tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Dec 15, 2008 6:23:43 GMT -5
Hey Zorious man thanks! you as well xyz...oops, zyx... Man I've been busy with work! so much happening at the moment inside and outside of work and all, I don't really get on here much to let you all know about it. I got a new car so I've been cruzin with mates heaps too, hahaha...oh well you get that in the big city. Really wanna keep making maps for this game though and I'll be trying to get all the half-finished ones completed now I have a decent tunnel library with heaps of different combinations. Might release the tunnel prefabs to the net so you guys can use 'em too aye.
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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 Jun 15, 2009 9:46:01 GMT -5
Hey TMG i know im a bit late for this but i wanted to comment on your map that i just downloaded. First, awesome job on all the curves!! extra kudos for aligning the textures perfectly about 98% of the time on them - takes extra work to get it that way the layout is great. I love the architecture in this map. great job! The item placement is done well. however, the lighting is a bit low in most of the tunnels -- need to set gl_modulate 2 to see where I am going. Also, the lights on the sides of the tunnels, look awful due to the light flag on them.... maybe reduce light value and put an actual light in front? In general, low light output on texture lit face looks bad. Also, the tele & DM pads could be sunk (as a suggestion, because i never liked the models/sparks). Use trigger_always with kill_target targeting itself and the tele for making custom tele. DM pads should always be sunk however to look clean. Overall great map! I was just nitpicking about details
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jun 15, 2009 17:06:49 GMT -5
Thanks Skies!!! I should get back into mapping again, it's been a while and I want to get this map working right for you all. Yeah those light textures and lights in the tunnels...I could redo them...I may even redo a few of the more bland parts of the map, because I really did enjoy making this map and it just sort of "came-together" in a flash, which was a first pretty much for me - I didn't feel like I was fighting the editor at all making this one. Thanks again mate, I'll get onto these bugs and fix em up for you all.
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