#3653 posted by ijed on 2007/07/04 02:42:30
I use the source as a reference then delete it; I tend to work on a 32 or larger grid for walls so the id sources become obsolete quickly. Wc's 'save visible objects only' is useful there.
I've started to put together a version of e3m1, it'll take a week to finish it since the blocking out is around 75% done.
Its pretty fun to do, even though I've had to disasemble a section of interlocking corridors a few times. Also have alot of corrupt brushes for some reason.
Anyhow, luck with ep1.
Ijed:
#3654 posted by metlslime on 2007/07/04 03:05:42
one trick i've used when making conversions of maps where only the layout will be the same is to copy only the floor brushes to a new map. It helps keep things clean so you don't have a lot of messy brushwork to eventually delete.
Golden_boy
#3655 posted by HeadThump on 2007/07/04 07:16:53
have you thought about checking out the SDA archived speedruns and taking out some of the more glaringly easy run tricks. Not to discourage speedrunning,
but to fix those maps that are just two
GL jumps away from entrance to exit.
Fair Point
#3656 posted by ijed on 2007/07/04 13:55:12
But I'm just turning the whole original map into its own visgroup, then extracting chunks of it to another to build the map inside.
Floors doesn't always help; e3m1 is a bit of a mess in terms of stacked corridors meeting at various junctures.
HeadThump
#3657 posted by golden_boy on 2007/07/04 18:09:28
Good idea. I've watched the easy and nightmare runs of ep. 1 and those are the obvious shortcuts:
e1m3 - slope grenade jump from gold key to door. Solution: make the platform's slopes steep enough.
e1m4 - slope GJ directly to the exit. Solution: reshape the slopes there.
e1m5 1) - GJ to the teleporter/gold key
I'm willing to allow this because they still have to pass the shambler etc. and it's a cool route.
e1m5 2) - Bypass silver key and just GJ/RJ to the exit.
This is where the problem lies; they should have to get BOTH keys before they can leave. I intend to fill that level to the brim with hell knights, so I want to see some bloodbath.
Solution: The button behind the SK door is needed to deactivate a very, very deadly trap.
e1m5 3) - simply GJ/RJ through hole up to the SK
Simple, just put some bars to block it from below.
I think that would provide an interesting route, getting the keys in reverse order.
e1m6 - jump to the GK, not activating the bridge.
It's nice that the GK sits in plain sight there, so I wouldn't want to change that. You could have the exit door need another button, namely the one that also activates the bridge, so if someone jumped to the key and pressed the button behind the GK door, it would just say "1 more..." and while jumping to the key, it would say "You'll regret that, smartass."
#3658 posted by golden_boy on 2007/07/04 18:22:14
And perhaps I could just exchange the keys in e1m5, because that would make more sense. Everyone has been going for the GK first since ... how long?
Exactly
#3659 posted by HeadThump on 2007/07/04 19:07:32
Everyone has been going for the GK first since ... how long?
Many of those changes would not only make speedrunning more interesting but bring some new life into regular game play as well.
That's One Of The Goals
#3660 posted by golden_boy on 2007/07/04 21:04:09
Early on I already added an additional "loop" to e1m1 because otherwise nobody ever would take the water passage/lift. It's still optional to do that, but when you do you get a message saying "Good soldier", a nice end battle and all kills.
:-)
Started A New Map
#3661 posted by rudl on 2007/07/05 15:52:54
Rudl
#3662 posted by JPL on 2007/07/05 16:37:49
Looks nice ! and what are these textures ?
Ogro And Ik_base
#3663 posted by rudl on 2007/07/05 16:42:18
A very strange combination I know
It is also in the map for the competition
Ijed
#3664 posted by golden_boy on 2007/07/05 19:51:08
Sorry I only found your mail today. I sent an answer.
gb
Orlmap Series 2
#3665 posted by Orl on 2007/07/06 23:16:04
Orl
#3666 posted by PuLSaR on 2007/07/07 01:00:51
too many contrast colors, you should stick better to thу texture theme. One texture pack=one map. imho it's the best variant
Orl
#3667 posted by distrans on 2007/07/07 01:03:52
I'm up for some testing. Use the addy in my profile.
Orl
#3668 posted by rudl on 2007/07/07 14:12:59
I would like to test it, but I guess I'm not experienced enough to be a good tester
Orl
Willing. Email is in profile.
Although if it requires any custom engine/breaks any limits I'll have to decline. :/
Golden_boy
#3670 posted by Orl on 2007/07/07 19:07:24
One of the maps have exceeded many limits, and therefore only playable in enhanced glquake in its current stage. Once that map is finished, it will be playable in any engine.
But I already have distrans and rudl testing them, so I dont think I need anymore testers. Thanks for the offer though.
Orl
#3671 posted by Shambler on 2007/07/07 19:18:19
I can beta-test the first screenshot: Change those damn textures already, they are awful.
The second screenshots look cool, some well impressive designs with proper texturing. The lighting looks a bit odd though. But still looking good overall.
#3672 posted by Orl on 2007/07/07 21:57:14
Change those damn textures already, they are awful.
I'll think about it.
Orl
#3673 posted by rudl on 2007/07/07 22:12:40
Check your mails
Orl...
#3674 posted by distrans on 2007/07/09 04:17:11
...just sent the final T zip off to Spirit so I'll sashay through 24 tonight and record a demo.
#3675 posted by rj on 2007/07/10 01:36:20
hey ho. just thought i'd post up some screenies of the episode i'm working on, currently residing under the name of 'Numen'. suffice to say it's a fairly long way off completion yet but if anyone has any feedback in these early stages then i guess it can only help. i have seven main maps planned.. two are pretty much complete, another is about 1/3 done, i have the layout down for two more and the final two are still on the drawing board. i'm hoping to get it done before 2008.. staying optimistic!
http://www2.jameson-h.com/fr/ftp/rj9k/ (new hosting so may be unpredictable)
Sweeeeet
#3676 posted by HeadThump on 2007/07/10 01:47:05
interior is arranged with a nice variety of shapes and plenty of details in the design to make it look like a lived in space. Catches the eye and holds it.
Stone work could use a work over though. The base design looks 2007 and the natural stone looks 1997.
I'm looking forward this one.
Looks Great
#3677 posted by aguirRe on 2007/07/10 01:47:15
especially the outdoor shots! This is Q1SP, right?
|