Ok Then, I'm In.
#93 posted by Tyrann on 2003/03/07 18:39:14
I might post some screenshots later...
Yeah...
#94 posted by necros on 2003/03/07 20:52:25
i was crapped on with work all week and i haven't even touched gtkr.
with the march break on now, maybe i can do the whole thing! (heh, yeah right.) but with april 3 the deadline now, it's much more probable that i can finish it.
thx, uwf.
Here We Go Again
I'm dropping the idea of Shaft and returning to something more classical now. Now I think I'll manage to finish something after all...
OK...
#96 posted by distrans on 2003/03/09 19:48:11
But it won't be the one with the screenies on pipeline, I've already started converting that into another level for the QT00 episode.
Knave textures this time, much smaller effort.
Speedy: Can I use the dome I sent through for the Joint Turtle Map? Please! I'll understand if you prefer not, and still intend to glue/overbuild that collection of .maps =)
Screenshots
#97 posted by Tyrann on 2003/03/10 06:27:00
Two. On my site - http://planetquake.com/tyrann
Need more sleep...
Tyrann
#98 posted by nitin on 2003/03/10 06:44:03
the lighting in that first shot is brilliant, nice work with the texturing too.
and what's that other map you have a shot of just below, can recognise the texture set either?
Tyrann..
#99 posted by . on 2003/03/10 06:57:02
I love your Agressor DM map :) Downloading Escape from Alcatraz and uh I forget the name of the other one but you went 'all out on looks' on that one *drool*
Nitin
#100 posted by Tyrann on 2003/03/10 07:11:38
That other shot is from a pak that Tronyn, Necros and I are working towards for QExpo 2003. Tronyn pulled the texture set together, but I'm not too sure of all the sources.
Phait: thanks! 8)
!
#101 posted by necros on 2003/03/10 14:32:30
i really like the bridge in the second shot! and yes, i too love the light work in the 1st shot. maybe, though, you could cover the torches on the walls and throw some odd shadows down?
#102 posted by Vodka on 2003/03/10 22:40:40
<pushplay> if it's delayed a whole nother month even I'll make one :)
You Do Realize.....
#103 posted by . on 2003/03/10 23:00:17
the more delays, the more freedom to be lax about the thing? Sometimes deadlines give us that extra creative push.
But this is merely my opinion, and it's probably not worth more than a few Osama raped donkeys.
...
#104 posted by starbuck on 2003/03/12 08:27:47
i heard an Osama raped donkey fetched $2000 on eBay actually
Cmon...
pushplay....give us a map ;)
If You Delay It
#106 posted by pushplay on 2003/03/13 02:49:22
The map will come. It's not that I'm trying to be controlling or anything, it's because I'm up to my ass in school work.
I'm Out
#107 posted by . on 2003/03/13 03:20:28
I so wanted to do this but the idea is limiting for me, I can't even think.
Oh well. Can't wait to see the results from others though.
This Is *damn* Hard!
#108 posted by Tyrann on 2003/03/15 05:11:36
Wow, I'm really struggling to pull the last few bits of this map together. It's almost impossible to place any vis-blockers and retain that open feel. I'm not even sure that my build style is strictly "coagula-ish", but it's certainly not my usual kind of stuff.
That said, these limitations and challenges are what makes this competition fun =). I've still got plenty of time to finish, as long as vis doesn't require some rediculous amount of time. Current builds take about 30 hours...
Tyrann..
#109 posted by . on 2003/03/15 05:15:45
check your email ;)
Oops! Better Get Moving!
I've finally built something that could work fairly well, but the lighting is gonna have to be completely redone (so's the texturing, but...)
I would have done more this week, but I was letting out some Ontranto buildings.
Mapper Is Mapping A Map
#111 posted by Vodka on 2003/03/16 22:03:38
i`v been doing spacemap but I hate it already..
1 Week Left
#112 posted by Tyrann on 2003/03/23 21:05:07
I've got the layout finalised and I'm adding the last few bits of trim, detail, etc. Still have to work on the different difficulty settings and then add in some deathmatch goodies if there's time. I think I'll be done on time, but vising this thing is going to be hell.
How's everybody else going?
Tyrann
#113 posted by R.P.G. on 2003/03/23 21:42:05
I dunno what kind of comp you have, but if you need processor time, there's a TBird 1.1ghz, 512mb box sitting here to help you out.
Going...
#114 posted by distrans on 2003/03/23 21:45:06
It's behaving itself so far. Properly vis blocking the next section will be key though.
Looks like you've got a finisher there Tyrann, good luck.
R.P.G.
#115 posted by Tyrann on 2003/03/23 22:05:01
Thanks, I might take you up on that. I have a PIII750, so you're quite a bit faster. If I get time to polish up a few things tonight I'll drop you an email. Do you mind getting the bsp in your mailbox? (probably ~1MB)
Distrans
#116 posted by Tyrann on 2003/03/23 22:16:44
Thanks =)
Good luck yourself! I don't even know if my vis-blocking is working properly as I haven't wanted to tie up my computer too long compiling - I need the mapping time ;)
Even if the r_speeds are rediculous, it was still a fun experiment.
You Can Always
#117 posted by aguirRe on 2003/03/24 05:51:29
run vis in the background and set its thread priority to "Below normal". That way everything you do in the editor or whatever will execute as normal, but as soon as the machine gets idle, vis continues at full speed.
Just make sure vis is working on a separate copy of the bsp+prt ...
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