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Post by peeweerota on Mar 19, 2009 8:31:13 GMT -5
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Post by peeweerota on Mar 11, 2009 10:17:25 GMT -5
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Post by peeweerota on Nov 14, 2008 10:25:33 GMT -5
Wonder who´s gonna make the 4th post in this thread?. If you feel like its 4 you, then its 4 you... -W1 Yay we have a winner!
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Post by peeweerota on Nov 13, 2008 12:22:06 GMT -5
Ps. this post was done just 4 you! Me ?
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Post by peeweerota on Oct 21, 2008 20:17:33 GMT -5
If this is done by the compiler, wouldn't it be possible to create a compiler that handles the special new .map format and decides what to draw based on this new caulking flag? That would allow for backward compatibility. That's why I was confused, because I thought I remembered previous GTKradiant versions allowing such thing. That's why I was so lost when I couldn't find the caulk texture. I could be wrong on that though. It's been over a year since I used an older version I doubt that the radiant team created new versions of qbsp3, qrad3, and qvis3 to accomplish this. The compiler can decide which faces to draw or to make invisible, but this will probably not have the same rendering advantage as caulking does in newer engines. It would just provide a different way of making faces invisible.
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Post by peeweerota on Oct 21, 2008 15:49:36 GMT -5
You shouldn't need to use any sort of caulking texture on brushes for Quake 2 maps, besides not needing to, the BSP program doesn't compile Quake 2 maps the same way the BSP program for quake 3 maps does. With Quake 2 maps, whenever a brush face is deemed hidden by the compiler, it doesn't include the face it can't see, in the final BSP file. The Quake 3 BSP program on the other hand, compiles whatever faces that don't have caulk applied to them, which is why it's so much more tedious to make a Quake 3 map than a Quake 2 map. If this is done by the compiler, wouldn't it be possible to create a compiler that handles the special new .map format and decides what to draw based on this new caulking flag? That would allow for backward compatibility. As for caulking as I understand it, it is possible in quake2 if you mess with some flags. I assume that I'm preaching to the choir here but any face that you apply both "nodraw" and "sky" properties to will become invisible. In order to walk through it you will have to make the content of the block to mist. The one downside is that if any other blocks with a content of mist intersect with the block that you added the nodraw/sky flags to, the fact that they both happen to be a mist content will cause any faces covered by the other mist brush to not be drawn as well.
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Post by peeweerota on Oct 21, 2008 9:04:31 GMT -5
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Post by peeweerota on Oct 12, 2008 4:12:22 GMT -5
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Post by peeweerota on Oct 11, 2008 11:28:41 GMT -5
Sorry, I don't mean to diminish your effort. I viewed your map in both quake 2 as well as the Q2W distribution and it is absolutely beautiful.
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Post by peeweerota on Oct 10, 2008 19:41:31 GMT -5
Well the map does change several times, after 4 minutes the interior blows up and disapears. However packing a map full of that many func_walls is bound to cause overflows and especially wallhacky issues. I've played through it quite a few times on TS with r1q2 and 5 or more players without a problem. I think the premise of the map was good but the implementation was faulty. Thanks for playing!
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Post by peeweerota on Oct 10, 2008 17:43:11 GMT -5
What really struck me was being more or less accused of stealing the layout I put many hours of work into. someone wasn't reading Your game play is similar to but not as good as ztnmap5. Not intentionally stolen, just samey for reasons I elaborate elsewhere. Heck just today someone on TS accused jtrep of stealing ideas from jstress LOL
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Post by peeweerota on Oct 9, 2008 12:56:10 GMT -5
Has anyone found the BFG as of yet or the quad for that matter? LOL in less than 30 seconds
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Post by peeweerota on Oct 9, 2008 4:16:49 GMT -5
Moved from: Topic: 1st Place: marics105 by Maric leray.proboards34.com/index.cgi?board=6thmcr&action=display&thread=2377&page=2----------------------------------------------------------------------- Oh damn, now I should not respond. Wixen is awesome. And so is leray. I was looking at a couple of your maps while doing a mad search for the map I mentioned earlier. Pretty cool (27 and 28 to be exact). I like the terrain-ish areas and how they provide fun jumping areas. Jester I dislike the item placement in your map. I'm being too harsh when what I should've done was compliment plattyv2 rather than insult you and spirit. Plattyv2 and marics map have one important gameplay feature; scalability. They are equally as good with 1v1, 2v2, and 16 player FFA on almost any mod of your choice. X7's screen shot shows that his map was intended to be played both baseq2 and Choasdm. Your item layout is matched specifically for 1v1 and 2v2 games and most fights end in a single railgun followed by a chain gun cleanup which effectively removes new and FFA players from your list of regulars. Overall the structure is cool, the texturing is awesome, and there are lots of little nooks and cranies to use to your advantage. That's one of your strengths is intelligently leaving details available for players to touch, manipulate, and otherwise use as cover or jumping. (there's a funny camping spot above your yellow armor that I think is awesome) The point I'm making with Plattyv2 is that, although the spawn placement needs radical adjustment, you can access ALL areas in the map, and the main play that happens by the RL and Red Armor has an infinite array of strategies to use to prevent an enemy from getting the