tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 18, 2022 4:10:21 GMT -5
Some areas tgat I hope to put in my maps soon. I'll add more if people wanna see them. Like Guggenheim's mapping corner thread, this will be my thread. Enjoy. I freaking love mapping for this game!
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Post by Guggenheim on Jan 18, 2022 4:18:49 GMT -5
Wow, that looks very decent! The architecture is very detailed. Aren't you the same person who made Sonic Mayhem? The style looks very similar.
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Post by Guggenheim on Jan 18, 2022 4:19:19 GMT -5
BTW, what editor have you used?
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 18, 2022 4:27:45 GMT -5
No I haven't released a map by that name. Not sure if I've even heard of that map either. Was it an SP map or an MP map?
I used QERadaint to make most of these but lately I've been using Trenchbroom and I am in love with it. A few things I need to remember using Trenchbroom is that there are no default values for entities or brushes when using certain textures - you have to add them manually.
Also angles for entities don't have a button in TB like they do in radiant, so I have to manually type them in. It's easy once I remember. Other than that TB is ahead of Radiant in the texture manipulation department - I really like how I can rotate and scale the texture to fit the face perfectly - such a time saver!
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mikem
Quake 2 Mapping Club
Posts: 337
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Post by mikem on Jan 18, 2022 4:28:55 GMT -5
Looks outstanding
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Post by Guggenheim on Jan 18, 2022 4:30:06 GMT -5
No I haven't released a map by that name. Not sure if I've even heard of that map either. Was it an SP map or an MP map? I used QERadaint to make most of these but lately I've been using Trenchbroom and I am in love with it. A few things I need to remember using Trenchbroom is that there are no default values for entities or brushes when using certain textures - you have to add them manually. Also angles for entities don't have a button in TB like they do in radiant, so I have to manually type them in. It's easy once I remember. Other than that TB is ahead of Radiant in the texture manipulation department - I really like how I can rotate and scale the texture to fit the face perfectly - such a time saver! It's an SP project made in 2017, by Q2 20's anniversary.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 18, 2022 4:36:06 GMT -5
Just had a look at it on moddb. Looks pretty darn cool. I can see a few things I might use in my maps, but everything I've made has come outta my head hehe. I am inspired by that big 'small pile of gibs' map though, with my tunnels reflecting his a bit. I'm trying to establish my own style though. Can't rip off someone else's work entirely.
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Post by knightmare on Jan 18, 2022 4:37:23 GMT -5
Sonic Mayhem was made by QuakeUlf.
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Post by Guggenheim on Jan 18, 2022 4:53:32 GMT -5
What textures are used on a second screen?
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 18, 2022 5:18:18 GMT -5
What textures are used on a second screen? Custom textures I made using the "pillar1_1" texture featured in the 2nd mission units in vanilla quake 2. I got rid of the rivets and made it so it didn't look like light was shining from above. I got a whole heap of them in different sizes and shapes to cater for different brushwork.
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Post by grieve[Q2C] on Jan 18, 2022 5:40:38 GMT -5
cool to see you back, tmg. your map is awesome.
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Post by Guggenheim on Jan 18, 2022 5:43:48 GMT -5
What textures are used on a second screen? Custom textures I made using the "pillar1_1" texture featured in the 2nd mission units in vanilla quake 2. I got rid of the rivets and made it so it didn't look like light was shining from above. I got a whole heap of them in different sizes and shapes to cater for different brushwork. Looks great. Love the whole theme.
Are you good at graphic design? Often I need to fit texture in a certain shape too, it would be very useful. Maybe you'll share some good tutorial?
For example, i designed this wall "thing" and e1u3/met1_2 would be good for sides, but there is different brush width and even curves (don't know how to explain better):
Probably, it won't be too difficult? Especially there are only 256 colors. All I can do at the moment is using recolor tool in Wally.
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Post by Guggenheim on Jan 18, 2022 5:48:29 GMT -5
Just had a look at it on moddb. Looks pretty darn cool. I can see a few things I might use in my maps, but everything I've made has come outta my head hehe. I am inspired by that big 'small pile of gibs' map though, with my tunnels reflecting his a bit. I'm trying to establish my own style though. Can't rip off someone else's work entirely. Yep, technically it's very cool. But somewhere there are too much details, like in modern games. It seems to me, there was some Doom 3 or Q4 influence.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 18, 2022 5:58:21 GMT -5
I have been influenced by more modern games. Doom Eternal being one. But I am trying to get back to the style of Q2 a bit more, with the chunky architecture. Too much refinement in Quake 2 is a bad thing, and I seem to fight the editor alot trying to do that, so I try and stick to angles and geometry more suited to this game. It has it's own expressiveness that way, and doesn't try to look like newer games.
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Post by Guggenheim on Jan 18, 2022 6:02:41 GMT -5
I have been influenced by more modern games. Doom Eternal being one. But I am trying to get back to the style of Q2 a bit more, with the chunky architecture. Too much refinement in Quake 2 is a bad thing, and I seem to fight the editor alot trying to do that, so I try and stick to angles and geometry more suited to this game. It has it's own expressiveness that way, and doesn't try to look like newer games. I love that "chunky" style. Too much details distract from game.
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