HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 21, 2004 3:46:12 GMT -5
Heh. You tried to light unvised maps I see. Major bonus points for the way you did the sky in leray1. The light from skies made like that looks a lot better than if the sky is just a brush across the top of the area. The castle one is pretty cool, with the big underground area that first looks like it goes down to who knows where. Here's a little secret I'll let everyone in: In my upcoming unit Past Tense, a little piece of very early mapping from me will be in a bonus area. ^_^
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Oct 3, 2004 1:10:27 GMT -5
That's weird. It should work unless you're using -nocurve when you run arghrad. I've never had it not work before. Just wondering, are you using the same value for all the touching surfaces that are supposed to be curve-shaded together, and the "light" flag is off? (I always use "1" for mine. The only time I use different values is for things like pipes going around corners, so each section is curve-shaded separately. The first section will be "1", the second "2", the third "1" and so on.) Oh well, though. The curves still look nice even without it. Thay're just in old OLD school style.
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Oct 2, 2004 3:12:49 GMT -5
L1 X **.5 Point Dot ~~~ Point Dot (Yun) . vrxdm1_readme.txt (D: ineligible) . vrxdm1.bsp . h_tele_fin.bsp
A general visual look-over: + Curved surfaces + Good item placement (the side-by-side +10 health everywhere is a good idea) + Good architecture and layout. The basement and grassy area are awesome looking. + Teleporters and jump pad - No phong shading on curves (would have looked really nice if they had it) - Harsh sunlighting. Not too bad though - Repetetive texturing
Pretty decent map. Worthy effort.
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 21, 2004 4:20:06 GMT -5
You're right HLR, I may run another version of the map without the asteroids, but it won't be as fun. I doubt the asteroids are causing much of a problem. It's because everything is in one big area that can be seen all at once (from the game's point of view). Remember that Q2 is designed for smallish rooms. For a map like this to run without errors you'd need to do at least one of these: 1. Make it small, at most maybe half the size it is now, if everything is going to be out in the open. 2. Have more areas that are out of sight from each other. Those four rooms would do this if the doors were areaportaled and it weren't for the glass floors/celings. More or bigger rooms like this would help. For a big map you could partition the out-in-space areas into several parts, like with a big structure in the middle of everything. If you make another out-in-space map you might want to give these a shot. (In fact I should....
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 20, 2004 2:25:16 GMT -5
'com_sprintf: overflow of 48 in 32' That's just a nag error you get when the map name is longer than about 32 characters. No big deal.
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 20, 2004 2:21:26 GMT -5
Now that I look at it, it's no wonder there's sz_getspace and U_REMOVE: oldnum != newnum errors. It's because so much active stuff can be seen at once: the ammo, weapons, rotating things and such, and the other players and weapons-fire and gibs and things. Q2 wasn't really designed to have a bunch of stuff visible at once; maps like this should probably be kept small, maybe half the size of this one or less. Unfortunately I can't play it because my P200 isn't up to snuff and would give me a blazing 2-3fps with eraser bots. This will take at least a P3-500 to be decently playable. With that said, this is an extremely cool map. Great texture usage, total coolness look, bada** layout. And those asteroids...I got pasted a couple times while looking around. ;D The glass floors/ceilings are really cool too, so what if they make the r_speeds worse (although I do see a few hint-brush optimizations that could be done). *gets ideas for contest map*
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HLR
ShotGun Guard
Posts: 83
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new
Aug 25, 2004 5:13:47 GMT -5
Post by HLR on Aug 25, 2004 5:13:47 GMT -5
These minimalist concept maps of yours are really neat. I saw the orange one too. One thing I've noticed is that the lack of detail in any of the textures makes it hard to get any sense of perspective until you become familiar with the layout. It's amusing when looking at them for the first time, not knowing for sure how far away a platform or drop is.
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Oct 15, 2004 9:05:57 GMT -5
You know, this is a good example of the type of instability and suitability issues I was referring to when I said I might be ending involvement with this site. Please ask before moving people's things around like this, unless it's a legitimate administrative necessity such as a truly off-topic post. There are real people with real feelings behind these posts; you must start acknowledging how administrative actions affect them and weigh your actions accordingly. As an FYI, I don't post here, only the Q2 board. I posted this in the Q2 forum for this reason.
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 13, 2004 5:39:22 GMT -5
*thumbs-up*
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 19, 2004 3:07:16 GMT -5
The Cure ? They were at Coachella this year, and they have a new album due out any time now. This gets a thumbs-up from me, being I'm a fan of them and there was a lot of doom and gloom that Bloodflowers might be their last.
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 26, 2004 2:55:58 GMT -5
Perfect. Now my hidden link isn't....
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 25, 2004 4:10:26 GMT -5
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 24, 2004 3:47:10 GMT -5
Fifth option is closest. I've gotten whiff of a controversy, but don't know anything more about it than that.
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 24, 2004 3:56:52 GMT -5
Almost ten minutes of downloading for a blank screen. Lovely.
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 21, 2004 2:12:54 GMT -5
I always thought deer tasted like venison. Proves I don't know everything
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