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Post by cocerello on Feb 26, 2015 5:01:52 GMT -5
Lighting depends on what you want to achieve in each map and room, so there isn't any real standard values, just try to make them look like in iD DM maps, or as iD SP maps, which are usually brighter, also maintain the balancing between sourced lights and ambient lights. Also, fiddling with those values isn't always the best option, as they have drawbacks: for example, intensity and vid_gamma tends to wash the textures (try with intensity 8 or vid_gamma 0.2 to see the effect clearly) (intensity also seems to increase the saturation in colored lights, so the map looks more colorful where they are used), and gl_modulate makes some entities (items, your own weapon, ...) glow a lot, overriding the lighting from static lighting, which is usually the source for colored lighting that lights on items. Gl_modulate tends to be more of a personal choice, if you want a more realistic look and get advantage of colored lighting or want to see every item clearly from afar. My advice, balance the three of them carefully. If you want to know the default for any console command, just type the command without any value, ''intensity'' instead of ''intensity x'' for example and the console itself will tell you the current one. If you have changed something, the defaults are 2 for intensity and 2 for gl_modulate(the higher the brighter), and 1 for vid_gamma (the lower the brighter), or check them here: www.clanwos.org/index.php?option=com_content&view=article&id=97:3-console-commands-list&catid=48:quake-2-console-commands&Itemid=94For examples, i go in the original engine in 3.20 patch with intensity 1.5-2, gl_modulate 2-3 and vid_gamma 0.7-0.9, depending on the map.
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Post by cocerello on Feb 24, 2015 11:37:14 GMT -5
For a different kind of inspiration, if you don't mind if r_speeds skyrocket in your map ... With names in case you want to see more of them. Udaipur palace Mehrangarh Fort Cenotaph at Jaipur Amber fort
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Post by cocerello on Feb 21, 2015 17:44:17 GMT -5
Looked way darker in my computer than in your screenshots, even when played at night and with brightness at its highest. Which engine/configs have you used? I just use Quake2 3.20 in OpenGL mode.
My opinion on the map:
Overall is decent, but needs polishment.
EDIT: if this is just an old map modified with the MapMixer, then it is better than i thought and i have writed below. If it is that, what have you modified mainly?
Good points: the combats are enjoyable, hard sometimes but not in an unfair way, and ammo is well placed. The layout and progression is good also.
On the bad side, it is too dark on the first and in parts of the third map for me, and had to shoot at the dark hoping hitting something with the SG, about the brushwork, apart, it would be a good idea to make the corridors wider, to improve coop gameplay and so it is harder to get stuck on columns, which is a frustrating way to die. I noticed also several of what seems to be leaks in the three maps. And finally, you should make more obvious when a different mechanic is needed to progress on a level only once (destroy a door), i discovered it by pure luck. When the mechanic is common it doesn't need to be obvious.
I am looking forward to your next singleplayer map!
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Post by cocerello on Feb 19, 2015 7:57:30 GMT -5
Thank you very much.
The last two are the closest to what i was searching for: a place where to choose/play and inspire myself from maps and know which ones could be worthwhile, from more than just a name given in a forum's thread recommendation, which is useful, but limited in number of maps.
The maps' lists are more useful to when the person is more into this world.
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Post by cocerello on Feb 19, 2015 7:49:44 GMT -5
And what about WC 3.3? Anyone going to use it? I heard that it can be used too for Quake 2 and i wanted to give it a try, but can't get it to compile. It gives me a error with any brush i make, with a ''line 6 is missing'' error, which usually means a badly done brush, but even with a hollowed box (automated or manually done) it gives the same error, apart from that it keeps asking me for a CSG compiler, which i know it doesn't need, at least in WC 1.6 or Jackhammer.
Used the same compilers and configuration as those two editors but gives me those errors. Used both the WC 3.3 with the Qadapter or without it.
I could try to switch back to WC1.6 or to Jackhammer (both work well) as are the closest to it, but i am so used to it from Quake1 mapping these last years that i would like to try all the options before switching.
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Post by cocerello on Feb 18, 2015 15:15:32 GMT -5
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Post by cocerello on Feb 17, 2015 5:00:58 GMT -5
True, i'm used to not find files using the Wayback Machine but this time is turned out well, probably because its a website with activity until very recently. But not only found that, found also lots of other things, they are going to be useful for the contest. Thanks.
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Post by cocerello on Feb 16, 2015 18:18:01 GMT -5
Is there any chance to get a new upload of all of these converters? Old uploads are dead.
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Post by cocerello on Feb 13, 2015 12:17:33 GMT -5
Hello! After reading the announce on Func (thanks, Level Lord) i made up my mind to participate on it. I understood from there that Quake 1 DM maps are welcome too, but even with that i'll try to make a Quake 2 one. It's been a long time since the last time i tried mapping for Quake 2 but it is also a good motivation to come back to it and try to make something. So, to summarize, count me in, and thanks for organizing this.
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