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Post by giftmacher on Apr 1, 2015 10:28:34 GMT -5
Congratulations to spirit! Two maps! Can't wait.
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Post by giftmacher on Apr 1, 2015 3:36:04 GMT -5
Congratulations to everyone! Where can we download the maps? Edit: BTW, 1st of April today!
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Post by giftmacher on Mar 31, 2015 5:55:57 GMT -5
Jaydolan/cocerello, yes that is certainly a much more flexible technique. Great looking map by Jester, also looking at other screens in your library there. I feel much more comfortable working with the baseq2 textures than the ones I'm using here, I just wanted to try something new and wouldn't you know it, I learned new stuff With baseq2 it's way easier to mix different kinds of concrete/basic textures and get some cool geometry going on walls. Margaal, yes very true, as cocerello pointed out 'tiling' is difficult to pull off and should perhaps be avoided, instead frame small sections of detailed textures with basic/concrete geometry. I look a lot at Id's maps, especially the SP maps, I love how some of them are painted with a 'big brush', like the power plant maps. There is not much detail but the little that they put in is in the right places, catching the attention of the player. I play modern games too but it just amazes me what they managed to do back then with limited resources.
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Post by giftmacher on Mar 30, 2015 9:30:35 GMT -5
Great points spirit. I'm aware of the lack of connectivity, I'm slowly getting passed that 'square room/corridor' mapping but I couldn't quite get it going for this one. I look a lot on your maps because they are really good examples of variation on height/connectivity. It might be too late to change but I would like to try, maybe remove the crossroad corridor at the bottom and make it a section that connects all three levels some how. Running out of brushes too (1700+), another area I must improve upon, I use too many brushes.. I wasn't aware of a brush limit until I made my contest map It is a (WIP) map so I don't feel any pressure of finishing it anytime soon so I will keep tinker, really appreciate all the feedback. * MH, move the jump to a more central area, agree. Possible move the Combat Armor to the MH spot, still a jump, minor item, still a small possibility of getting hit from below. * I think removing the crossroad corridor would open up a lot of possibilities to connect RA/BA area with central hub area. (Lots of brushes too) Big thanks!
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Post by giftmacher on Mar 29, 2015 17:43:39 GMT -5
Yes I'm looking at your version now, the most important thing for me is your way of using these textures, looks awesome I'm working on aligning it in a similar fashion now, cleanup/brush work I will do myself because it is part of my work process (for me it is like meditating) / I appreciate your help though and I will take some ideas from this for sure. Will post new version at a later time.
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Post by giftmacher on Mar 29, 2015 15:37:14 GMT -5
The link didn't get into your post I think. Ok but do you have an explaination as to why not use digger/func_wall, what is the alternative for light-within-walls? Are you cutting all walls into 4 pieces to add small lights? Or do you just don't do light-within walls and just poke them out with 1-2 grid units? Edit: Now all the screenshots loaded, wow you put in some effort here margaal, I agree on the textures, they need to be aligned better (the blue walls with bronze trim), I like how you did it in the main room with the big jump_pad that looks sweet. I don't agree with the geometry changes however, but that comes down to 'personal preference' and not 'correct mapping' if you ask me! I will work on my .map file and re-work textures and see if I can do more of the texture work in RL/JP room (as you did it). Thank you!
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Post by giftmacher on Mar 28, 2015 18:28:34 GMT -5
Yea very annoying textures because they dont follow the standars of baseq2. If I replace them with baseq2 everything aligns. I will tinker more tomorrow. Thanks margaal Btw what is the brush limit for a map? This one is at 1700 now.. if i add more detail I would like to know
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Post by giftmacher on Mar 28, 2015 14:01:21 GMT -5
Tweaked the map: * More detail/better texturing * Lots of Lighting tweaks * Improved some rooms * GA now YA Link updated. Margaal: If I find the inspiration for a masterpiece then maybe I'll spend that amount of time on details. The map should look much better now though 1. Ok that is good, I would like to try it myself, must convince a friend to play Quake 2.. 2. Solved some of the texture-issues, added borders to the big (64) trim textures surrounding platforms. 3. ? 4. I never use brush subtraction. For the lights inside walls I make a 16x16 brush, put it in a digger, then add another 16x16 brush (or whatever the size of the light) which I put in a func_wall entity and place it within the digger brush. That way the digger will stop texture-overlaping but ignore the func_wall entity. Maybe there is a problem with this method? I would love an alternative for putting lights within walls. I Only encountered "too many faces/brushes" error with the contest map, never before, but that map's brush work is messy as hell so I'm not really surprised Thank you.
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Post by giftmacher on Mar 27, 2015 14:05:13 GMT -5
Important stuff here for 1vs1/Duel maps, great job spirit. playing a well designed duel map is a blessing
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Post by giftmacher on Mar 27, 2015 13:46:35 GMT -5
Thank you Jaydolan yes very helpful. I removed all the surface lighting and I am now going very slowly but methodically through the map. One 300 light for places where big sky is visible. Added/Removed geometry, removed gimicky windpipes Maybe an update on Sunday.
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Post by giftmacher on Mar 27, 2015 3:19:49 GMT -5
Yea I tried to mix in some textures from the '1j2' set, I also experimented with texture light values, I wish someone would write a short guide/set of tips on how to work lighting. Although it is probably harder with custom textures, the 'dedmeat' set looks amazing but when I added lighting it was hard to not wash em out completely, very bright textures from the start. Thanks for the feedback I really appreciate it.
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Post by giftmacher on Mar 26, 2015 6:12:37 GMT -5
Thanks for quick feedback guys 1. Gray texture is a bit problematic, it might look better if I tinker with the lighting some more, it's a bit bright in some areas. The thing is that it started as a castle map so the gray walls are originally brick-walls so I made them higher than 128 units. Because of this I had to use a texture that can mask walls of varied height without it showing too much. Any sort of detailed texture would look terrible. Maybe I can work in some clever trim or cut walls at 128 then add another wall-segment of 32/64 units with a trim texture. 2. Blue/Purple texture, yea it looked way better on the castle theme, that orange rock surrounded by metal, this replacement didn't quite do the job. It would still have to be something that fits the 'space' theme and provide some lighting. 3. Happy that you liked the gameplay flow Marine, I would like to test it myself. More ambience sound coming, the wind is for the 'wind-pipes' Lots of computer/robotic sounds should be added.
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Post by giftmacher on Mar 25, 2015 16:28:06 GMT -5
Hi! I Had some energy left over from the contest to make another map! Still under development but I would love some feedback on it. Any help is appreciated, and I can still re-work areas so nothing is final but it would have to be a re-work of rooms/areas. My aim for this map is a decent 'duel map' / small DM map. Constructive feedback on:
1. Gameplay/flow 2. Texturing 3. Lighting 4. Bugs/Issues 5. Other?
DownloadThank you!
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Post by giftmacher on Mar 25, 2015 14:54:00 GMT -5
Here is an example for my next map giftdm7 that I'm working on, originally it was going to be a map with the castle theme but I changed it to lunbase texture set. I like how it looked with the castle theme a lot but it was difficult to work the lighting so I changed. I will revisit the theme in a later map for sure.
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Post by giftmacher on Mar 25, 2015 14:45:05 GMT -5
Yes of course, when you have your map opened in the QuarK editor go to 'Search' and select Search/replace textures... then this window should appear: Select the texture you want to replace, then select the texture you want to replace it with. What I like about this is that all the textures keep their specific settings, for example if you just want to replace all the 'light' textures in your map for another colored version. If you have done all the hard work of aligning your textures then this tool can be used to give your map an entire new look in just a few minutes.
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