pcx................................. X X X X pics/anum_6.pcx................................. X X X X pics/anum_7.pcx................................. X X X X pics/anum_8.pcx................................. X X X X pics/anum_9.pcx................................. X X X X pics/anum_minus.pcx............................. X X X X pics/ch1.pcx.................................... X X X X pics/conback.pcx................................ X X X X pics/field_3.pcx................................ X X X X pics/help.pcx................................... X X X X pics/i_bodyarmor.pcx............................ X pics/i_health.pcx............................... X X X X pics/i_help.pcx................................. X X X X pics/i_jacketarmor.pcx.......................... X X X X pics/num_0.pcx.................................. X X X X pics/num_1.pcx.................................. X X X X pics/num_2.pcx.................................. X X X X pics/num_3.pcx.................................. X X X X pics/num_4.pcx.................................. X X X X pics/num_5.pcx.................................. X X X X pics/num_6.pcx.................................. X X X X pics/num_7.pcx.................................. X X X X pics/num_8.pcx.................................. X X X X pics/num_9.pcx.................................. X X X X pics/num_minus.pcx.............................. X X X X pics/p_quad.pcx................................. X pics/pause.pcx.................................. X X X X pics/quit.pcx................................... X X X X pics/w_blaster.pcx.............................. X X X X pics/w_glauncher.pcx............................ X pics/w_machinegun.pcx........................... X X X X pics/w_railgun.pcx.............................. X pics/w_sshotgun.pcx............................. X
X7
|
|
tmg
Quake 2 Mapping Club
Posts: 266
|
Post by tmg on Aug 15, 2008 2:00:44 GMT -5
Yeah Subatomic, it's my first release, but I've been mapping since about 2001, so I've had a long time to get my skills up so as to wow you all, and it looks like I haven't disapointed you lot I thought I might of forgotten something...hmmm, I'll put it up for download now. www.freewebs.com/tmg32/pillar%5Fcnr.walI've been trying to fix the error next to the light in the main area where you can see out to the sky...I pretty much fudged it there, as the four outer parts around the center cylinder are blackened out, but the center sees out to sky, so I mus fix that asap, but that means another map release... Then again, I will have the chance to fix the gameplay issues you guys have mentioned to me about this map, and hopefully the next release will be better.
|
|
Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
|
Post by Whirlingdervish on Sept 3, 2008 11:53:34 GMT -5
wow. the architecture of this map is really quite good. Some of the details in the hallways and the ceilings are nothing short of amazing and the terrain work, which is tough to do well in q2, is very convincing. mmm.. all those curves.
|
|
tmg
Quake 2 Mapping Club
Posts: 266
|
Post by tmg on Sept 4, 2008 6:07:33 GMT -5
Thanks WirlingDevilish. I've been working on the map a bit, on and off for the last couple of weeks if you're all wondering what I've been up to.
Basically I've been taking all the things mentioned by you guys and fixing things up and tweaking a few areas as well, so as to make the map more pleasing to the eye and somewhat more playable.
Should have things all sorted in a couple of weeks...watch this space.
|
|
zorius
Quake 2 Mapping Club
Posts: 103
|
Post by zorius on Dec 1, 2008 12:54:20 GMT -5
At last... I just loaded it up, and my jaws were dropping! Absolute brilliant brushwork, very complex, polished and harmonic structures, sure it was inspired by SPOG! I mean in a good way, we can see a rather fine map here, with a design, which can be used even in newer games, too! Congratulation!
|
|
|
Post by grieve[Q2C] on Dec 2, 2008 8:50:23 GMT -5
yes, its a great map. and cool to see you back, zorius. how is it going ?
|
|