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Post by Yun on Apr 15, 2005 13:54:10 GMT -5
What do you think?
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Post by Yun on Mar 14, 2005 0:46:00 GMT -5
I thought you guys might want to see what I've been working on lately. This is my second attempt at a deathmatch map, and will eventually be used as a basis for a CTF map I'm making for Vortex (vrxctf1). This is the first room, and after careful discussion with a friend, I have decided to have this map entirely lighted by sunlight. Enjoy the first shot of many. Yun
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Post by Yun on Dec 29, 2004 14:45:10 GMT -5
I like the look of this map. I don't think I'd ever play it on a server, but it feels... nice. I found in a few spots I got stuck on the incline/decline (this was on the walkways), maybe you could add a few clip brushes.
Other than that, I love how the map looks.
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Post by Yun on Sept 4, 2004 19:49:48 GMT -5
There are some completely idiotic lighting bugs with the terrain. I can't figure them out.
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Post by Yun on Sept 2, 2004 11:30:12 GMT -5
"Your style reminds me to the old great mappers as for example Ikka Keranen, who's mas are all masterpieces."
Really? I'm being compared him? I play his maps all the time, they look far better than mines :\
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Post by Yun on Sept 1, 2004 23:57:06 GMT -5
From my understanding, r_speeds is how many triangles and details you see.
A higher detailed map has heavy r_speeds (Pretty much anything by Jester), a lower detail map (like vrxdm1) runs much faster.
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Post by Yun on Sept 1, 2004 15:40:08 GMT -5
Thanks for the rather instantanious comments Old School map? Sweet! That was probably the greatest compliment I've ever received, thank you. Le Ray, what do you mean by water in the underground area? Is it something along the lines of actually going underwater; or, footdeep water, like around the BFG? I'd like to believe that the entire map layout is completely finished, so I don't want to go adding new areas... There is some dripping ambience in the BFG room (by the crack in the pipe, if you could understand my sloppy detail). I do believe there is also a monster sitting on one of the boxes that never got shipped (in the flooded room). He tends to get a bit loud every once in awhile. I'd use custom textures/sky, but it's completely against my beliefs. Thanks for you comments, I'll be sure to follow your advice accordingly Yun
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Post by Yun on Sept 1, 2004 14:53:05 GMT -5
Hey guys, I've been pretty quiet on the boards, and I'm sorry for that; I've been busy. I'm about ready to move into the beta stages of this map. At this point, my main goal is to finish lighting the basement, and adding the ammo, smaller weapons, and ammo. If you noticed, there isn't very much sounds in this map, I haven't found suitable places for them. I may add a nice windy feeling to the mega health and on top of the building outside, but that's about it. There are noclip brushes that cover the entire interior sky of inside, but you can get up to the roof on the outside. If you check it out, I would love some feedback on weapon placement, general layout. Especially weapon placement. Please note that this build has not been vis'd or lit. I found that the r_speeds are consistently under 600 for the most part. www.planetquake.com/vortex/yun/vrxdm1_alpha10.zipThere you go... *crosses fingers* I hope they like it.. I hope they like it.. Yun
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Post by Yun on Sept 23, 2004 16:02:21 GMT -5
I used Phong Shading *cries* It just had some issues I guess Anyways, I'd rather not use any more textures then I really have too -- also, I'd like to defend the the Rocket Launcher area. If you go up the stairs to the GL, you can jump to the armor, and over to the place where the Shotgun is, I guess it's a kind of walkway. Thanks for the tips on the lighting, I'll look into it I love my teleporter, lol
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Post by Yun on Sept 22, 2004 23:05:22 GMT -5
My first map is pretty much finished. I'd like to release it for final beta testing... I hope this works out alright... Yes, I would love real good beta testing! www.planetquake.com/vortex/yun/vrxdm1_beta.zipThanks for your support guys Yun
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Post by Yun on Sept 11, 2004 18:25:10 GMT -5
I know for a fact that right now, they lead about 128 units down I should probably triple that and make a trigger hurt
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Post by Yun on Sept 10, 2004 23:05:50 GMT -5
I also believe that everyone should make atleast one map with that set of floor textures.
It's a right of passage.
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Post by Yun on Sept 9, 2004 22:39:14 GMT -5
Please note that this is not a beta-test... I'm just not quite sure where to post showcases... This... this is why I started mapping. I love it when things just seem to fall right into place... Notice how the light makes kinds of criss-crosses on the floor, and circles on the ceiling... I love stuff like this. Ah, the guilty pleasure of creating hallways. Yun
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Post by Yun on Aug 10, 2004 23:01:44 GMT -5
Unforunity, the _sun feature of ARGHRad aren't doing justice to the map, so I'm cutting them out. I've used the terrain editor for some new terrain, and it's looking great. Thanks for your tips guys, they are much appreciated.
Also, I can't believe I made a 1/2 decent looking map using a 128 grid standard for a walkway. I think it's great.
Yun
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Post by Yun on Aug 3, 2004 15:57:46 GMT -5
Well, I'm just playing around with the sun, but the shadows are way way way too dark. What do I use again to lighten em up?
:\ It's also greenish-yellow light, ugh..
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