Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Mar 18, 2008 22:55:02 GMT -5
It's not bad! Certainly looks like the environment work that Jester and I slaved over will finally become a standard, but there is always room for improvement!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Nov 26, 2007 10:29:59 GMT -5
That's a really good question. I have had some incredible ideas for maps that just fell to pieces during the construction phase and other ideas that were simply just a bit of toying around with the editor that made it to completion and release. Solar Winds was one of the later maps that I was simply playing around with and never expected anyone to enjoy it, but it turned out to be a great test map for some new ideas and a lot of fun to play despite how weird it was.
I think most of us who map have a slightly over-inflated ego due to the "god" complex given by the map editor and to think someone might not like your work is a huge slap in the face that usually results in weeks of testing on top of weeks or months of construction which leads to losing interest in the map and ultimately, many of these maps are not released.
I wonder what professional environment artists for games think about this topic. I think they have leads who are more focused and keep them on track to complete the game environments, but I would bet many of them, if left on their own, would suffer the same fates we suffer from.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Nov 8, 2007 10:52:30 GMT -5
I was reading earlier that John Carmack (yes...the father of Doom and Quake) is releasing Orcs and Elves for the Nintendo DS and he spoke of creating games on limited hardware and how much fun that in itself could be. It immediately made me think of what we have done over the last several years for Quake 2 and I thought I would further that notion with a link to an article written Sven who used to map for Quake 2. sven.planetquake.gamespy.com/insane/whyq2.htmlSven basically said that creating maps for older games was more fun because of the limitations that forced the mapper to become more focused on the task at hand. It's a great read and one that could possibly rekindle that old flame we all share for Quake 2. Enjoy!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Yey!
Apr 23, 2007 4:59:47 GMT -5
Post by Panzer on Apr 23, 2007 4:59:47 GMT -5
3fing3r3dfi3nd
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Panzer
Quake 2 Mapping Club
Posts: 175
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Yey!
Apr 22, 2007 21:31:48 GMT -5
Post by Panzer on Apr 22, 2007 21:31:48 GMT -5
Nice! Now I have a custom avatar
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Panzer
Quake 2 Mapping Club
Posts: 175
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Yey!
Apr 22, 2007 17:54:32 GMT -5
Post by Panzer on Apr 22, 2007 17:54:32 GMT -5
Huh? A picture of what? Or maybe you meant a "pitcher"...and if you meant a pitcher of beer, then I will definitely cheer for you!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Mar 10, 2008 10:13:20 GMT -5
Kiltron is an excellent level designer...if not a little whinny about some of the technical aspects of modding with the Doom 3 engine (long story...don't get me started). It's definitely worth the download, but don't expect a mind-blowing experience. Some of the gameplay has changed, but the level build is approximately the same as the original...not much extra detail, but character models look great and it's a nice "what could have been..." demo.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Mar 10, 2008 10:15:12 GMT -5
So what is for Dinner Master Chief X7 I'm guessing lead...but who knows for sure
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Aug 26, 2006 23:16:18 GMT -5
OH COME ON! GET WITH THE TIMES... Q2 IS DEAD/GONE/PAST... We are in Q3 now and heading into Q4... (in about 36 or so days) Quake 2 still rocks my gaming world though. Oh and so does Far Cry for the Xbox. ***wink-wink-nudge-nudge*** FarCry is "t3h f3rr4l suck!" **runs and hides in a monster map**
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Aug 30, 2007 11:54:53 GMT -5
NIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIICE! Thanks for the info Grieve!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Aug 30, 2007 10:38:22 GMT -5
LMAO...that is just crazy! I wonder how the jumppads work though...and the Doom engine is a "pseudo 3D" engine which means it won't allow entities to occupy the same vertical space. What this means is if you were to launch yourself at another platform and an entity was in your path, you would essentially hit a wall and drop straight down from there.
Still very interesting that someone actually went to such great lengths to re-create the best Q3A map ever made!!!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Sept 8, 2006 8:43:02 GMT -5
Snake drank it!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Sept 7, 2006 19:48:15 GMT -5
I already did my part (refreshed over 500 times). It's someone else's turn to waste an hour!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Sept 7, 2006 9:51:10 GMT -5
Congrats LeRay. 2+ years and still going strong! One more year (and a couple of months) before the 10th anniversary of Quake 2's release. Maybe if enough people get involved, you could bust 500k by that time.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Sept 6, 2006 9:51:26 GMT -5
BAH! Blow it out yer ear! **I mean the rail slugs**
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