spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Dec 1, 2015 5:33:47 GMT -5
There are two communities: * Quakeworld: MP-focused, mainly at www.quakeworld.nu/forum/* Quake 1: some MP, but also many SP maps. Most important community is quakeone.com/, and there is an excellent archive of very high quality SP maps at www.quaddicted.com/Both have links to up-to-date engines, mappacks, active servers, etc. For mapping, they meet at func_msgboard, a site which you most likely know already (http://www.celephais.net/board/). The modders (quakec and other stuff) tend to hang out at inside3d.com/. A lot is happening on IRC. You will get to know the channels when you visit these community websites listed above.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Aug 18, 2015 14:13:19 GMT -5
Seems it's already dead: steamcharts.com/app/324810Average player count over last 30 Days was 4.3 (worldwide). And no, that's NOT 4.3K. The 24-hour peak was 10 players worldwide today. EDIT: It seems it's not officially released yet, and they do only intend to advertise the game when it it release, so this could change in the future. I bought it and gave it a try, the game does not look bad at all. I think Unreal players are gonna like the movement system way more than Quake players though (reasons: dashing by double-tapping movement keys, no rocket-jumps [deal tons of self-damage and do not take you very high], no strafe-jumping, elevator-jumps, wall-jumps by dashing). Game looks ace, the maps are very beautiful -- almost a bit visually distracting. I played some Reflex during the last days. It's uglier than CPM but just as much fun. It's hard to find a TDM or clan arena ('atdm') game during most of the day though. In the evenings it's OK. At every time of day, there are some 1vs1 servers where people are playing or waiting for a second player to join, but I don't play enough games to play 1vs1 against these kind of people, I gotta admit. It could make it. steamcharts.com/app/328070
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Jul 27, 2015 5:01:59 GMT -5
I tried to play some QL yesterday (a sunday afternoon, during Quakecon, which should inspire some ppl to play) and it was impossible to find a proper CTF game in my area, which isn't that sparsely populated (Frankfurt, central Germany). On the only server at least a few people on, players were insulting each other and starting votes for other maps every second instead of readying up -- for more than 5 minutes, then I disconnected. I think the classic FPS games are dead.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Jun 2, 2015 4:03:01 GMT -5
Oh right, that teleporter. Seems I did not use it that often, hehe. Fast way from CA to MH, so I should maybe have used it more. But my usual route was MH to CA to BA.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Jun 1, 2015 6:56:17 GMT -5
I bought in on steam and gave both the game and the editor a try, but atm it feels like cpm without textures and bots to me. Don't get me wrong, CPM is great and I love it. But it is also dead, because only very few people play games like that nowadays.
Same applies to reflex. There are only very few people playing it, and you have to find the busy servers by irc, and all that. This is fine for all the hardcore players out there, but I think for most people it is just to hard to get into the game. Quake Live has some great maps, a matchmaking system, 1-click-join, and more great features. It makes it way easier for new players to join, and still the servers are almost empty now. I do not see who should play reflex over QL, apart from the few hardcore cpm people. And whether reflex will be able to survive only with them, I dont know. I really would like to see another successful CPM, and I hope that reflex will become something great. But I gotta say I doubt it. I see no reason why it should.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Jun 1, 2015 6:44:32 GMT -5
I use q2pro by skuller under Linux, and GtkRadiant. I can assure you it's possible to make a good map using that combo. (The only problem with the GtkRadiant package is that q2map seems to be missing in the latest release. You have to get it elsewhere, e.g., from Ingar's NetRadiant packages.) If you want to use q2pro, you have to build it from source yourself. I could give you the binary I built (linux 64 bit) if you do not know how to do that, but it is roughly explained in the README file of q2pro. Just let me know if you want it.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on May 31, 2015 15:14:20 GMT -5
This looks and feels like an excellent map already, congrats! I like the textures and the lighting is just great. The atmosphere is also strong with the sounds and a solid overall theme. I agree that the item placement could use a bit of work, nothing too major though. I would say the 3 major items (MH, BA and CA) are ok the way they are. I did not really like some things in the large room close to MH though. I drew on your screenshot because I'm too lazy to describe the spots, sorry for that: - The room on the screenie above is nice, but I think there are 4 medkits in there (+MH right next to the room), 3 of which are very annoying to grep. The one under the stairs and the 2 stuck in the corners at the wall, which are not directly visible in the shot (white arrows at the right). Maybe make it 2 large ones and place them next to each other, like under the stairs. (Or even in another room, not that close to MH).
