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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Shamblers and the player weaponless

Hence my idea of giving the player RL and full ammo - it'd be useless against the Shamblers anyway. 
The Idea 
Is from Ricky's remix map of e4m1 which had the biosuits respawning and all the water as slime. 
Could Be 
But it suggest to the player that they can go gung ho. Better to take away all their stuff and leave them crippled - like that level in MaxPayne 1 where you escape from the gangsters, or that Riddick game.

By the time they reach the cache they feel immensely overpowered from being in such a weak starting point.

Downside is the level will have to be relatively small so as not to get frustrating. 
 
Nobody would try to kill a horde of Shamblers with the RL in Quake, though.

Level size - a speedmap would work (there was a timelimit themed session once), or just as a section in a bigger map. 
 
Nobody would try to kill a horde of Shamblers with the RL in Quake, though.

i've often had thoughts like this when making maps, and invariably, there's always someone who does.
sometimes you get lucky and it's your testers. :S

in the case of such an atypical gimmick, i'd be in favour of the heavy-handed approach: take everything away (or provide nothing) so as to leave no question about what you're expected to do.

hl2 intro maps have you running away, ostensibly for your life.
sure, some, maybe even most, players would RP those maps and run away, but you know if they had enough guns and ammo they'd clear out a citadel's worth of metro-cops before deciding to go away. 
RL Vs Shamblers 
It takes 11 rockets to kill a shambler (three with quad <-fun with enough space) - same amount as 11 DBS shots (=22 shells). The RL is obviously not favorable in close combat because of its splash damage, but for sniping shamblers it's fine, especially if there are other monsters around that can take damage from it too. People seem to be stuck on the notion that shamblers are immune to rocket damage altogether. 
Of Course 
But it's still a waste of rockets, that could as well be spent on a bunch of HKnights instead. 
Random Sigh 
There's mapping for Quake. And then there's mapping for DarkPlaces... 
Creating A Sun Effect? #2 
Well having a skybox does'nt make it so theres a realistic sun that shines. I do use darkplaces.
So if a have a skybox in my darkplaces mod, how would a create a realtistic sun that shines and casts light over the map. I use QuArK! 
Also 
I use real time lighting. 
 
neg:
There's mapping for Quake. And then there's mapping for DarkPlaces...
?

re: 10890
Well having a skybox does'nt make it so theres a realistic sun that shines. I do use darkplaces.
So if a have a skybox in my darkplaces mod, how would a create a realtistic sun that shines and casts light over the map. I use QuArK!


since you're using darkplaces, put a super long range dynamic light then? 
Uh 
Durr? How would i do that :D 
Hurr Im A Durr 
 
Vertex Limit 
people have been mentioning. Does this include all aspects of the map's geometry, or is it just 'solid' geometry and excludes func_wall/func_illusionary? 
It Includes Funcs 
You can get past it by making .bsp files and inserting them with an entity. It works for illusionarys. Wait until you get near the limit then make your illusionaries into extrnal .bsp files. The entity will be the center of the external .bsp. I believe that you can use this feature in Quoth. You need to bear in mind for lighting. Unless you want your external .bsps to show as fullbrights in the map, you need to light them, so they need the lights which are casting lights on them to be there in the external .bsp, in the same positions. So it is something you should do towards the end of your cycle. 
 
hmm, okay, sounds like this could get painful as you say :p 
 
"57774 vertexes"
Fun...:E 
I Assume You Are Using Txqbsp As A Compiler 
You might have to start using the command -hilimit if you are not already ;) 
 
i'm not sure, but isn't the 65k vertex limit a 'hard' limit, in that, you can't change it without messing with the actual bsp format?
but yeah, vertex limit isn't fun. had to split my current map because of it. 
 
Well, my map has an intro with a lot of detail in it, I guess that could be split off without trouble :E

After that it gets very hairy. Removing some of that lovely trim perhaps :( 
Split The Map! 
 
Heh - You Can Squeeze More In 
Trust me. Just keep going, get some details onto the really plain areas, try and work with a lot of illusionaries.

I think that the map is very imaginative and deserves to be done properly. I have faith that you can get a lot more details in. Re-thinking the railings is a good idea though, you could probably get something which looks better and saves on verts (and fixes that short cut issue ;) 
Zqf 
r_showtris 1 is a great way to find problem areas. 
 
new bsp format ++ 
Rotating Objects Not Lighting Correctly 
I have a rotate_object with two of the brushes at right angles to each other; one lights ok but one does not light at all, and appears black to the player.

I have moved lights closer and lit the floor but it is still black.

Any ideas? 
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