Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Jan 6, 2014 8:41:32 GMT -5
Just about every space map takes so much longer to compile than the usual maps. My remake of Q3DM17 took 17 hours to compile and I did this more than once! Your best bet would be to compile the map for testing without RAD so you can check the item placement, layout, brushwork and ensure textures are aligned properly, then after all else is good, do a full compile...and go away for a while. The biggest thing is to get everything set for your brushwork and textures. You can do quick entity compiling in less than a minute, so the layout isn't as much of a hassle. The lighting however...if it's wrong after the first compile and you have to alter it, it still has to do a full lightmap which takes longer than the VIS compiling. I would say if your computer looks like it froze during the process, it didn't actually "freeze" and it just might take 2-4 hours to see it jump another 10 percent. Good luck with it! Space maps are usually fun to play on, but this is why you don't see too many of them out there. www.clanwos.org/pub/q2/maps/panzerq3test2.zip
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Nov 9, 2013 9:05:13 GMT -5
Holy CRAP!!! Musashi is back in business! Time to party like it's 1997!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Oct 2, 2013 16:26:43 GMT -5
Yeah...v3.20 was the final update to the standard game but others have modified the engine further in a custom exe file. I always thought it was weird Q1 had flames but Q2 didn't...then again, it was set on Stroggos and maybe fire behaves differently on that planet.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Oct 2, 2013 16:17:43 GMT -5
Wow...can't believe this thread is 4 1/2 years old now! Anyway, I'm still playing Doom 3, on the PS3 under the name "H0M3RC1D4L". Add me to your friends list and hit me up if you arei interested in playing sometime.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Sept 30, 2013 15:23:19 GMT -5
I always liked the wings used in the Invulnerability pickup. It's wings and a skull already...just put the beret on it and make it a Captain with the captain's insignia (2 bars) set inside a "Q" to make it look like the Quake 2 logo
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Sept 30, 2013 15:17:42 GMT -5
You just threw your hands in the air...I'm just here to see if you're going to catch them and how...since you threw your hands in th...ahh, nevermind
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Sept 29, 2013 8:30:26 GMT -5
I have only used QERadiant 1.47 and GTK-Radiant (the radiant family of editors covers a large number of games, so using one across all of the Quake series, Half-Life and Doom 3 was a huge plus!). I have dabbled a bit with other editors, but I always return to Radiant based editors.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Sept 29, 2013 8:16:53 GMT -5
If you look at the title of that document, it is specifically for Quake 1. Quake 2 never had torches, but the common work around for it was either using a single brush with a flowing texture to simulate a flame, or an animated texture that alternated or cycled through numerous .wal files to simulate a dancing flame. It's a shame Q2 never officially supported torches since it was supported on a previous and supposedly less robust game engine.
**Edit
The only other thing I can think of is if you have an enhanced game engine, you will need to update your ent def file to show the torches if that engine supports it, but as for vanilla Q2, it simply isn't supported.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Aug 15, 2013 7:13:02 GMT -5
Considering the recent events such as the Boston Marathon bombing, it's not entirely out of the realm of possibility that a pipe bomb could be made out of a flashlight like that and to think...trying to turn on the light could detonate it. Possibility? Yeah! Likely? Probably not.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Howdy
Aug 15, 2013 6:49:43 GMT -5
Post by Panzer on Aug 15, 2013 6:49:43 GMT -5
Jeeez LeRay...you said you were going to take a break from mapping and running the site...not completely retire from the game! I suddenly feel like one of the lowly laborers that just saw the CEO of the company visit the job site. It's been an honor sir! **mocks the boss to get laughs from his friends**
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on May 1, 2013 12:43:11 GMT -5
Thanks for the feedback Panzer. I'm definitely sinking those spawn pads into the floor, they were only there to show anyone testing the gameplay where they were placed. I've added in a few more sounds too and removed that rather annoying looped world sound. It's a bit of a shame I didn't contribute / release any maps years ago when the Quake 2 scene was really buzzing, people like you, Jester & Maric inspired me somewhat with their maps. Oh God!!! Sorry about that (the part where you were inspired me... ) Obviously just kidding. I still play with the editor from time to time, but level layout always swings toward the symmetrical for me. My niche was always with the weirder stuff and doing things the game wasn't designed to do like rain and snow falling. I keep thinking about getting back into it and with the next gen consoles coming out with weird "always on" requirements, inability to play legacy games and possibly prohibiting used games or even charging for multiplayer, it looks like I might be going back to pc or just classic gaming. Anyway, good luck with the release. The Q2 community is always starved for new content and they will be thrilled to have such a stellar effort!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 28, 2013 22:59:12 GMT -5
I've been playing through this with the sorry Bots, but it's a pretty solid map. It might need a few more sound files, but layout, item placement and spawn locations seem to be top notch. I would just bury the spawn points 1 unit under the floors so they aren't visible and maybe use a custom texture/different floor texture to mark their location. Those things are godawful ugly and I wish they could just patch the game to eliminate seeing the spawn pads! I was wondering why I liked the look of the level so much...it might have something to do with Sven's "Ain't Dead Yet" mapping competition sometime around 2000 or 2001 (waaaay back...I know). The winning map used textures similar to the Lunaran set and was a very cold feeling deathmatch map for about a 4 player load. The mapping competition set a limit of 600 brushes and this one stood head and shoulders above the rest. I can't remember the name of it, but it certainly inspired me during my mapping days, especially with the minimalistic textures and simple geometry.
Anyway, I don't think the map needs much and it seems to be a final product as is. The addition of more sound files is a personal choice for me since the rest of the map seems rock solid. You definitely got a hit here! Good luck with the final build and distribution...hope it sees a lot of play time!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 16, 2013 3:09:20 GMT -5
Beautiful map bro! What texture pack are you using? I love that cold steel look!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Aug 5, 2012 0:57:27 GMT -5
You evil...evil man. Thanks!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Jul 31, 2012 17:00:45 GMT -5
Mayans? Did someone say Mayans? I dare say, if someone were to create a Mayan (or some similar ancient civilization) themed texture pack for me, I would be happy to work against that Mayan calendar
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