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Post by fifthelephant on Feb 1, 2015 18:07:29 GMT -5
Took me a day to do all the gameplay blocking out first and the basic lighting. And then another day to do all the texture work and do the lighting proper and place the items. I think gameplay-wise it's one of the best DM maps I've done, it's like a cross between DM6, Q2DM8 and Deck-16. The map is mostly done, needs a couple of gameplay tweaks and a bit of bug-testing. Not sure whether to expand the map to make it a bit bigger (it feels pretty good even with just 5 bots) or to keep it medium sized.
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Null
Gladiator
Posts: 555
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Post by Null on Feb 1, 2015 18:23:53 GMT -5
Wow, really nice work, and fast execution. Considering there's still two weeks before the contest even starts, I hope you don't stop here. At this pace, just imagine all the awesome DM maps you can make before mid March It does indeed look like the Warehouse (q2dm8), and I'm assuming you used Trenchbroom? Totally clean and to the point. If you like some suggestions for minor tweaks, maybe open up the ceiling to some more sky I've always liked DM8's layout, but what I missed from DM1 was the mixture of organic elements (rocks), circular walls (in some places), and sky. These do enrich the experience quite a bit, due to the organic shapes and the perceived freedom of open space.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Feb 1, 2015 18:30:22 GMT -5
looks good... Trenchbroom editor does its job well, neatly fitted & very sharp...
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Post by fifthelephant on Feb 1, 2015 19:16:56 GMT -5
There's always the possibility of another map, it depends on whether I feel really compelled to do another one. Expanding this one is an uncertainty as it feels pretty solid already, I did consider an outdoor area in the vein of The Edge or The Abandoned Base but I'm not quite sure how it would fit in (and the way Quake 2 handles running down slopes and terrain is really wonky). It's done in the beta version of Trenchbroom 2. It's been in beta for quite a long time but it's really stable, hopefully you Quake 2 mapper guys will get to play with it soon because some of the new stuff in it is really awesome (like the texture alignment tool changes).
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Post by NIN-Kitsune on Feb 1, 2015 19:37:09 GMT -5
That's a nice very traditional style map! Much like how I started out in trenchbroom as well going with a style not unlike that!
Trenchbroom 2? Does it have much greater support for Quake 2? I so look forward to the day I no longer need another editor to apply final things that TB currently cannot.
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Post by fifthelephant on Feb 1, 2015 19:53:42 GMT -5
TB2 has full native Q2 support, this was made purely in it and nothing else
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Post by NIN-Kitsune on Feb 1, 2015 19:55:33 GMT -5
Yay!!! I can hardly wait to get my paws on that version! There will be nothing I won't feel inclined to try with that!
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ace
Light Guard
Posts: 24
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Post by ace on Feb 2, 2015 12:51:45 GMT -5
TB2 has full native Q2 support, this was made purely in it and nothing else I had played with TB a bit early in 2014. Is 2.0 available to use now? All I see on the site is 1.xx versions.
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Null
Gladiator
Posts: 555
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Post by Null on Feb 2, 2015 12:52:35 GMT -5
TB2 has full native Q2 support, this was made purely in it and nothing else Hey fifthelephant how did you get your copy? I'm sure Kristian Duske could use more testers for TrenchBroom to expedite the release of version 2. This is a perfect opportunity to test for it's capabilities and issues. Could you please pm me his contact info, or instructions on obtaining it just like you did?
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Post by fifthelephant on Feb 2, 2015 14:09:26 GMT -5
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Post by jitspoe on Feb 18, 2015 3:23:54 GMT -5
Looks good! Nice, clean brushwork, and solid texture choices and lighting.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 1, 2015 8:46:00 GMT -5
I like the texturing and lighting a lot, looks very good. Agree that the map looks a bit like warehouse. Can't comment much on gameplay from the shots.
A minor suggestion of mine would be to rotate some of those crates in the third shot a bit (just some degrees), this is gonna make them look a lot more natural imo.
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Post by WizardExt on Mar 1, 2015 11:37:47 GMT -5
This one looks really clean, neat. The scale looks correct. Good quality! Try breaking up some of the repeating tiles where you can; floor and walls. And also create strong themes inside the level, making it easy to navigate and breaking up the overall monotonous feel. Add some color where it suits; maybe the insets? Look how nice the crates "pop" because of their color against the overall grey theme. Good work!
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jaydolan
Quake 2 Mapping Club
Posts: 161
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Post by jaydolan on Mar 20, 2015 23:37:37 GMT -5
Wow, you _really_ reigned the lighting in on this one and it looks freaking awesome. I will definitely be downloading this map.
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