If You Need Another Round
#4563 posted by HeadThump on 2008/03/19 06:25:17
of beta testing, Trinca, I'll be glad to take it for a few spins this weekend.
Doh
#4564 posted by JPL on 2008/03/19 08:11:02
And I'm praying that this is the last base themed map we'll see for a long awhile
I don't want to be pessimist, but I think this is only the beginning......
#4565 posted by Trinca on 2008/03/19 08:46:43
thks HeadThump already got neg|ke and ijed help they are great testers ;)
but neg|ke is evil he is never happy :p
Nice RickyTrinc Map
#4566 posted by madfox on 2008/03/19 22:12:12
but trinca is good and is always kind.
#4567 posted by Trinca on 2008/03/19 23:30:03
"but trinca is good and is always kind."
what do you mean?
Qonquer Map Beta
#4568 posted by Zwiffle on 2008/03/20 02:42:19
Looking for 2-3 testers for a Qonquer map, specifically gameplay and visuals.
#4569 posted by JneeraZ on 2008/03/20 13:46:17
I'd love to give it a go but won't be able to until the weekend. If you can wait, count me in!
Zwiffle
#4570 posted by Sielwolf on 2008/03/20 17:46:57
I would do it too.
Spy
#4571 posted by Sielwolf on 2008/03/20 17:49:20
since 3 days I�m trying to reach you, but the mail keeps bouncing back (just tried again). I even registered a new accout at yahoo; the mail did send fine with that.
please reply?!
Sielwolf
#4572 posted by spy on 2008/03/20 18:23:58
i got your mail (bernd templous) today, i dont understand why you can't reach me? is it your or mine email glitches? did you receive the last beta i sent you yesterday?
> - the two changed outer areas near start look very bland (big scale),
maybe put some more trees/ruins etc. there
there is already almost 7000 brushes, so i don't know should i add something more (ok, maybe trees)
>- the tele texture at the MH secret seems to be too close to the walls
i never noticed 'bout first one (tnx)
the second is fixed now
>- it´s possible to telefrag the first shambler at the SK
yeah i know about it (is it bad or good?)
>- the big battle before the final lift - why do you keep the doors open
it's fixed now (when you enter in the room, the door closes, after the battle the both of doors are open now)
>the last boss door(ditto)
ps. sorry for a long post
pps. thank you for suggestions
ppps. i'll send you new beta tonight ok? :))
Feeling Better Sielwolf?
#4573 posted by RickyT33 on 2008/03/20 18:45:10
Ricky
#4574 posted by spy on 2008/03/20 18:56:36
i missed you :)
Spy
#4575 posted by Sielwolf on 2008/03/20 20:41:55
I get *your* mails, but I can�t send from my home account; I will send from the other account then (yes send the new beta if you like).
@Ricky: slightly, thanks for asking :)
Sielwolf
#4576 posted by spy on 2008/03/20 21:12:17
sent it to ounij@------ is it right?
Kiddin'
#4577 posted by madfox on 2008/03/22 19:20:39
trinca,
i know neg!lke can be mean, but that's why he's a beta tester.
Here's another one of my map,
it is getting to wide again...
http://members.home.nl/gimli/fitz0006.jpg
MadFox
#4578 posted by Preach on 2008/03/22 20:58:09
Love the way the lighting looks in that shot, in particular the way it picks out the architectural details of those towers. I think it would really help if the floors had a different texture to the walls, at the moment it's not very defined. Also, the water texture does not suit at all. If you're trying to capture the reflection of the sky, your best bet would be a golden brown colour, which would also look okay as dirty water under the archways. At the moment it looks like a huge portal to the unknown - I'd jump in that and expect to be teleported.
#4579 posted by Trinca on 2008/03/22 21:12:44
look nice madfox
Jigsawing
#4580 posted by madfox on 2008/03/23 01:09:13
The water texture is indeed out of order. I get some strange effects on the pillars, some of them seem to noclip, others don't.
I was glad, because the map only gave me 6 warnings. Then I decided to rebuild this part nice on grid and then suddenly the warnings went up over 300.
Looks Good Madfox!
#4581 posted by RickyT33 on 2008/03/24 18:04:13
Er, good luck with the warnings!
Warnings
#4582 posted by madfox on 2008/03/24 20:29:31
The compilers warnings... I mean, when a map compiles, it is playable.
Will avoid or correct these warnings make a better gameplay?
Let's say, I've got two maps of the sanme subject, one with 6 and one with 300 warnings.
Both maps play good, what's the difference?
Or is a warning a caution or a breaking compile rule, which affects the playability of a map?
#4583 posted by JneeraZ on 2008/03/24 20:46:33
If the map lights and gets through VIS without a problem, odds are you're good to go. Many of the messages that QBSP spits out are harmless warnings.
#4584 posted by Trinca on 2008/03/25 03:09:15
some warnings make leeks and this is not good... my older maps had warnings now they dont have any...
Me Too !
#4585 posted by RickyT33 on 2008/03/25 10:58:59
Well ATM I get:
TxQbsp - 3 warnings
Vis - 1 warning
Tyrlite - 3 warnings.
I used to get a lot more! THTFY had 15 TxQbsp warnings...
The vis warning scared me, but it still works so no problem :-)
Warnings are getting less & less with every map!
Deja Vu had loads of warnings and every map was boxed. I've learned a lot since then!
Just Wondered
#4586 posted by madfox on 2008/03/26 09:16:40
Making a map is great, sure when there aren't much warnings.
It can feel such as a waist, when adding a new part which is mapped fine, suddenly raises these warnings.
#4587 posted by JneeraZ on 2008/03/26 10:56:26
Well, Quake is an ancient game engine. The fact that we can make maps for it at all is something of a miracle. :) And yes, errors can be disheartening - especially considering how little Quake does to help you fix them.
"new portal clipped away"
Oh thanks! Yeah, I'll get right on fixing that. Sheesh...
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