#417 posted by Omus on 2006/11/11 18:56:20
Well the texturing is somewhat repetitive and the lighting needs work, but at least you have some relatively interesting brushwork going on there.
BTW I suggest the Servomech for a new base enemy. Originally custents, seen in gmsp1.
 Fine
#418 posted by madfox on 2006/11/12 13:13:26
The plain textures are because of my reach of 64kb lightmaps. It's again a rather huge map.
It took some time to delete all HOM's.
A good point to have the func_ladder and func_breakable in the Quoth progs.
Would Earthq.qc and spelmaster.qc be possible?
 Kell
#419 posted by madfox on 2006/11/14 18:31:12
I tried to email for the Quoth-re-stuff, but youre email at func_msg has a mail error.
#420 posted by Trinca on 2006/11/17 01:08:14
so lets talk about deadlines!!!
i think my map will be finish by the end of this month! so untill christmas i got 25 days of betatesting!!! but i think others are delay! so what date are u guys thinking have the map done?
+\- of course :p
 I Think
#421 posted by Text_Fish on 2006/11/17 04:53:06
I can have my map playable by Christmas, though it'll need polishing.
 On My Side...
#422 posted by JPL on 2006/11/17 05:35:46
... I'm still working on the final area... and there are still no monsters placed... so I have a lot of work indeed... furthermore, I didn't tested fullvis process yet, (till the beginning I'm working with fastvis in fact), so there is also an unknown timing/delay there...
I have a lot of free time this week-end (my wife is on trip, and I just have my kids at home), so I guess the last area will be finished by sunday, and then monster placement could start...
Furthermore, I guess it is possible to have a preliminary release within 2 weeks (fast-vised only), for beta testing, so hoping fullvis will not take forever this time, I would be ready for Xmas !
At this time, I think the most important is to have a clear status from all mappers, and then decide if any additional delay will be necessary...
Do we need more time to polish the map ? That is the question :P
 Hmm
#423 posted by than on 2006/11/17 05:43:51
Not had so much time to map recently, and the final few areas are pissing me off a bit so I have been mapping slowly. I think I can have the map made by Christmas though, and into beta in the next month.
I think we are waiting for the Quoth update stuff though.
Kell/Necros: Any idea if forcefields are still going in? I want to use them for my SK and GK doors, but there isn't really a problem if they aren't used (it would just be much cooler with than without).
I also need to try and force out APSP3 sometime early next year, as it has been in a near complete state since May, and I haven't touched it since then. It also uses Quoth ents, and there are a couple of useful new ents in the new version that I am waiting for (well, they are in the beta already :)
 Quoth Clarification
#424 posted by inertia on 2006/11/17 11:35:37
I was wondering if we have access to:
a) Liquids that can be triggered to move to certain heights (think "draining the resorvoir"), and
b) rotating brushes?
 Clarification
#425 posted by Kell on 2006/11/17 13:57:54
a) probably no moving liquids. necros examined the way they're implemented in pox extras mod, and it ain't pretty. necros may have more to say on this though.
b) hiprotates have been in Quoth from the first release :P
 I Want
#426 posted by inertia on 2006/11/17 16:12:25
to a level like that one super mario 64 level where you raise/lower the liquid levels :D (the atrium in slip is perfect for it)
 Yeah
#427 posted by necros on 2006/11/18 00:10:06
apologies, but there aren't any plans to include moving water into quoth. the method that it's accomplished with is a dirty hack (well, many dirty hacks) and some aspects of it will interfere with things that have already been implemented in quoth.
 Also:
#428 posted by necros on 2006/11/18 00:11:02
i see no reason to not include forcefields, as they are simple enough entities to do (half of the forcefield stuff is already included in the form of func_togglewall) so including the particle spawning entities shouldn't be a problem.
 You Rock
#429 posted by than on 2006/11/18 04:41:30
love and xx
-than
 Teh Latest.
http://biff.leveldesign.org/index.php/?p=62 A couple of pics from my base-in-progress =D
 Biff
#431 posted by R.P.G. on 2006/11/19 11:29:37
O RLY?
 RPG
PWND.
 Biff
#433 posted by nitin on 2006/11/19 13:23:02
second pic looks quite good, but lighting's being worked on?? it looks flat at the moment.
 Nitin
Yeah, just approximating the light at the moment, although I still think it's a bit too dark in other areas (not the one show recently). I'll have it all tweaked by the time it gets tested and stuff, fo shizzle.
 Base_pack Ftw!
#435 posted by R.P.G. on 2006/11/19 16:31:03
Ok seriously this time: Looks cool. I agree with nitin about lighting. Also, you might want to consider spicing up that floor with some crates.
 Yes, Yes.
Crates are forthcoming -- still working out the basics, atm (ftw!). I am hoping to use all of the crate textures currently residing in the ultimate_base wad (excluding Asaki's UAC logo textures, seeing as how it's a "generic" base), which come in a multitude of sizes and types. For the time being, I'm simply leaving a good bit of room here and there for them =D
 Waiting For This One
#437 posted by ijed on 2006/11/20 08:36:45
biff - nice world geometry, just needs a bit more light work and stuff scattered around (crates, corpses?) otherwise looking good.
trinca - like the outdoor areas, looks like youve gone for large and stylish rather than overdetailing - cool.
as to func_ladder - don't know about this; isn't it easier to use the old very thin steps made from clip brushes trick . . . though this does limit the height of your ladders.
 Trinca
#438 posted by JPL on 2006/11/20 11:48:37
Did you receive my email with my preliminary and monster free base map ? Or did you have any troubles with your mailbox ? What happens ?
#439 posted by Trinca on 2006/11/24 09:27:42
YESSSSSSSSSSSSSSSSSSSSSSSSSS
my map is finish!!!
now if fix fix fix fix parts!!!
 Kell
#440 posted by JPL on 2006/11/24 11:59:57
It seems there's an issue with monster_scourge: I got the following message: progs/h_scourg.mdl not found... Is there a typo somewhere or is it a real problem ?
 Oh..
#441 posted by necros on 2006/11/24 14:16:55
looks like we forgot to include the scourge head. :P for now, either copy any monster head and rename it to h_scourg.mdl and put that in a temp /progs folder, or extract it from hip pack and use it. sorry, we kinda just threw him in there real quick.
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