spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 24, 2015 5:26:42 GMT -5
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 22, 2015 9:49:17 GMT -5
It's not only about the spaces -- they even refuse to work if 'quake2' is not part of the full path! Even for D:\games\q2\ they refuse to work.
This 'feature' of enforcing a certain directory name would be considered a bug for software written today I guess. But at least they show a proper error message.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 20, 2015 19:06:24 GMT -5
Null: I have updated the ZIP file for one of my maps, so please re-download the ZIP. This is the final version, it's late here. Good luck to everybody, looking forward to some great maps!
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 20, 2015 11:01:50 GMT -5
Send a PM with the link to Wixen1.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 20, 2015 4:58:53 GMT -5
Na. It's not that the players would load the config of the mapper when they play the map. And do I also have to send my monitor? It's quite bright, and configured with rather low contrast. But wait, half of the work I did on my laptop, with a different monitor and thus a different config. (I get the idea, but I think this is too complicated. Poor judges, judging > 20 maps with > 20 configs?!)
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 19, 2015 5:58:07 GMT -5
Gave it a try, and the movement does indeed feel closer to CPM than to warsow. They've got a long way to go though...
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 19, 2015 4:46:55 GMT -5
Yes, the new skybox looks way better. Looking forward to playing your map!
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 19, 2015 4:43:53 GMT -5
Maybe this is because I'm from Germany, but those large red-black-white flags make the whole castle look like some Nazi-hideout for me. I would suggest removing them, I liked it better without them.
The rest looks very cool, especially that wooden hut with the large bell!
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 19, 2015 4:36:23 GMT -5
I'm a gameplay-first guy but: Wow man, the map in the video on the website is ugly!
The videos also reminded me of Warsow, unsure whether that'S good or not. While I like trick-jumps and liked the idea of Warsow, I never really played it. The movement felt a bit too gimmicky and exaggerated to me. It also made the maps feel kinda random: since players can go everywhere from everywhere anyway, why even have a map structure? Randomly placed brushes and items in space would also be fine.
(And I did not like the art style at all.)
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 18, 2015 15:19:27 GMT -5
Glad to hear someone likes my maps. First: I do not know whether how I do it makes much sense, and I guess the Pros do it differently (theme first?). What I usually do is this: First draw a layout like this: Think about stuff like: connectivity, line of sight, vertical combat, prevent camping, key item locations, options for the down player to come back. Takes some days usually, I work on it whenever I have some new ideas in my head. Then I build the layout in an editor, only roughly (but without leaks), using 1 texture for floor and 1 for walls. I run through this a lot, getting a feel for the layout, times from A to B, etc. Double-check stuff mentioned above (connectivity, line of sight, ...). Usually some minor changes are required at this point. Then I try the first item placement round. Important stuff to think is: time from each key item to the others (red armor <-> yellow armor <-> mega health ... usually). or no red armor but 2 yellows instead?! I run through this a lot more, timing item spawns, finding short cuts by rocket jumps. Introduce some trick jumps to get faster routes where needed. Make fast routes dangerous (jumppads in the open instead of tele), make longer routes safer or reward with minor items. Adjust. I then do some playtesting with bots or a friend on the map (compiled with ambient light option of arghrad, because full-bright I find it very hard to judge distances properly. this is also the reason for "no leaks".) You can skip this if you're experienced, and replace it with running around even more, but I would not recommend it. Some of my maps, I never tested with people before release (spirit2dm4 was built in 4 days while I was away for work without bots installed, and without internet). This often leads to changes in item placement, sometimes even small changes to map layout or connectivity (change teleporter destination, remove a trick jump opportunity, ...). Then I decide on a theme, chose a texture set and skybox. I do texturing before lighting. I use texture lights a lot and I only place light sources where I built a lamp to get realistic lighting. (I will write a bit more about the layout when I find the time.)
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 18, 2015 4:24:29 GMT -5
You added some great details there, especially the molten core and the obelisk!
(And did I just see sharks in space?)
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 17, 2015 15:10:48 GMT -5
I have a Quake 2 map which is fine in baseq2. When I run the same map with the 3ZB2 mod, the mega health is missing in the map. Any ideas why?! Software used: * Q2Pro r1504, Dec 3 2014. * 3ZB2 version 0.97. UPDATE: I moved the MH around, no changes. Still there in baseq2, missing in 3ZB2. Then I deleted it, and added a new one. Now, the MH is there in 3ZB2. But the body armor is missing. WTF?!
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Ace WIP
Mar 17, 2015 7:25:29 GMT -5
Post by spirit on Mar 17, 2015 7:25:29 GMT -5
Looks good! Just out of curiosity (I do not use any models), how did you get the models not to be full bright? Or aren't the sunflowers models?
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 14, 2015 7:44:11 GMT -5
You can already download the beta and play it.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 10, 2015 7:55:25 GMT -5
I think there is no upper limit on maps (as long as you follow the other rules, like maps must be new etc, see the rules thread).
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