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Post by quakeulf on Aug 10, 2017 2:11:28 GMT -5
>ctrl+f "MAX_PATCHES" >no results
Well, MAX_PATCHES is the worstest thing to work around when making large levels for vaniller Quake 2. That's probably the only thing I'd like to get a limit break on.
So with MAX_PATCHES in minds, having large, flat areas with no detail and texture scale perhaps multiplied by 2 or 3 or even more, will help to allow it, otherwise you'd have to do some serious arghrad-tweaking with regards to lighting accuracy. Usually I work around by sacrificing water patches and sky patches, but you will notice it once the numbers get large.
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Post by quakeulf on Aug 9, 2017 2:04:36 GMT -5
As for the surprise, I'll just say that it's something that's already been done for Q1 mapping. MAXIMUM EXCITE.(I'll redownlode the v3.24. It's probably the best thing that has happen'd to Quake 2 for me recently. :3c)
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Post by quakeulf on Aug 8, 2017 5:48:32 GMT -5
I've been working on not a singleplayer map, but something that should blow the doors open for SPQ2 mapping (more than they already have been with KMQ2). I'm not ready to reveal what it is just yet, but I hope to have it ready by the 20th anniversary of Q2's release. Let me guess... An editor? A custom client with support for all entities from the various mission packs (v3.25)? An upgrade to Oblige with a better pseudo-random framework for generating playable maps with logic? A fix to base2 in v3.24 where you can skip base3 by jumping through the invisible walls on the other side of the rotating bridge? Or something else?
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Post by quakeulf on Aug 7, 2017 6:55:17 GMT -5
I've post'd about this on the func_msgboards too: www.celephais.net/board/view_thread.php?id=61495The thing is, I am looking for someone to make some Quake 2 singleplayer maps with. :3 I want to have something like a full mission pack almost, with a singleplayer-part, multiplayer-part and even mission videos (if possible!). I am currently working on the main singleplayer unit, and I have so far begun work on 5 maps for it, all belonging to one unit. I am considering making another unit, but I would need some help with that due to time constraints. If you are interested in joining, come get me on Discord here so we can coordinate our efforts: discord.gg/f4UV7We
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Post by quakeulf on Aug 7, 2017 6:50:06 GMT -5
No, I am not the Butane. :3c
Also, thank you for your feedback! I am going to hopefully address some issues in this unit for my next unit which I am working on now. Hopefully it will be worth it.
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Post by quakeulf on Feb 5, 2017 9:57:05 GMT -5
I am working on a few maps to celebrate the Quake 2 20th anniversary. New content must be released. :3
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Post by quakeulf on Feb 5, 2017 8:52:47 GMT -5
Wow, I am honoured. Thank you so much for making this video! :3
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Post by quakeulf on Jan 25, 2017 9:02:29 GMT -5
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Post by quakeulf on Jun 28, 2016 14:27:06 GMT -5
:3 Copypasted from my tumblr-post: Since I have to focus elsewhere for a while, and since I just finished the 2nd map, here’s what I have of my Quake 2 map unit so far. :3 It consists of 2 of 3 maps in total, but you can complete the 2nd map fully. The 1st map is played in two (or more) parts that I have disabled for now until I get the 3rd map ready. However, you need to play through the 1st map to be able to do it decent through the 2nd map. The maps included that you can load down are:
Derelict Facility (olde1.bsp at 3.9 mb) Power Station (olde2.bsp at 4.5 mb)How to engage: - Load down both maps into your baseq2\maps-folder.
- Start up the Quake 2 (any client except for Q2Pro will do).
- In the soul of the con, type “skill 0″, and then “map olde1″.
- Enjoy! :3
- Bonus: Let me know if you have any feedback on the maps.
Known issue: Power Station creates a really weird PF_findindex: overflow-error in Q2Pro which I have tried to find out how it could happen, but so far I haven’t been able to. It’s the only part of that code block on github that is not documented, which makes it even harder for me to guess when I try to debug. Here’s a link to the offending .map-file. (Opens in GTKRadiant or Trenchbroom.)Images:
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Post by quakeulf on Jun 28, 2016 14:19:56 GMT -5
I know the limitations of the engine, but I was also interested in seeing what you all were thinking about this. I ended up doing a bit different things for my maps so far, but I might take this further.
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Post by quakeulf on May 5, 2016 8:53:54 GMT -5
I'm looking for something spectacular to use for my next map(s), but I don't know exactly what to look for.
I think animated textures and objects, enemies that behave a little differently and large secret areas are neat, but I wonder how far it can go.
Also the circular tunnel doors in the game consisting of many tiny pizza slices of a door "rotating" open is cool, but I don't know how to do that. (Help, please?)
What do you think?
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Post by quakeulf on Apr 27, 2016 14:32:01 GMT -5
But let's say you build up a sufficient array of relays, would it be possible to have the lasers/lights do morse code? I don't see why it wouldn't be (assuming we're talking about transmitting some constant, predefined message at least). Now that would be supercool. :3
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Post by quakeulf on Apr 27, 2016 6:01:10 GMT -5
I spent a few hours trying everything I could think of, but apart from the more insane contraptions I can't remember specifics.
But let's say you build up a sufficient array of relays, would it be possible to have the lasers/lights do morse code?
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Post by quakeulf on Apr 23, 2016 5:39:42 GMT -5
If only the setup had been described in detail then I would have known how to have done this earlier, but the laser2.map-setup was one of the things I didn't try because the trigger_relay without a delay seemed a bit superfluous to me. All that should be needed is one timer to control another with different timings.
Maybe I can use this for my next map, then. :3
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Post by quakeulf on Apr 16, 2016 3:24:37 GMT -5
Did you read Panjoo's old tutorial on lasers? Particularly, there is example.map with four of different kinds of uses of target_laser (and func_timer) which you might find helpful to study. I did, but it didn't help with the main issue: Having X time off and Y time on.
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