Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Jul 30, 2012 3:30:48 GMT -5
DUDE! You need to email me! Check your PM...pretty pleez!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Jul 22, 2012 0:07:56 GMT -5
I know this post is a bit old, but here goes...How thick are your floors/ceilings? If you are drawing your brushes on the low ends of the ramps to a fine point, areas that shouldn't be viewable may become so. I seemed to have experienced this early on in mapping with QERadiant, which is why most of my ramps extend below the floor which still makes it a 6 sided brush instead of one with 5 sides if you made a wedge.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 10, 2012 20:17:37 GMT -5
Hmm...maybe you don't even need judges. How about just getting some speed maps completed and play on them. No need to overcomplicate matters unless someone is doling out some serious prizes!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 5, 2012 4:38:53 GMT -5
I was wondering the same thing... I know I started this thread, but don't think I have the authority around here to actually run such a contest... ~Y Nonsense...if you lay down the challenge and challengers respond, then consider it on!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 5, 2012 3:45:17 GMT -5
I had all 4 of those action figures at one time...wish I still had them. The small blue start screen was from Quake 2 for the N64. That was actually a pretty good 4 player game for the system!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 5, 2012 2:15:53 GMT -5
I'm officially interested...pm sent!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 5, 2012 2:01:38 GMT -5
Try first make small Q2 maps, uhh 512x512 learning, expand with more corridors, up down there`s more then enough space don,t worry... ... Ditto! I would start with smaller maps and work up as you grow more familiar with the tools. There are some damn good maps out there that are 1024x1024x512. That is roughly 128ft x 128ft x 64ft. If you think 128ft x 128ft is small, that is actually over 16k sqft...imagine that amount of space in an office building and you can see that even a map that small can be a lot of fun. Instead of going for sheer size (this is something we have all done when first starting out), focus more on the detail of the architecture in the map. J3st3r and Maric are probably the best I have seen in Q2 mapping and if you look at their maps, they aren't incredibly large maps, but they have a lot of detail and well thought out routes for the players to traverse the map and get the drop on opponents while never feeling at ease enough to stop moving. This is where your focus should be.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 5, 2012 1:42:52 GMT -5
I have an easy way to confirm that...download my q3_test2 remake of the Q3 map "The Longest Yard". I think LeRay has it in a list somewhere, but if you can decompile it, there is a target_speaker attached to the megahealth powerup when launching off the top jump pad in the center of the map. It should also show the info on the times for the respawn which should also coincide with the respawn time for the item you want to trigger the sound. Hope this helps.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 5, 2012 1:32:03 GMT -5
Never set your skybox as visible...for starters. The colormap.pcx file has to be copied and placed in your pics folder. I don't understand why this works like that, but it was always a hassle setting up a new install of QERadiant because of the one file!
Ok, for your sky box, keep in mind that you should select a texture that has a color that you want as ambient lighting throughout your map. For example, if you choose a blue colored texture and set it on your skybox, the ambient lighting will be a blue hue...very faint, but still blue. I try to keep the light a neutral color or light yellow if there are any outdoor areas, but when mapping indoor corridor styled maps, keep the texture lighting off and use light entities throughout your map for a more natural lightmap.
I haven't been into mapping for a while, but have considered jumping back into it. I used to know all about the lighting features of arghrad and the Q2 lightmap process to include setting a "sun"...yes, it's possible, with angled lighting and everything! I'll look into it a bit more...
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 5, 2012 1:27:33 GMT -5
I have only used QERadiant 1.47. It's the most stable and supports most, if not all, available Q2 mods.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Nov 9, 2011 7:16:33 GMT -5
For me, it always started with rough sketches, which I then worked out onto grid paper. The Q2 rendering process prefers everything to be based on 8-base grids. Anything outside of that will absolutely kill your r_speeds, so my maps usually ended up on grid paper with each block in the grid representing 64 units. It also works best for texturing that way ;D
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Nov 13, 2010 7:46:52 GMT -5
That totally ROCKED! pun intended
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Nov 4, 2010 8:59:02 GMT -5
That's funny...it showed when I first created that post. Maybe the site is down right now, but Banjo the bear carries a jigsaw puzzle piece that looks exactly like the one in the avatar. Coincidence? We can try this one:
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Nov 4, 2010 8:23:10 GMT -5
Not far away, it's a pretty tight place. I just ignored the bug and you can see it at the lower tele near HB on spirit2dm6. On my avatar: I have no idea what a Jiggy from Banjo-Kazooie is tbh. It's a ghost or a spirit imo. (It's a user identification image from the login manager of KDE, a desktop environment for Linux.) Check out the pic...particularly what Banjo (the bear) has in his hand:
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Nov 3, 2010 19:37:03 GMT -5
How far are you away from the teleporters when you are looking at them? I know that it seems the larger the map, the more likely it was for me to see where mine were embeded, and especially so when you are about 1024 units above where they are (that is half of the draw distance of the vanilla engine). BTW, is that a Jiggy from Banjo-Kazooie as your avatar?
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