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Post by Guggenheim on Sept 3, 2021 14:20:42 GMT -5
An important questuin: which brushes should be detail? AFAIK, the trim, lighting devices etc. should be detail. But should be big objects be detail as pillars on my map?
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Post by Guggenheim on Sept 3, 2021 17:30:52 GMT -5
A little update. I've added ladders to the brick hall and also prisoner cells with bloody windows. I made two different options with ladders: with lava/water flowing down into drain or with lighting device. What do you think, which is better? That brick hall is an accurate center of the map, so there should be some powerup, or even BFG (but is it OK for CTF games?). I think, I almost finished the blue base. The next step will be just copy most of brushes and just flip them and place correctly.
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Post by Guggenheim on Sept 3, 2021 17:35:45 GMT -5
What is this? How can i fix it?
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Post by knightmare on Sept 3, 2021 22:12:16 GMT -5
That's a missing polygon. That can sometimes happen if a surface has too many intersections. I would suggest splitting that warp surface at mid-height with a hint brush.
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Post by Guggenheim on Sept 19, 2021 13:31:34 GMT -5
Here is the draft version! The map turned out to be huge, I didn't even expect. The layout of items is not finished yet, so I am counting on your suggestions.
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Post by knightmare on Sept 19, 2021 15:16:49 GMT -5
I just gave it a quick run-through.
There are no flags in this map yet, nor any areas that look like flag rooms. Do you plan to add those later?
Also, there are too many rooms that look identical, making it easy to get lost. The two identical semi-outdoor courtyards are the biggest issue. You should do something to make each room on each side of a base distinct, so players can learn the map easier.
Also, I noticed that there is no chaingun, railgun, or pack yet.
Construction/architecture looks very solid otherwise.
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Post by Guggenheim on Sept 19, 2021 15:24:11 GMT -5
I just gave it a quick run-through. There are no flags in this map yet, nor any areas that look like flag rooms. Do you plan to add those later? Also, there are too many rooms that look identical, making it easy to get lost. The two identical semi-outdoor courtyards are the biggest issue. You should do something to make each room on each side of a base distinct, so players can learn the map easier. Also, I noticed that there is no chaingun, railgun, or pack yet. Construction/architecture looks very solid otherwise. Of course I do! This is just a raw version just for architecture showcase. The flags supposed to be at the place of commander's bodies'. Added them just for flavor. At the moment I am working at item layout, so I should recompile map multiple times, I've send you a question of it in PM.
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Post by Guggenheim on Sept 19, 2021 15:30:15 GMT -5
I just gave it a quick run-through. There are no flags in this map yet, nor any areas that look like flag rooms. Do you plan to add those later? Also, there are too many rooms that look identical, making it easy to get lost. The two identical semi-outdoor courtyards are the biggest issue. You should do something to make each room on each side of a base distinct, so players can learn the map easier. Also, I noticed that there is no chaingun, railgun, or pack yet. Construction/architecture looks very solid otherwise. I want to say more: I plan to make 3-team version later. On each base there will be two teleporters to other bases. But I'm not sure it will meet the engine limits. What can you say? Just imagine, that there will be 3 bases sized like that:
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Post by knightmare on Sept 19, 2021 18:28:07 GMT -5
I can't tell by a just screenshot, as the limits are numerical.
How many brushes, how many entities? Will all 3 bases fit in the +/-4096 coordinate bounds set by vanilla Q2's protocol?
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Post by grieve[Q2C] on Sept 20, 2021 10:21:28 GMT -5
when I try to start the map with quake2 3.24, I get 'ERROR: Map has too large visibility lump'
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Post by Guggenheim on Sept 20, 2021 11:25:02 GMT -5
when I try to start the map with quake2 3.24, I get 'ERROR: Map has too large visibility lump' Oh, It's too big for vanilla. May be I can solve it by dividing big areas with walls. Or maybe I just make map smaller. I'll think of it. For a long time I use only KM engine, so I never face such problems.
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Post by knightmare on Sept 20, 2021 13:44:17 GMT -5
You can also make more brushes detail, which will reduce vis complexity.
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Post by Guggenheim on Sept 20, 2021 14:01:21 GMT -5
You can also make more brushes detail, which will reduce vis complexity. Which brushes should be detail?
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Post by knightmare on Sept 20, 2021 15:09:29 GMT -5
Ones that don't actually block visibility, such as protrusions and pillars. The detail content flag makes them be ignored for purposes of vis generation.
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Post by Guggenheim on Sept 20, 2021 17:24:49 GMT -5
Ones that don't actually block visibility, such as protrusions and pillars. The detail content flag makes them be ignored for purposes of vis generation. Should that big "generators" on pillars at the outside yard be detail?
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