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This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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Assuming you did q3 maps hipshot?
This is quite nice http://lvlworld.com/media/id:2126/s:212612893015555064

I like the style, brick and sewery at the bottom, with mixes of wood and pipes and a more realistic setting with buildings. You should convert those textures to q1 and do a full q1sp out of it. 
Convert? 
Why bother if some existing made-for-q1 wads can pull this off just as well. 
You Mean 
The Kingpin set? There's another industrial one as well thats similar and I think Nehahra had a few in the same vein.

Can't see anything wrong with having more industrial textures.

Although after staring at the Rubicon2 set for months I probably won't be doing industrial for a while! 
Rivets, Rivets Everywhere!! 
Run! 
[Kona] 
Yes and <a href="url">this one</a> I just released, same theme kinda, but "even more". But I feel the Q3 community is "dead", even the QL forums, there's like 2 new maps there.
And I have been wanting to do Q1SP for a long time now, so I figured why not now, those Jam2 levels are really great! 
Why Can't You Edit Your Posts Here? 
Some 2003 Throwback Map Stuff 
Bigger Version 
ROQ 
...lookin' good. 
Not Kingpin 
the bricks can be jf2, the wood can be from a sock wad, and the metals could be cr8, ogro, or even some idbase/wizmet mix
Kingpin In Quake 
Has been underused. Here's a map by yours truly that uses Kingpin to good effect, if I may say so myself:

http://mpqarchive.pauked.com/index.php?view=viewcomments&review_link=17000 
Doors 
A made a func_door, out of two brushes. But it doesn't move. When I create a door with a single brush it moves, also, looking at E1M1, that door that consists of three brushes, seems to move, but I can't see that they do any different than what I do, seems to use the same spawnflags, just different shape and texturing.

I did search on google for a solution, but I'm having a hard time finding good Q1 mapping newb tutorials that describes the issue I have. 
Well, Two Things 
@Hipshot: Sorry for pointing out the obvious, but there are at least two things you can try. You can look at some released map sources and see how exactly they have implemented the doors. The map jams come with sources for all the maps, so they would be a good place to start. You can also find the sources for the original iD maps that John Romero released many years ago. They are a bit old, though.

And the other thing is to copy your door into a minimal map that has only the features you need to play it and attempt to open the door. Then if there is a problem, post the map here and ask people to look at it and explain why the door doesn't work the way you expect it to. For example, make two boxy box rooms and put a door between them. It doesn't even have to be lit properly or look pretty. 
Hipshot 
By two brushes I assume you mean two seperate piece that move in different directions?

If so, turn on the "Don't Link" spawnflag. 
Captain Obvious 
Sorry, that I wasn't clear enough, but I looked at the E1M1 Source map and it was as simple as mine, that's what I thought was so strange.

For some reason, it didn't move, but when I created a new one today, it worked, they look exactly the same in the editor, strange.


@ijed, it works w/o the don't link flag, it moves both brushes.

And sorry about posting this in the wrong forum section. 
 
That's not it. If he's got two doors linked they'll just open at the same time. That's what linked doors do.

If a door made of any number of brushes isn't moving it's probably some small silly mistake. Doors in Q1 aren't much more complicated than doors in Quake3.

If it has a targetname it won't spawn a touch volume, because it will assume it will be triggered by something else instead.

Is the lip too big? If lip is the same number as the door's size in that direction it'll move (lip - size) = 0 units. 
 
So I was editing the Quake palette, specifically the last ramp before the fullbrights with the horrible saturated blues.

https://dl.dropboxusercontent.com/u/15588722/post/func_msg/quakepals.png

What I did was just extrapolating the ramp back from the colours on the right side of the ramp.

This is likely what this ramp looked like before someone decided that they needed the Dopefish secret.

I am pondering using this for my textureset, though I wonder if I should make it mandatory or if I should make an extra wad with all the textures that make use of the new colours (probably not that many, seeing as the difference of this blue ramp to the other blue ramp is similar to the differences between the 2 purple ramps.) 
That's Hardly A Big Change From The First Blue Row Though 
 
 
Yeah, I already stated that :P

It is very similar to the difference between the 2 purple ones, mainly saturation change. 
 
If you use a different palette will it display properly? 
 
yes, you can modify the palette the engine uses. in fact, this was done for the YPOD doom mod so that the textures and art assets would look good.

the only thing to be wary of is to check that stock assets are not negatively impacted, but i'm sure ptoing will take care of that. 
 
I think the only textures where the sat blues are used are the dopefish stuff (who cares), one of the stained glass windows and the silver keycard texture. None of those should suffer (probably look better actually)

I will probably have to supply an adjusted colormap too, but that would not be a big deal. 
 
 
Don't make two identical blue rows just because there's precedent. The fact that there are two very similar purple rows is already stupid, especially when the complete list of purple things in Quake is three items. 
 
Haha, yeah I know. But the resulting blues would be more useful than that fullsat blues (though I guess I could do something else with the saturated end). 
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