#17360 posted by Rick on 2016/10/15 20:16:02
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?
#17361 posted by mjb on 2016/10/17 14:55:01
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.
#17362 posted by Rick on 2016/10/18 03:43:46
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?
#17365 posted by NewHouse on 2016/10/23 08:18:46
Is there way to create slow down for the moving brushes?
#17366 posted by negke on 2016/10/23 10:41:55
Not in standard Quake. There is in Quoth, for instance.
I Choose You Quoth!
#17367 posted by Newhouse on 2016/10/24 09:29:30
#17368 posted by Mugwump on 2016/10/24 09:49:56
There is in Quoth, for instance.
Does AD have a similar feature?
Mugwump/newhouse
#17369 posted by muk on 2016/10/24 10:00:02
AD makes use of a "speed" property as well.
Cool, Thanks
#17370 posted by Mugwump on 2016/10/24 11:07:54
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?
#17372 posted by Baker on 2016/10/24 13:29:11
#17373 posted by PRITCHARD on 2016/10/24 15:15:24
I'm pretty sure the sites do go down from time to time, they also tend to come back again afterwards.
It is a bit of a single point of failure, sadly. Thankfully the web archive as linked above has some of it mirrored, if not all (I haven't checked).
My strategy with the .wad collection on Quaddicted is to wget that entire directory so that I have a local copy. It makes it easier to browse, and prevents me from having to constantly use the server whenever I want to find new texture sets.
#17374 posted by khreathor on 2016/10/24 15:36:04
How much Mb is whole WAD collection?
#17375 posted by Mugwump on 2016/10/24 15:39:13
Yeah, I've been having an error 503 since last night. The site must be under maintenance.
My strategy with the .wad collection on Quaddicted is to wget that entire directory so that I have a local copy.
I DL'ed everything too. The whole shebang weighs about 300Mb, a speck on a modern HDD.
#17376 posted by Random Spark on 2016/10/24 19:30:43
Thanks for the assistance, I will be sure to do that asap. So when these sites are down there's no secondary... scary stuff. This was the only community I found that still embraces quake1 so readily.
#17377 posted by Mugwump on 2016/10/24 19:48:37
No secondary? As Baker said there's always the Quaddicted backup at archive.org. You'll also find donwloadable stuff at Quaketastic. As for the Quake community, there are a number of other sites, notably QuakeOne.com and InsideQC (the latter is more a home to engine coders, many of whom also dwell here).
#17378 posted by PRITCHARD on 2016/10/25 02:18:21
My copy of the wad collection is just a smidge over 400mb, actually.
In other news, the site seems to be back again. We can all rejoice!
#17379 posted by Mugwump on 2016/10/25 02:49:13
I thought I had downloaded everything, I guess I missed some. I'll have to remedy that, thanks for pointing it out.
Fullbrights
Theres no way in hell to get a green fullbright right? not without engine changes i assume
#17381 posted by metlslime on 2016/10/25 08:57:25
a mod with a new palette would do it. (any color in the last two rows is fullbright, so you could replace some of those with green.) It would affect all textures/models though, so you might need to live with green enforcer lasers or something.
#17382 posted by metlslime on 2016/10/25 08:58:09
or, use TGA replacement textures. That's probably simpler but you are limited to engines that can load them.
#17383 posted by Mugwump on 2016/10/27 03:26:38
Guys, I'm having trouble with my little Sin City experiment. Here's a picture of the problem: http://imgur.com/a/ZtuAG
Notice the brownish lines? They shouldn't be here at all. All we should see are uninterrupted strips of white with only the black outline. What am I doing wrong? Here's an archive containing the .map, its associated .log and my custom texture wad: http://s000.tinyupload.com/index.php?file_id=09992222569821131523
BTW, the log has two warnings about entities in empty space but I have NOTHING outside of that big cube and no apparent leak.
Tile
#17384 posted by mjb on 2016/10/27 03:46:32
Perhaps the the custom texture is tiling? I didn't check the 2nd link just the picture.
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