Aaarrggg!!
#2864 posted by Hrimfaxi on 2006/02/04 17:18:28
Don't you just hate it when this sort of thing happens?
testlevel = 4
************ ERROR ************
CheckStack: leaf recursion near (457 -2368 2048)
Elapsed time : 0:00
Session time : 61h 19m
State time : 7:06
Oh and some pics!
http://www.hrimfaxi.dk/breakfast.htm
Cool
#2865 posted by metlslime on 2006/02/04 18:43:53
i like the use of knave textures on round towers -- try to do more stuff like that, maybe.
So Much Knave Goodness--
#2866 posted by necros on 2006/02/04 21:37:14
i love it! <3
Hrim
#2867 posted by Shambler on 2006/02/05 01:53:31
13 different flavours of pwnage, great looking stuff, get mapping!
Hrimfaxi
#2868 posted by JPL on 2006/02/05 01:59:45
Wow ! Really nice screenshots ! The map looks promising... I really hope to see this map released ! Go solve the fullvis error ;)
Huh Hrim
#2869 posted by bambuz on 2006/02/05 04:33:09
looks magnificient... just make sure there's enough of visblock to keep fps decent, nowadays people often tend to disregard that... :)
Looks Sexeh
#2870 posted by Friction on 2006/02/05 22:11:17
Definitely. I like the strong vertical stuff you got going on there.
Hrimfaxi
#2871 posted by Tronyn on 2006/02/07 01:46:52
You have a lot of talent. I like how you apply that talent to creating outdoor setpieces - the best kind of map, in my opinion.
Rock on.
#2872 posted by gone on 2006/02/07 02:30:26
very nice - http://www.hrimfaxi.dk/pics/fitz09.jpg
despite, apparently taken from a point you would never reach in game
and overused textures too
Yah
#2873 posted by Shambler on 2006/02/07 10:31:15
knave = teh new wizmet
Door Sounds (or Not)
#2874 posted by Mike Woodham on 2006/02/07 12:35:09
I have a long door (512 units) which, when triggered, fails to play noise2 but does play noise1 - the final sound. The doors.qc is 'clean' and all sounds are in the pak.
Is there a problem because of the size of the door? i.e. am I too far away from the sound's origin to hear it?
OK, Ok...
#2875 posted by Mike Woodham on 2006/02/07 13:55:06
Half asleep, I admit it.
I ain't got a clue what I'm doing here!
I won't post it again in the mapping section but if you nice, kind, considerate (etc, etc) mapping experts know the answer, perhaps you could quickly switch to the mapping forum to point me in the right direction?
Update
#2876 posted by Elvis on 2006/02/08 12:13:38
ok made an update of my map + i even made the bsp file if you want to look at it, oh and it's not a full vissed map so you know if you find it "hard" to move :)
http://www.multi.fi/~elvis/quakemap/hellvill1.jpg
http://www.multi.fi/~elvis/quakemap/hellvill2.jpg
http://www.multi.fi/~elvis/quakemap/hellvill.zip
http://www.chimpans.se/astronomy/ for screens and download.
It's in late beta now I think, I just want to make sure everything is up to par before release, I want all your crits and comments! It's for CPMA, so if you want to discuss gameplay, please don't bring up VQ3-specific problems.
Thanks, looking forward to feedback :D
There's gonna be a 1v1 cup on it on sunday, stop by #astronomycup on quakenet for info :D
#2878 posted by czg on 2006/02/10 08:34:22
Lighting is flat and boring, but I guess this is what you have to do to cater to the pro-player (LOL!!!!) crowd.
Other feedback: CANNOT BE ARSED TO PROVIDE.
#2879 posted by necros on 2006/02/10 08:59:17
well, it looks a bit plain in the looks department... could do with some nicer brushwork details and such...
that being said, i love the rtgnosis textures, so bonus pizza points for that.
edit: updated the map, now includes one less shotgun, one less green armor, and also I moved the one remaining shotgun up next to the 50hp ball. Also works with bots now.
Thanks for your feedback, I'll see if I can be bothered to add in some more detail, don't want it to get in the way of the player though. I'll see what I can do about making lighting more fun.
Pretty Cool Texture Set
#2881 posted by metlslime on 2006/02/10 18:25:50
with the exception that those yellow light textures that have a round fixture in them ARE TOTAL POO and do not look like they should be emitting light at all. Probably could be solved by adding an additive shader stage with a circular shape.
Knave
#2882 posted by than on 2006/02/10 21:12:45
Bleh, I like Knave textures. I don't think they are that overused either. Most of the maps using them are part of Chapters or Quoth, and are made by Kell.
Certainly not as overused as wizmet.
At Last
#2883 posted by bambuz on 2006/02/11 07:20:20
we get the screenshots. :/ :)
Metl is right about the orange balls. They're shaded as if light is falling upon them, not as if they're emitting!
Where's the astronomy in this? Is it an old observatory?
Looks sleek and all, I dunno what q3 maps should be like. At least it's not three flat platforms around an atrium, which is nice. The first and fifth screens show some combatable architechture. :) Is there anything specially memorable in this map?
And Than
#2884 posted by bambuz on 2006/02/11 07:21:56
is an advertisement robot. Stop the rogue marketing, knellcros!
Q4 DM
Three early screenshots of the Q4 DM map I'm currently working on over at my site: http://www.gomjabbar.de
That's Looking Good
#2886 posted by pjw on 2006/02/12 16:42:34
I look forward to seeing a beta.
#2887 posted by gone on 2006/02/14 03:15:57
lol @ czg comment
Voodoo` Chopchop Map
#2888 posted by gone on 2006/02/14 04:12:25
btw lighting is quality there
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