spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 26, 2007 4:11:38 GMT -5
Thanks again for your time all those comments. I intended to start adding details to the map soon but after reading the comments here I think I'll simply leave the map in its current state and not mess it up for online-play. Only thing that's left to do seems to be that strange bug above MH. It looks like z-fighting but as I mentioned some posts ago, there's no overlapping or duplicated brushes to be seen there in the editor. Here's a screenshot that illustrates the error (looks worse in-game imo): Anyone seen something like this before? Ideas on how to fix it? And one final question: do you (mappers) sink the tele destinations and player spawns into the ground? They're really ugly as hell but I noticed that when I sunk the tele exits into the ground and a player uses the tele without going forward after exiting it, his vision will swirl around strangely unless he makes a step in some direction.
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Post by Le Ray [Q2C] on Apr 26, 2007 6:34:25 GMT -5
Hey spirit, I'm not sure what's causing that error, but yes, I would sink all of the spawn points and teleporters in the ground. There is a certain unit number that puts them exactly where you need them so they don't show, but still work. You can just test it out on a temporary map.
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Apr 26, 2007 9:05:01 GMT -5
How to make invis Teleporter Destinations
1. Most mapper will sink the Teleporter Destinations 10 quake units down.
or
2. use the "info_notnull" as the Teleporter destinations have to add and angel key for Direction.
How to make invis Teleporter
1. Most mapper will sink the Teleporter 10 quake units down, or untill the particle effects will not be rendered, and the teleporter idle sound will not be played.
or something I've been testing
2. Add a key "targetname" to the Teleporter, then use the "trigger_always" might have to add a key "killtarget", set the "killtarget" to the Teleporter "targetname", what it does is remove the particle effects, idle sound & the pad. And the Teleporter still works.
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Apr 26, 2007 11:06:04 GMT -5
Some textures changes. End should match steps ramp Should be same as walls. Should be same as walls too. Need to add a brush here to match the boader edge. Very hard slime. set brush with slime/warp/light value:100 Need to add one more step. or you will get a leak. Set target_splash angle = -1, splash shoots up. Map Looks Good
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 26, 2007 12:00:32 GMT -5
Thanks Le Ray and X7, I'll change all of that and adapt the teles for the next beta! Had a look at the websites and maps of some of the members here btw and it's good to know there's still some active q2 communities out there.
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Post by Le Ray [Q2C] on Apr 26, 2007 12:26:38 GMT -5
You're welcome! We're very glad to have you here. It's always great to see new Q2 mappers, so I hope we can help you as much as we can.
I would say we're one of the most active Q2 communities around.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 27, 2007 8:04:26 GMT -5
The download link in the first post has been updated to beta3. changes beta2 => beta3: * various texture fixes * more clipping at some doorways * fixed slime and splash at RG * sunk tele dests and SP/MP spawnpads into the ground X7[Q2C]: Don't worry about the missing step at RG (your 5th screenie), it's actually there (underneath the slime). Tried a lot of things to get rid of the bug above MH (adapting portals, deleting and recreating brushes, using bobtoolz->brushcleanup) but nothing helped. The bug is gone when I remove the brush at that position and compile the map, but it reappears when I rebuild a new brush there. So it's still there, sorry. I'd call this one final and release it if that stupid issue could be removed.
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Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Apr 27, 2007 10:41:00 GMT -5
you might try recreating every brush that is touching the one in question(including the bad one) and making sure they all have vertexes on integer values of the grid..
also check to see if there is any odd texture alignment values on them...
I've seen a similar error on one of my maps.. I almost didnt spot it at first but then I noticed a kinda smudgy lookin spot under an overhang like that.. It would literally eat your rockets though.. that's what tipped me of that it was something with the arcitecture.. (you could shoot em into the "hole" all day and never see an explosion...)
if that doesn't work, make that piece into a func_wall entity.. it wont block vis or light as well, but it should be solid and not have that odd smudge problem..
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 27, 2007 13:22:54 GMT -5
Thanks Whirlingdervish,
finally got it fixed. The strange spot wasn't eating rockets or anything like that on my map but I "fixed" it / worked around the error by making the brush in question a func_wall as you suggested. Can't see any negative impact on lighting and VIS is really not an issue with that brush.
I tried rebuilding the evil one and all surrounding brushes again (I had done that before) but it changed nothing.
The file has been updated to beta4.
changes beta3 => beta4: * fixed strange error above MH
If noone finds something to complain about within the next 5 days I'll zip it up, create a routes table for the eraser bot and call it final.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on May 1, 2007 16:08:16 GMT -5
Download link in first post updated to beta5 (spirit2dm1b5.bsp).
Changes: * made HB/YA room look more interesting
EDIT: bugs found (old ones, not introduced in beta5 but still present there): * lamp above YA is floating in mid-air (not attached to wall) * ceiling texture above CG does not fit into that room
Those will be fixed for the final version.
EDIT2: The final version of this map has been released. See the thread in the forum for final maps.
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