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Post by grieve[Q2C] on Jun 16, 2006 21:33:27 GMT -5
my thanks go to lots of people, but most of all to the judges who gave me more than zero points for the sounds in this map. they must have good ears to hear them !!
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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 Jun 16, 2006 21:52:02 GMT -5
or headphones turned all the way up.
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WHO?
Brains
Posts: 435
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Post by WHO? on Jun 17, 2006 2:31:36 GMT -5
ahhh shit! there you go, I KNEW I had to remove something else .. that damn pakfile I have, well there you go got points from a set of sounds you dont even have well done grieve
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Post by Wixen1 [Q2C] on Jun 17, 2006 6:03:45 GMT -5
Still dont hear a qwack... Nice done in 3 days..
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zorius
Quake 2 Mapping Club
Posts: 103
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Post by zorius on Jun 17, 2006 6:21:17 GMT -5
Hey mate, finally You did it! A real map from G-man! God! This is what worth it to live for About the map itslef: as far as I can tell, it's a nice layout; maybe just a very-very little bit more detail?! Not much, of course I know it's q2 not q4 with 100k tris limit A bit more variation for example on the 2nd pic, the wall is too flat. The first area is great. You will be great maps I think. After this achieve, You will bunch out tons of maps for us!!!
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Post by grieve[Q2C] on Jun 17, 2006 6:45:10 GMT -5
Thanks. Well, (M)aric already nailed the point in his comments. I totally ran out of time, right when I started the detailing of the walls. I did some details in the lower corridor which connects the main halls, then time was up, and I had still to do items and lights. The map is just unfinished. It has right the minimum required stuff so that I dared to send it in. The items were thrown in in desperate haste, and if they make rudimentary sense it could indicate that I have at least a slight talent for this stuff. Lights were thrown in even faster. I didn't subtract them from the ceiling, but I all applied them to a func_wall. Or basically it's one light source applied to a func_wall, duplicated one time after another. They happen to stand out too far, especially in the upper corridor which has a lower ceiling. In the fully edited version of the map (which I will do, maybe even two of them) only one unit of them will stand out and it will be clipped of course. "m" also saw totally the need to connect the upper and lower level long corridors. I also saw this within the last hour work and felt like doing it, but there was no more time. On ther other side, the rusty metal plate in this region, near the chaingun, was NOT supposed to be a door. Here is one single point where m is wrong. This is where I started basic detailing of the walls like in the lower corridor, and gave it up immediately. Well, planned was much more. An underwater escaping route from the water bassin, some subterranean rooms, a travel tube (wind tunnel with futuristic look) connecting one of these rooms with the nukage bassin, a difficult but possible escape route from there if you fall into the nukage or if you are cornered there while getting the railgun (as supposed) .... Vis-blocking was not intentional but works great !! You can see the doorway to the water arena from some points of the main arena, but you don't see a single poly of the arena itself, wherever you stand. All main places are fully blocked from each others sight. Something all Q2 mappers should take care for !! With r_speeds not over 460 in the main arena and between 200 and 400 in all other places this map would have gotten the sanctum from everry Quake map reviewer of 1997.
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Post by Le Ray [Q2C] on Jun 20, 2006 6:24:33 GMT -5
Thanks for creating a map for our contest Grieve, looks cool!
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