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Post by Le Ray [Q2C] on Jun 30, 2005 6:30:07 GMT -5
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Post by Le Ray [Q2C] on Jun 30, 2005 6:34:01 GMT -5
I decided to move the original post from Misty because it was getting out of control. These are his maps. Let's keep it clean guys. Anything that is posted to "flame" things or disrespect Clan Q2C or The Quake 2 Cafe' will be moved immediately. I just don't have the time, nor the patience to be fighting back and forth. So let's move forward please.
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Post by clan leader [MCS]§hydmÄn on Jun 30, 2005 19:04:58 GMT -5
I decided to move the original post from Misty because it was getting out of control. These are his maps. Let's keep it clean guys. Anything that is posted to "flame" things or disrespect Clan Q2C or The Quake 2 Cafe' will be moved immediately. I just don't have the time, nor the patience to be fighting back and forth. So let's move forward please. both of these maps have been fixed by X7 and now have new names the old ones both have glitches plz just go to my site if you want my maps. the up dated version of those maps are at my site and am not going to bother posting them here where J***S will make fun of them! after all thay were pretty good for the FIRST day EVER making a MAP!
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Post by grieve[Q2C] on Jun 30, 2005 19:23:48 GMT -5
feel free to post them wherever you want, misty.
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Post by Le Ray [Q2C] on Jul 1, 2005 7:15:23 GMT -5
Yes Misty, feel free to post here. I always try to support mappers and I always enjoy seeing new mappers on the scene (like X7). So even though you may think we're a bunch of J***S, you are welcome here and I wish you the best of luck with your maps.
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Post by Yun on Jul 2, 2005 2:53:17 GMT -5
Misty, I have yet to try your maps, but from the screen shots, let me give you a few bits of advice: 1. Less is more. That is, the less of the same texture, the better. I don't mean use a different texture for every surface, but try to vary it a bit more. 2. www.gamedesign.net <-- This is a useful website. Check out the Quake 2 mapping tutorials, I've found them EXTREMELY useful. 3. Learn how to shape brushes to FIT YOUR TEXTURES. This will make your maps easier to work with in the long run -- and better looking after a while. 4. More variety, less of the same. People hate wide open areas. I know this is a hard fact of like to deal with, but they just hurt. People like small areas that lead to big areas, and they like all of their big areas broken off from each other. Try starting with a big room in mind, then start thinking of how you can connect that big room to other big rooms, and try to figure out the entire concept within your head. It's a cool shivery feeling once you see it all come together in your head. Trust me. I hope these comments helped you in some way. I'll load up your maps some time, I promise.
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