Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Feb 4, 2010 1:15:30 GMT -5
Nice map once again. I've got a few minor things worth mentioning.
Near the sshotgun area it seems a little crowded with the blue light brushes, dunno... just feels like there's a few too many.
In the water area near chaingun, having something like a jacket armor in the middle of the water would make that area be used more? Or is it just being used as a trap, when the opponent hears them missing the jump across the water?
With this map release it felt less like a jump map and more like a dm/duel map. Keep at it, your doing a great job so far.
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Jan 9, 2010 20:37:37 GMT -5
Nice map, everything seems balanced enough. I'd have fun on this if I were to play friendly duels, but in a duel comp it would get a little frustrating having to perform all those jumps, despite them being easy to the average jumper.
It would be nice (if you plan on future duel maps) that you could strike a balance between the jumps & the architecture/layout.
For example, in some of the popular maps the jumps act as a shortcut or another way to an item, as apposed to forcing the player all the time to jump to each item.
Anyway, if you have fun making your maps this way then keep doing it. As Maric once said "make maps for yourself, and eat heaps of cookies".
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Dec 26, 2009 16:25:04 GMT -5
found a major shortcut though... I noticed that lol, you take a left instead of a right near the start. There's another handy one near the monsters.
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Dec 23, 2009 2:27:48 GMT -5
I should of asked nicely if someone could compile it, thanks.
It wasn't what I was expecting the map to be. My first thought before seeing it was, great another "puzzle map". But with the crazy rotating sky and the reminder of those 100's of non lighted jump maps, it left a bad taste in the mouth.
I managed to finish it after a couple of tries though, it was just a matter of killing the monsters early on, then jump your way to the end. It was a good idea, but not very enjoyable.
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Dec 22, 2009 17:58:09 GMT -5
Nice little map. It felt a little cramped with the corridors for dm, but the whole Quake 2 look & chunkiness makes you feel right at home. Rocket Arena wouldn't be too bad on this map with a few players.
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Dec 22, 2009 17:28:02 GMT -5
It would be nice to take a look, only they haven't compiled the map. Radiant can't open QuArK's .map format... Not without editing it in notepad anyway.
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Dec 13, 2009 18:05:19 GMT -5
If your going to convert old maps like that I recommend that you scrap Qoole altogether. Pretty much any brush that isn't on a 90o angle will cause the map to leak / no lighting. You'll get nothing but headaches later on down the track if you keep using Qoole, despite its user friendly interface. I made a few maps with Qoole years ago. Even though it looked like something was aligned to the grid, when compiled there were gaps everywhere. Give either QERadiant, or QuArK a try for your mapping. That's the best advice I can give you. EDIT: looks like everyone beat me to it ;D
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Dec 10, 2009 22:23:43 GMT -5
More sp fun.
There seemed to be a good amount of ammo & weps, maybe too many mega's though.. I was over stocked on health all the time. Your first sp maps you released, the health seemed more balanced compared to these maps.
It's also a good idea depending on what you objective is, to start each level off with the monsters not attacking you straight off, sort of like base1 in the stock sp maps. It gives you time to assess the situation. But if your wanting action straight away then why not :)
The second level, after I got the commanders head and unlocked the door. I was looking around behind me for a few secs and when the door shut I was unable to open it again. It would be good if you triggered it to stay open, otherwise your stuck and can't carry on.
Also around that same door area, there's gaps in the wall. Again if you fall down through these gaps, there's no way to proceed and your stuck down there with the monster that's trapped down there too. So it would be nice if you seal the gaps in your levels to keep this from happening.
I quite liked the next area. You broke up the square boxy feeling using pillars, they also if you need to, provide cover so that you can circle around the monsters. That was definitely a step in the right direction.
I lol'd at the ending, I was like 'mmm its quite dark in here lets fire a grenade... oh crap surrounded by tanks & mutants ;D.
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Dec 10, 2009 20:53:18 GMT -5
Thats a pretty cool map. When it comes to remembering how to use certain entities, those old tutorials come in handy.
Using the jump mod + lazarus would be ideal for these sort of maps .
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Dec 5, 2009 17:57:49 GMT -5
lol, n1 peewee.
When you said we wouldn't believe what you made, I instantly thought there would be something crazy made out of brushes, just not Sponge Bob ;D.
It would of been nice if you could of made Sponge Bob a little yellower using something like e2u1/lsrlt1. Apart from that good effort.
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Dec 1, 2009 19:09:18 GMT -5
peewee mentioned most of the stuff I was thinking, but here's my thoughts.
The first level is quite square and boxy, it would be nice to break it up some details such as pillars, light fittings etc. Just something to get rid of that boxy feeling. It reminded me of doom a little though.
Also, try to get rid of those gaps in the walls, it gives off too much of a unfinished look. In the second level after taking down those two tank's, when the mutant went to jump for me he jumped outside the level through the gap, which was funny ;), but its an example of why you should keep everything sealed up.
It was probably a bad idea having the teleporter out in the open near the end too. It would of been better being triggered behind a door or something after taking down the last two bosses, just so no one jumps straight to the tele when entering the room.
Overall it was a good attempt for a first effort at sp mapping, its not very often that you see new sp levels or units these days, so I quite enjoyed some sp action for a change.
I reckon the rest of us should try some sp speed mapping too, it looks like a lot of fun.
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Nov 26, 2009 15:38:17 GMT -5
Awesome stuff, it looks fantastic! *Drools all over the support beams & pipes/grates*
I guess it doesn't matter where you are or what your doing, you always come up with something out of this world, or in this case in this world. Your full of surprises.
Keep up the good work, it looks like you'll have a good time fragging in this level :-)
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Nov 17, 2009 19:54:44 GMT -5
The name 'Grome' sounds familiar, but I'm not sure. It definitely looks promising though, and I can see why game developers would use it. I don't think its quite up there quality wise like Vue 8: www.e-onsoftware.com/products/vue/vue_8_xstream/?page=4Just a shear amount of features and compatibility with programs that it has is amazing. If it wasn't so damn expensive it might have been worth buying. This is a little off topic too ;) but check out this video, they used Vue 8 for the terrain: www.youtube.com/watch?v=qVMCrEe0EEcIt was for a game that was never released.
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Nov 7, 2009 20:11:20 GMT -5
I was reading some of the replies to the skies hipshot made and I noticed he said they were pictures of real skies !! Is this true I can take pictures of the sky outside my house and put them in Q2 Yes you can, sort of. Its all about cloning & blending your images into the env. I made most of my skies before I found this tutorial a while back: developer.valvesoftware.com/wiki/Skybox_-_AdvancedI'm yet to take full advantage of the tutorial, but I'd like to give it a shot when I get some time. Heres some food for thought: www.planetside.co.uk/gallery/f/tg2/?g2_page=2All of those images were generated within the program. There's no reason why the same results couldn't be achieved with some hard work via (photoshop if you have it) and Skypaint. Skypaint is an expensive program too, so it may not be for everyone. You can use the demo version, however it gives you a watermark on your skies bottom image. A lot of your time could be spent mapping, and instead using the already available skies out there, but its up to you whether you want to learn the necessary programs. Good luck.
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Nov 6, 2009 17:19:45 GMT -5
|
|