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Post by Guggenheim on Aug 7, 2021 13:26:30 GMT -5
To avoid creating multiple threads with my maps, I'll post them right here.
At first I introduce you my CTF map GUGG_CTF1, which I already posted, but a bit rebalanced and with better lighting (I had some problems with compiler, that I have already solved).
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Post by Guggenheim on Aug 7, 2021 14:32:52 GMT -5
GUGG_CITYDM. One of my the very first maps ever. Just tried to make similar to the town where I live.
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mikem
Quake 2 Mapping Club
Posts: 327
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Post by mikem on Aug 7, 2021 15:14:09 GMT -5
Nice, I will try them out. Try a sunlight in your town map to avoid dark areas.
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Post by Guggenheim on Aug 7, 2021 15:18:30 GMT -5
Nice, I will try them out. Try a sunlight in your town map to avoid dark areas. Huh, by that time I didn't know how to do it. Maybe I'll make a remix soon.
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Post by grieve[Q2C] on Aug 8, 2021 2:22:56 GMT -5
are you aware of the fact, that vanilla Quake 2 can't read a pak file called *gugg_ctf1.pak* ? it can only read paks which are named pak0.pak - pak9.pak. the contents of *gugg_ctf1-.pak* have to be extracted to be used with a standard Q2 exe. same goes fot every other map ....
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Post by Guggenheim on Aug 8, 2021 5:11:38 GMT -5
are you aware of the fact, that vanilla Quake 2 can't read a pak file called *gugg_ctf1.pak* ? it can only read paks which are named pak0.pak - pak9.pak. the contents of *gugg_ctf1-.pak* have to be extracted to be used with a standard Q2 exe. same goes fot every other map .... Oh, doesn't even thought, because I'm using KM Engine for years. OK, here goes just BSP files.
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Post by grieve[Q2C] on Aug 8, 2021 5:33:11 GMT -5
I would recommend to publish the maps like this .... in a zip file that has the same name as the BSP file, and including a text with some basic informations. the pk3 for kmquake is alright. q2cafefiles.com/temp/gugg_ctf1.zip
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Post by Guggenheim on Aug 8, 2021 10:50:57 GMT -5
Here's my another old creation. I planned to make a multi-map SP unit. In the beginning I tried to stick to "Waste" style, but then decided to add some diversity. Sometimes I had amazing inspiration and paid much attention to details; sometimes I just felt lazy so in some places architecture look really poor. The worst part, as I think, are rocky terrains, especially that big open space at map "Barracks". I just didn't know how to make good rockies and did it intuitively. Also I borrowed turret from decompiled JAIL1. There are three maps: Toxin Gathering, Toxin Storage and Barracks. I planned to continue, but at last abandoned the project. I designed the whole thing for KM Engine using missionpack support: there are some Rogue items around all maps, and I planned to put some Rogue enemies on further maps.
The first map is named GUGG_TOXIN1, so just set game to GUGG_UNIT1 and go ahead.
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Post by Guggenheim on Aug 12, 2021 4:51:53 GMT -5
Another DM map, maybe even good for 1x1.
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Post by grieve[Q2C] on Aug 12, 2021 7:25:56 GMT -5
interesting. for duel it's too big I think, FFA with 4 - 8 players would be suitable. has unfortunaltely a horrible HOM:
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Post by Guggenheim on Aug 12, 2021 8:14:08 GMT -5
interesting. for duel it's too big I think, FFA with 4 - 8 players would be suitable. has unfortunaltely a horrible HOM: View Attachment I noticed. How can I fix it? AFAIK, there have to be used hint brush, but I haven't dealed with it.
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Post by grieve[Q2C] on Aug 12, 2021 12:01:07 GMT -5
yep, you can use hintbrushes, but I also had good results with setting the affected brushes as detail. if this doesn't do it, you can even apply them to a func_wall.
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mikem
Quake 2 Mapping Club
Posts: 327
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Post by mikem on Aug 13, 2021 7:46:07 GMT -5
I played your sp unit1 and your mp maps. I like your powerdm map best. Really nice layout and architecture.
And I like your sp unit, too. It has good architecture overall, but I think you repeat it too many times. Mayby you may continue your sp unit with a powerplant like your powerdm map.
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Post by Guggenheim on Aug 26, 2021 12:48:19 GMT -5
Hi again. There is another CTF map in progress. I decided to follow Knightmare's advice and make it bigger and also make a 3-team version. I decided to stick "jail" texture set, and maybe I'll call my map "Psychotronic jail" (I don't remember where I've heard this term, but I like it). I designed more than a half (as I suppose) of blue base, but at the moment I have creative crisis. I got too carried away using the same patterns. There should be more diversity.
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mikem
Quake 2 Mapping Club
Posts: 327
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Post by mikem on Aug 26, 2021 13:09:13 GMT -5
Looks good so far. You need some eyecandy. Mayby a big Quake II sign or a tall moving robot in the background.
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