 On The Replacement Textures...
#492 posted by starbuck on 2006/12/06 15:41:29
It gives me a warm fuzzy feeling inside that people are wanting to use my textures for this pack, but clearly as it stands there are a load of gaps, but...
Although I haven't had much time over the last few months and haven't been too active over here, come christmas holidays I'll be stuck in my parents house with not a lot to do apart from some web-design work, so if people would appreciate it if I made textures to fill in the gaps, I'll give it a good go.
The thing is, I don't really want to go through every map and try and find all the textures I didn't do.... but if I got a .wad full of textures to remake, I'd gladly work on it.
Think about it, let me know. I'm afraid my map never got very far, but I hope everyone else is doing great. Daz, don't quit man, those shots looked fucking ace!
 ^^
#493 posted by DaZ on 2006/12/07 05:58:43
Yes please mate :) I would love to see the completed set if time allows!
 Starbuck
Hells yes -- more power to you, buddy =D
 DaZ
Someone needs to get set up an WoW intervention with you buddy -- maybe we can get Cardo and some of his rough skater buddies to pay you a visit ;D
#496 posted by Zwiffle on 2006/12/07 16:49:36
I imagine a group of his close friends and family showing for a WoW intervention, only to fast forward to find each and every one of them becoming hooked like Jago is. How sad.
 Biff
#497 posted by DaZ on 2006/12/07 22:08:42
rofl, if only I could blame WoW for my lack of mapping!
I seem to be suffering serious mappers block :(
 One Thing That Helps Me
#498 posted by HeadThump on 2006/12/07 22:46:06
is to play a shit load of Doom2 megawads, the level design is so raw and effective in Doom & Doom2 that ideas can't help but shift through as you are jotting out maps on paper or in editor. Rise of the Triad, Blood, Hexen, Duke are good games to draw inspiration, basicaly anything that came out before Half-Life jaded us with its realism ;)
Sometimes it helps to break down the expectations built into a modern Quake single player map in to more elemental components before building them into their more sophisticated parts (like building an entire layout and gameplay with simple box-rectangle structures before indulging grand Necrosian design).
 Heh
#499 posted by DaZ on 2006/12/08 01:20:10
its kinda the opposite for me at the moment, I can make boxmaps with gameplay just fine but I have hit a dead end when it comes to the architecture. BEH!
 Daz...
#500 posted by generic on 2006/12/08 04:40:08
All the architecture you have posted so far has been top notch -- it's really too bad that you feel you've hit a dead end :(
If only we had some sort of inspiration thread...
;)
 I Agree With Generic
#501 posted by HeadThump on 2006/12/08 10:04:27
That's why I assumed you were having problems extending the style you established there into a larger map. My bad.
 Jpl
#502 posted by necros on 2006/12/08 20:16:29
haven't played the latest push yet. will get around to it tomorow i hope, sorry!
 Necros
#503 posted by JPL on 2006/12/09 01:38:01
No problem.. I'm "eaten" by real life as well ;)
 Quoth Content
#504 posted by madfox on 2006/12/10 05:39:15
to make my map compatible with the quoth content, is there someone who can supply me the adjustments for this pak?
ie: is it func_breakable or func_breakaway etc.
thanks
 Base Map Finished !!
#505 posted by JPL on 2006/12/12 11:32:15
My base map is now fully built since a few minutes.. (TxQBSP + Full Vis + ligth) Surprisingly, full vis process took only 40 mns :D ... yes 40 mns, as usually it took more than hours... ouch weeks... (not to say months... bleh... remind I got the "longest fullvis process runtime ever" trophy with CDA map ...;)... )
So I'm now waiting for 2 informations:
-> Who will collect all the map and built the pack (necros, or somebody else ?)
-> Delivery date definition...
I'll wait for these informations... and other mappers... for sure.. the more we will be, the more the pack will have interest.
BTW, I already started a new project... wait and see... :P
Anyway, MadFox: You have either to email Kell directly and ask him for the update, or if you want, email me and I'll send you all the stuff (zipped pak1.pak + additional note)... and check Quoth tutorial on Kell's website ;)
 Xmass?
#506 posted by madfox on 2006/12/12 14:44:11
Kell's spawnpoint website gives me a comercial site.
I could trace the normal Quoth pak, but as it is updated it seems useless to me.
 MadFox
#507 posted by R.P.G. on 2006/12/12 14:54:37
 MadFox / R.P.G
#508 posted by JPL on 2006/12/12 22:56:26
Actually Quoth pack at Kell's website does not include yet the update that have been shared some month ago. This update includes new functions/items and also new monsters. It is an add-on to the Quoth pack, and to obtain it you have to ask Kell.
 Mail Sent
#509 posted by Kell on 2006/12/13 00:40:11
 Kell
#510 posted by JPL on 2006/12/13 04:50:38
Thanks for MadFox :)
#511 posted by Trinca on 2006/12/13 07:56:39
my map is also finish need just some small fixes!
 Great!
#512 posted by madfox on 2006/12/13 10:34:59
let's jabber this quoth(ing).
 But...
#513 posted by madfox on 2006/12/14 16:44:03
my map is rather ladder depended.
Does quoth support func_ladder?
 .
#514 posted by necros on 2006/12/14 17:59:05
not in the current build
been pretty busy lately, and haven't really had much chance to work on the progs either... shoot me now :\
 Append:
#515 posted by necros on 2006/12/14 17:59:45
but i should have mentioned that ladders are planned to be included. i just need to find a nice way to do them.
#516 posted by Trinca on 2006/12/15 01:10:39
Madfox doesn�t your progs.dat have the func_ladder working perfectaly? if so why dont sent to necros mail the code?
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