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Post by Le Ray [Q2C] on Jan 19, 2005 13:07:13 GMT -5
This is my latest map called the Shamrock! windowmeister.com/maps/leray/leray33.zipThis map is best viewed using the following settings: I'm using a NVIDIA GeForce FX 5200 with color quality set @ 32 bit. My screen resolution is set @ 1280 by 1024 The following lighting settings were used in my config file to create this map: set vid_gamma "0.650000" set gl_modulate "2" set intensity "2" You may want to change these settings to in your autoexec.cfg or config.cfg file to get the best lighting results on your PC In my Quake 2 settings, I'm using the following: video/driver/default OpenGL video mode - 1024 x 768 If the sky doesn't look right, make sure you have your VIDEO - 8-BIT TEXTURE is set to "NO", this may correct the problem. If you use the settings above, you should get the same results that appear in the screenshot above! I will create another version of this map for players using 16 bit.
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zorius
Quake 2 Mapping Club
Posts: 103
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Post by zorius on Jan 19, 2005 13:42:56 GMT -5
Got it! Hey man, as we have seen it on the pictures before, the layout and the style are very consistent and smooth. Congratulations! I haven't tried it with players or bots yet, but today I will do that too. I'm afraid, that for 2 people it would be very unbalanced, because it has a fully simmetrical layout, and it's very hard to find the main weapons (rocketlauncher etc.). And if someone got it, then he's the king. But maybe that's why it's fun with more people, You will fight with the nearest weapon with the nearest people ;-) And it's a very quick gameplay type. The bfg trick-teleport is a very good idea, and I have to say, that it's really hard to reach it, especially if there is hard action on the map. Then it's almost impossible... so You managed it well. Anyway, good work! Sure I'll archive this map on a dvd. Keep on mapping, because the really masterpieces just coming, I think. Best wishes! Bye
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Post by Wixen1 [Q2C] on Jan 19, 2005 13:51:45 GMT -5
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Post by Wixen1 [Q2C] on Jan 19, 2005 14:04:29 GMT -5
I think Zorius is close in hes comments. We all like a type of maps and it different from player to player. And all mappers like some kind of style in there own maps, natually. But really, if the map/maps is supposed to be played, not just viewed, schouldent it be the one who play the maps, who schould be judjing..... just asking... dont kill me... ....
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Post by Wixen1 [Q2C] on Jan 19, 2005 14:10:16 GMT -5
The mapper in my oppinion, doing great, is the mapper who can combine the beauty in the eye and the great gameplay of the map construction. You can live without the beauty, but never without the gameplay.
Wixen1
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Post by Wixen1 [Q2C] on Jan 19, 2005 16:50:26 GMT -5
Sorry, took my selfes out of direction here.
Hey , hey...so nice so nice, got to the top in the first try, hehe...Very beautefull map LeRay...going to try it out for real soon...
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Post by Panzer13 on Jan 19, 2005 16:57:59 GMT -5
Got it! Hey man, as we have seen it on the pictures before, the layout and the style are very consistent and smooth. Congratulations! I haven't tried it with players or bots yet, but today I will do that too. I'm afraid, that for 2 people it would be very unbalanced, because it has a fully simmetrical layout, and it's very hard to find the main weapons (rocketlauncher etc.). And if someone got it, then he's the king. But maybe that's why it's fun with more people, You will fight with the nearest weapon with the nearest people ;-) And it's a very quick gameplay type. The bfg trick-teleport is a very good idea, and I have to say, that it's really hard to reach it, especially if there is hard action on the map. Then it's almost impossible... so You managed it well. Anyway, good work! Sure I'll archive this map on a dvd. Keep on mapping, because the really masterpieces just coming, I think. Best wishes! Bye T'wasn't hard at all to get on the top. I rocket jumped up there and grabbed fresh health and the BFG in no time flat.
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Post by FlashTBH on Jan 19, 2005 21:45:08 GMT -5
All I did was take a trip down fairy sound lane! tip toed across the clover leafs... teleported right to it...
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Post by Maric on Jan 19, 2005 23:20:57 GMT -5
Great looking map LeRay, nice sense of "place" carried by a strong, consistant atmosphere. Seems to me like it should have plenty to offer in the gameplay department too. I'll get it into the BS servers and report back in a day or so. I appreciate your use of the textures and my compliments on how well you did it. I just threw the star textures in the pack, never expecting them to be used... You found a way to make them work perfectly. I tried real hard but I can't seem to find anything to complain about (symmetry aside, its just a "taste" thing anyway and it suits me just fine).
Now just take this level of construction, "place" and detail into a Z-axis heavy, multi-atria map and HUZZAH!!!
My guess is that we are gonna have a lot of fun with it.
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zorius
Quake 2 Mapping Club
Posts: 103
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Post by zorius on Jan 20, 2005 3:26:59 GMT -5
2nd opinion.
So. Now I managed to try it with bots. of course, playing a space map with them is terrible, they always fall down, don't use jumppads etc. Doesn't matter. But when I put in 4 bots, I've realized what I mentioned before. The unbalancity. It's presented after all. Because there are sapawn points only on the lowest level, where there aren't exact hard weapons. So when someone manage to get on a higher level, and reach the rocket launcher for example, he can control all the level from the top, and the others can't even get out from the start level. Maybe if there would be startpoint on the upper levels? Why aren't they? I don't understand. And another small thing: It's very hard to get to the 2nd level from the top level, I mean You can fall down very easy. The upper circle platform has to be narrower or the 2nd below wider, or with a plus trim to make it easier to fall down to that level. That's it. My poor opinion. (I'm also a bad gameplay designer, believe me...What? Then am I a good layout designer at least?!?! I didn't say it! The best would be creating levels with gamers, who would play with item-ammo-weap balance, and we would just make the layout. Try it out once!) Anyway, I can tell it again: it's a beautiful design, with a very atmospheric feel! After this attempt I can easyly predict that your next map would be a real masterpice.
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Post by Le Ray [Q2C] on Jan 20, 2005 7:09:17 GMT -5
Thanks Zorius. Thanks Wixen1. Panzer, thanks for checking it out. Flash, LOL...yeah, that's the path I take... he he... Maric, I'm really glad you like this one and thanks for adding it to the B.S. Server, that's really cool. I'm always looking for new textures and your set really went with the theme of the map, so thanks for creating them. Can you explain to us what you mean by z-axis heavy, cause I see a lot of people talking about z-axis and I've never really had a good grasp on what that means. I hope you guys have a lot of fun with it, we sure do. Zorius, You are correct, this map really sucks with bots, I noticed that when testing. The bots did manage to get up to the top level with the rocket launcher and chain gun, but never on the rail gun pad. This map is made for real players and with real players, I've found that even with 2 people, you can get many frags in no time. I think it's great for lots of people, but also a great map for 1 on 1. Anyway, thanks for all the comments guys I really appreciate it and hopefully I can create more maps like this.
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Post by Kiddie Fresh on Jan 20, 2005 8:32:47 GMT -5
I believe when people are speaking of the 'Z' axis, they are talking about vertical movements/action.
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Post by Le Ray [Q2C] on Jan 20, 2005 10:19:05 GMT -5
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Post by Le Ray [Q2C] on Jan 20, 2005 11:22:08 GMT -5
A little tip on getting to the 2nd clover….. Jump into the small groove/cut on the platform right above the 2nd clover and you will drop down on it without falling into space.
After some practice, you should be able to get to the bottom teleporter via the clovers by using your mouse only. Just be careful…..
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Post by Wixen1 [Q2C] on Jan 20, 2005 15:48:01 GMT -5
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