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Post by Yun on Apr 14, 2007 23:15:23 GMT -5
I'm sorry I couldn't get a map in, but now I see that I wouldn't have stood a chance.
Rock on.
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Post by Yun on Aug 2, 2005 22:19:05 GMT -5
I'd just like to say a few things about my map...
The name of the map is "Dance like a Dervish", which refers to a type of Monk (a dervish), which performs whirling dances and vigorous chanting as acts of devotion. To dance like a dervish is to be crazily happy. This feeling is what I get when I play Quake2.
The map had a few set rules as to how I would design it, most of which I followed right to the end.
1) All lighting must be natural, no other sources of light except the sun and lava. 2) No jump pads or elevators. 3) No custom textures.
I followed every single rule right up until the final stretch. I broke down and used entity lighting in the waterpipe and near the lavawater fall. Both other rules, as you can plainly see, has been followed right down to the tee.
Another thing. If you notice, the weapon loadout is exactly the same as q2dm1 (The Edge). That is, except for the secret hidden weapon. I tried to lay out my weapons based on q2dm1 loadout. So you'll notice, especially in the hallway with the Upper Rocket Launcher, that I tried to use the same item layout -- while still keeping the originality.
I worked incredibly hard on this map, right from the moment that Le Ray said "Go!"
Thank you so much.
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Post by Yun on Aug 2, 2005 19:29:48 GMT -5
Thank you, WHO?, Wixen, and Grieve, for judging my map!
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Post by Yun on Jun 16, 2006 15:51:45 GMT -5
Congrats to Jester Of course you would win, you're maps are amazing--more my taste, but amazing. Thanks for the comments Maric--I've always known how much you dislike defaults
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Post by Yun on Dec 2, 2006 20:48:24 GMT -5
For optimal speeds, try to keep them hovering around 800. All of my "official" maps (the yundm series) follow this rule.
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Post by Yun on Jun 17, 2006 17:41:56 GMT -5
Nice touch with the glass!
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Post by Yun on Aug 22, 2005 19:04:36 GMT -5
All in all, I liked the picture of the development better than the screens you originally intended to show.
It's so different from the way I tend to make things...
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Post by Yun on Aug 21, 2005 2:30:30 GMT -5
I believe that Maric has used this technique in quite a few of his maps.
I've used that technique as well in some of my earlier projects.
I'm well aware of the gl_showtris, and r_speeds, cvars.
Here is another tip for you, and everyone else.
Use
gl_clear 1
to test your maps if you have a hole. What this does is remove the HOM effect, and replace it with bright pink. Since I do a lot of testing for scale and connectivity, this really helps me get my bearing, and not give me a headache.
If I contruct the donut right in the first place, there's no reason to do constant testing to see if it works.
I'm happy that you have lots of theory to work from though. I don't dispute that you know your stuff.
- Yun.
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Post by Yun on Aug 20, 2005 13:54:41 GMT -5
Heh. If you can put at least 128 units on either side of your "donut" you will block out the visibility.
Be careful when using QuArK's build tools. I would highly suggest building it all yourself, but that's just a preference.
I hope your main walls are 128 units high, and your trim is 64 or 32. Quake2 likes it when you work within those kind of grid specs. At least, that's what it seems like to me. On the plus side, all of the textures fit to those specs.
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Post by Yun on Aug 20, 2005 13:23:00 GMT -5
If you're getting that high of r_speeds, you have too many curves. It is Quake2, I wouldn't worry about making everything look incredibly smooth.
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Post by Yun on Aug 20, 2005 12:34:48 GMT -5
Seems a bit barren.
I suppose it's a good thing to finally see the professional critic put a little bit out there. As soon as you release this map, you can be considered a mapper.
Congratulations, Grieve.
- Yun.
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Post by Yun on Jul 30, 2004 20:44:04 GMT -5
I'd like to join
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Post by Yun on Sept 6, 2004 21:45:34 GMT -5
Just to clarify, the versions I have now are under lock and key... I don't want to continue the old version, it's too ugly, buggy, and just plain messy.
What I am proposing is Q2M's first group project.
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Post by Yun on Sept 6, 2004 16:15:05 GMT -5
Purgatory is my dream map.
For those who don't know what Purgatory is, it's the place where Christians believe they are sent to repent for their sins, before being shipped off to Heaven or Hell (or something close to that, details may be off).
When I was playing Dark Forces 2 (God bless that game), I came upon a map called Purgatory which featured just weird things that would freak you out. But, the coolest thing was a sign and a elevator.
"TO HELL" is what the sign said. Once you got in, the elevator would rotate so the entrace was facing down and you would drop, with a blood-curling scream, into hell.
If you walked into the beam of light on the roof, you would rise to heaven.
Anyways, that was a long time ago, before I found Quake 2. When I first started mapping, I wanted to recreate the map Purgatory. Early version included the great drop to hell (which everyone loved, but it didn't have an elevator). And eventually in later version, the way to heaven, which included a HUGE stone throne which you could walk into.
Fast-forward to today, the map is still not finished because I keep trying to revise it and make it better, so the map has never been released.
Here is my proposal to Q2M. We all create this map. As the first group project, we could cut up the different parts of "Purgatory" and maps them out peice by peice.
The trick is with this map is to make it look as creepy and wacked out as possible. Not like Doom 3 where everything is high detail and ugh. But more like when you're walking and all of a sudden you see a flying chair coming at you. Blood comes flying out of the toilet, blood soaked bathtubs... and that's just "Earth" (Purgatory).
With heaven, I would like to make a drastic change, and make it into a castle type of thing. Not bright textures, but cheery like, you should feel relaxed when entering heaven.
Hell is just creepy, all cave like with red light and heat coming off the lava below walkways and such.
I just think it'd be cool to do a group map, or even a set of maps (map pack!) with the Q2M members.
Yun
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Post by Yun on Apr 16, 2005 19:40:37 GMT -5
To be completely honest, I obcessed over your comment for nearly two hours. I tried putting the glass in, but I find it takes away from the temple idea that I've gotten right into.
Everything has an ancient feel to it, but the glass looks way out of place..
That, and the sunlight is way to close and bright for that kind of effect. The shadows also look bad for the framing... It just doesn't work.
Thanks for the comment, but I think the lava is going to stay -- it foreshadows my efforts to provide indoor lighting naturally. (Think Third Reich with the spotlights pointing upwards...
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