Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Dec 11, 2007 1:33:44 GMT -5
I would have to say i find QuArk hard to use while making terrain, its absolutely crap for making terrain compared to qeradient and Worldcraft (which i think is the best for vertex movement) Like Grieve? said, QuArk doesn't really have true vertex manipulation. It's like sticking a needle to another needle!
And yes i use Quark, ugh! :)
Nems terrain gen is probably the best and fastest way to make decent terrain outside the editor IMO.
Although i like the hand made crafted terrain in SPoG's maps and the original quake 2 which is just a matter of making some odd shapes out of some cubes and molding it together to look natural.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Aug 29, 2007 1:47:28 GMT -5
amen to that. Other than basic texture wrapping, and projecting, and the ever popular "adjust texture to fit the face" option, I don't use many of QuArK's prepackaged texture alignment tools. If it comes to tricky texturing, I just change the values manually and do quick fullbright compiles to see the effects. I'm not sure if it's entirely QuArK's fault, but occasionally I'll get a texture warped to fit an angled brush, and it'll look fine in the editor, but way off in-game. These can be uber-frustrating to iron out. I had the same problem, It's to do with Quarks float point coordinates, it can be fixed by using this qbsp compiler: dl.fileplanet.com/dl/dl.asp?quark/buildtools/quake2/txqbsp310.zipI'm pretty sure this is the one i dled to fix the problem a while back, if not then i can send it through to you.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Oct 11, 2006 9:53:40 GMT -5
Good start to your map :-)
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Aug 15, 2006 21:12:24 GMT -5
Its interesting how new mappers always make big massive rooms for their first map/s , wonder why that is?
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Aug 1, 2006 18:40:03 GMT -5
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Jul 9, 2006 23:01:09 GMT -5
8-) Looks like Quake 2 has more maps than any other game, except Doom 2. But it has also more bad maps than any other game, and not every bad map is bad in a cool way. There are those typical "maps from hell" which are just stinky cheese, where everything is utterly wrong. Quake 2 has also lots of these .... abominations of foul brushwork, dismal texturing, god-awful lighting and an atmosphere that come directly out of the bowels of hell. why would I want to have something sickening on my HD ? If you have 7000 maps, there are easily about 2000 bad or worse. 2000 others are still mediocre, uninteresting and less than that .... I wouldn't want to have so much dreck on my HD. it's about quality, not sheer quantity. I jump into every map I download and test it. if it is completely foul stuff i delete it immediately, from baseq2 as from my zip archive. right now I have "only" 1390 maps in my baseq2, but 99 % of all really good maps which were ever made are among these. and I still allow some bad ones in between, to make it more complete. :) I find that very interesting really, i do think there are loads of bad maps out there, but great mappers didnt start off making great maps right off :) I can see why you cant edit maps for games like splinter cell, they want to keep its quality in all.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Feb 2, 2006 16:03:12 GMT -5
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Feb 1, 2006 16:01:27 GMT -5
Those explosions in the biggun map arent triggered Grieve, they are always there. Its just they are in a different room. As for a sound for the intermission, make another room that you cant see in your map and add a looping sound to it?
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Dec 9, 2004 22:22:38 GMT -5
Sabotuer , imo you should have left the railgun where it was .. ? it can be reached by a simple strafe jump which makes it a ideal place to put such a powerful weapon . i really liked this map and the detail you put into it so far , i havnt read all the fixes you have done for it but i would reconsider the placement on the railgun . keep up the good work on it
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Aug 23, 2004 23:20:18 GMT -5
i think it looks alot better darker
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Jul 30, 2004 18:19:22 GMT -5
bet you by 1 sec panzer
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Jul 30, 2004 18:17:42 GMT -5
the map is excellent once again Requiem , but i still think it suffers from being too big .. the time it takes to get from the red flag to the blue is around 20 secs so theres nothing wrong there , the layout is good if your going in a straight line but its just too slow trying to find a weapon then going back on course i dunno, ive played ctf for some time now and im used to smaller maps with you being in the action straight away after spawning but with this it seems to have too many places the flag holder could hide the intire match even , too many escape routes for the flag holder, anyway who cares what i think , you did a good job on it
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Jul 24, 2004 8:15:07 GMT -5
how much time have you spent on this map so far ? its one of the biggest ive seen made in ages.. this map would be very useful for a lan
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Jul 23, 2004 23:33:48 GMT -5
i just had a run around in there with the bots and... -layout/connectivity, the layout of the level is massive , when i say that ..it would sport a good 20+ players it does suffer for a smaller amount of players , even with 8 bots i still found it hard to find one quickly after respawning which would making it slower gameplay. i loved the map for its easy to get around if your good with rocket jumps , i found i could get from the bottom of the map to the top in seconds aposed to a minute if u went the long way. i did find me having hunt around a bit trying to find my frags ;D as you said previous to this , the rooms with traps etc . they lead you away from the action too often imo. i really dont see a way to make a central area in this map with there being so many rooms. maybe a little more clipping on the door arche's and some walls, i slowed be down a bit when running into them going around corner's , -the weapon and health layout is good , it has plenty of health armor and weapons to keep you going -the lighting , as someone said before maybe the outdoor area's need to be a little darker to fit with the sky env , or even better maybe have it brighter! but with a white glow from the moon ? to cast some shadows on its surroundings , the indoor parts of the level seemed fine with the light's as such. the texture work and architecture was very well done , you made the textures help do the work for you while adding lots of detail in your brushes , r_speeds wise it was high in some area's , but with not many people in the map it wouldnt make a difference in reguards to that. all in all imo the level has had great amounts of time and sweat put into it.. but is just too big for my likings if the layout was changed with ridding the map of some of its rooms i think it would make a good ctf map through , so if your willing to stick to that idea then i say go with it..in my opinion. dont hate me for saying the above things ;D
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Oct 23, 2004 21:48:43 GMT -5
that first room fog is neat , that blue fog also gives for a good affect
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