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Post by NIN-Kitsune on Feb 4, 2015 22:59:01 GMT -5
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Null
Gladiator
Posts: 555
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Post by Null on Feb 4, 2015 23:07:04 GMT -5
How are the r_speeds on this map?
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Post by NIN-Kitsune on Feb 4, 2015 23:11:20 GMT -5
Right on the screenshots upper left corner . though, the very first number is the one that really matters, right? I came to wonder that, I assumed it was the actual number used to determine r_speed.
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Post by NIN-Kitsune on Feb 13, 2015 17:59:50 GMT -5
[quote author="@margaalq2" your map looks also promising.. 'm curiouSss how your map look like after the R_speed lessons... no update screenshot? [/quote] I meant to update since last night but *fell over sleepy* heh! I changed it quite a bit and added a good deal more detail but still not quite satisfied with a few looks and a number of flaws to correct or some things just simply not finished or fully determined, kinda paused on that map while I work on other candidate soon! I'll eventually work on finishing it up soon once I figure a few more things out with it. The r_speeds in the lower section have gone up to a peak of around 2000, but it would have been much worse had I not divided the two areas in regards to vis with the unique shimmery force field like floor that cannot be seen through. It's actually a super stretched texture with flowing, warp, and light flags set. I stretched the blue wirey texture to crazy amount of 20x in one direction while un-stretched in the other. completely by accident of experimentation that I found how to create this super cool effect! Literally like a liquid shiny metal that glimmers.
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ubuska
Flyer
http://thewarpgames.com
Posts: 12
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Post by ubuska on Feb 24, 2015 3:27:15 GMT -5
Can I ask how u did outer space?
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Null
Gladiator
Posts: 555
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Post by Null on Feb 24, 2015 3:34:35 GMT -5
I think it's just a sky flag in world spawn:
"sky" "space1"
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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 8:42:42 GMT -5
Kind of reminds me of some early Unreal maps. I like the texture choice for the space theme. The rooms look quite large though, like halls. My suggestion would be to add some other rooms as well to get more diverse gameplay. It is okay to have 'many players fire at each other randomly in a large room' at certain time points (like when QUAD spawns in there) and it can be fun, but if this is all the gameplay a map offers, it can bet repetitive quickly imo.
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Post by NIN-Kitsune on Mar 1, 2015 19:18:18 GMT -5
Yeah I was given that suggestion a few times and will see what I can do, I must confess I haven't really played vanilla style in a long time, I've been pretty used to using hooks and powerful weapons and speedy players in modded gameplay and my design style tends to reflect that, but I am trying my best to have end results that work well in vanilla style as best I can. I should have more updates coming soon for a few other maps I'm working on as well, things just been slow for me the past couple weeks due to a lot of things going on that have allowed me little development time but hopefully I am clear skies from here on till the end of the contest!
Good luck on your work as well and thanks for feedback!
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jaydolan
Quake 2 Mapping Club
Posts: 161
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Post by jaydolan on Mar 2, 2015 12:31:02 GMT -5
I quite like how this one is turning out. Very oldschool (like DOOM oldschool). I would suggest a different sky box. Other than that, since the two main rooms are already separated vertically, why not spread them apart and cut some trenches into the floor on the upper level? Might make it interesting. Trenches and ramps, so you get players airborne. Keep at it!
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Null
Gladiator
Posts: 555
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Post by Null on Mar 2, 2015 16:08:57 GMT -5
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Post by NIN-Kitsune on Mar 18, 2015 1:03:31 GMT -5
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 18, 2015 4:24:29 GMT -5
You added some great details there, especially the molten core and the obelisk!
(And did I just see sharks in space?)
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Post by NIN-Kitsune on Mar 18, 2015 5:47:35 GMT -5
Thanks ^^. Trenchbroom 2 makes it all very easy to make this kind of stuff in quick order like the oozing core melt or the terrain around the obelisk, easily made in 15/30 minutes if you have a clear plan! only reason I've taken so long,,, well you know how life is sometimes. At least I'm still good for doing what I must in the next two days with nothing but full time on my hand to work my tails off! Tomorrow I'm finalizing the ultimate layout of the map and Thursday to complete final minor details and item placements.
So now's the time for any last critique, which I welcome! Map has definitely evolved very much from what I originally created as a mere quick test map now turned to something full-blown cool looking I have now that I decided would be my contest entry! And I cut out the conduit-maze like floor in central area, I just didn't like how messy and random it looked and much happier with what I got now.
(Yes, sharks in space! Not placed intentionally, they just randomly spawn due to mod directory I work in hehe, if they get you, NOMS!)
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jaydolan
Quake 2 Mapping Club
Posts: 161
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Post by jaydolan on Mar 18, 2015 9:18:51 GMT -5
Looks great! Nice work
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Post by giftmacher on Mar 18, 2015 12:25:53 GMT -5
That molten core brushwork looks amazing.
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