Nice
#4860 posted by negke on 2008/07/05 21:58:54
First shot has interesting architecture but needs texture variation. As for the others, I recommend changing the texture of the rails to something without rivets. Two different water textures ?
MadFox
#4861 posted by JPL on 2008/07/05 22:03:55
hhhmmmm I concur with ijed and negke, and I add it looks tasty: go map !
Thanks
#4862 posted by madfox on 2008/07/06 02:30:57
for your advice!
I must admit I have the feeling it's an example of style-breach. The first pix is a medieval style while the other two are a neat present of a nowadays town.
Point is the bsp has reached 7.2Mb and I can't do a thing to it. I'll have to break it up which I don't like or make the best of it as it is now.
Maybe someone is willing to make quick runthrough, it could help me getting a fresh look?
Madfox
#4863 posted by rj on 2008/07/06 07:31:02
i love the look of the architecture. there are some bits where the walls, floors and ceilings are all in the same texture though, i would consider changing them (the floors & ceilings, it works well on the walls)
MadFox
#4864 posted by JPL on 2008/07/06 08:59:16
Point is the bsp has reached 7.2Mb and I can't do a thing to it
Well, it is indeed very big... but you can handle it using aguirRe's enhanced engine: my current project (not yet finished) is resulting in a bsp of almost 11.5MB... you just need time for compilation, and lot of luck to avoid troubles like HOMs, leaks, etc... sometimes it appears "Lord knows why" and disappear as well... weird...
Anyway, I'll look forward to this map, that remind me a fragtown series a little bit ;)
Go map !
Engines
#4865 posted by Spirit on 2008/07/06 09:45:17
By requiring specific engines you reduce the "audience" of your map significantly and piss off quite a few people. I wouldn't recommend it.
Orly?
#4866 posted by Sielwolf on 2008/07/06 10:57:51
By requiring specific engines you reduce the "audience" of your map significantly
- I guess those still playing this game would know how to handle that (it's not like we're talking about a superadvanced engine that requires tons of extra downloads)
- if players can't be arsed to rtfm and follow a simple link - their loss
Y'rly
#4867 posted by Spirit on 2008/07/06 11:28:40
I guess those still playing this game would know how to handle that
If you want to limit your audience to people who know that stuff then fine. But take a look around (the quakeone.com forum attracts a lot of clueless newbies for example) and you will see that there are quite a few "invisible" people that will struggle. Hell, many people use glquake and just don't care about a map that does not run in it.
if players can't be arsed to rtfm and follow a simple link - their loss
If that is the mapper's attitude it's ok. I'm just saying.
#4868 posted by negke on 2008/07/06 11:44:12
People should finally wise up and realize that in order to keep this game alive after 12 years, these kinds of development have to be accepted.
Even the dumbest newbie should be able to get a map to run if the readme explains it properly (optimally also supplying links to the required engines and resources).
If they follow this ridiculous attitude of strictly denying to use anything but their engine of choice or even not wanting to "clutter their Quake dir", then it's indeed their problem.
I could imagine the future of Quake mapping to rely more strongly on new engine features, at least once DP has finally become properly playable. The Doom community demonstrates this perfectly. There are so many maps using ZDoom features and nobody complains about the need to use it.
Well Yes
#4869 posted by Spirit on 2008/07/06 11:53:16
But for that to happen engines must be more polished and working nicely. I mean, what engines are "it"?
The current Fitzquake crashes on those maps.
aguirRe's engine has no full- nor overbrights.
Darkplaces is Darkplaces.
Just look at how awesome ZDoom is. It is no surprise it is being used. Just like ezQuake.
And yes, sure it is their problem. It is totally the decision of the mapper to in- or exclude them (I am saying that without any "weight"). I just wanted to raise awareness of "them"
Soluce Is...
#4870 posted by JPL on 2008/07/06 12:41:48
.. RTFM...
AFAIK, there's always a txt file in which you'll find all the necesary informations about how to play properly a map... even about engine download link if necessary... so you do not exclude people, you are just warning them about the mandatory use of specifics... though...
Well
#4871 posted by madfox on 2008/07/06 14:53:36
<rj> the texture thing isn't ready yet. I'm only trying to see how far I can go with adding brushes. But your concern is noticed, thanks.
<jpl> It isn't the size but the lightmap thing. I just went to the moment adding a brush would leave me with the max lightmap default. So the map is alright but a bit plain, which I can't avoid by adding ornements.
And I have already scaled up all outside and unused brushes.
No. Basically.
If they follow this ridiculous attitude of strictly denying to use anything but their engine of choice
My engine of choice is exactly that - my engine of choice. I choose to use it because I like it, and for various reasons I actively dislike all other alternatives I've tried.
If there is a map that doesn't run in my engine of choice then in all likelihood I'm not going to be motivated to go out of my way to play it.
Some of you guys seem to be missing the key point here. I understand or can learn how to download and configure the various engines available, sure. But why the fuck should I? I don't enjoy playing in most of the asstacular engines available, and unless the map is the next coming of christ then it's simply not worth it for me.
Naturally if the mapper chooses to release a map that requires a particular engine or mod, good luck to him! Obviously that's the mapper's choice, but you do need to understand that this will limit your audience to some extent. If you don't care, fine... great. If you do care, then ensure compatibility with standard engines.
?
#4873 posted by ijed on 2008/07/06 17:46:27
Warp was this - you couldn't play it in anything but it's own engines.
I never made it for anyone else, really. It was fun to make it. A labour of love. That some people enjoyed playing it was nice to hear.
If it got missed by, let's say, 90% of the Q1 players because it had it's own specific engines then I'm not going to cry.
We're talking about a 12 year old game - having anyone interested in your map is a bonus.
JPL, Ijed, Orl, Digs, Spy, Me.....
#4874 posted by RickyT33 on 2008/07/06 18:03:41
I love us all!!! (and AgiurRe)
Someone should port AGLQuake to Mac/OSX, just to prevent lengthy flame wars! Willem?
(This is a genuine suggestion, we all know where we stand on this issue, I'm not trying to instigate another riot...)
#4875 posted by JneeraZ on 2008/07/06 18:43:21
Sleepwalkr is a better choice for that kind of a job. I'm just a tools schlub.
#4876 posted by []v[] on 2008/07/11 12:47:12
#4877 posted by nakasuhito on 2008/07/14 14:02:26
the 2nd shot reminds me of a part from san andreas! :)
looks great though. it looks like a cool place to drive in :)
More Randomness
#4878 posted by Jago on 2008/07/22 02:20:15
Woot
#4879 posted by Blitz on 2008/07/22 06:19:50
I like it! Looks like you're making some good progress with the editor Jago :) Stick with it!
Progress
#4880 posted by DaZ on 2008/07/23 23:11:18
http://daz.quaddicted.com/
Perhaps a qexpo release if I pull my finger out :)
#4881 posted by RickyT33 on 2008/07/23 23:14:19
(drool)
Daz
#4882 posted by nitin on 2008/07/24 00:26:16
some of those unfinished maps look really good. Finish them off!
All Your
#4883 posted by ijed on 2008/07/24 03:34:12
base are belong to DaZ
Daz
#4884 posted by inertia on 2008/07/24 04:33:52
I am calling your bluff - those are the only rooms you've built! Prove me wrong.
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