- Also the black hole in the wall looks cool, but I keep going there to look for items. I think it wants to hold an item.
- There is a crate (close to the rail gun) which has a box a HB ammo on top of it. It is a cool spot to place an item, but 1x HB ammo is not worth it. Put something better there. Maybe 2x rockets or so, dunno.
- I do not know whether it is wise and you want this, and I dont know whether it is good. Maybe it sucks. But you could place the rail gun down in that teleporter pit (right before tele), so the player has to slide down there and into the tele to get it. Unsure, as I said.
- The crossing which is the lowest point of the map (this screenie was taken from there) could maybe use an item. What about maybe a small armor(Flak jacket) there? It's rather close to MH, I know.
That's it for now. As I said, great map.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on May 22, 2015 5:16:00 GMT -5
Hard to believe nobody has noticed that no q2 version exists of this masterpiece by swelt. Your port looks great and does it justice.
The only thing I didn't like that much was the large fan for the JP, but it's a matter of taste I guess and I have no suggestions for it atm.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 27, 2015 4:09:40 GMT -5
Hm, must be really off, and I doubt that seeing your maps. Strange. (My maps all include the source map files in the ZIP you can download from my website, you can have a look at them and compare it with your mapping method if you want. See spirit2dm7 for an example. It has 2347 brushes according to Radiant's MapInfo option, 2116 of which are non-entitiy brushes -- and it works fine).
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 21, 2015 15:34:05 GMT -5
Yes, that's what I like about them. I hope they will find their way into some high-poly Quake 2 pack some day.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 21, 2015 4:13:10 GMT -5
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 21, 2015 3:53:54 GMT -5
Notice that the error mentions faces, not brushes. If you use the clipper to do crazy stuff, a single brush may have quite a lot of faces (think of something like a large sphere).
But unless your map is extemely huge or detailed, this (hitting the limits) should not happen. Maybe you have some funky, invisible brush in your map file or something. Some Radiant versions have something like "brush cleanup" in the tools menu. Maybe make a backup of the map and give it a try. You could also have a look at the map file in a text editor, and look for brushes with a lot of vertices. Again, make a backup of the map before trying.
Did I mention you should make a backup?
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 15, 2015 10:43:23 GMT -5
This map was done in a hurry, and I agree with Margaal that the texturing and lighting is far from optimal / what I could achieve / whatever. I spent a lot of time thinking about a layout, and far less on texturing/lighting, and it shows in places. But I think it's not so bad that it distracts players or would keep them from playing the map, even if they give a lot about the looks of a map. Given the time I had, I am happy with it.
With more time, I could have added my usual floor trims, for example. I could also have used textures that are integrated with the brushwork better instead of being "rings" around the whole map (I think these 2 things are what Margaal refers to when he says the style is different than my other maps). But given the time I had, I made a decision and for the time invested, I am happy with it. (Making those damn trims also bores me to death, I gotta admit.)
How important things like looks and gameplay are relative to each other is a matter of taste, and there is no right or wrong here imo. You are making great maps Margaal, and I think you should not stop this because of different opinions of people how they prefer them.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 15, 2015 8:23:26 GMT -5
Could very well be the case. Recently I read ppl discuss this and claim it was 1,500 but I can assure you that it is way more (most of my maps have about 2,300 brushes).
The engine guys (jdolan, knightmare) should know exact numbers.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 13, 2015 11:00:16 GMT -5
Great feedback, and I agree with the vast majority of it. Thanks, cocerello!
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