So
#3838 posted by Cocerello on 2016/04/06 16:05:54
Escher it is. Interesting!
Good idea on changing the title of the thread for people noticing. At first didn't catched it and thought it was discussion for a new jam pack.
I am having problems thinking of gameplay for that theme, but it is progressing. Probably bacause of not being able to map for the past two years. It is going to be good for mapping rehabilitation.
Sm177
#3839 posted by digs on 2016/04/10 19:39:22
My map.
http://digspt.ru/quake/sm177_digs.zip
There is a problem with Darkplaces. For:
"angles" "90 0 0"
there is a reversal of the object in the wrong direction. In other engines displayed normally.
Who else makes the map for this event?
Digs
#3840 posted by Barnak on 2016/04/10 20:24:21
Cool map ! This map is very imaginative and innovative ! I felt very disturbed by the architectural orientations.
This theme is pretty "Quaky", in some way. There should be more often of these "twisted" and fucked up dimensions, in Quake.
My criticisms : Maybe the light is too strong all across the map. Use some fog, maybe ?
Try a version with a VERY STRONG fog.
#3841 posted by necros on 2016/04/10 21:18:56
digs, does 89.9 or 90.1 fix it? you might be able to trick darkplaces while not affecting other engines.
I Am Dropping From This
#3842 posted by Cocerello on 2016/04/10 21:25:16
I forgot to check if the idea i have is possible in Quake first, so now i have to change lots of things on it.
I expect to have it in around 24 hours, so it will be released later. I don't know if as a speedmap or not, time invested on it will decide.
Sad
#3843 posted by madfox on 2016/04/10 21:27:01
the deadline is this weekend digs!
I'm just half way there!
MadFox And Digs
#3844 posted by Barnak on 2016/04/10 21:48:36
Take your time.
I suggest to push the deadline for a few days (a week ?).
Digs, your trees suck. (trees in Quake1 always suck anyway). I suggest that you change them for trees without any leaf. Or some weird evil twisted sculptures instead.
Please, add more details !
Seeing That Thread Made Me Want To Refresh My Mapping Skill
#3845 posted by aDaya on 2016/04/10 23:19:09
...since I've been stuck with a single map of Schlossher for months, but with the deadline being today, blech...
#3846 posted by Rick on 2016/04/10 23:52:16
I guess a mapping deadline is a lot like planned game release dates.
Mapping deadlines tend to shift on amateur projects a lot worse than commercial IMO.
Ok
#3848 posted by digs on 2016/04/11 03:11:21
I think we can take a few more days. MadFox how much time you need to complete?
Cocerello, we will wait for you.
Trees is difficult. I'm not sure what I can come up with something.
Necros: I'll try your idea
Barnak: I have tried to make the fog, but I did not like
Necros
#3849 posted by digs on 2016/04/11 03:34:58
No, it does not work. I tried different combinations, "90.1 0 0", "270 0 180" and so on. But all in vain
Digs, ... And Trees
#3850 posted by Barnak on 2016/04/11 03:41:14
About trees, try some strange useless machine-like sculptures. Two boxes and a few pipes...
My Map Is Pretty Rudimentary
but I'm still a day or two off a playable release.
#3852 posted by mankrip on 2016/04/11 04:32:57
Trees are indeed difficult, and are one of the things I'm still not sure on the most efficient way to render.
But there are many types of trees, some easier than others.
Trees
#3853 posted by Barnak on 2016/04/11 04:41:21
You guys should start a topic about making nice trees for Quake1. Design, rendering, style, etc.
>> Who Else Makes The Map For This Event?
#3854 posted by DOOMer on 2016/04/11 06:36:41
I will release my map for this SM event today evening. It remains to complete the placement of the monsters and finish some visual details.
Digs, Your Trees Look Good
#3855 posted by anonymous user on 2016/04/11 11:30:13
Don't change anything aesthetically. Your map looks amazing, and the trees suit it perfectly.
#3856 posted by digs on 2016/04/11 11:34:16
Thank you, unknown human. :)
Shamblernaut
#3857 posted by Cocerello on 2016/04/11 11:52:11
don't worry about making it good and polished, its an speedmap, it should be short, hasty in construction, and rich in ideas, so rudimentary is good.
Usually when one gets to spend more than 6-8 hours on them they lose their speedmap flavour. For recent examples, go with sm171, sm172 and sm174 and avoid things like sm175 and sm176.
Also, making it short and hasty makes it easier to complete maps and lowers the possibilities of it ending up forgotten on your hard disk, unfinished.
* Digs. OK, expect it today, but can't say when exactly, i still haven't compiled it once, so i don't know if its going to be one of those that takes half a day in compiling. I'll keep you updated.
Digs Map.
#3858 posted by Shambler on 2016/04/11 11:52:44
Had me loling in a good way. Really cool.
Digs
#3859 posted by Cocerello on 2016/04/11 23:45:00
I can't make the map in time, not soon either, so release the pack with just your map and DOOMer's, well, and Shamblernaut's if he appears.
I apologize for making you wait in vain.
Cocerello
#3860 posted by digs on 2016/04/12 04:20:45
No problems. We are waiting for the others
Im Getting There.
My entity stuff is sorta time consuming. but it really needs to be completed wholly for the concept to work and be playable.
#3862 posted by madfox on 2016/04/12 09:05:15
My map is half way done. To turn it into a playable map it would need at least a week or more.
I'm not a speedmapper, in fact I hate it.
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