
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

Skyboxes
#2914 posted by
aguirRe on 2006/02/28 14:13:10
can be found e.g. here:
http://kell.leveldesign.org
If your engine supports skyboxes but doesn't load them off worldspawn like JPL suggests, you can always try loading them manually with commands
sky,
loadsky etc.

Great!
#2915 posted by
madfox on 2006/02/28 22:47:31
I've been wondering so long about it.
And although the question is in the wrong toppic, my gratitude isn't!

Because I Can
#2916 posted by
Fern on 2006/03/06 17:26:13
work in progress:
http://www.suspenlute.com/lairofdeathmanatees2.jpg
about 20% done. might be stretched into an episode if I don't get fed up first.
ignore the filename, i just needed something interesting to call it.

Fr3n...
#2919 posted by
distrans on 2006/03/06 22:23:55
...good to have you back. I'm working with Oblivion at the moment as well. Will that be a speedrunners map?

Distrans
#2920 posted by
Fern on 2006/03/07 01:06:48
"speedrunners" maps are pretty much all I'm doing atm, not quite in the RDE or contest map sense but definitely with many intentional possibilities.

RTCW
#2921 posted by HOCK@GE on 2006/03/07 22:45:38
WOLFENSTEIN 4 EVER.....!!!!!!!!