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Post by giftmacher on Sept 3, 2015 3:00:35 GMT -5
It needs some tweaking, quite a few URLs were empty! Put it some titles if you can, like [Bots - Hacks], gather all bots/hacks links under it, [Maps] etc. I'm sure a lot of people would appreciate the effort.
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Post by giftmacher on Aug 31, 2015 3:01:12 GMT -5
A torrent file is a possibility, will be slow if your in the US, I'm in Europe, but I can just leave it on when I'm at work BTW Google Drive, can't you share it through there? What is the limit on Google Drive?
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Post by giftmacher on Aug 31, 2015 2:24:44 GMT -5
Very interested in this collecetion, let me know if you are able to host this somewhere. I sent you a PM as well
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Post by giftmacher on Jul 28, 2015 17:35:35 GMT -5
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Post by giftmacher on Jul 22, 2015 12:13:24 GMT -5
Looking forward to seeing the end product, looks good so far! Stay at it.
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Post by giftmacher on Jul 3, 2015 7:22:30 GMT -5
Hello! I was looking through my old maps and my terrible remix of the Q1 map Powder Keg by Mr Fribbles caught my eye, it was such a fun map for Q1 back in the day so I thought it deserved a better version. By using my SP prefabs and Id's base theme I was able to slap this together in just under 3 days (it's a very small map). Should anyone have the time to try it out during these busy summer days, feel free to give feedback / report bugs/errors! PS: It's not a complete replica, quite a few things are off scale/different, including teleport locations and item placement. Thank you -=[giftdm9 - pkeg remix]=- -=[Screenshots]=- Q1 version #1Q1 version #2
Q2 version #1Q2 version #2-=[Download]=- Download
Enjoy the summer!
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Post by giftmacher on Jun 19, 2015 3:44:24 GMT -5
Hey are you planning on hosting a competition? Anyway I'll share some thoughts and ideas here next week, busy family weekend! I'm also working on a large SP map, also got at least one mapping tutorial on its way for people starting out, and for people who are stuck/need a nudge in the right direction. Love the enthusiasm crypt, activity will keep this place alive.
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Post by giftmacher on Jun 7, 2015 13:49:11 GMT -5
Thanks for that crypt In a few years all the kids will be plugged into the matrix while the few of us still dream of the past.. Seriously though, the new games, I've played them and I don't get it.
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Post by giftmacher on Jun 6, 2015 7:01:27 GMT -5
Made the following changes and updated link:
* Removed one teleporter * Minor texture changes * Made weapon spots more visually distinct * Reworked item placement for weapons/ammo/health/powerups * Removed Machine Gun
-> Only one teleporter now, you drop down at the railgun area and spawn in the RL/MH area (darkish brick space)
Item placement feels better now, tested some bot matches, unless there are some serious bugs/errors I will leave it alone now. Thanks a bunch for the feedback!
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Post by giftmacher on Jun 2, 2015 7:42:30 GMT -5
Looks like they settled for a steampunk theme for Reflex -> www.reflexfps.net/forums/index.php?/topic/2407-new-weapon-concepts/ <- But yeah the game is already dead or never was alive in the first place :/ I like the feeling of the game though, I played some duels with my friend in even earlier stages than this and we had a blast. Even cooked our own map over the weekend which was a really fun experience doing it in-game like that, and with a friend.
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Post by giftmacher on Jun 1, 2015 11:10:33 GMT -5
Thank you for that link sP1Sp0pD, will definately read up on how Q2 brushes work.. Thanks for the input spirit, good Points, I will do a complete overhaul of the items, one weapon should probably be placed at the lowest Point. The black hole (for camping, got a laugh from that one), it is/was the destination for the teleporter below YA elevator, which I'm considering removing all together (the teleporter). So yeah I could put something in there a long with a light, maybe the MH to free up some room below. Item overhaul, some tweaks and then that's it I Think, maybe I can poke around in the .map file too at some Point.
