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For Q1 DM
#16115 posted by SleepwalkR on 2016/03/03 20:46:18
You need to study the works of headshot, danimal, ztn, retinal, mr fribbles, escher - those guys made some amazing stuff and always put a lot of effort into making sure the maps play great. Not that there aren't other great DM mappers, but these guys kind of got the ball rolling back then.
#16116 posted by Joel B on 2016/03/03 23:21:03
+1 to both posts above me.
Also see https://docs.google.com/spreadsheets/d/1Py55XH3PZBRCf9kj0yh6ozQsgV7PV0he2PO4GBbssts/
which is an outstanding collection of brief DM map info/opinions.
But also just generally, good on ya for getting your mapping ball rolling.
P.S.
#16117 posted by Joel B on 2016/03/03 23:22:14
In case it's not obvious, that doc has multiple tabs. You might find the "About" tab to have some interesting bits, but be sure to flip over to the "DM Map Database" tab.
Thanks For All Of The Refs! But...
How the hell do I make a elevator in this thing?
You can make them with both the func_plat and func_door brush entity.
Fun_plat is fairly straight forward, you make your moving platform and enter "height" as a key with a number signifying how far the platform will travel upwards.
func_door is a little more complicated, you set the angle of the brush as either -1 or -2 depending on whether you set the brush to move up or down. Also it's a good idea to have the platform have a column reaching to the floor so it moves the distance that you need it to. You can change where it stops or starts using the "lip" key.
FifthElephant
So, is there any trigger I need to set up here, or does the elevator work when the player touches it?
Nice name btw
Oops
#16121 posted by madfox on 2016/03/04 01:59:27
My entity shoots wrong shells!
HostError: Cl_parceserver message: bad server message
Specialbomb
It works when the player stands on it
Nevermind
#16123 posted by madfox on 2016/03/04 02:29:30
omitting TE_LIGHTNING1 in WriteByte.
Yet Another Question
How do I make a wall clipable? As in a wall that I can walk and jump through.
#16125 posted by adib on 2016/03/04 03:08:47
Turn it into a func_illusionary
Adlib
ty
Vertig2 - Now With More Effort!
So, from the stuff you guys told me, I worked on my old map, dm_vertig, a lot more to make sure it was in working order. I did not fix issues like map size, as it is staying the way it is. I fixed an issue where people spawning in corridor could not get to the next floor safely. I did this by adding elevators. I increased mobility when rocket jumping to each floor. I did this by widening the gaps for the floor entrances, so that way you do not need to take time lining yourself up. I also made the map look aesthetically better, by adding curved surfaces and changing the textures to something more bearable than the last map. Items were also replaced, with armor types being separate from each other. The final thing I did here was add lighting, but be warned, it's super shitty. I might just ask someone to do it for me.
One major problem with the map is that if you do not own the full game, textures are invisible, therefore making the whole map invisible. I may add a compatibility map that uses textures from the Quake demo to fix this. Then there's the corridor camping thing, just look a bit back in the thread to see what that was.
Well, anyway, if you want the map, here it is:
http://www.mediafire.com/download/phdewcpceo9mnh8/vertig2.bsp
Wait, Use This Link.
Will try later.
Ps, nothing wrong with having dm in the file name. Makes life easier imo
FifthElephant
#16130 posted by SpecialBomb on 2016/03/04 16:47:40
Thanks! It's still not perfect, but it's a lot better than dm_vertig.
Dm-
#16131 posted by adib on 2016/03/04 17:13:29
I found problems naming a level dm-something or dm_something amont QuakeWorld people. A server didn't like "-", others complained about "_", so on.
QW would benefit from some QuakeSpasmWorld, giving some love to the code. Downloading .lit files, for example.
Demo
#16132 posted by spy on 2016/03/04 17:17:18
Specialbomb
It's certainly an improvement. I would probably have a play around with lighting now, an unlit map is never good. Get a good feel of what works and what doesnt.
#16134 posted by Rick on 2016/03/05 01:51:48
When first starting a map I usually just use one or two basic wall textures, one ceiling, and one floor.
I always place some basic lights from the beginning, but just to get a feel for how things look. They'll get adjusted and tweaked plenty as the map progresses, and many more will be added.
I never work on a map that has leaks or other compile errors. Any problems must be fixed first.
Thanks, But I Have A Huge Issue(s).
The texture tip was great Rick, so thanks for that. The main problem is that I have no idea how to use lights in Quake. DP has something about RT Lightmaps, and there is that light entity in trenchbroom. I have no idea how to use any of these things, so if someone could explain it, that would be nice. Another problem with lighting is that I have to compile the map before I can actually see how the light turns out. One last thing: I've noticed these key things for entities, and I would like to know them so I can use entities effectively. If someone could link me a list or something, that would be awesome.
Also, Lingo
I have no idea what leaks are, and I'm pretty sure there is much more to learn than that.
Light Keys And Using Lights
#16137 posted by necros on 2016/03/05 02:16:32
http://shoresofnis.com/post.php?postID=2
i should update it as it's still referencing aguirre's light util, but that one is actually pretty outdated now (although still very usable). you'll probably be using tyrann's new light with all the bells and whistles (see here: http://ericwa.github.io/tyrutils-ericw/ for keys and other things specific to tyr light)
unfortunately, yes, because of the way lights are you'll just have to get used to the numbers.
usually the easiest way is to make one light, tweak the values until you're happy (by compiling and viewing in the engine). once you have a light you like, you just copy and paste it into all spots that have that kind of light. eventually you end up with a 'palette' of lights, maybe 3 or 4 main types for different things that you use over and over in the map.
Is There An Editor That Can Make Lighting Easier?
I like to use trenchbroom, but I think I would want to use a second level editor that has light rendering built into the editor, kinda like the UE3 engine. Maybe blender is an option, as I have seen people using that.
Also, Best Map Testing Engine?
Some may have noticed that I use DarkPlaces, and the only main reason I use it is because it has it's own package in Ubuntu Linux, so I use it often on my Windows PC as well as on my Linux laptop. The reason I ask this is because DP can be a little dramatic with it's lighting effects, so is there a better engine that I should use test maps overall?
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