Deleted
Deleted Member
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Post by Deleted on Aug 25, 2014 12:17:56 GMT -5
Have view,walked through your map and yes this is a nice first map, Well done. What i see immediately is the textures, they are all on scale...on the grid... TrenchBroom works nicely a neat editor!...no holes... I thought for a moment that I could swim, but fell deep down, ( maybe filling up with water and make a secret passage?! ). practice is the key, and Yeah what Null say, soon you'll be making maps like a pro.
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Post by NIN-Kitsune on Aug 26, 2014 4:20:33 GMT -5
Have view,walked through your map and yes this is a nice first map, Well done. What i see immediately is the textures, they are all on scale...on the grid... TrenchBroom works nicely a neat editor!...no holes... I thought for a moment that I could swim, but fell deep down, ( maybe filling up with water and make a secret passage?! ). practice is the key, and Yeah what Null say, soon you'll be making maps like a pro. Thanks, means a lot =^.^=. I could consider doing that, at first I wanted it to be like a deathstar style shaft of doom (Was supposed to have an instant death or teleport brush but couldn't figure out how to do that in Quark, see below) but I guess I could fill them with water and do that, it would be similar to a certain secret elsewhere in the N64 maps, I love water in maps but in right quantities because too much can well, drown the experience XD! I am a big lover of grids, I like to think like an ancient monument builder, I can't stand the notion of misalignment and feel very uncomfortable on small grid settings, I rarely use a grid of less than 16x16 except in special cases where I need to fix something etc with extra precision. Otherwise I like 32x the most and prevents a lot of big leak disasters and ugly texture jobs. It keeps everything both for me and the game in a mathematical harmony. Mathematical harmony and elegance in a design means less trouble of knowing what you can add to and remove or work with and just prevents general messes I've seen in too many maps out there. Anyway, for the moment progress on finishing that one came to a halt although I was on a break today anyway, I worked long and hard on that map so I needed a day to attend some other matters but now I'm ready to pick it up again soon and finish the job (And maybe a bit later, a special version for mutant server or other TS servers once I can take the time to perfect it for such gameplay), but I for the life of me can't figure out how to hook up a brush with an entity, I was already familiar with such brushes to a degree when messing with map mixer, but here, well that's something I can't figure out in Quark, like mapping itself, I understood the theory behind it, but in quark it's a nightmare to find out how. I'm going to see if it's got some tutorials though and see if I can make anything of it in the meantime, but if anyone's got a quicker answer, it's all I need to know! Edit: DL'ing GTK too now, going to see if I can make some sense of that one as well
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Deleted
Deleted Member
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Post by Deleted on Aug 26, 2014 13:18:54 GMT -5
Hey I'll make something simple for you in quark, ( send you a private upload link ).
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Post by NIN-Kitsune on Aug 29, 2014 7:03:51 GMT -5
Thanks, I just got back to messing around on my map after taking care of some other matters and I finally figured out what I needed to do and that was grouping, I now have a working airlock door that opens and closes as I need it (And it'll squash anything unfortunate enough to be in the way mwhehe!). So by extension of that, I'm absoliutely set to do anything else I want now! Look forward to having a final version done real soon! =^.^=
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jaydolan
Quake 2 Mapping Club
Posts: 161
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Post by jaydolan on Sept 15, 2014 12:52:11 GMT -5
This is really great work, guys.
Null, are you in contact with Sleepwalkr? He's in the process of adding official Quake2 and Quake2World support. Are you helping him with that?
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Null
Gladiator
Posts: 555
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Post by Null on Sept 16, 2014 16:12:53 GMT -5
Thanks Jay, This unofficial addon only uses custom wad and pak files to extend Trenchbroom 1 functionality to include Quake2, so there's no coding involved. It's a temp work around, until the official support comes, whenever that might be. Doing it this way has some limitations but it's sufficient for now. You might be interested to know that there's also an independent tsmod branch of Trenchbroom made by quadz which adds a nifty "Clip By Selected" feature: github.com/tastyspleen/TrenchBroomforum.tastyspleen.net/quake/index.php?topic=21859.30I haven't consulted with Sleepwalker so I'm not certain what his latest plans are. No doubt you're involved with Quake2W support so perhaps you have some idea when TB for Q2 it's going to be released. ATM we're heavily involved with content creation on our server using this addon. It's a real blast making stuff. We're currently experimenting with Trenchbroom aided map overriding which is a real time saver. TB1 is real fun to map with and I'm sure TB2 will once again push the envelope and make things even easier and more intuitive. We're all about speedy workflows and timesavers, so we are eagerly awaiting the official release! Also if anyone is interested we've got plenty of ideas and feature requests
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Null
Gladiator
Posts: 555
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Post by Null on Oct 4, 2014 16:51:26 GMT -5
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