tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Oct 22, 2015 20:44:44 GMT -5
OK. time for me to upload some images. This is from a DM/SP map called "Station". It's very early in the build, but this area in particular is built from a combination of a dream I had, and a glorified vision of the start of unit 2 in the xatrix mission pack. It is a pretty cool piece, but I think I will start using a different doorway shape, as the ones in the picture don't really suit the look, so they are just fillers at the moment. This is the area in the xatrix mission pack I am referring to. It's a heck of alot simpler than my maps, but it "sort-of" has a similar feel...in a limited way.
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Post by giftmacher on Oct 23, 2015 4:39:59 GMT -5
Looks great tmg, nice ceiling detail to the left, stretching columns is always a solid choice, and floor lights.. I should use more of those, looks cool. I hope you make some SP content on it, a combo map as you say.
Edit: Also thank you for sharing, not too much action here so putting out content is a good thing! Quake 1 sees significantly more action these days.
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Post by MaRiNe [Q2C] on Oct 23, 2015 5:20:26 GMT -5
Looks awesome, definitely a lot more detail than my maps. And yeah, I agree with Giftmacher - I'm hoping you'll be working on the SP component of your maps for sure.
I'm also digging the fact that you're taking inspiration from the Xatrix mission pack, which of course I love.
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Deleted
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Post by Deleted on Oct 23, 2015 16:42:35 GMT -5
interesting screenshots!. i did some mapping in Quark last Sunday.. ( three hours mapping ).. ( blue color effect at the top building is just a water brush )..
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Oct 23, 2015 19:49:10 GMT -5
Cheers guys. I really want to see more activity here so if I can help with more media sharing then that is a good thing.
I really think I've found my style lately, and I too love the ceiling in the tunnel on the left. Chunky and muscular is what I think of those features, plus it looks sofisticated too :-)
More shots pending of this map and others as well. Love sharing this stuff. I hope this thread keeps going and going and going too :-)
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Oct 24, 2015 2:10:31 GMT -5
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Post by giftmacher on Oct 24, 2015 3:06:04 GMT -5
Hey Margaal! Shot looks great, the beams covering the building wall looks nice, almost like they are part of the texture but still enhances depth. You should post something on how you make rock work in QuArk, I'm terrible at it.. Edit: Fantastic shots tmg! Very clean texture and brush work, cool angles, love the look of that map.
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Deleted
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Post by Deleted on Oct 24, 2015 8:49:48 GMT -5
QuArk will destroy your map past 1700-2000 brushes (compile issues). So my maps are pretty basic for the moment. Yeah.. this (Quark compile issues 1700-2000 brushes) it really sucks!. must keep all complexity neatly into quark, to maintain order for the compile tools.. Margaal28 is MAx possible!.. I'm so glad it also happened to you Giftmacher with Giftdm8 map... so you could ask on Quark forum..My Englische suckzz.. Ahhhhh there is still no improvement repair available on Quark forum... I love details...so for my future map I'm forced to design only smaller layout project ( 2a3 player setup )with many details as possible. a new teaching method...more brainwork..for smooth gameplay... For those who missed this discussion.. ===================================leray.proboards.com/thread/3717/max-brushes-q2-mapQuark forum Question!... ===================================quark.sourceforge.net/forums/index.php?topic=1072.0Hey Margaal! Shot looks great, the beams covering the building wall looks nice, almost like they are part of the texture but still enhances depth. You should post something on how you make rock work in QuArk, I'm terrible at it.. ThX Giftmacher... About the rock work in QuArk...( monkish work ).. this is difficult to explain, can only give advice: ...you should try it again and again.. to build rockzz, mappers use triangles, i try this but Quark is limited in view. so I use squares.. ========== Edit =========================Have add Rocks Tutorial on my webpage! ========== Edit ========================= =============== TMG ====================Ahhh finally TMG I see some of your work!!.. screenshot Looks awesome!. And wow what a lot of mapping work and time!. My average mapping time is 60a70 hours for each map... ...but this, your map..Wow is super quality...everything looks so slick.. good result.. euh?! Me after 70 hours of mapping in the same map, ( wrestling and fighting against this Quark compile issues 1700-2000 brushes)... I just snapped , ...my patience is running out....and can not load the map anymore in the editor... quick complete the map and release... but hey , ThX TMG for the screeniesss!. =============== TMG ====================
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Post by MaRiNe [Q2C] on Oct 24, 2015 11:47:36 GMT -5
The maps look great, tmg & Margaal. Really impressive stuff. I really like the consistent theme in Bitter Sweet and the blue aesthetic of Margaal's level. Here's a couple of shots from the unit I'm working on.
