For Some Reason...
#2889 posted by Friction on 2006/02/18 08:07:13
...I have an urge to make everything burn in these maps.
http://www.kolumbus.fi/ville.nieminen/office-wip.jpg
That One's Not Quite Up To Scratch, Fric
#2890 posted by
BlackDog on 2006/02/18 18:34:07
The lighting seems a bit weak, and there are alignment errors on the top section of wall. Burning thingy is cool though.
I've Been Working On A DOOM Map!
#2891 posted by biff_debris. on 2006/02/18 20:05:52
Biff
#2892 posted by
Zwiffle on 2006/02/18 22:10:43
That's pure sex. PURE SEX.
You Can Tell It's A Biff Map...
#2893 posted by
metlslime on 2006/02/18 23:08:55
just from the curves!
Little One
#2894 posted by
madfox on 2006/02/19 16:16:45
trying with a map, and colours.
gave me 11 HOM's, is untextured.
still not play balanced, but has fun!
http://members.home.nl/gimli/gimli06.htm
I'm Not A Mapper
#2895 posted by
bambuz on 2006/02/19 17:02:31
but maybe they look better when textured.
why the hom:s? do you use WC carve or vertex edit?
Jesus
#2896 posted by
. on 2006/02/19 17:04:57
You build huge.
But, if theres anything I like, it's archways in base tex. No one really does that, but done well I think it can look great.
My Map Is Beta
#2897 posted by
Ankh on 2006/02/20 04:46:52
Ok. My map is ready for beta testing. Hurray!
Here are the updated and new screenshots:
http://republika.pl/quake_1/hdn1_big.jpg
http://republika.pl/quake_1/hdn2_big.jpg
http://republika.pl/quake_1/hdn3_big.jpg
http://republika.pl/quake_1/hdn4_big.jpg
http://republika.pl/quake_1/hdn5_big.jpg
http://republika.pl/quake_1/hdn6_big.jpg
http://republika.pl/quake_1/hdn7_big.jpg
http://republika.pl/quake_1/hdn8_big.jpg
http://republika.pl/quake_1/hdn9_big.jpg
You can also check out these pictures on my web page:
http://republika.pl/quake_1/index.html
(I have problems with viewing the updated pictures with my Opera - the program somehow rememberes the old version of the pics, so you better use a different browser).
I need 3 or 4 beta testers. If you are willing to help me with testing please send me an email (poco2s@o2.pl). I would apreciate it very much. Thanks. Ankh.
Ankh
#2898 posted by
JPL on 2006/02/20 07:01:47
Very Nice screenshots indeed !
Nice Screens Ankh
#2899 posted by
madfox on 2006/02/20 16:04:56
my map is close to alloc_block full
and the brushes are off grid.
but I'm only trying
Madfox
#2900 posted by
bambuz on 2006/02/20 23:47:24
slow down and be careful.
Ankhfox
#2901 posted by neg!ke on 2006/02/21 01:48:26
ankh: nice, but this red texture looks odd compared to the rest
madfox: trims and proper alignment plz
/me Is Waiting
#2902 posted by Ankh - not logged on 2006/02/22 02:27:13
I'm still waiting for some mail from happy people who want to help with playtesting my map. Get your chance! :)
Ankh
#2903 posted by
JPL on 2006/02/22 02:33:02
OK... Please send the stuff at lambert_jph-at-yahoo-dot-fr ... ;P
#2904 posted by
gone on 2006/02/25 04:09:11
MadFox is back! great
needs more colors and less alignment
Your Linguistic Is Neg!eckting
#2905 posted by
madfox on 2006/02/25 23:38:32
???
#2906 posted by
here on 2006/02/26 08:56:56
http://here.planetquake.gamespy.com/maps-preview.htm
I wonder if this mapstyle could be good for doom3 engine. And I don't know how to optimize my map.
Here
#2907 posted by
bambuz on 2006/02/26 13:33:50
nice stuff, I especially liked the spikes, too bad the engine sucks for wood and bricks and all that, they are way too reflective / care about light direction.
Aalto would be proud of those curvy brickthings, have to take photos of an industrial building in Salmisaari some day...
Eh
#2908 posted by
. on 2006/02/26 13:51:17
I think it looks like a Q3 map dressed in Doom 3 tech, and because of this looks a bit inconsistent. Maybe some brush polishing will help.
#2909 posted by
necros on 2006/02/26 22:37:54
actually, i think that looks really good, here... nice mix of curvy metal and bricks/wood
i'd love to see that finished!
Ok
#2910 posted by
here on 2006/02/26 23:12:56
ok I continu this map.
Is there hint on d3 ?
And where can I found another skybox ?
Bambuz : you mean that I must replace wood and brick texture by metal or something like that ?
Doom Has No Hints
#2911 posted by Friction on 2006/02/28 09:08:49
And because it's a portal engine, there's no vis either.
Skybox
#2912 posted by
madfox on 2006/02/28 11:35:59
How can I obtain a skybox in Q1
MadFox
#2913 posted by
JPL on 2006/02/28 13:40:32
You have to place the skybox tga textures in gfx/env directory, with proper extensions (e.g <skybox_name>up.tga, <skybox_name>dn.tga, etc...), and declare it in worldspawn using your editor... In the map it is writen like this:
// worldspawn
{
"classname" "worldspawn"
"message" "'MadFox's Map Title'"
"worldtype" "2"
"light" "20"
"_sunlight" "100"
"_sun_mangle" "45 -10 0"
"_anglesense" "0.5"
"_range" "0.6"
"_dist" "0.8"
"sky" "<skybox_name>"
"wad" "gfx/QuArK.wad"
I hope it helps you ;P