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Geez Wazat 
I hope the way the lighting and fog look is still a work in progress. 
Heh 
I hope the way the lighting and fog look is still a work in progress.

Yea, the lighting in desert.bsp is.. umm.. there are no lights. ;) I've got a long way to go I suppose. And woods.bsp is just horrible.

That unfinished map you sent me looks good. Finish it up!

I also have been playing the others a lot lately, and have enjoyed them a lot. I like all 3 maps you gave me, even bmech01 (which is now dm1), which I initially thought was too small and crowded. It also works great with weapons stay turned on.

BTW, the jump pads in bmech02 could stand to be a different color, or to be more visible. My beta testers were fine once they knew what they were, but before that they were pretty confused about how to get back up.

Thanks! 
Wazat 
The problem is that no texture really suggests "I am a jump-pad" the way some do in Quake3. If you find one that you think would work better let me know.

Also, I'm still not sure what to do with the last one I sent you. I felt it was missing something besides the obvious details, but I don't know what. 
 
The problem is that no texture really suggests "I am a jump-pad" the way some do in Quake3

Describe what you want, and I'll make it. 
Oooh! 
I'm taking you up on that offer!

The textures in Quake3 which signify a jump pad are all animated. Circles moving outward for the vertical one, and arrows moving away for the horizontal one. Perhaps the same techniques used in comics to suggest movement could be applied to a texture to suggest that same moviement.

You're the artist, but maybe a series of increasingly larger arrows like >>>> would work? 
Well... 
If you're looking for a Q3-esque pad, there's the one I made for Contract in the knave.wad. But that's 128 square/5 frames of animation. Maybe a bit too much.

I could do a 64x64 texture with a sort of 'target' type design, where each concentric circle is illuminated in turn, from the centre out. Maybe three rings would do?
And if I set it into a metal plate or housing it might not look so odd when tiled. Thing is, in the map Wazat mentions ( the one with the blue/brown chequered floor, yes? ) the 'jumps' are strips rather than squares - several glowing targets all in a line, pulsing away in perfect sync, could be a Cranky Steve feature :P 
Hmmmm 
You know, I actually forgot that Quake allows animated textures? You don't see them often.

Even though the jump pad is mostly pushing you upwards, from the camera perspective it looks a push in a particular direction. Perhaps instead of circles illuminating outwards, it could be bars illuminating in some direction. I could orient the texture to indicate the direction of movement. If the animation were subtle and not too quick then it could look rather nice. 
Here3indwor 
I try to make an urban style for this map but it's a try ... For people who have see Matrix Reloaded and Matrix there are many things of the 2 movie : The sub station (sorry i don't know the english word) , the plac with one thousand smith agent. What o you think , Remember it's a try ...

Screenshots : http://membres.lycos.fr/here/individualistic.jpg
http://membres.lycos.fr/here/individualistic2.jpg
http://membres.lycos.fr/here/individualistic3.jpg

Download : go on my page in the end of the Maps/q3section http://membres.lycos.fr/here/maps.htm

PS : I can change the window textures . 
Sounds Like A Beta. 
 
Pushplay 
It would actually look better if those jump pad brushes were re-done to be a circle or square, instead of a long bar. Still, that would require the long recompile/vis process. :(

See the battle mech mapping thread, I have some other suggestions. 
The compile and vising for bmech is nothing compared to my coagula map. 
Romero Site Update 
Not sure if any of you saw this, but Romero posted regarding Quake's birthday

HAPPY BIRTHDAY QUAKE!
I am pretty blown away today - none of the Quake news sites mentioned this at all. Blue's News, ShackNews, even PlanetQuake -- everyone has forgotten that today was the day that the venerable Quake was born, 7 long years ago.

Currently, I'm in crunch mode on a Beta of my current game, so I don't have the time to open up the Quake section... but when I do, you will all have access to the original Quake 1 .MAP files. Stay tuned!
 
none of the Quake news sites mentioned this at all. Blue's News, ShackNews, even PlanetQuake

SHURELY SHOME MISHTAKE! 
It Was Mentioned On Bluesnews Actually 
/me is a news whore 
Hehe 
in your face romero! 
Original Q1 .map Files 
Oh man, here we go :)

these days you could probably get all of e1 into one map :) hehe. Will be fun to look at the source files though, gg romero!

Sounds like hes having fun with Red faction on the Ngage, ooh yes so much fun, he cant contain himself, omg hes gonna blow! 
Blah 
wasn't it mentioned on planetquake.. but too early or something? 
Dont Get Your Hopes Up 
he's had something on his site for close to a year saying they will be up 'soon'.. 
Oh My! 
he's had something on his site for close to a year saying they will be up 'soon'..

Romero == Bal?!

Scandal! 
OMG! 
you're so funny RPG, how can I be like you!? 
SCAMPIE! 
Just say stupid things! And listen to White Zombie!

You're almost there dude! 
I Crack Myself Up 
scampie is already 'more human than human,' obviously... being a talking shrimp and all. 
Scampie Is The Flaem Master, But... 
RPG is the coolest person in the world.

that is all. 
New ID Maps For Q3 
ID. Maps. Q3. New;

mpteam9; http://planetquake3.net/download.php?op=viewdownloaddetails&lid=1668

pro-q3tourney7; http://planetquake3.net/download.php?op=viewdownloaddetails&lid=1667

"pro-q3tourney7" is a a map found in their old Quake3 archives, but that was cut for one reason or another. Got finished up...

"mpteam9" is a Team Arena map based on q3tourney6_ctf. 
Hey 
That's really neat. 
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