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Post by giftmacher on Oct 24, 2015 12:49:26 GMT -5
Marine, You've caught my interest That launch pod/traom looking thing, does it move/can you interact with it? Gray shot looks solid, much like my own. Make this a release, I'm aiming for getting my little unit out here before/around christmas, join me! Margaal: I am switching to Radiant but slowly, after my unit is done I will get into it more.. working on the final map in QuArk and actually pushing it a bit on details, it will have to be divided into several bsp files, like 2-3 I reckon. Thinking about the boss area now, I don't want to just throw in the big bad guy in the end. Something more creative? At least a few traps combined with a big guy Edit: And no improvement on QuArk, he has to track down some guy who wrote the compiler? That was the latest news.. regarding the rock work, cool method but yes you can only afford to do that in maybe 1 or 2 areas, have you tried dividing a map into several bsp files? I'm doing that now with my final map, it sucks but at least I can work without worrying about using too many brushes. (Loading screen in the middle of the map, I'll try and make it a visual transition and not random)
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Deleted
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Post by Deleted on Oct 24, 2015 15:08:43 GMT -5
Arggg.. I'm not going to learn a new editor and throw away years of Quark experience.. For a couple more maps that I'm going to release.. for now i design smaller layout maps, Meanwhile I just wait for a repair Quark version. Giftmacher ...your Quark maps looks very good...unfortunately with againt Quark limit... But there are so many options possible in smart layout design, 15.000 brush sides MaX. http delete screenies
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Oct 24, 2015 17:24:44 GMT -5
With the whole max 1700-2000 brushes thinh in Quark messing with the compile tools...Is it the inbuilt tools? If Quark uses the same map format as other editors or you can save the maps as a .map file, you could use tye external compile tools and shouldn't have that problems... I used to use worldcraft back when it was an opensource not-part-of-valve editor, and I just felt so...I dunno, retarded, when I used it. I had a copy of the Quake Bible magazine with a stack of editors on the included cd, and I systematically tried them out one by one, but radiant was corrupt so I had to download it. First time I tried it, I ws still used to worldcraft and having manually select brush creation mode or entity mode, but when I clicked+dragged the mouse and created a brush in radiant, instantly it felt intuitive and simplified and very powerful at the same time. The only gripe I have with radiant 1.47 is vertex mode, as it doesn't move one vertex individually and actually skews the brush, so you need actually make any brush that needs to be vertex manipulated into a triangular brush instead of a quad, which I suppose isn't a bad thing The 3-point clipping is still confusing some-what, and I should really try and use it more, but I've developed quite a few work arounds to combat it when using complex structures. Coolest feature in Radiant I think is entity animation for doors and rotating objects and trains Radiantand other brushes etities in the editor so you can preview exactly what it will do before yoy compile As my maps get more complex I bsp and vis my levels using the external compile tools kmqbsp3 abd qvis3 as both have multithreading so they work faster than radiant's built in dll compiler. I tried using arghrad forbthe lighting but it doesn't do coloured lighting whenever I've used it...unless I'm not using the proper command-line parameters? Anyone here use arghrad on their maps?
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Post by MaRiNe [Q2C] on Oct 25, 2015 11:58:43 GMT -5
Marine, You've caught my interest That launch pod/traom looking thing, does it move/can you interact with it? Gray shot looks solid, much like my own. Make this a release, I'm aiming for getting my little unit out here before/around christmas, join me! Yep! This is a Strogg train from the game's hangar/Big Gun unit and it's one of the ways to advance onto the next unit. And yes, I plan on making at least one more after this one. Thanks for the comments! Seems like Christmas will be an eventful one this year. I reckon that my unit will be ready around that time as well, so yeah, I'd love to!
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Post by giftmacher on Oct 25, 2015 15:37:22 GMT -5
For whatever reason it's not possible to load QuArk .map files into Radiant, I've not tried other editors but from reading about it there does not seem to be a work around. You get an empty map in Radiant, I read yesterday about someone pulling it off by using Q3Radiant in 'Wine' (a program I'm not familiar with at all) so Q3Radiant in 'Wine' could load QuArk .map files and then convert them into Radiant friendly .map files (not confirmed by me) I don't know much about the technical stuff, I really need to read up on it. I use whatever they shipped with QuArk, arghrad is in there! Other news: I finally worked out how to use path_duplicator in QuArk! Got to do some swirling pipework and a hallway twister, finally (I thought QuArk was not capable of this), it also told me a lot about the work process of SPoGSP1. Edit: Thank you Margaal I will check your tutorial tomorrow!
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Deleted
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Post by Deleted on Oct 25, 2015 16:05:48 GMT -5
ThankZ Gifmacher for ( path_duplicator map ) hehe Giftmacher. you really wanne learn a new editor for those few extra 100 brushes??... ......just stay with Quark editor it`s all about smart mapping. And and meanwhile people on Quark forums, will make a repair,fix, update version ready for Quark mappers.. They have to, because it is a serious mistake in Quark editor itself... And really how many maps in the past fifteen years are crossed that MAX Quark limit brushes?.. there are only five maps that i know.......and there are much much more beautiful maps, with less brushes, designed in a smaller layout setup...
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