Scampie
I figured the same, I haven't heard from DaMaul in many years. So you called my bluff, it was an empty threat (unless somebody actually CAN summon DaMaul!?)
Heh...
#151 posted by
distrans on 2008/04/08 07:10:10
...the last thing DaMaul did around here was enter a competition, blatantly break one of the comp's few rules and still come in fourth. Such a loss...
It Was Those Inverted Organs
#152 posted by
HeadThump on 2008/04/08 07:36:37
A man has no more chance with a condition like that than a bubble boy does rolling down the streets of Newark.
#153 posted by
gone on 2008/04/08 15:01:05
hey 'no wizmet' rule sucked anyway!
Hah Yes
What kind of a rule is that? That's like saying "no brushes" when you're making a Quake map :)
DaMaul was right to break that rule... a victory for common sense and righteous justice!
Kell
#155 posted by gb on 2008/04/08 23:06:33
Snapshot - E4m1RMX1
#156 posted by
RickyT33 on 2008/04/09 02:03:17
Heres a pic of what I've done for the first room:
http://shub-hub.com/files/images/e1m1rmx1.jpg
#158 posted by
RickyT33 on 2008/04/09 02:05:24
try this:
http://shub-hub.com/files/images/e1m4rmx1.jpg
typo - e1m1rmx (oops! soory judges...)
#160 posted by
negke on 2008/04/09 09:24:47
You seem to pay great attention to accurate texture alignment on rotated faces, which is good.
#161 posted by
JneeraZ on 2008/04/09 13:30:37
Looks sick, Ricky! Love the attention to texture alignment.
Heehee...
#162 posted by
distrans on 2008/04/10 06:37:36
...I seem to remember there was more than just wizmet at stake...
Anyhoo, I'm liking these remakes that involve twisting the texture scheme. People are stepping right away from the "stricter" remix protocols of kell et al. Don't get me wrong, I strongly believe e1 should continue to be revisioned in line with the painstaking and brilliant work that has already begun. However, I'm getting a nice kick out of some the skewing being wrought upon levels from the other eps.
RickyT23, if you keep going the way you've started, e4m1 may well finally be worth playing :)
Scampie, I'd never have thought of doing it but I look forward to the results. Please don't let the editing process bring you down so much you don't finish.
Here's to a bit of fun in the making.
And no, I'm too busy trying to get dis_dp6 out the door...along with creating the prefabs for a mapping competition.
#163 posted by
- on 2008/04/10 07:05:04
the editing process ain't bringing me down. in fact, it's fucking awesome for me to be doing level design rather than the work I've been doing the last few weeks.
#165 posted by
metlslime on 2008/04/10 07:51:21
RickyT23, if you keep going the way you've started, e4m1 may well finally be worth playing
bah, heresy! e4m1 rocks!
#167 posted by
Trinca on 2008/04/12 10:36:29
RickyT23 you are getting a pro man!!! guess u�ve born to map :p
On Behalf Of Willem
#168 posted by
than on 2008/04/17 13:46:03
http://wantonhubris.com/blog/2008/04/13/e3m4-progress/
looking cool :)
Yes, I read your blog. It's ok, I'm not a stalker.
#170 posted by
gone on 2008/04/17 17:18:13
oh nice. I havent even compiled once and yet to place any lights
Yup
#171 posted by
RickyT33 on 2008/04/17 17:24:13
Dat look cool :-)
Interesting architecture!
#172 posted by
JneeraZ on 2008/04/17 17:53:44
"oh nice. I havent even compiled once and yet to place any lights"
I know guys who can do that but I can't. I need to see solid results and finished areas as I progress. :)
#173 posted by
Spirit on 2008/04/17 17:56:08
I spend more time compiling and running around in the map than mapping, that should explain a lot.
I Like To Do It Speeds Way
#174 posted by
RickyT33 on 2008/04/17 17:58:17
TBH. Not always, depends. It's often easier to implement ents at the end because the map seems less cluttered.
Problem being your'e almost building blind I spose. One thing I like to do is build different areas seperately then stick them together.
As for gameplay, I plan roughly what's gonna happen as I create the world stuff. I just dont implement any monsters till the end?