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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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XaGe 
I see you got that one too.

What happened to me is I'm a hardcore singleplayer, and the level has only four vormits and a dancing data.
In all respeckt to the author andrew wyllis I can't help to see it as a deathmatch range.
Also the light is really bleached.

So I took up the stormannsgally idea to remap the level, inhibbit it with gallons of ferengi and cardassians, relight it and even make it bigger.

Sofar I haven't much luck, but after converting the enterprise from a doom2 level I found this one which threw me back in my chair.

As Spock said: what in heavens name is emotion? 
 
im about to show my skill level, but for the life of me can not figure out what im doing wrong.

Im getting "no spawn function" for func_details? im using "tyrutils-ericw-v0.15.8-win64" to compile and running my map, which uses Arcane Dimensions, with my AD shortcut through QuakeSpasm.

my understanding is that the error would mean im not using the right progs.dat/mod?

I reinstalled AD/redid the most recent patch and still nothing?

super confused, and extremely burntout on it. thanks in advance. let me know what info or logs i should share to help decipher this, as im still on the novice end of things.

it worked last compile and to the best of my knowledge not much has changed aside from new entities/trigger/targetnames. 
 
aaaaaand i solved it.

ive been having an issue with trenchbroom not saving new compile settings upon exiting. my tools had been set to a previous setup.

am i alone with that issue? 
Keys/Sigils + DM 
Keys and sigils work in deathmatch. However, they do not respawn, so they can only be picked up and used once - and will be lost if the player dies before opening the door. Depending on your intentions, it may be safer to use buttons (possibly dressed up to look like a key or sigil). 
 
Keys fire their triggers when picked up, so you could make the key being picked up automatically open some invisible doors (clip) over the real doors. The real doors would just be regular doors, and that way you could make it so that once the key is collected it's as if everyone had it.

Alternatively, this seems to work from my brief testing when used on keys. That's a pretty direct way of solving the "don't respawn" issue. 
Negke 
Would the sp respawn hack work on them in DM? 
 
Yes, I think so. 
 
Well, I tested in QS in DM mode so i'd think so. At least for netquake :/ 
Troubling Lift 
A simple lift shaft, 96x96 units and 320 units high.

When I place a func_train in it the plateau seems to get stuck
at the last 64 units and returns.
Replaced it with a func_plat but it keeps stuck.
There's nothing to block it so I wonder what it causes.

I know the bouncing box is always square, no matter the player's direction.
The 96x96 units seems enough space for the player's 64x64 intend. 
Baker 
Things like "can't make a teleporter" doesn't always mean that he actually don't know what functionalities use or keys, in my case it meant that if I place teleport destination poorly it teleports the player back to same teleport I just run into and not the destination. And most of the features I'm asking about is mod specific features I haven't used before and has only tiny print in some ReadMe files.

I haven't never seen that site you just linked, but it looks like 10 times more informative that what I have tried to use during these 3 years of mapping and practicing. 
Mukor 
Submit an issue plz. 
SleepwlkR 
Ill see if i can reproduce it and ill write one up regardless tomorrow afternoon. 
 
So there is a point at which the larger part of the level becomes accessible. When the player reaches this point, there will be a choice of two paths to take.

One path may be difficult/annoying/frustrating if taken first, but probably doable. Block that path until the other is followed or let the player figure it out?

I do have one model left which could be a blocking door which is triggered eventually by taking the second path.

Maybe the door could be part of the difficulty setting? 
 
Rick:

I rather enjoy figuring out things on my own, but for the sake of keeping it simple the difficulty block sounds like a good idea as well.

Adib:

Don't feel too bad about grey box levels getting nowhere. I encounter the same issues and I assume a lot of other mappers do as well. I have gone through about 3 or 4 maps where I had a full level planned out but couldn't "grasp" the scope. I find keeping a map within scope (Don't go too far with so many ideas at once) and also laying down some detail lets you visualize your final product.

I tend to lightly texture as I go and that seems to help my motivation for continuing a map. Just now, I started to dislike my current project, but I found the cause was an ambitious idea that increased my initial scope too far. Removing it completely allowed me to plan out a far more simple but realistic idea.

Try decreasing the scope of your map, remove excessive or overly ambitious ideas that do not conform well to the rest of your plan. 
 
I managed to add a completely new lift and now the player will be able to access the area that previously required unlocking the larger part of the level and following the correct side path.

It added over 700 marksurfaces which exceed the limit, but I was able to get the total down to 32300 after fooling with it all day.

The bad part is that, by doing a grenade jump, the player can now reach the larger area without doing the "mini quest" to unlock it.

I'll have to decide whether to leave that possibility in or make it irrelevant. If I do make it irrelevant, the player would only find out if they make the jump, only to discover they have gained little.

Even with all these changes, it would still be possible for the player to miss the whole point of exploring that area. 
Func_train's Path Corners + Slerp? 
Is there way to create slow down for the moving brushes? 
 
Not in standard Quake. There is in Quoth, for instance. 
I Choose You Quoth! 
 
 
There is in Quoth, for instance.
Does AD have a similar feature? 
Mugwump/newhouse 
AD makes use of a "speed" property as well. 
Cool, Thanks 
 
Quaddicted / Other Resources Down For Any One Else? 
So i've been making doom Wads and UT2k4 levels ever since i could get my brain around level design.

They're all pet projects, and recently i decided to step into quake editing. So i've been at it for a few months, switched to trenchbroom, fiddled with quoth a bit but i keep going back to old fashioned quake assets.

I was thinking now would be a great time to go back and retexture/polish my old quake levels that i converted from my Doom2 deathmatch servers i used to run.


Found out today most of the WADs for textures are lost to the Ether, and Qaddicted/Qwiki.org are down? not certain? I haven't been able to get on them all day it seems.

where else do you get assets in this community? 
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