Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Jan 14, 2008 6:14:17 GMT -5
Quake 2 Group Map Making Thingie (Q2GMMT) Status Report January 14, 2008
Participants: Mikemc, OmnificienT, Paril, Mek, TMG, Mugford, Steeveeo, JapaDas, Unknown
Individual Cleanup = 97% Total Cleanup = 19% Order = 100% Assembly = 29%
Puzzles = x3 Action = x7
Compile Time in minutes = 6 Known Issues: - A couple missaligned textures upon compile - Slight lag in non-action areas
System: Celeron 1.99Ghz, 192 Ram, 1.1Gb free
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Feb 5, 2007 10:47:37 GMT -5
Review the first post, though I'll repeat anyhoo. Send as many as you like but they must be 512 x 512 x 512 each and the deadline is whenever I get a pile together - enough to make a fair sized map. Any style and theme aswell.
- Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Jan 22, 2007 7:21:21 GMT -5
I said yaaa, (yes) *wink* Submit as many as you like. I'll draw the line somewhere.
- Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Jan 18, 2007 2:51:56 GMT -5
You can make the maps behave any way you want. However, if you want something in one room to trigger in another, it's best to name your triggers like "wizard_door1". I'll assemble them how I see fit and add more myself where needed . - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Jan 15, 2007 4:53:34 GMT -5
Oh yaaa... Each room must be separated by a doorway or blast hole though, so you don't submit a whole map cut into crispy squares - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Jan 14, 2007 13:18:40 GMT -5
ATTN: ROUND PIPES
A few maps I have collected have pipe connection points so for those who haven't submitted yet, or if you'd like to submit another map... Pipe diameter for connection points should be roughly 96x96. Don't worry about the amount of detail in the circle shape as extra pieces will be added if needed.
- Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Dec 19, 2006 10:45:55 GMT -5
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Dec 7, 2006 23:53:39 GMT -5
I believe I got it shortly thereafter in the e-mail form and have a good idea on combining it with 2 other maps.
Question for all: As for the style of gameplay - What kind of game would everyone like? Frantic shooting, casual walkabout or "Big Money! Big Prizes!" ?
- Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Dec 3, 2006 19:12:23 GMT -5
I have Mek, OmnificienT and Steeveeo in my folder. I think it was Maric that sent me a pre-release sample and another's was way too large. Perhaps send it again? HUZZAH! I have found the submissions from my previous attempt at this! . Their .map files were in the tmpQuark folder in my old Quake2 directory! These files are: Cryo (corrupt, fixing), Gore, Gothic and Palace. Screenshots to come... - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Nov 21, 2006 6:07:01 GMT -5
Almost 2 months since the last submission and there is only about 5. I would like at least 10 before compile, and moreso other people's than mine. - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Oct 5, 2006 0:35:19 GMT -5
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Aug 21, 2006 3:25:45 GMT -5
The center of the grid is 0, 0, 0. Now move your mouse until it's coordinates are at 512, 512 (x, y). Now keep your room between those 2 areas and same with the Z axis . - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Aug 17, 2006 10:29:39 GMT -5
Important Update: I am thinking of giving the worldspawn an _Ambient of 10-20 so unless you use negative lighting, there won't be any pitch black areas. Let me know if this will not work for you.
- Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Aug 12, 2006 21:32:41 GMT -5
I'll be updating the first post with each new chunk I get, and these don't have to be stock chunks, just use stock textures, models and sounds . - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Aug 12, 2006 4:21:17 GMT -5
The last time I did this I tried to specify doorway locations but this time I'll let you decide and I'll combine them with hallways of my own design. Speaking of, I already have I think 3 or 4 sections from that previous one that I'm still searching for. They looked really cool . And thanks for the concern and positive replies . Just keep the overall size no bigger than 512 cubed. Perhaps give single-floor ceilings a height of 256 and 2-floor rooms 512. - Mike
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