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Post by giftmacher on Jan 25, 2015 17:20:45 GMT -5
March 1-31 is best for me but if you go with February I will put at least some hours into it. I'll submit a minor piece and enjoy the show
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Post by giftmacher on Jan 25, 2015 9:27:31 GMT -5
I will join unless it's right now! I'm super busy with IRL stuff but past february I will have more free time again.. what date/format are you guys planning?
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Post by giftmacher on Dec 14, 2014 10:12:09 GMT -5
Hey thank you spirit, it's not my favorite one but I learned a lot making it. By the way I take it you are the creator of these maps -> dfspspirit.wordpress.com/category/level-design/ <- if so, just amazing stuff I have them all in my DM rotation, sadly I don't get to convince my old friends to play Q2 very often.
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Post by giftmacher on Dec 13, 2014 11:16:13 GMT -5
Yes Null helped me a lot with the models, for the next map I will be better prepared with folders and stuff I added two more maps to the list, giftdm2 and giftdm3, they are nothing spectaluar just two simple maps. They have been finished for some time.. since there is some activity going on now I figured I'll help keep the energy up by posting them
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Post by giftmacher on Dec 8, 2014 13:57:44 GMT -5
I don't have any time to map right now, the texture folders needs to be done, that's a lot of work. Didn't get the models done, tinkered with it but couldn't get it to work in the end. If you would like to make something of it for your weapons server I could send you the .map file. Torches would be the final touch but would those show up in classic Q2?
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Post by giftmacher on Dec 3, 2014 9:38:16 GMT -5
Uff.. that will be a blast When I can free up some mapping time, for now it will have to do.. Maybe submit Q2E1M2 when I've done the folders correctly.
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Post by giftmacher on Dec 3, 2014 9:33:42 GMT -5
I'm not too familiar with rail maps, but since the emphasis is on gameplay I have a few suggestions. 1. Add some pillars to the yard areas so players can strafe behind them for cover -> It adds more gameplay elements to the map and detail (as margaal pointed out) 2. Put the quad in a risky area instead (like in the center / high up) and make the teleporters go there. So it is a high risk -> high reward move to get the powerup. Other than that I'm happy to see another map posted! Keep going and look at other maps for inspiration
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Post by giftmacher on Nov 30, 2014 9:47:21 GMT -5
Thank you Margaal your tutorial helped, one thing still bugs me, after making my "e1m2" folder with all the Quake 1 textures in it the compile wont work. It is still searching for the textures in baseq2/textures. However when making a new map and using some e1m2 textures and compiling the folders work and it creates a e1m2 folder with textures in it. So do I have to re-texture the map with the re-located textures to fix this problem?
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Post by giftmacher on Nov 25, 2014 18:33:15 GMT -5
Regarding the remake of Q1 E1M2, I don't understand how to work the folders... I see you guys put your stuff in "mapname" folder in baseq2/textures, sounds etc. But for this map when I put my textures in anything other than baseq2/textures the game can't find them, like baseq2/textures/giftdm5 does not work. Any ideas?
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Post by giftmacher on Nov 25, 2014 18:05:54 GMT -5
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Post by giftmacher on Nov 22, 2014 5:43:24 GMT -5
Wow thanks for the tutorial Null, I now have the torches in the editor, BUT they do not show up after compile... I think I have to clean up my Q2 folder because it is filled with mods/files -_-. When I ship a map, where do I put the textures and models. I don't know how to make the folders, if I try my map in my "none-editing" Q2 copy it can't find my textures even though I put them in baseq2/textures.
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Post by giftmacher on Nov 21, 2014 5:56:46 GMT -5
Thank you Null really cool stuff, but how do I add them into QuarK? Wasn't as simple as importing that's for sure
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Post by giftmacher on Nov 20, 2014 18:54:53 GMT -5
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Post by giftmacher on Nov 20, 2014 6:33:26 GMT -5
Awesome tool Null, I'm working on the texture set now, I useed GIMP to resize and convert the Q1 HD textures into .bmp files, then I used your program to convert the .bmp files to .wal... it's a slow process but at least I'm getting the textures Update: Null, do you have Q1 torch models or similar available? E1M2 is full of torches but Q2 does not have any, so I'm using Q1 light textures but it's not quite the same!
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Post by giftmacher on Nov 19, 2014 16:17:09 GMT -5
Ok thank you for that information Panzer, Null that is a lot to process, I still have much to learn.. (I don't know anything about coding/writing) Right now I'm trying to figure out how to make custom textures for Q2, I have wally, I have GIMP. I want to convert some Q1 textures into Q2 .wal texture files that I can use in QuarK.. sadly I only have access to Quake 1 HD textures and not the original, the problem is that when I convert them with Wally and use them in QuarK they are huge. Q2 crashes when I try to load a map with them "too large", because they exceed the 256 limit i guess? Is there a Q1 - to - Q2 texture pack around?
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