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Post by giftmacher on May 30, 2015 4:31:23 GMT -5
Could some of these issues be related to QuaRK though? I don't know much about this technical stuff as you mention here but look at this: [Floating Point Issues] "tiglari - 29 Dec 2002 [ Top ] In Quake-engine games, the faces of brushes are defined by three points, which can be located anywhere on the face of the plane, as long as they don't sit on one line (note especially: they do not have to be vertexes of the face, although they can be). Early Quake editors and the build-tools required these points to have integer coordinates, but QuArK introduced floating point coordinates, which allow precise placement of rotated brushes, and are also necessary for its 'enhanced texture positioning' scheme, which provides more more flexible texture-positioning than the original 'Classic Quake' system. Unfortunately, floating-point coordinates can also introduce various problem, especially in conjunction with build-tools that can't read them. The way they were involved with enhanced texture positioning is particularly problematic, since repositioning textures involved moving the face-coordinates, and so could drag face vertices subtly and unfixably off grid, which tends to drives people crazy, whether or not it caused real problems. And furthermore, build-tools that can't read floating point coordinates are very likely to have problems with maps written by QuArK, even if floating-point coordinate writing is suppressed (since the truncations shift the faces around, and thereby can cause leaks). So QuArK 6.3 has a different internal representation for texture-scales than earlier versions (called 'tv6', since it involves a 'tv6' specific on faces that specifies 6 numbers), so that moving textures doesn't shift the face threepoints, and also has some tools for finding and fixing faces with non-integral threepoints. The finder, on the search menu, is the 'Find Non-integral Threepoints' command, and will produce a list of faces with non-integral coordinates. Then the fixer, on the commands menu, 'Integralize Selected Faces', will attempt to fix the selected faces automatically, by forcing threepoints that are slightly off-integer to integral values, and also coopting integral vertexes of the faces, if it can find enough. On exit, it leaves selected the faces it has fixed, so that they can be inspected (conveniently with 'Browse Multiple Selection' on the Selection menu) for bad effects on texture-scales, etc. Then you can run the finder again to see the recalcitrant cases, and decide what to do about them by hand. It is quite plausible that you might want to allow certain vertexes to be non-integral (for decorations, etc); if a group has a 'nonintegral' specific, the finder will ignore the nonintegral faces within it. With these tools, and the 'Don't Write Floating Point Coordinates' map option, it will hopefully be possible to control floating point issues adequately." Related? Also can you explain what I'm looking at in these numbers in the .map file and can I fix the problem in the .map file? I know very little of technical stuff so Mercurial/Git/SVN etc is beyond me Yea I guess the clipper tool is quite handy when shaving off parts of a brush without breaking it.
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Post by giftmacher on May 29, 2015 7:14:12 GMT -5
sP1Sp0pD, thanks for the input and comments, I will look into that brush 1277, a few brushes are cut up/shaped with clipping tool, I don't like to use it and we all know it's a no-no but for this map I had to because QuaRK was giving me technical problems with the amount of brushes in the map. So to save brush count I shaped a few ceiling segments so that one big brush could do the job instead of like 4, maybe that causes some problem with grid alignment? Other than that the rest should be aligned to the grid, I've used 8 and 16, some rare cases grid size 4. Strange? Some lights are twisted to look like broken lights. Or do you mean it's floating in the air and not touching the wall? Then that's not intended no! crypt, glad you liked it, I did put some effort into the ambient sounds! Yea perhaps under stairs wasn't the most bright placement On another note, I'm waiting for the QuaRK guy to track down the evil bug that causes large (high brush count) maps to fail after compiling through QuaRK.
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Post by giftmacher on May 28, 2015 4:41:31 GMT -5
Updated, would love some feedback on item placement, I can switch them around a lot, I'm even thinking about removing all items and replacing them with a fresh mind and some feedback. Also teleporter locations, (where you end up) is not final, especially the one where you drop down. I just felt it was easy to get locked down/stuck in those areas, that's why I put in teleporter there, a third option if you will. If you find any bugs/errors, texture problems and what not please let me know.
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Post by giftmacher on May 21, 2015 16:08:52 GMT -5
Mapping for reflex is/will be sick, you can do it live, your friends can jump around on your map testing stuff while you're building it! Yea major potential.
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