spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 8, 2015 10:13:41 GMT -5
Thanks for the info!
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
|
Post by spirit on Mar 6, 2015 5:11:09 GMT -5
Same here. As a mapper you benefit from people's comments and suggestions of course, but what I liked most about the contest was the day when all the maps were published and I could try them out after waiting for them for so long. Christmas is more fun if you don't know your presents since 1st of December, you know.
Now it's too late, but for the next contest (if there will be another one), I would vote to change this rule. And I'm looking forward to Pan's soup btw. Grunt no more is one of my all time favourites, and Rigor mortis is also great.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 5, 2015 5:32:07 GMT -5
Interesting posts. Sun light looks good now, from what I can tell.
When you convert textures to low-res WAL files, what is the input texture dimension you use for a texture that should be applied to a 128x128 quake units brush?
As an example, I want to scale a JPG texture to some dimension x (like 256x256 px). Then I convert to WAL, and I want it to fit to a 128x128 quake units surface in Quake 2 without having to scale it in the editor (like, for example, the stock texture textures/e1u1/c_met8_2 fits naturally to such a surface). What is the dimension x that I should scale the texture to?
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 4, 2015 12:35:09 GMT -5
Is this tool available for download somewhere? I would be interested in the texture converter. Can I select a directory of TGA or JPEG files and have it convert them to WAL format? And, more importantly, does it offer scaling options? Many Q3A texture sets are way too large for Q2, and you need to scale each texture.
EDIT: The mass conversion works in Wally. The mass scaling can be done in ImageMagick:
convert input.jpg -resize 50% smaller.jpg
If this tool combines the 2 and makes it easier, it would still be very cool.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 2, 2015 16:13:40 GMT -5
No judging discussions and no trash talk before contest ends, please! WizardExt: Thanks for your comments, I gotta agree with most of them (except for the trims, I prefer them the way they are). I moved the SG in the outdoor area away from that crate, right next to the armor, so players dont have to go into the water anymore.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 2, 2015 9:24:00 GMT -5
Maybe your browser has a feature that tries to fix the link for you. Under Firefox (both Windows and Linux), the link is broken.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 2, 2015 8:33:33 GMT -5
After some considerations and playtesting, I decided NOT to add the QUAD.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 1, 2015 8:46:00 GMT -5
I like the texturing and lighting a lot, looks very good. Agree that the map looks a bit like warehouse. Can't comment much on gameplay from the shots.
A minor suggestion of mine would be to rotate some of those crates in the third shot a bit (just some degrees), this is gonna make them look a lot more natural imo.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 1, 2015 8:42:42 GMT -5
Kind of reminds me of some early Unreal maps. I like the texture choice for the space theme. The rooms look quite large though, like halls. My suggestion would be to add some other rooms as well to get more diverse gameplay. It is okay to have 'many players fire at each other randomly in a large room' at certain time points (like when QUAD spawns in there) and it can be fun, but if this is all the gameplay a map offers, it can bet repetitive quickly imo.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 1, 2015 8:35:50 GMT -5
I can't say too much at this stage, my only suggestion is that you ensure that there is some vertical fighting in the map as well. From the screenshots, it seems the whole layout is mainly on a single height level.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 1, 2015 8:33:32 GMT -5
Very colorful indeed for Quake2, makes it look very futuristic.
I'm also a bit worried about scale. I guess if the stairs are not large, the rest is rather small. As I said in a comment for another map, maybe place some items for the next screenshots so we can tell the size.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 1, 2015 8:27:13 GMT -5
Nice architecture! And what I love about this is that it has this old-school Quake 2 look & feel. Keep it up!
(You should add some more lamp brushes, to justify the lighting, but I guess you know.)
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 1, 2015 8:25:15 GMT -5
Great screenies, especially this one: ..Classic.. I like the combination and blending of rocks, building and vegetation a lot.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 1, 2015 8:22:20 GMT -5
These maps remind me of the Quake 3 Defrag mod! Sky looks great btw.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
|
Post by spirit on Mar 1, 2015 8:17:49 GMT -5
The houses look great! How large are they, can players enter them? Maybe you could place some items for the next screenshots, so we can get an impression on the scale.
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