Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on May 2, 2009 13:00:25 GMT -5
I really liked the visuals in Doom3, but it got too repetitive for me. One thing I did the whole game was avoid pretty much all the armor, because in some situations you came out worse off health wise....
Doom3 imo has the best 5.1 surround sound of any game I've played, the shotgun had a awesome 'clunk' to it. Even with headphones the game sounded fantastic - provided you have a soundcard too.
Hopefully Doom4 will turn out to be great.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Apr 4, 2009 9:22:13 GMT -5
Good to see your getting better at q2 mapping visually.
I'm missing a texture though: Couldn't load textures/zone66/teleport.wal
in the zip its linking to a metal folder.
In regards to the map: I felt the weapon & items needed more tweaking, especially the redarmor/mega - they were a little too campable with the teleport. Where the chaingun was, looked like a nice place to put one of the armors.
Also the water is nicely done but felt like it slowed the map down a little too much, and would be a place I would avoid altogether in 1v1.
In saying all that I think this is a nice map for friendly duels and dm in small numbers.
Good effort for 2 weeks worth.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Mar 31, 2009 14:53:48 GMT -5
Looks good so far. It will be interesting to see what you come up with.
I know that you said you'll be tweaking the lighting, but will you be using that yellow tint, or going more for a white/purple colour?
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Mar 26, 2009 22:12:23 GMT -5
This isn't a new map but one that I released last year, I just never really got around to posting it up in the forums. It's a small 1v1 duel map built for some really fast games. It took a little tweaking to get the items & weapons right, but overall I think its quite balanced for all skill levels, so yeah... check it out. Download link: www.koldsdesigns.net/files/koldduel1.zip
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Mar 25, 2009 14:57:28 GMT -5
Thanks guys! :) Kold, the setting I use are the following: Camera Moda (i.e. Auto, Shutter, etc...) - I use "Manual Mode" so spin that little dial around to "M" Then when I am there, and you too, Set the f-stop, or arpeture to 2.8 and set the shutter speed to between 2 and 6 seconds...You only really need 6 seconds when you're in a dark spot, but if you're taking city shots use either 2 or 3 seconds... To be honest I never really try to learn my camera properly, but good advice. I usually use the wireless remote in conjunction with "bulb" mode, so that I can time the exposure, but my shots are average compared to yours :-)
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Mar 23, 2009 7:06:38 GMT -5
Amazing photos tmg, that first photo is almost ghostly.... I've never been good at night shots, and I own a dslr ;) btw, I see your linking to my old url, my newer one is www.koldsdesigns.netNot that I have any content to update it ;-) Keep up the good work with the night shots tho, they look great.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Mar 15, 2009 3:20:06 GMT -5
Have you looked into using the original 64 player maps made by ID Software? There aren't many weapons in them, but they could be another option. If they managed to get 64 players into them back in 98, I cant see why you couldn't get the same amount in them now. ftp.idsoftware.com/idstuff/quake2/maps/dm_64.exe
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Oct 8, 2008 15:12:54 GMT -5
I think in the end, it was great to get some fresh new/fun dm maps to play on?
And I bet everyone had a lot of fun making them and being apart of all this.
Next time I wouldn't mind giving mapping a go :)
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Oct 7, 2008 15:22:03 GMT -5
Sorry, you guys got this wrong. Both Spirit and Jester's maps blow this one out of the water. The lighting was honestly quite bad. The layout would fail terribly at 1v1 or team dm, and come on, non-default gravity? If this is the best you guys can do at scoring these levels, please pick some new judges for the next competition. Thats being a bit bold... I think my scores were right on target, placing jesters map 1st & spirits map 2nd, with this map in fourth place or something, I can't remember off top of my head. My scoring could of been better, but I think I placed the maps all in the correct positions. I do agree with what you said, (no affence Maric) but this map shouldn't have won. And the fact there were only two judges - well, made it unfair.....
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Aug 14, 2008 19:52:12 GMT -5
Congratulations tmg. I was expecting something great from you, and you didn't disappoint!
The con's first....
I'll use your screenshot above as reference. Where it says 20 grenades in your hud theres a trim texture that should be where the floor texture is. The very top/middle of your image I cant remember what side but you can see right through to the sky on one of the big light fittings.
Missing texture: "pillar_cnr.wal" which may be the one called pillar1_cnr in your texture directory?
Beside the railgun theres a brush thats gone a bit sour with the lighting, and if you look at the roof high above the railgun you can see some brush trouble there with the little light fitting.
Correct me if I'm wrong, but I didn't see a rocket lan in there? Also I don't know if quad + red armor in the map like this is a good idea, I would prob replace with a yellow armor. I also feel theres not enough weapons as is to support the players in the map, especially if you have 8 players in there.
Did you use phong shading on the terrain, because it looks a little square in places? If not then it may added extra atmosphere to those tunnels and look extra sexy.
In saying all of the above I loved the very clean and solid architecture and custom textures with the cel shaded like look very cool! The doom3 style like doors looked great too.
You did a great job converting this from a sp map tmg, I would like to see more of your work in the future. Seriously :)
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Jun 14, 2008 23:29:06 GMT -5
Kold: Just a note you have 5 monster with a item = item_small_health, Monsters can't spawn Health items. I forgot to get rid of those flags, cheers for pointing it out. I should of clipped those lights down the bottom as well, but people shouldn't get snagged up on them anyway.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Jun 14, 2008 12:47:13 GMT -5
Check your PM, X7.
I decided to submit a piece, if its not too late. Its nothing fancy, but should provide a few seconds of fun!
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Oct 8, 2004 20:56:35 GMT -5
[quote author=Furback[AI] link=board=downloadlinks&thread=1096979561&start=4#0 date=1097276413]That railgun was great [/quote] loved the whole map in general Pan , good work !
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Oct 8, 2004 20:51:54 GMT -5
heck Grieve i dont think i can write up as much as you did ;D i'll be short and sweet , i loved the sounds in that tower .. gave a really scary appeal when your walking through the map on your own , plus i liked the textures and layout gj Stah ! look forward to more maps from you
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Oct 8, 2004 20:55:05 GMT -5
really great map Silveracer ! , the textures and theme of the map fitted well with its title and a nice map to frag in .. only thing that could have been fixed is the sound ... my ears nearly got blown off due to the sound being too loud apart from that , i really liked the map Silveracer
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