armor. From the concept of a rocket pit, to the crawlspace under the railgun, to using the lava flow as a quick escape route. It's a very dynamic area for combat, and macanah effectively broke a map up into a series of rooms and floors without having to make new rooms or floors. That' quite a feet for a mapper even if the structure and texturing resembles a first mapping attempt. The gameplay is quite enjoyable (and was fun in 1v1 as well as FFA). Not to drag maric down, but in 107 maps there has to be at least one that I dislike. And plattyv2 did what Rooftop serenade could not; which is separated a large area into multiple "rooms" without being a complex or endless corridor or a haven for rail gun camping. Jester, 1v1 your map is quite impressive, however I hold the idea of scalability as a huge part in my decision on a map's gameplay. To jay, I've always had much respect for you, especially with the efforts that you put forward, however the reason I brought q2w into the mix is that you were showing a bias towards q2w style maps and my only reservation for q2w is that instead of turning q2 into qw, it's more similar to q3. This is not entirely true, however your choice in maps only seems to solidify my worries. Jester's map is a standard q2 1v1 style map, however like spirit's map, it doesn't include any quake 2 extas. Only the same kinds of movement that could be achieved in quake 3. So neither map significantly takes advantage of the quake2 physics. I'm not accusing anyone of copying another map. What I'm saying is that spirit took no chances with game play and that creates a dull map. Once again the rocket area (above the chain) is very fun, but that's one out of about 12 rooms. When you take no chances and play it safe, you end up resembling another map. The map I was refering to was ztnmap5. although visually different, there are significant similarities in gameplay. The mega room in ztnmap5 and the red armor room in ztnmap5 most outstanding. The mega room resembles spirits jacket armor, except it's a better room. The red armor room is a red armor on a platform with 2 easy routes to it and several situations where viewing the armor still allows another player to grab it first. The difference is that ztnmap5 through rocket jumps, and other techniques allows players to use more strategies to prevent the target from getting that armor or allowing you to grab it first. The similarities just about end there, but the point is that the 2 real game play specific rooms for spirit are only 2 of many game play specific rooms for ztnmap5. Spirit obviously didn't rip anybody off. It's just that so much time was focused on just making a pretty map that it ended up being samey. That just happens.
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Post by peeweerota on Oct 8, 2008 8:38:39 GMT -5
To respond to Jay Dolan and Jester at the same time,
Jstress actually is a great map. Makes great play on TS's mutant. It's significantly versatile for any number of players, teamplay, or ffa. However as you mentioned earlier, Jester is not mapping for q2w yet. Same goes for remakes of existing quake 1 levels. Would you accept a remake of edge and take the credit? So they should be obviously excluded from my comments.
What I don't understand is how you dislike maric using a non standard gravity, yet you ignore the blatant clipping ramps on boxes in spirit's map that effectively break movement and are not consistent throughout the map. Some boxes have them, some do not. Also the extreme amount of detail that would have added significantly to game play if it were not blocked by clipping is astonishing. On TS we played several times with quite a few players that primarily use the rail gun yet only once did anyone actually bother to pick up the weapon, which is an indication of at least one badly placed item.
At best the game play was a dumbed down version of another map that I do not currently remember. (I'll get the name and file when i get home.) Although I do not think this was blatant, it does show that vanity overshadowed originality or even taking chances. Maric took a chance with every single one of his entries, as he always does. I think that each chance he took paid off big time. Spirit made yet another endless corridor map with basically a single rocket area. It took advantage of no real quake 2 features such as ramp jumps, double jumps, or rocket jumps. At the vary least marics took advantage of a feature of quake 2, a change of gravity.(as well as several ramp jumps, rocket jumps, and a few unintentionally fun double jumps) Spirit's map would port directly to quake 3 with no change in game play. The question is, is that a good or bad thing?
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Post by peeweerota on Oct 8, 2008 6:10:18 GMT -5
I already qualified my initial post with a followup and concession to Kold's point. And your map is not bad, but it sounds like the consensus is that it's not the deserving winner, either. So what's the problem with me calling out what was begging to be said? In my own opinion 106 was better than 105, however it's still a bit rude to assume that only time for specific mappers matters. Yeah spirit's and Jester's maps looked pretty, but they had game play less than that of plattyv2. There comes a time when you have to acknowledge that you play a game for fun. Yes, I will concede that mapping is an art form, but you can't accept only 1 aspect of art and reject the rest. Jester and Spirit painted a pretty picture but Maric made some sweet architechture. If you judge a building the same way you've judged a painting then you're not giving that building a fair shake. More judges would have reflected this, but I do have to say that I downloaded the latest q2w client. While the engine is sweet, the disproportionate focus on mappers who simply paint a pretty picture has resulted in a large collection of dull maps. Yet while Aq2, DDAY, and Gloom have focused solely on game play in maps, they have all amassed a wide variety of maps amazing in every aspect. So I would support the current decision because maric has nailed down gameplay. Although, once again, I argue that the wrong map won, it still is hands down a maric win in my opinion.
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