Blitz,
#76 posted by HeadThump on 2004/11/24 11:44:43
don't worry. My shot will be coming soon. Dumb holiday getting in my way.
My Map
#77 posted by Jago on 2004/11/25 12:02:58
So far, I've tried getting started on a map for this over a dozen of times already. Yesterday I finally managed to build a single room that can be made into something interesting. I am quite afraid that I simply won't be able to meet the competition deadline.
Screenshot: http://img111.exs.cx/img111/9684/dkt-1.jpg
Just Work On It
#78 posted by Zwiffle on 2004/11/25 12:37:12
It doesn't have to be the best, my map is shite, but I'm almost done with everything. All you have to do is map on it, 1000 brushes isn't a lot, and with the detail you have you should be filled up in no time. Small but quality is good too.
BTW, screenie looks delicious. Mmmm... turkey...
So Far:
#79 posted by Hrimfaxi on 2004/11/29 17:09:34
#80 posted by Zwiffle on 2004/11/29 17:12:53
Looks good Hrim! Hope you make it in time (you too Jago.)
Hrimfaxi
#81 posted by R.P.G. on 2004/11/29 17:35:49
That's pretty cool.
And cold.
And is that joke old yet?
Some Progress...
#82 posted by Jago on 2004/11/29 20:19:46
And Some More...
#83 posted by Jago on 2004/11/29 21:44:43
Agh
#84 posted by Zwiffle on 2004/11/29 23:24:40
I know my map is gonna be the worst of the bunch. Probably shoulda worked on it some more maybe before turning it in. Oh well still looking forward to it.
Wow.
#85 posted by Blitz on 2004/11/30 01:19:48
I'm really impressed with what I've seen so far, you guys have really put alot of hard work into these and I am grateful. It looks like it's going to be a very good pack. :)
Comments.
#86 posted by Shambler on 2004/11/30 03:57:47
Hrim, that's gorgeous, really good sense of place there. That (DKT?) rock texture is exceptionally good.
Jago, that's good stuff, I'm not so inspired as it doesn't feel so wintery, but a good solid map, keep going with it.
A Small Note
#87 posted by Blitz on 2004/11/30 20:26:44
If it's not too much trouble, try to work difficulty levels into your maps. It doesn't have to be *perfect* but enough of a cakewalk for people who want an easy run, and enough of a gauntlet for those who are into sadomasochism.
RE: A Small Note
#88 posted by Jago on 2004/11/30 21:09:51
Seeing as there are 6 days left 'till the deadline and my map consists of only 3 rooms thus far, I don't think my map will be a challenge to anybody. I'll see if I find time to put in diff skill settings though.
Umm.q
#89 posted by Shambler on 2004/12/01 05:28:18
Damaul made Damaul3 (lol, forgotten the name) in about 20 hours.
6 days is 144 hours. Halve that for sleep, eating, and other essentials, approx 70 hours.
70 > 20 - 3 rooms = you do the maths.
I Am No Damaul
#90 posted by Jago on 2004/12/01 10:57:49
[nt]
[nt]
#91 posted by Shambler on 2004/12/01 13:42:45
So? You've got 3 1/2 times longer to work with AND 3 rooms done already...
#92 posted by - on 2004/12/01 13:56:48
Jago, from your screens, only real comment I have is that the light on the bits that open to the sky seem really bright, while the rooms seem very dark, even under the skylights. May want to do something about that.
Shamblah
#93 posted by metlslime on 2004/12/01 15:08:57
6 days is 144 hours. Halve that for sleep, eating, and other essentials, approx 70 hours.
You might have a future in management at a game developer.
#94 posted by Zwiffle on 2004/12/01 15:36:34
12 hours a day mapping? I know we're supposed to be hardcore, but damn we gotta take a 10 hour break sometime, bler.
Heh...
#95 posted by Shambler on 2004/12/02 04:55:16
Metl, EA here I come!
Zwiffle, well, it's crunch time (for Jago), isn't it??
Don't Worry
#96 posted by starbuck on 2004/12/02 06:50:59
"crunch time" is only temporary.
like... until you die.
Ugh
#97 posted by Jago on 2004/12/02 07:12:59
I really fucking hate mapping under pressure, but at the same time this is something I do very seldom, so I�m interested in what I can accomplish. So far, it looks like the map is turning out to look similar to my old Unreal SP maps, in the sense that it�s blatantly linear. Contrary to that, apinaraivo.bsp (which I have now been working on since early summer, I think) has a MUCH more complex and interesting layout. I guess it�s just because under time pressure, there is very little time to try out multiple ideas in any given area to see which one works/looks best. You don�t have the luxury of being able to create/tweak/delete an area 20 times in a row until you get something you are truly satisfied with.
Blitz
#98 posted by HeadThump on 2004/12/02 13:11:26
The DktE3 wad is lacking in a few functional textures like the teleport and has few light emmiters as well.
Mind if we fudge it a bit on those? I just need a few solid fullbright textures to make it work, and the teleporter.
Bl1tz
#99 posted by Zwiffle on 2004/12/02 14:57:55
I think I'm done now, finally, once and for all, with the map. I've got skill settings and everything implemented properly. I can't get on mIRC currently for some reason but I'll keep trying. I'll send you the .zip when/if I get on. Just thought you'd like to know.
Oi -- Stupid Internet
#100 posted by Blitz on 2004/12/04 00:43:02
Sorry for not answering questions for a few days, I was without the blood that sustains my vampire-esque lifestyle. (the internet)
Jago : Don't worry dude...it's really not that formal. Your map looks fine and I'm sure it will turn out great.
Headthump: Go nuts.
Zwif: Ok. I should be on IRC now that I have a connection again...if you can't get on, send the .zip to teh_blitz at comcast dot net.
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