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Post by giftmacher on Mar 25, 2015 7:48:15 GMT -5
Ok thanks, I can Always re-texture it using the search/replace feature in QuarK A few minutes and you got a new texture layout (textures retains their alignment/flags), really neat.
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Post by giftmacher on Mar 24, 2015 3:26:46 GMT -5
Null, who do I credit for these amazing textures? I'm working on another map now and I'm using 'lunbase' texture set, do you know who made that one?
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Post by giftmacher on Mar 21, 2015 11:07:40 GMT -5
set gl_shadows "1" set gl_modulate "2.5" From config. I guess standard cause I never touched it
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Post by giftmacher on Mar 19, 2015 5:36:49 GMT -5
I see what you mean but this is closer to Quake than warsow. There is no artwork/textures/models in the game yet, only placeholders. So you can just do basic mapping for now, will be interesting to see what theme they settle for.
Yes Null, for me and a bunch of other people on the reflex forum the editor is the main atraction. I have not touched it for a while though, I'm waiting for the artwork/textures.
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Post by giftmacher on Mar 18, 2015 16:19:09 GMT -5
Great thank you for these tips. I will do layout testing for the next map as you describe here. Should you find the time later on please elaborate, things like values on texture lighting combined with other light sources (entities/light-textures) would be interesting to learn more about. On another note, check out the game Reflex if you haven't already, it's in alpha stage but quite promising. The mapping features in the game offers 'live-mapping' and the editor resembles trenchbroom. If you lack the time for mapping in Q2 which is quite time consuming this game offers a quick fix so far www.reflexfps.net/
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Post by giftmacher on Mar 18, 2015 12:40:07 GMT -5
Big fan of your maps spirit I was wondering if you would like to share some secrets on your work process/planning, an area I struggle with. I was looking at your spirit2dm5 Oceans Apart the other day and was just blown away by how well everything fit together. Did you plan it "brick-by-brick" or just the 'broad' layout?
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Post by giftmacher on Mar 18, 2015 12:25:53 GMT -5
That molten core brushwork looks amazing.
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Post by giftmacher on Mar 18, 2015 12:23:20 GMT -5
That shrine + bell looks impossible to pull off in Quake 2 really nice
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Post by giftmacher on Mar 15, 2015 15:09:12 GMT -5
The two castle maps in the contest have inspired me to make one aswell, just for my own pleasure really cool stuff here! It looks and feels like a genuine castle judging by the screenshots. Maybe add a Well or something in the yard area? Some cool larger detail piece to catch the player's atention
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Post by giftmacher on Mar 15, 2015 5:02:13 GMT -5
I have now submitted my map, one thing still bugs me though and maybe some of you know of this error: According to the .map file there are about 1800 brushes in the map. However, I could not add any more brushes because that caused an error "Too many surfaces". The brushwork is messy though so maybe that's the case but I've heard of maps with a lot more brushes than this. I thought ~1500+ brushes is standard for regular maps? I could not even add more clip-brushes. Some causes I thought about: 1. Retexturing, a lot of brushes kept their original texture on some sides making many brushes have 2-4 different textures. Making the engine handle a lot more faces than necessary? 2. Messy brushwork, lots of overlaping. Anyway, thought that was weird because I wanted to do some more detail work but I couldn't because of this error I will definately plan the map better next time...
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Post by giftmacher on Mar 14, 2015 6:14:16 GMT -5
Third screenshot reminds me of Wolfenstein 3D Glad to see your still mapping macanah. This is my advice to you: try and add more detail to your maps to create depth/realism. One really good way of learning how to add more advanced geometry to your map is 'reverse-engineering'. I do that a lot to learn myself, usually I walk around Id's SinglePlayer maps and look at the geometry they created, then I try to reconstruct it myself in the editor to incorporate that technique. It is a great way of improving your mapping skills. Keep it up
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Post by giftmacher on Mar 1, 2015 9:17:15 GMT -5
Edited: See above. Thank you for the feedback though!
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Post by giftmacher on Mar 1, 2015 4:48:57 GMT -5
Looks great as always spirit, your ceiling architecture is really nice, something I would need to improve on myself.. I'll take some inspiration from this
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Post by giftmacher on Feb 27, 2015 3:12:16 GMT -5
Changed theme to mine/lava/rock, for the sake of the contest I will keep screens to a minimum for now. I can take feedback/judging and improve the map after the contest is over and then release it in my map thread. Middle Arena:
Giftmacher
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Post by giftmacher on Jan 28, 2015 2:07:15 GMT -5
Sign me up!
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