 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?
#517 posted by inertia on 2006/12/17 05:46:30
OK GUYS I'M HOME FROM SCHOOL TIME TO GET MAPPIN'
what is the latest status on what qc features will be in our little pak?
 Trinca,
#518 posted by HeadThump on 2006/12/17 13:36:20
I'm having some e-mail related trouble and my e-mails to you are only coming back. Meh apologies.
I've played the 2nd Beta twice now, and I only have a few recommendations to add; some of the longer corridors are a bit more curvy than what the texture materials suggest they should be, and there is a problem with the big lift down where creatures get under the lift as it is coming down and they force it up before you can jump off.
 As Mentioned Before...
#519 posted by madfox on 2006/12/17 15:37:20
the quoth.progs would be updated with a func_ladder too.(maybe)
I've been working a little by myself extracting it from the proxys.qc but although I may get it work on a clean qc-file,
this doesn't intend it will with the Quoth.qc
 What's So Special About A Func_ladder Anyway
#520 posted by negke on 2006/12/18 11:56:39
since you could also simply use 1 unit stairs/clips?
 Probably Some Semblance Of Ladder-like Movement?
#521 posted by Lunaran on 2006/12/18 12:02:36
ie not rocketing skyward
 Neg!ke
#522 posted by madfox on 2006/12/18 17:15:38
Since you're the one with the urge to leave I'll try to explain...
you're option is almost right though the minimum size is 4.
And as I have rather large heights it would make the verticals too max.
func_ladders use the jump function in some enhanced manner and are not so easy to integrate in the qc because they depend on other, like client.qc and players.qc
In my map I would have to make the vertical size to big as they are in mineshafts rather small.
Are you still there...
|