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SM139: "Include Your Nick"
Three SP maps by neg!ke, Spirit, and speedy.

Sceenshots:
http://speedq1.leveldesign.org/images/sm139_neg!ke.jpg
http://speedq1.leveldesign.org/images/sm139_spirit.jpg
http://speedq1.leveldesign.org/images/sm139_spd.jpg

Download:
http://speedq1.leveldesign.org/files/sm139_pack.zip

[edit: added speedy's map]
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Wow. 
I just read the post about this in the speedmapping pack, and was about to start mine. sucks. 
Played Them 
Awesome. 
One More Map 
Speeds made a map too.
http://speedq1.leveldesign.org/images/sm139_spd.jpg

Moderators: Please add his name and the link to the top post. Thanks. 
Woah 
Awesome map, Speedy!

Excuse the poor looks of mine, I spent most of the time on the gameplay. Plus QuArK with Wine has a lot of annoying quirks.

This was a nice session. We should do it like this regularly. :) 
 
great pack :\ just wait for me next time, or i will shoot someone next time :| you bitches dont love me :\

http://trinca.quaddicted.com/temp/sm139.dz

two first runs

and spd second run fucking Spawns :\ 
 
Next weeks theme should be "Include Trinca". 
Speedy's Map 
was nice. I even managed to die the first time. 
P.S. 
to whoever is taking the screenshots -- try running in 32-bit mode. The sky colors will look better. 
OK 
Fitzquake sometimes screws around with its resolution. I probably forgot to set it back to 32.

Btw. Why is lighting handled differently in Fitzquake (ostensibly also DP) and regular GLQuake-based engines: http://speeds.quaddicted.com/q1light.jpg 
Which Engine Is Which? 
just curious (i.e. top screenshot, bottom screenshot)? 
Lighting 
top - fitz
bottom - almost any other (in that case I used bengt`s)
no ID gamma used

AFAIK only fitz and DarkPlaces do nice overbright effect (not counting QW engines)
In other gl engines the light is like 50% range of what it should be :(

thx for comments demos are wellcome 
Cool Maps 
Spd
You can't expect too much contrast with
minlight 15 and a small 70 light 
Erm... 
Could you use a higher light value (not worldspawn I mean, but individual light ents) but a 'fade distance multiplier' value greater than 1 (i'm using an fgd file with that on worldcrafts 'smart edit' feature, cant remember the actual key name (anyone?)). I believe this would give a brighter inner light, but without the light spreading too far. 
Rudl 
yes I can. with inverse square fall off (= delay 2) its 100% bright in the center 
Neglke: 
Btw. Why is lighting handled differently in Fitzquake (ostensibly also DP) and regular GLQuake-based engines

The original quake (software) engine used overbright lighting, which means the lightmap brightness can go up to 200%. So, light.exe creates BSP files with lightmaps that go up to 200%.

In glquake, since it was such a rush-job (I think carmack said he wrote it in a weekend) there is no overbright lighting, so every part of the lightmap that goes above 100% is flattened to equal 100%. This is why glquake looks just fine in darker rooms, but in bright areas the lighting looks very flat.

Fitzquake and darkplaces restore the overbright feature of the software renderer, so that lighting hot-spots will actually be as bright as intended. 
Fun Stuff... 
...and the same thing Trinca said :D 
Oh 
God damn. Didn't know that. That's why GL looks so crap. 
Gah 
It's always interesting (and devastating) to find out it was no placebo after all. I guess MHQuake uses "proper" lighting too as I always felt that engine to have the best look of the glquake engines. 
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