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Post by exeshe4ki on Sept 23, 2021 16:48:04 GMT -5
Hi! My name is exeshe4ki and i am first time here. Basically, found your Cafe via Google search. I would like to share to you my map, called Saint Pygidium. It is a samll FFA map, optimal for 5-6 players and Q2Pro, R1Q2, Q2RTX clients. This is my first experience in level design and i am happy of the result.(Just because i was able to finished it) Links for this map and small bonuses below. 1. Map download: cloud.mail.ru/public/GXwg/ijkLJvsyk2. RTX textures for this map: cloud.mail.ru/public/5tDJ/19HtUfoxG(copy "textures" folder in your Quake2/BaseQ2/) Working with RTX mode only. 3. Emissive textures, models, weapons and items: cloud.mail.ru/public/6ECk/NfTF7aTh9(copy all content of "emissive" folder into Quake2/BaseQ2/) This collection for RTX client and help to watch demos or stream RTX online. 4. Quick map overview on Youtube: Map features: - Half-pipe ramps (good for trick jumping)
- Invulnerability
- Quad Damage
- Church platform toggle (every 2min +/- 30sec)
- Power Screen room, gate toggle (every 2min +/- 30sec)
- BloodSpot joker (random spawner for ammo)
Some screenshots: I hope you like it. Sincerely, Exeshe4ki
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Post by Guggenheim on Sept 23, 2021 21:54:47 GMT -5
Hi! I've already seen this map in VK, looks impressive! The architecture looks probably more "modern" than old-school Q2 style, but it's still interesting, especially those curved ramps. Which editor did you use?
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mikem
Quake 2 Mapping Club
Posts: 337
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Post by mikem on Sept 24, 2021 2:05:53 GMT -5
Great architecture but sometimes the Texturen work looks odd.
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Post by exeshe4ki on Sept 24, 2021 14:50:01 GMT -5
Which editor did you use? I used Trenchbroom. It is very newbie friendly editor which i am. And they have good community in Discord. Help me a lot with technical stuff, like map compilation, debug, etc.
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Post by exeshe4ki on Sept 24, 2021 14:51:37 GMT -5
Great architecture but sometimes the Texturen work looks odd. True. I believe i will be more experienced and accturate with next map.
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Post by Guggenheim on Sept 25, 2021 17:25:57 GMT -5
Have you made all textures by yourself?
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Post by exeshe4ki on Sept 26, 2021 6:39:23 GMT -5
Have you made all textures by yourself? Yes, but entire texture making pipeline was like that: I grab original Q2 and Q3 textures and overpaint/compile/made missing parts from scratch/etc, trying to stick into origins of Q2 and Q3 and didn't add any artworks that not belong to this universes. (Except Strogg icons in the focal point of the map)
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Post by Guggenheim on Sept 28, 2021 7:52:55 GMT -5
Have you made all textures by yourself? Yes, but entire texture making pipeline was like that: I grab original Q2 and Q3 textures and overpaint/compile/made missing parts from scratch/etc, trying to stick into origins of Q2 and Q3 and didn't add any artworks that not belong to this universes. (Except Strogg icons in the focal point of the map) Probably I remember you. You're good in graphics design, aren't you?
Maybe you can help Q2 community, if it's not much trouble to you. Knightmare is looking for someone who can draw a beautiful texture. He added new enemy to the engine and I plan to make a little SP unit in near future using all new KM engine features. There are more details in that topic: leray.proboards.com/thread/4098/new-kmq2-test-version-2021?page=2
That's what we got now. I just used recolored some fragments in wally, that's all I could do. If you can help, we would be very greatful.
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