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Post by grieve[Q2C] on Dec 14, 2006 16:43:12 GMT -5
you are a Quark user, aren't you ? load up the compiled bsp file, edit and change the entities as you like it, and then make an entity only compile.
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Post by grieve[Q2C] on Dec 11, 2006 14:50:30 GMT -5
nice terrain, nice map. looks really smooth. another step forward there, derv. just the long vis compile gives me a headache. you surely didn't set the detail flag for the terrain brushes or make just a fast vis ? because in an open, small terrain map there isn't much to hide and the vis table does not gain too much importance. I had a missing texture when loading the map first, but it was easy to fix. again, nice job.
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Post by grieve[Q2C] on Oct 2, 2006 16:02:03 GMT -5
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new dm
Sept 26, 2006 10:08:03 GMT -5
Post by grieve[Q2C] on Sept 26, 2006 10:08:03 GMT -5
in terms of quality brushwork I'd have to agree. that'S another pretty quasi-gothic map. just would like to see Jes doing a tech-style map again, like jlib or jaces. I liked these the best. the quasi-goth thing is somewhat overrepresented, IMO.
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Post by grieve[Q2C] on Sept 15, 2006 2:14:26 GMT -5
clean lil map, but the jump pad trajectory might need some tweaking. you are going up unnecessary high - bouncing even off the skybox - and then rather crashing than landing, losing a lot of health. if you are already low on health it will kill you for sure. if you leave it this way, put at least a sign beside it which says "use at own risk." ;D
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Post by grieve[Q2C] on Sept 6, 2006 5:22:32 GMT -5
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Post by grieve[Q2C] on Sept 1, 2006 14:58:03 GMT -5
hmm, you will need to reconstruct it somehow, embed it in regular brushes so it does not touch the void anywhere. another option is to leave 1-unit gaps between brushes, then they also will not split surfaces (how should they). but this should be done where it can't be seen. polycount-reduction is rather art than science. www.gamedesign.net/node/53?PHPSESSID=a8694a55a787bfe5301766412d95f2ab
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Post by grieve[Q2C] on Aug 31, 2006 19:53:01 GMT -5
duh ... the detail flag is reducing the vis data size, but to my knowledge it will not prevent face splits of intersecting brushes. func_walls will do that. allow me to reuse these ancient images which I posted "in another forum" a long time ago. first pic: the L-shaped parts are set as detail and obviously DO split other brushes faces where they touch them. second pic: the L-shaped parts are now applied to a func_wall. they do not cause face splits anymore, and also no more shadows.
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Post by grieve[Q2C] on Aug 28, 2006 12:16:38 GMT -5
Its Convered from the q1edge map from (Quake) so some thing are in other places, there is a q1edge_gen.bsp in the zip too use it with the GEN MOD you will see what the weapons are. ;D * hint hint* X7, whatever other editor you may use, but Quark can load compiled bsp files and you are able to modify the entities in it and make an "entity only compile" then. so you can change the entities in a bsp ( and parts of the lighting, as far it is entity based, if you modify light ents and make a light recompile)
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Post by grieve[Q2C] on Jul 12, 2006 12:27:51 GMT -5
Thanks for the update, Skies. My favorite among your maps is "Orange Fiasko", btw. No fiasko at all, it really rocks.
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Post by grieve[Q2C] on Jul 10, 2006 19:25:16 GMT -5
;D
oh how I regret mentioning the sorry name of Lara Croft in here ....
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Post by grieve[Q2C] on Jul 10, 2006 16:45:11 GMT -5
there are not too many Quake 2 DM maps with cool looking plants (which are done in this fashion) and then in combinaton with an Aztec temple (or is it mayan ?) this is like a Tomb raider DM map would be if Tomb Raider had DM.
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Post by grieve[Q2C] on Jul 9, 2006 5:44:36 GMT -5
looks nice, but the download does not work for me.
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Post by grieve[Q2C] on Jul 6, 2006 12:13:07 GMT -5
done. nice map, Sabo, but isn't "future" still your best one ?
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Post by grieve[Q2C] on May 7, 2006 5:02:36 GMT -5
there is a similarly themed map on Q.I.C (BIGROOM), perhaps the inspiration source ? however, yours is much more detailed and of course better. nice one. maps with this theme give a funny feeling of how small you are .... lots of tricks and teleporters too .... surely fun to frag in this one. this should be in the next Q2C map rotation.
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