Missing Textures?
Thanks starbuck, will try to add some variation in height!
I am not sure which area you are are describing, would be very happy if you felt you could take the time to take a screenshot of which areas are missing textures?
Missing Textures
#1152 posted by VoreLord on 2004/06/21 02:56:00
If you stand facing the lift, with the yellow armour behind and to your left, you have 3 openings/windows, to the outside on your right, if you look out the opening/window, closest to the lift, you should see what I am talking about. I will send you a screenshot, but I can't do it now, but will in about an hour from the time of this post.
The only other problem for me is there seems to be a lot of dead ends, hindering the flow. One in particular can be problematic, at least with bots. If you are down in the section below the lift, where the mega health is, and a bot decides to hang about at the top of the lift (which they tend to), the lift will remain up, and you are stuck down below with no way out.
Screenshot
#1153 posted by VoreLord on 2004/06/21 04:12:08
Voodoo, I sent off the screenshot to the email address you used to register with. I dropped the quality of the jpeg down alot to make the file size smaller.
there seems to be a lot of dead ends Sorry about that, there are only 2, but being a small map it felt like a lot :). But after playing some more, it's not to bad. Except for the little prob with bots mentioned before
Vodoo...
#1154 posted by JPL on 2004/06/21 04:16:31
Rather good screenshots... Cool lightning effects and archtecture..
Keep it up !!
Thanks For All.
Thank you for the screenshots and everything, if you play the map in cpma you can pull a doublejump off of the little box-thing on the opposing side from the elevator. Don't know how to fix the bot being bad with the elevator, but will botclip some and make sure they act better with the YA and stuff as soon as I get it back from pjw.
Thank you for your compliments jp, is your name taken from SiN's main character? I think his name was JP Lambert? Or maybe it was JC Denton? :D Can't remember :/
Voodoo...
#1156 posted by JPL on 2004/06/21 10:51:26
No, this is my real name: Jean-Philippe LAMBERT... I don't use pseudo... and I didn't play SiN game.. sorry ;-)
Bye
Ah
Ah, parleur francais? Je francais se mal :D
Guess the sin dudes name was JC Denton then :D
Voodoo..
#1158 posted by JPL on 2004/06/22 02:03:52
Wow... Nice try, but I hope my english is better tahn your french.... sorry....
Ahhh
#1159 posted by VoreLord on 2004/06/22 03:20:37
CPMA, yes, I stoped playing that a while back, just play vanillaQ3 now. Guess you can't please both crowds, but it's no problem if you have the RL. Hope you can pull those bots into line ;).
HD DEATH
sadly, my harddrive died about 3 days ago, being as dumb as I am I didn't have any off-hd backups, and the .map file is now lost in eternity :/
Development of the map will stop here, and I will probably start anew with another map soon.
Thank you for all your tips and feedback about the map, because it has not been in vain, you have taught me alot and improved me as a mapper, expect more stuff in the future.
Shit
#1161 posted by DaZ on 2004/06/26 15:09:22
HD failures really suck :(
Good to hear your still gonna keep mapping though!
Sorry To Hear
#1162 posted by VoreLord on 2004/06/26 18:30:39
But didn't pjw have a copy?
but will botclip some and make sure they act better with the YA and stuff as soon as I get it back from pjw.
Or am I misunderstanding?.
Thankfully I have never experienced a HD failure, I have had a couple start making a few odd noises that I thought were going down, so I replaced them. Now days, apart from regularly backing everything up on a DVD, every 6 months I just rip out the old HD and replace it with a new one. Kind of puts the odds in my favour a bit, cutting down the chance of loosing everything.
Anyway look forward to your next, best of luck
He Did.
He did have a copy, but I had built quite a bit since then, and I really don't feel like redoing about 5-6 hours of work all over again, maybe some other day.
Anyone
#1164 posted by ProdigyXL on 2004/07/11 22:38:15
doing anything? feed me screens!
Screen My Feets
#1165 posted by madfox on 2004/07/11 23:13:56
You Better? You Bet
#1166 posted by madfox on 2004/07/11 23:23:49
Predatormanland
#1167 posted by Vodka on 2004/07/12 08:10:16
Bastion II: The Marcher Fortress
#1168 posted by Kinn on 2004/07/15 16:46:36
Time for a little pimpage of my next Q1SP map. As it stands, I'm afraid this bad boy will probably have to be custom engine only, but in any case, I'll supply an engine with the download to at least ensure a consistent experience (a lesson I learned the hard way with the first map). I'm currently finalising the architecture and lighting; I haven't added any monsters yet, but you can expect a similar type of combat to the first one.
The main differences this time around are the terrain elements, less linear exploration, and more epic architecture >:D
Here's a quick trio of screenshots - I'd have more but the lighting is still being worked on in most places.
http://photopile.com/photos/sloochyslooch/quakemaps/134365.jpg
http://photopile.com/photos/sloochyslooch/quakemaps/134363.jpg
http://photopile.com/photos/sloochyslooch/quakemaps/134364.jpg
Speechless
#1169 posted by Blitz on 2004/07/15 16:48:49
[nt]
No
#1170 posted by Zwiffle on 2004/07/15 16:54:51
Fucking
#1171 posted by Zwiffle on 2004/07/15 16:55:14
Way
#1172 posted by Zwiffle on 2004/07/15 16:55:33
that first yellow road tex is ugly tho
Zwiffle
#1173 posted by Kinn on 2004/07/15 17:00:54
good point re: yellow texture. It does tile badly from a distance :/
Kinn
#1174 posted by cyBeAr on 2004/07/15 17:23:28
uhm that water is like really bright...
CyBeAr
#1175 posted by Kinn on 2004/07/15 17:35:55
oh that's just the contrast correction i applied to the screenshots. It looks normal ingame :)
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