So...
#226 posted by JPL on 2006/09/07 01:14:54
... we you agree that you really made progress man :D
#227 posted by Trinca on 2006/09/07 01:20:32
eheh sm109? errr even a monkey can make progress over that map... :)
:P
#228 posted by Spirit on 2006/09/07 02:13:54
Just drop crates everywhere, Trinca :P
I like the ceiling things on your screenshots!
Hmm
#229 posted by Zwiffle on 2006/09/07 14:24:28
With my current schoolwork and regular work, I don't know if I can stay in this. I haven't mapped in a week (that is to say, I haven't had the time to map in a week, not that I would necessarily do it if I did have free time to do so.) So, I dunno, things looks bleak.
Omg
#230 posted by madfox on 2006/09/07 14:48:09
Daz, you rule!
Good, and after finding back my confidence... LostMineThing
http://members.home.nl/gimli/gimli23.htm
Trinca
#231 posted by scar3crow on 2006/09/07 15:26:09
both of those shots look distinctly Doom-ish, but in a good way (not putting down Doom, merely that sometimes it can be construed as a negative for a Quake map to look Doomish).
it actually looks kind of functional as an outpost style setup... i would recommend having some basic "mountains" of sort poking up around the edges, so the sides of the sky arent so blatant perhaps.
i like the shadow grid from the ceiling in the second shot. keep it up, you are definitely improving as a mapper.
Goodwill Zwiffle,
#232 posted by HeadThump on 2006/09/07 17:23:54
Put it to the side for now if you feel you need to. You can come back to it over Thanksgiving and Christmas Holiday breaks and still get it in the pack on time.
#233 posted by Trinca on 2006/09/08 01:04:02
thks scar3crow, madfox looking good your map :)
Madfox
#234 posted by nitin on 2006/09/08 01:14:28
that actually looks good, break up the designs some more though, it looks a bit repetitive n some areas at the moment.
Madfox
#235 posted by HeadThump on 2006/09/08 07:41:39
It does look like it is shaping up to be an interesting twist on the base theme.
I Hate Those Warnings To Co�rdinates!
#236 posted by madfox on 2006/09/08 15:36:18
My attempts to continue this map are overdewed with the results of warnings.
At this point I have no, but as soon as I start constructing I get overwhelmed by warnings.
If I could solute these cranky co�rdinates I wouldn't care.
But they appear at points where there are only solid poly's, so I can only guess from where.
Seems as if I can only map in a box.
#237 posted by Drew on 2006/09/10 14:39:41
Madfox, aren't those the exact same shots you put up on this forum a while ago?
It's funny to see all the older projects back on the forum page. indian summer, Arcane wizard. so much enthusiasm! Hope this one stays on track and is as glorious as it has the potential to be.
Amen.
Drew
#238 posted by madfox on 2006/09/11 14:00:43
I overlooked post #126 and as there was noreply
I thought I hadn't post them.
Sometimes it helps posting double for getting respond, as others see them 2.
#239 posted by Trinca on 2006/09/11 15:28:50
i think at this point we got these guys working in base maps!!!
Daz, me, cardo, inertia, madfox, headthump, biff, metlslime, starbuck, Text_Fish and JPL
hope many follow! :)
Yeah.
We rock, and the rest of youse suck.
Heh...
#241 posted by metlslime on 2006/09/11 17:30:14
i'm working on rubicon2, which is technically a base map, but not part of this pack.
My only contribution to this pack is snarky comments.
Me Too
#242 posted by than on 2006/09/11 20:42:53
I started something last weekend. So far I just have some ideas and a cargo lift shaft thing, but I'll upload some screens when there is more to show.
Metl: did you recover the data on your hdd in the end or is it a new rubicon 2?
Than:
#243 posted by metlslime on 2006/09/11 20:49:56
No, I lost everything on that drive. I found a backup of rubicon2 from 2003 and i'm recreating my work since then. Luckily I only had two main mapping spurts on rub2 after that backup was made. Unluckily one of them was building a complicated outdoor area which I feel obligated to recreate since it was cool.
And all the textures, models, and code haven't changed since then either, so none of that is lost (except for the stuff Adquedit deleted when it went haywire, but that happened back in like 2001 or 2002.)
#244 posted by Trinca on 2006/09/11 23:12:07
ok good work then guys ;)
Yep
i'm working on pbrsp2, which is technically a base map, but not part of this pack.
My only contribution to this pack is snarky comments.
Fixed for me.
;)
#246 posted by Trinca on 2006/09/12 13:46:48
cant wait for pbrsp2 your maps rulezzzz
MadFox
#247 posted by Scragbait on 2006/09/12 19:00:47
You aren't using Qoole are you? Qoole is only good for very simple maps due to floating point errors.
Metl
#248 posted by scar3crow on 2006/09/14 14:42:52
youre not still using Adquedit are you ? Fimg is apparently much much better (Im not the target audience but every person Ive linked it to has since showered praise upon FrikaC for it).
http://quakeexpo.com/booth.php?id=8&page=33
Scar3crow:
#249 posted by metlslime on 2006/09/14 15:27:33
no, I uninstalled adquedit right after that happened.
Then I wrote my own command line tools to convert pcx<->lmp, and was working on pcx<->spr tools but never finished them.
This was before Fimg existed; nowadays I would use Fimg if I needed it again.
Getting Into It (+request For Necros)
#250 posted by than on 2006/09/18 20:47:37
I did a bit more mapping at the weekend and am getting into the map a bit more now. I'm going to make this a pretty small map, but hopefully it will be interesting enough to be worth including in the pack. I had some shots, but didn't bring them to work with me, so I'll do that soon.
Necros: If you are reading this, do you reckon you could make trigger_command not print the message - at the moment I get "r_wateralpha 0.2" printed to the screen when the map starts. Is there a way to avoid this?
|