Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on May 31, 2007 16:24:03 GMT -5
I am submitting in a few days. Wednesday I would say. That would make it a "June" map
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 24, 2007 22:04:42 GMT -5
It's easy to make a level look good using UT2K3/2K4...now do that with the vanilla Q2 engine!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 24, 2007 4:59:42 GMT -5
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 23, 2007 20:46:59 GMT -5
WD...some of those cons can be worked to everyone's advantage. Hear me out...
Let's say everyone jumps into this head first...making maps in much less time. What inevitably happens is everyone will learn the editors better, become more efficient, get rid of ideas that are too "iffy" and time consuming to worry about. In esence, many of us would become more efficient and better mappers. In learning from what you have done with the speed mapping, you can apply those techniques to other maps you would want to take your time with.
Just my $.02
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 22, 2007 10:09:19 GMT -5
well, it takes as long as it takes to do it. if I could, I would make a quality map each month. hope I ever get to the point where this is possible ;D what I said means just that I prefer quality over quantity, and that low - and no- standard maps don't do nothing for me. only well done maps count, at least halfway decent well done. I definitely agree with wanting quality first. All I'm hoping to get across is there have been some really great maps that didn't take long to make that turned out to be real keepers. If memory serves me correctly, I think Q3DM17 was originally a test map that only took a couple of hours to build. Looking back over the last 8 years, you will see that this has been THE most played Q3A map. Sometimes everything just works right!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 21, 2007 21:20:04 GMT -5
wrong direction. we need more quality, not more quantity. So what you're saying is you only get quality maps if it takes 6 months to complete? I think we can do better than that.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 20, 2007 18:57:07 GMT -5
Yup...me echoes Maric's sentiments.
Has anyone considered doing this on a monthly basis and eliminating the "contest" feel of the whole thing? Func_msgboard has been home to a number of speed mappers for Quake 1 and to this day, that game STILL gets more new maps than Quake 2.
Doing this every month might edge them out. Just a thought...
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Nov 1, 2007 8:19:53 GMT -5
Nice idea! It's a little more involved and as long as you are not cramming the level with entities, it should work and look fantastic!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Oct 29, 2007 11:09:56 GMT -5
Vanilla Q2 does not support this feature, but there are some engines out there that will. The only way to get around that is to make a small invisible brush to place underneath the entity. Jester and I created some maps under the "Neal and Bob" name that use floating entities and works in vanilla Q2. The only drawback to this is if you don't have a launch pad that sends the character completely over the top of the invisible brush, when you collide with it you will fall. It takes a little work to get it right so be patient and have fun!
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Sept 6, 2007 17:55:58 GMT -5
Maybe he meant "gothic" instead of "demonic". It's certainly gothic...which was one of the best things about Quake 1.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Aug 28, 2007 8:13:28 GMT -5
I have always used QERadiant for Q2 mapping because that is what I learned on when I started mapping for Q3A. I've also heard from Maric that the Radiant set of editing tools is better at texture mapping on the brushwork...and that is coming from a user of Tread 3D and Quark.
But...for what it's worth, the best mapping tool out there is the one the mapper is most comfortable with.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on May 1, 2007 22:17:37 GMT -5
The whole idea sounds funny to me/ Can't you use a monster spawn instead?
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 22, 2007 10:23:08 GMT -5
The 1000 r_speeds figure is really just a guide line and really more for the netplay as opposed to the game engine's limitations. Once you go over 1000, the latency gets worse and can really wreak havoc on a networked match. If it's any consolation, since you said you checked out the maps on Jester's site, some of the r_speeds of the Neal&Bob maps have r_speeds well over 1000. Even LeRay has put out some maps with r_speeds of over 2000, but keeping it simple really is the best way to go for Q2 unless someone re-writes the net code
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 14, 2007 20:40:51 GMT -5
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 22, 2007 14:27:44 GMT -5
Is it possible to make entities float in mid air? If you want to see it done in a Quake 2 map, check out this map: www.fileplanet.com/dl.aspx?/planetquake/j-spot/nandb_01.zipI made a bobbing Quad powerup so that you would have to time it just right to receive it. Just showing it is possible. BTW...if you have problems finding it, go into the console and type in "noclip" so you can fly around and find it. It's bobbing up and down behind the large baffles that you fly around using the jumppads. Hope this helps inspire you to do what you are dreaming up.
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