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Post by Deleted on Jan 27, 2015 14:43:09 GMT -5
2015 mapping contest...start date is Feb 15... OK ok I`m very early... ..already started!. ( margaal26 ) a extensive margaal20 map version. ( Margaal27 in Dm 3zb2 bots mode - tested in Q2,Kmq2,EgL,R1Q2,Q2Pro,Quake2maX 0.44 ueh?!.. top two mapsss are ready!.. ================================================== ...One new map in progresssss... Margaal28.. ..Classic..
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Null
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Post by Null on Jan 28, 2015 16:18:43 GMT -5
Nice preliminary work Margaal! Although I'd use less brown texture for more contrast in the first shot. Kick ass start man
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Post by NIN-Kitsune on Jan 28, 2015 23:06:11 GMT -5
I thought we weren't supposed to show maps till after contest? Or did that rule just mean not outside this forum section? *confused*
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Null
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Post by Null on Jan 28, 2015 23:22:16 GMT -5
We changed that rule, to hopefully get a bit of a competition going early on. And now we can see who's ready to defend his Contest 9 title, and get started :-) It's worth mentioning that fifthelephant will also be using TrenchBroom like yourself so things might get real interesting. Here's a preview of his past work on Q1: www.youtube.com/watch?v=hT-f4Bz1If0For all those who don't know what Trenchbroom is, it's a very intuitive Quake 1 editor that can also be used to make Quake 2 maps, and the advantage for some is it's full 3d view editing: www.youtube.com/watch?v=F-1pM55k4WM
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Post by NIN-Kitsune on Jan 29, 2015 0:12:11 GMT -5
Ah I see, well good work so far Margaal, looks very natural in that second screenshot!
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Null
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Post by Null on Feb 12, 2015 4:44:15 GMT -5
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Post by Deleted on Feb 13, 2015 13:25:08 GMT -5
Nice preliminary work Margaal! Although I'd use less brown texture for more contrast in the first shot. Kick ass start man ....ThankZ..... Ah I see, well good work so far Margaal, looks very natural in that second screenshot! your map looks also promising.. 'm curiouSss how your map look like after the R_speed lessons... no update screenshot? Nice new screenshots.. yep...I know these maps!...yeah....have played, viewed mapz... ...its good that you bring them back into the light...
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Post by jitspoe on Feb 18, 2015 3:15:10 GMT -5
Are the models in the map a standard Quake2 feature? It's been a while since I've done any classic Quake2 maps.
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Null
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Post by Null on Feb 18, 2015 4:23:09 GMT -5
Models are only supported by custom mods and engines at the moment as far as I know. Everyone is free to include some, but since we want to maintain a Q2 standard as base, unless these are brush simulated elements, we'll not be rating them this time around.
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Post by Deleted on Feb 18, 2015 7:50:03 GMT -5
Models are only supported by custom mods and engines at the moment as far as I know. Everyone is free to include some, but since we want to maintain a Q2 standard as base, unless these are brush simulated elements, we'll not be rating them this time around. Because we now have twenty-six mappers.. I noticed that Q2 level design is significantly increased. Maybe Judge consider change the contest Rulez a little?!...rating models.. using models in maps is the most beautiful thing there is. there are new possibilities, design large open maps with vegetation,water element, a real challenge to keep down the R_speed.. That is level design ( Quake ][ ) at the highest area possible!. If there are people against this model rating.. Please let me know... -- Margaal28 still in sketch mode --
Are the models in the map a standard Quake2 feature? It's been a while since I've done any classic Quake2 maps. Jitspoe I don't know which map editor you use.. But Quark editor support *.md2 models. If you start Q2,Kmq2,EgL,R1Q2,Q2Pro,Quake2maX 0.44 in DM mode with 3zb2 bots you see all models.
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Post by NIN-Kitsune on Feb 18, 2015 9:29:15 GMT -5
If it's the power cube entity I'd absolutely say it's legit, I'll probably use that myself later on. But if all else fails you can do like I've learned from seeing in one of marics maps I think it was and create plants as thin translucent BSP elements like seen this example. (Sets flags trans66, mist. detail)
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Post by Deleted on Feb 18, 2015 9:44:54 GMT -5
Yes I know... disadvantage is in some Q2 Engines there is an ugly transparent glass look, not pretty.. And Huh?!...Hmmm i don`t use, or have these plant textures any more.....due to too many disturbances in maps.. But oke... In general with ( 3zb2 ) using models in Q2 engine`s they looks good from all sides..
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Post by NIN-Kitsune on Feb 18, 2015 9:53:42 GMT -5
Wow, those are beautiful ^w^! I just love and share the same appreciation for the looks of such plant life in maps! Makes it feel much more alive!
Edit: though while they might be translucent like glass in vanilla rendering, having a duplicate of the plant in same coordinate and angle helps reduce the effect some. But too many plants like that will quickly cause entities to start flickering in and out depending on how many entities are displayed in combat.
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Post by Deleted on Feb 18, 2015 10:59:36 GMT -5
Wow, those are beautiful ^w^! I just love and share the same appreciation for the looks of such plant life in maps! Makes it feel much more alive! haha... Yeah why use old technique?, iff new tricks works better for the engine... Edit: though while they might be translucent like glass in vanilla rendering, having a duplicate of the plant in same coordinate and angle helps reduce the effect some. But too many plants like that will quickly cause entities to start flickering in and out depending on how many entities are displayed in combat. Yes that is also my experience... i try narrower grid.. 1 x 1 or 2 x 2.. but compile tool ( Bsp - the tool that chopped brushes into faces ) can not handle this grid distances well. ...............
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Post by jitspoe on Feb 18, 2015 13:48:48 GMT -5
What's the power cube entity? Is it possible to specify a different model for it?
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