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Post by Yun on Aug 3, 2004 0:47:45 GMT -5
Well, just learned how to use ARGHrad... Wasn't that hard.
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Post by Yun on Aug 2, 2004 16:42:03 GMT -5
Unfortunity, I've been trying to keep to stock textures so that my map will be played on the Vortex server, the same deal with the skybox. I've experimented with that stuff for maps I've made for WoD and LOX back in the day. I've been mapping for a good 4 years now, and I still haven't learned how to use the sun feature that ARGHrad provides.. :\ I've been playing around with Nem's Texture generator, and I've enjoying what it can do, However, I'm unsure of how to set it up for Quake 2. Importing it into QuArK is not a problem, but then again, it also gives me way to many triangles for my slow HP to deal with... Ugh. I have some ideas on how it works, so it shouldn't be hard to fix. Sinking in the spawn points cleans up the map? I never understood that, sure it looks cleaner, but it also takes away from that classic Quake feel... Sounds are another thing that I've been experimenting with, I'll keep looking. Custom textures and sky are in order, I will definitely take a look into it.. Thanks for you comments
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Post by Yun on Aug 2, 2004 8:25:02 GMT -5
Since I've joined the clan and everything, I assume that would be appropiate to show what I've been working on for the past couple weeks. Actually, to be honest, I'm scared of this map. I've never finished a deathmatch map before, and this is the furthest I've ever came. After seeing the work by Jester, Reqiuem, and Le Ray, it's kind of awkward for me to post something so simplistic, but here it is anyhow. This level has taken on a style of a deserted base, although that was not my intention at the beginning. There are a lot of lighting bugs (mostly around the curves) which I know no easy way to fix. One dead end, and 2 badly (or non-existant) lit hallways which I am well aware of. You'll have to forgive the apparent lack of any detail outside the base (mostly the blank rock wall and ground). On a final note, I've been playtesting this map as I go, and all my fellow players (from Vortex) says it's good, but I would like opinion of my fellow mappers -- or people I don't know too well... With out further delay, I give you Point Dot (Alpha 6) Excuse the lack of detail in the picture -- and I'm assuming the lighting doesn't always look like that. Here is the link: www.planetquake.com/vortex/yun/pd_alpha6.zipYun
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Post by Yun on Apr 18, 2005 15:27:33 GMT -5
Sup
I've been working on my map
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Post by Yun on Mar 14, 2005 16:36:05 GMT -5
QuArK
It's always worked for me.
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Post by Yun on Nov 9, 2004 17:04:00 GMT -5
You'd know what I think would be cool for a group mapping project?
Future, Past, and Present
We all come up with a template to work with, and then we could make a contempery q2 textured map, a hyperage style, and then an age of old map, each with different quirks, and then put it all together
Cool teleporter fx to make it all fit together smoothly.
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Post by Yun on Nov 6, 2004 20:56:06 GMT -5
Is it possible to make a misc_teleport without using the entity?
I know you can use a path_corner (or something like that) as a destination, but what about the inital teleporter...
I could be wrong, but it looks like Jester did that in one of his maps... I dunno though
Yun
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Post by Yun on Dec 18, 2004 0:18:38 GMT -5
The trick is to make a complex map that can be easily navagated.
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Post by Yun on Nov 17, 2004 22:38:57 GMT -5
omb, I've been hijacked!
What's your philosophy on maps? Come on, speak up guys!
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Post by Yun on Nov 15, 2004 16:26:12 GMT -5
I love standard quake maps. Nothing has suited the game better. I find it awkward trying to fit a quake marine into a ultra-futuristic world, and not the gritty hard sun and maps of the original quake game. Quake 2 is known for it's style of deathmatch, it was the benchmark for quite some time, may layouts, textures, and tricks are what made quake what it is. I'd like to thank Fingers for his maps, which are a prime example of Quake texture usage. While you're all off making your complete works of art, don't forget gameplay, and how Quake was really made to look. I'm all for stretching limits, but after I'm done with that, I always find myself going back to the original quake maps. Because it's face it, no one knows Quake better than iD. They made Quake 2 what it is, they designed the maps, and yes, damnit, the sun hue is the mix of harsh and soft yellow! In closing, I love the old school maps, and I intend to dedicate myself to that cause. Thanks
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Post by Yun on Oct 28, 2004 23:50:26 GMT -5
It's weird... I know all of these little tricks, but I can never get a map going enough to finish it... I'm too much of a perfectionist, you know what I mean?
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Post by Yun on Oct 28, 2004 23:52:36 GMT -5
Actually, if you're manipulating a vertex in QuArK, you can hold down ctrl to get it to snap to grid, actually... this is done both with vertexes and faces.
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Help!
Sept 4, 2004 18:02:00 GMT -5
Post by Yun on Sept 4, 2004 18:02:00 GMT -5
I'm suffering from severe lighting bugs in Point Dot!
All of a sudden, my terrain started being lit different. This was the compile after I added in Phong lighting on all my curves.
This has happened before, and I just reloaded the terrain and that seemed to fix it. But, being this late in my development, I'm kind of worried about how many times it's going to happen...
Is there anyway this can be fixed?
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Post by Yun on Mar 25, 2006 22:28:15 GMT -5
Right on. For a new Quake2 mapper, these are good.
So.. much.. red.
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Post by Yun on Aug 1, 2005 20:11:38 GMT -5
I like it.
Very nice architexture.
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