spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 1, 2015 8:01:22 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 1, 2015 7:58:24 GMT -5
Thanks a lot for your comments & suggestions. I absolutely agree that the textures are boring, especially in the areas where the lava makes all of them look red-brownish. I hate texturing though and I'm not gonna change the whole map to custom textures now, too late I fear. I will improve some stuff though. If I manage to finish a second map, it will definitely have custom textures though, I'm sooo sick of baseq2.
@margaal: Thanks, overlooked it there, it should have been gone already. Just replaced it.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Feb 28, 2015 16:39:04 GMT -5
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Feb 28, 2015 13:39:01 GMT -5
Thanks for the info, null. So I'll add a QUAD.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Feb 26, 2015 18:29:31 GMT -5
Don't forget that the brightness depends a lot on your display (settings). On my laptop, every map is too dark.
I try to make the brightness of my maps match that of the original Q2 maps.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Feb 26, 2015 18:26:46 GMT -5
I have nothing against testing the map, gameplay is the most important part of a DM map in my opinion. It think it is a great idea.
But: I do have little time on the weekends though and if you make it mandatory to check in / play / submit a new map version every sunday, I may not be able to do this. I will try to make it at least once though, I think it's a great offer.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Feb 26, 2015 18:17:37 GMT -5
When making a Quake 2 deathmatch map, is there any way for the mapper to offer players or server admins the choice whether or not they want a QUAD in the map?
In Quake 3, you can make the QUAD team-DM only, and it will not show up in normal DM. In SP, you can make certain items spawn or not based on difficulty settings in many games. But is there any way to offer the choice whether people want a QUAD or not in Quake 2 MP?
(In case you care for the reason why I'm asking: in my opinion the QUAD is * a serious tactical thing on TDM maps, where people will compete for it, and where it will focus the action of the map when it is about to spawn * a funny item for not-so-serious DM games with lots of players on crowded maps * a very annoying thing to have in 1vs1, where the non-QUAD player will just run and try to hide, which is boring. So if I can, I would like to give players/admins the choice whether they want it.)
The only solution I know in Q2 is to have 2 versions of the map, one with QUAD and one without, which may not be that great. Maybe some Q2 servers or MODS support voting QUAD on or off and so I do not need to care?
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Feb 26, 2015 18:02:28 GMT -5
Thanks, I'll give it a try.
(And thanks heaps for kmq2.)
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Feb 24, 2015 16:44:15 GMT -5
I need to make a brush that moves up and down slowly all the time, crushing players that get caught under it.
What should I use? func_door, func_plat in combination with which trigger? I'm sure I've done this before in some Quake (1? 2?), but forgot how to do it.
Thanks a lot,
spirit
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Feb 24, 2015 12:36:37 GMT -5
My time is limited, so I'll keep it short and just update the following image from time to time:
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Feb 20, 2015 5:20:54 GMT -5
That's awesome and old school. Thanks spirit! For those who might be wondering, can you explain what all the different markings and numbering means? In my map sketches, the numbers are height levels (of the floor). Roughly, a difference of 1 height level means it's above your head but you can still rocket jump up there, for 2 you cannot. On stairs + ramps, the arrows show the way leading upwards. The abbreviations are the ones commonly used in the Quake mapping forums I know: items: RA = red armor, YA = yellow armor, MH = mega health, ... weapons: RL = rocket launcher, SG = shotgun, SSG = super shotgun, CG= chain gun, HB = hyper blaster, ... Other stuff: JP = jump pad. For teleporters: T1S = Start of teleporter #1. T1X = Exit of teleporter #1. And so on for tele 2, 3, ...
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Feb 16, 2015 17:44:54 GMT -5
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Feb 10, 2015 6:39:42 GMT -5
Looks great!
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Feb 7, 2015 5:55:55 GMT -5
OK, if you mean stuff like by the client I absolutely agree that it has an effect on the results. Especially the high-res textures with high contrast look good in that video (at least when the player is close to them)!
I may give it a try in the future, but atm I am not using any high-res textures for Quake 2.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Feb 6, 2015 13:45:44 GMT -5
Here are some of the videos.
The washed out look most likely has nothing to do with the Q2 client. It has to do with video encoding settings of the screen capture software. Also, if you upload to youtube in a non-streamable format, they re-encode your video, which will reduce the quality dramatically.
Client: q2pro Resolution: 1920x1080 Recording: Mirillis Action v1.21.00. Output profile: 'Youtube HD', and video bitrate manually set to maximum of 15.0 Mbps (the profile sets it to 12.0)
spirit2m1 -- spectator mode
spirit2m1 -- gameplay (1st person)
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