Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Oct 3, 2009 15:02:59 GMT -5
I had my first post-opp visit with the cruel-cruel nurse today. All is well, at least it is now, after she got done torturing me. You should of just tortured the nurse back with your railgun I would like for there to be some sort of community map-pak. That's coming from someone that never enters any contest or finishes maps ;D Having a theme like you did last time using your texture set would be cool too, its always interesting seeing different mapping styles with the same texture set.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Oct 3, 2009 14:32:38 GMT -5
I'm not sure about Vista, but it seems you have the incorrect path to your Quake2 folder.
It looks like you have pointed to: Program Files\IDsoftware\quakeII ? And you said it was installed in: C:\IDsoftware\quakeII
For example, my game path is: D:\quake2\r1q2.exe
And my link to my PAK file: D:\quake2\baseq2\pak0.pak
This may not be the problem but its worth checking.
Maybe QERadiant doesn't like your Quake 2 folder being where it is, so it may be best to keep it simple: c:/quake2
Using a .bat file to compile your maps is usually good practice too, I've found that QuArK and other Quake 2 editors can really screw up your maps if compiled within the editor.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Sept 27, 2009 3:43:57 GMT -5
I made some pipe sections, then assembled them into a maze and now I'm getting nonstop leaks! Anyone heard of a pipe making program or have any tips for making this map? What editor are you using Mike, Quark? Are you sure each join in the pipes is snapped together and everything's aligned to the grid? If you like, you could send me a link to your map by pm (in .map or .qkm format) and I could take a look for you.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Sept 27, 2009 3:32:53 GMT -5
I just watched the n00k!e video a few days back....so tempted to go back to jump again... Great stuff running the tourney, I'm sure a lot of jumpers will be interested, especially with money involved . Are you making new maps for each round? Or just picking a map out of the list? As it would make for a great video & contest using only lighted jump maps such as the ALT series from Crom or wootwoot's second map with the train, they were classics.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Sept 24, 2009 20:01:45 GMT -5
Good to hear (no pun intended) your surgery went well. And I hope your hearing gets back to normal soon, its a thing a lot of people take for granted. I can see it in your eyes your quite happy, but sore :-)
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Sept 7, 2009 4:31:51 GMT -5
Where are you kold? what happened? was he a threat & you lot had him kidnapped for the duration? kold!! hello out there ... ;/ I don't know what you are taking about. Where would we take him? How you come up with these things is beyond me. And why, well that's another story altogether. Wait, who am I talking to again? It's ok WHO?, I managed to escape the castle Wolfenstein. After being made redundant recently I did had loads of time to map, but unfortunately & fortunately I managed to pick up quite a bit of freelance web design work so I'm quite busy now. There were some great maps in this contest, congrats to everyone. I wish I had of at least contributed something, considering the other guys did a great job for the time they had.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Jun 6, 2009 23:46:01 GMT -5
Good work on the remake. Because it wasn't an original pc version, it kind of feels like a community based level and not from 'id/developers' themselves - just like match1 for example.
Are you planning to convert any more maps over?
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Jun 4, 2009 2:42:40 GMT -5
Sorry, I have no idea on how to use the mapfoo.py file, does it need to be in a folder, or maybe run from the cmd prompt?
Could you please give me a quick example on how to use it. Maybe by pm, just to keep this tread tidy. Cheers :-)
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Jun 3, 2009 2:00:16 GMT -5
FYI, zip is missing sound/alk14/atmos.wav Thanks for the comments Leray. As for the missing sound its baffling me a bit. As far as I know I never used the sound in the map, however it does pop up when I type "soundlist" in the console. Do you get a missing sound error in the console? If not then I won't worry about it ;D I have a funny feeling its going to be next to impossible to convert this map for Quake2World. QuArK's .map format just doesn't open in GTKRadiant. And to make matters worse when I convert the .bsp back into a .map so Radiant can read it, the brushes are all mucked up... ie anything on a angle isn't aligned to the grid. I'll be switching over to Radiant soon anyway - due to the troubles QuArK is giving me.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Jun 1, 2009 2:12:31 GMT -5
Thanks for the comments guys, and a thanks to the people that are hosting my map on their servers. Want to start porting your maps to and/or creating originals for Quake2World? I've been keeping an eye on Quake2World and I do like the path its taking. I'll see if I can drop by IRC and have a chat with you guys in the weekend.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on May 29, 2009 10:50:14 GMT -5
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on May 21, 2009 1:21:44 GMT -5
We did have it on the local servers I play on a while back. It is a somewhat limited map gameplay wise and got boring with any amount of players.
But you have to admit it was really well designed & unique for its time.
I remember playing Nike q2 years back too, that was a lot of fun and again, great brushwork.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on May 14, 2009 11:35:53 GMT -5
Good work Leray, I'm glad you balanced out the items & weps better. Should be a fast map.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on May 8, 2009 19:48:27 GMT -5
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on May 4, 2009 1:13:17 GMT -5
The Info_null can be useful initially for getting the right angle with the intermission. I link the two together with target & targetname, and move the info_null to where I want the intermission to point to, line up the intermission pointer with the line to the info_null, and it lines perfectly. Then just delete the info_null - hope that makes sense . I find this the fastest way to get the angle just where you want it without having to worry about the angles, in QuArK. It may be faster doing it with angles in other editors though.
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