Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 21, 2009 16:24:02 GMT -5
Pretty harsh there, but no two people have the same taste in games. I did, however, pop in both games today and I can tell you that I absolutely loved playing Doom 3 more than I did Doom 2 (as evidenced by my 2 hours spent with Doom 3 versus the 2 minutes spent with Doom 2).
I certainly like the visuals of Doom 3 and find they pull me into the game much more than Doom 2, but Doom 64...now THAT one is better than both Doom 2 and Doom 3 combined!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 21, 2009 7:50:43 GMT -5
I downloaded Doom Builder a while back and played around with it. It just felt weird mapping without using the Z axis with intersecting areas layered over the top of other areas. It was amazing how well curves are translated in the game engine when you think about how old that game is.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 17, 2009 21:27:41 GMT -5
There's about 14 other boards on this site that talk about Q2 so go there! **rails Paril in the face then teleports him to hell**
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 16, 2009 17:22:13 GMT -5
Anyone? C'mon...someone out there has to still feel the love...erm...fear...uhh...you know what I mean!
When Doom 3 first arrived, I had a PC that would run the game at 640x480 with no problems. Today, my wife's laptop is the only thing we have that will sort of run older games, but certainly won't run Doom 3, so that leaves me playing the game on the Xbox/Xbox360. Not too bad considering you can get a used Xbox for $50 and a copy of Doom 3 for $10 for a whopping total of $60 and it runs just fine on the Xbox despite the specs of that system being merely 1/4 of the system requirements necessary to run Doom 3.
Anyway, if any of you still play Doom 3, and especially if you still play Doom 3 on the Xbox, get with me and maybe we can get some coop going...old school style!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 16, 2009 16:00:38 GMT -5
This is the total conversion project I mentioned in the other thread...if anyone cared to take a look over at that thread... Below is the link to the WADs for Doom 64: The Absolution which is basically Doom 64 created for the PC using the Doom 2 engine. Samuel "Kaiser" Villareal has been a huge contributor to the Doom community for about 10 years now and while his activity has seemingly dropped off the map, his work is still great fun and shouldn't be missed. www.doom2.net/~doomdepot/abs-download.htmlEnjoy!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 16, 2009 10:30:28 GMT -5
Is it converted to a jpg image or is your screen shot coming out black?
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 14, 2009 22:08:45 GMT -5
i wonder whether he made the map from scratch or used to doom to quake converter like i did back in the day. (quakedm) thats quake doom not quake deathmatch . if anyone wants it, tell me, and i'll give you the link when i get back home. it converts not only the geometry, but the texture placement, the entity placement, and is set up specifically for quake 2 (although as i figured out, easy to convert to quake) pretty awesome huh. I have never heard of this before, but it sounds awesome! I was (and still am) a huge fan of Doom 64 and a mapper named Kaiser created a Doom 64 total conversion for the PC. It was fantastic and I always wondered how much better it would be using a true 3D engine such as the Quake 2 engine or maybe even rebuilding the total conversion using the Doom 3 engine since all of the entities could just be replaced with their newer counterparts. I might have to look into this...
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 9, 2009 17:23:07 GMT -5
No worries bro! I'm just as rusty, if not more, than you are and have been thinking of getting back into mapping. I have become bored with just playing games...but I also know that for me, Q2 and QERadiant are the equivalent of crack!!! **breathes deep and takes a hit of the Q2/QERadiant bong** Anyone seen Jester? That fool owes me money!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 9, 2009 17:20:33 GMT -5
I couldn't help but laugh when spirit said he creates an alpha version with no lighting and using 3 textures...that has been the theme of the last couple of maps I made for the Neal&Bob maps. Ok, I acutally used lighting in I/O, but it's really hard to tell, which was the look I intended anyway.
Ok, seriously...as far as layouts are concerned, I agree with the idea that you shouldn't start with a box and connect it to another box. Rubik's Cube's are boring...and mapping in this manner for a first person shooter is no different. Aside from that obvious fact, another thing to consider is that a box tends to limit the mapper's imagination and creativity. I can assure you that the majority of good/great mappers out there don't do this and the result is usually a sprawling level that has a good, unpredictable flow for gameplay.
I also agree with not stretching your textures unless you are intending to do something different, such as make a surface with properties similar to chrome (enlarged textures from stock size reflect more light making it seem like shiny metal). Keeping everything within 64 unit increments also makes things easier on the engine when compiling and lowers r_speeds during gameplay (it also makes it easy to apply the textures since most textures are in measurements of 32, 64, 128 units).
Ok, so this thread is really old, the information is still good. Hope it helps!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 9, 2009 17:10:45 GMT -5
I can't see it being a viable solution for 3D, but it's cool nonetheless. I love these types of things, especially when other people can't see the image...lol
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 9, 2009 17:02:06 GMT -5
link is dead, but the girl on the banner that popped up was teh hawtness!
But yeah...link is dead...and the game is pretty much on life support as well unless more people get back into it!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 9, 2009 16:56:18 GMT -5
New..? NEW!??! I remember you and you are definitely not new...maybe rusty, but certainly not new
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Aug 30, 2007 12:12:12 GMT -5
According the The Krusty Krab employee training video, P.O.O.P. stands for "People Order Our Patties". There...the definitive list if I must say so myself!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Aug 13, 2007 6:54:53 GMT -5
Hmm...there didn't seem to be any way to reply in that thread.
BTW, I know Grieve knows how to make the gothic styled arches, flying butresses and everything else that represents gothic architecture, but I see none of it here. What happened?
Aside from that, it looks like a technically proficient map that would play well on any machine and online with lower r_speeds.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Aug 11, 2007 15:50:04 GMT -5
I think the time line is perfect. A month allows enough time to complete map, but not enough time to just sit around letting it collect dust.
I'm just as guilty as anyone else having not put out a map in a long while, but as soon as I get a PC that works, I'll be getting busy again.
Another important thing to remember about speed mapping is that you aren't necessarily putting out your best work and we all understand that. What it does though, is allow new maps to come more often and that alone could inspire someone to make something incredible after being inspired by something that they see generated from this community.
Good luck to you all and hope to see more maps in the future.
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