Oops
#11975 posted by
madfox on 2015/01/18 22:52:07
didn't know that r_skyfog
Made A Cinemagraph Of An Old Videogame
#11976 posted by
Breezeep_ on 2015/01/26 17:11:21
#11977 posted by Spike on 2015/01/26 20:48:37
WARNING: 16,384px * 12,288px.
http://triptohell.info/moodles/junk/fte-megapixely.png
hopefully your browser will cope...
I'll never know since NOD32 blocks that website.
I Like The Useless HUD There
#11979 posted by
metlslime on 2015/01/26 21:13:50
Yeah, I Wondered If Anyone Would Notice That Hud.
#11980 posted by Spike on 2015/01/26 21:23:54
WARNING: 16,384px * 12,288px.
#11981 posted by
Shambler on 2015/01/26 22:18:01
My browser coped fine.
My boredom threshold didn't.
Most pointless screenshot ever, congrats.
#11982 posted by dwere on 2015/01/27 13:03:15
Chrome can't handle it
#11983 posted by spiney on 2015/01/27 22:30:57
Spike: hah! Just what I needed to test my megapixel viewer :P
lotsa pixel
Should work in every browser
(do tell if you have issues)
#11984 posted by spiney on 2015/01/27 22:32:00
May I Let Facebookloose On That?
#11985 posted by
Spirit on 2015/01/27 22:42:13
#11986 posted by Spiney on 2015/01/27 23:01:37
Feel free! It's on my shared hosting which I canceled half a year ago. Apparently they're too lazy to close it, should have done it earlier. lol.
Q2 Map For Q2 Cafe Map Thingy...
http://i.imgur.com/EaTaJIh.jpg
http://i.imgur.com/poYy8tj.jpg
http://i.imgur.com/oQWkLo1.jpg
Took me a day to do all the gameplay blocking out first and the basic lighting. And then another day to do all the texture work and do the lighting proper.
I think gameplay-wise it's one of the best DM maps I've done, it's like a cross between DM6, Q2DM8 and Deck-16.
Contest hasn't really started yet but the map is mostly done, needs a couple of gameplay tweaks and a bit of bug-testing.
Needs More Ammo
#11988 posted by
- on 2015/02/02 04:45:09
I might run out if I hold down mouse1 all the time. DM is supposed to be about dealing with a fuck-ton of enemies and surviving against ridiculous odds, not ammo management.
Looks Neat And Well-designed.
#11990 posted by
Shambler on 2015/02/02 10:32:36
If a bit grey in places.
Yeah...
#11992 posted by
ijed on 2015/02/02 13:07:01
Maybe make some of the inset pieces either orange or black, even though visuals are a secondary consideration for DM.
Here's a primary one though; the 16 unit slope next to the stairs might cause a problem for movement.
I think colored lighting is overdone in a lot of quake 2 maps. The lip on the stairs is not a problem but the ladders in the map are a bit crap for some reason.
It's mostly done now and I could release in its current state and be happy but the contest doesn't start for a bit so I might polish ot up before then.
Nah
#11994 posted by
ijed on 2015/02/02 13:20:36
I meant change the textures to those red/orange bulkheads - if memory serves they are the same versions of the ones you've used.
I always liked the powerstation black textures as well, but maybe that's just fond memories of that episode, probably the most enjoyable one in Q2 for me.
If you're not interested in colored lights, I suggest stronger shadows where appropiate. Obviously visibility in DM is a concern, but nobody would mind if the ceilings faded to nearly complete darkness.
Maybe even hack AO into q2's light somehow?
#11996 posted by
Lunaran on 2015/02/02 17:10:51
Q2 has radiosity. It literally already has the real thing.
#11997 posted by
necros on 2015/02/02 19:11:08
i remember trying to compile a map with q1rad a short while ago and it was still slow as hell.... i dunno, but fake radiosity seems like a better option even now.
Wow
That's really nifty.
How'd you do the rain?