Quakespasm
#16165 posted by DeeDoubleU on 2016/03/06 21:31:41
Snow
#16166 posted by lth on 2016/03/06 23:07:51
Anyone recommend somewhere I can pick up some snow/snowy rock textures for Q1 + Worldcraft? I'm a bit behind the times. Ta.
Runewad
#16167 posted by madfox on 2016/03/07 03:14:20
There is a Rune.wad on Quaddicted with some ice and snow.
I think there are more.., daikantan.wad
Ogro As Well
#16168 posted by ijed on 2016/03/07 12:38:49
#16169 posted by Kinn on 2016/03/07 12:45:07
MFX used some decent looking snow/snowy rock textures (considering the quake palette is rather poor for that sort of thing) - in the IKWhite map jam - I can't remember which jam number that was, nor do I know the source for those textures.
#16170 posted by necros on 2016/03/07 13:16:05
Ruins has some snowy rocks I made by photoshopping some doom 3 Mars textures..
#16171 posted by lth on 2016/03/07 15:11:09
Thanks guys.
List Of Keys And Entities?
#16172 posted by SpecialBomb on 2016/03/07 17:25:56
I would like to see a list of keys and entities, because I'd like to learn to make doors and all of that fun stuff.
SpecialBomb
#16173 posted by Kinn on 2016/03/07 18:05:05
all that shizzle should be in the quake wiki (in theory) https://quakewiki.org/
#16174 posted by Kinn on 2016/03/07 18:28:06
ok I looked and that wiki is very incomplete.
tbh, I learned everything by looking at the game code in the QuakeC files, which isn't an ideal option for everyone.
Your editor should have an entities .def file or .fgd somewhere which contains all the entity keys and "should" have text descriptions of what everything does.
What editor are you using?
The old "The Forge" site linked from the Mapping Tutorials page on the Quake wiki used to have a semi-comprehensive entities list, but I see that's no longer accessible (you can get as far as the list of entities, but the descriptions are all dead). That used to be my go-to resource...
#16176 posted by Spirit on 2016/03/07 18:57:08
ok I looked and that wiki is very incomplete.
You can change that
Yeah Put A Link To The Forge
#16177 posted by ijed on 2016/03/07 19:47:41
#16178 posted by Rick on 2016/03/07 20:44:36
The old BSP editor site is still up and has some tutorials.
http://www.bspquakeeditor.com/tutorials.php
Kinn
TrenchBroom
Yeah, the Wiki is super incomplete, but I think it has what I need besides how doors work (not doors in vertig, that would be insane).
Also, About Vertig's Ligting...
I think I'm just gonna fullbright it with _dirt like FifthElphant said, I think it's a little to complex for me at the moment to carefully light the map. Maybe my next map will be fully lit, I just don't have time right now :/
The Final Version Of Vertig
Well, I guess it's done! I made some adjustments, like adding more spawns to keep things distributed, and changing around some items. I added dirtdepth (1024) to give it some darkness, and to keep it from being fullbright. This is all I am doing with vertig, and I am moving (I should say going to move) to a different map idea.
Map:
http://www.mediafire.com/download/ct5yza6iyaurh5c/vertig.bsp
Me traversing the map (recorded in Quakespasm):
http://www.mediafire.com/download/m87686884veu5pr/vertig.dem
SpecialBomb
#16182 posted by mjb on 2016/03/08 12:46:35
For your first map, that's a really good effort. You listened to some criticism and made some changes for the better. Nice going!
Anything looks better than fullbright (Even total darkness!)
Moving on to different map ideas AFTER you have completed the current project is the way to be. Starting a map is one thing, but finishing one is another thing entirely.
#16183 posted by Rick on 2016/03/08 12:58:58
I looked at it. Is it supposed to be played in near total darkness? I don't really see how that would be fun.
You can't really say it's "done" until it's lit. The map is not that big or complicated. It wouldn't take more than a hour to light it adequately enough for what it is and it would be a major improvement.
Bah, Why Not?
#16184 posted by SpecialBomb on 2016/03/08 13:39:25
Guess I'll just try and light it for the fourth time. I already posted the map on Quaddicted, bet if I check there again I'm gonna have people yelling at me. Lazy-switch is off tonight.
My Next Map Isn't DM Either, Btw
#16185 posted by SpecialBomb on 2016/03/08 13:46:47
The map I'm working on now is a singleplayer map, and it's more of a test for all of the entities available (doors, monsters, etc.), and I'm not posting it. I'm 100% sure it's not going to be special. Plus I'm going to try and light it correctly so that way I can practice up on it. I slept on a good idea for a DM map, but I forgot what it was.
Always A Place For Criticism
#16186 posted by mjb on 2016/03/08 13:53:14
Exciting to hear about a single player map! I can fully understand not posting it as in that regard, I technically have 9 maps under my belt but every one was me learning.
However I implore you to take advantage of the Screenshots and Betas thread and post the map there...there you can receive technical advice/criticism but avoid a full blown public release. I know I plan on doing that first before publicly releasing my first map.
Bloughsburgh
#16187 posted by SpecialBomb on 2016/03/08 14:47:41
Thanks for that! As a complete n00b, I really have no idea how to publish maps, so now I know to put screenshots and stuff there before posting all over the place. Apparently, Kinn is super famous, so I should check out his maps since he has patiently looked at mine and helped me out here. Drop a link to yours as well :)
UT Like Jump Pad In Quake Using Func_push?
I was wondering if it would be possible to make a UT like jump pad in Quake, because my current experiments say no.
Angles
#16189 posted by mjb on 2016/03/09 02:32:07
I believe the angles (with an s) key can allow for diaognal pushing.
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