#5828 posted by
JneeraZ on 2009/07/18 13:58:19
Dreamhost is having a switch/router issue at the moment so Quaketastic is temporarily offline. It's being looked at...
Sock
#5830 posted by
metlslime on 2009/07/19 09:35:54
Looks excellent. The chains are a bit primitive though... Maybe use patches or, even better, a mapmodel, instead.
Sock
#5831 posted by
Shambler on 2009/07/19 16:46:46
Nice gaping hole, dude o_O
Progress
#5832 posted by
JneeraZ on 2009/07/20 00:58:49
3,800+ brushes and it's finally sealed. Now to start detailing and finalizing gameplay...
http://wantonhubris.com/blog/wp-content/uploads/2009/07/map_preview.jpg
#5833 posted by
Trinca on 2009/07/20 01:33:27
looks fucking great!!!
i want this :p
go map!
#5834 posted by
Zwiffle on 2009/07/20 01:45:09
Time to START detailing?? Looks pretty detailed to me!
#5835 posted by
necros on 2009/07/20 02:26:57
haha no kidding. it looks great already ^_^
I� I�
#5836 posted by
ijed on 2009/07/20 04:36:31
Not a fan of the texture set, but it's a taskmaster map, so weather it's good or bad it will be well done.
Good or bad being relative to whichever gameplay angle you're exploring.
Is that id basic sky tex up top? I'd always vote for skybox, but there you go.
The only question that remains . . . when :)
Willem
#5837 posted by
sock on 2009/07/20 08:12:50
wow very cool I like the brightness of the textures and vaulted ceiling, gives the area a regal/palace feel. What do you mean by start detailing? Is 3800 brushes alot? sorry for stupid questions, not a q1 mapper anymore.
#5839 posted by
JneeraZ on 2009/07/20 11:09:51
Wow, thanks all! And, yeah, that area in the shot is pretty much done but there are others that need detailing (box rooms). :)
Hmm
#5840 posted by
nonentity on 2009/07/20 13:21:23
I like the cathedral-esque up lighting on the ceiling, gives it a sense of grandeur.
Not sure about the square windows/light fittings tho, especially the stack of 3 on the left. They just seem too square/blocky. Possibly have one tall window instead, would flow with the lines of the room better and help emphasise the height
(altho all that may be based on the low angle of the screenshot)
And I'm all in favour of more detail, I reckon you can push a few more polygons out of the Q1 engine (altho it does look very nice already, I'm just a fan of adding modern engine-esque levels of small detail into Q1 ;)
So What Do We Have To Look Forward To Right Now?
#5842 posted by
metlslime on 2009/07/21 11:48:02
i know necros has some map that goes outside the 8192 cube, willem has the above-mentioned map, sock has that q3 doodle, gb and others are working on remake quake (or "re-quake").
Anything else?
Neg
#5847 posted by
necros on 2009/07/21 19:41:19
i really like your mapping ^_^
We'll
#5848 posted by
ijed on 2009/07/21 20:21:59
Be doing a demo sometime soon, just ironing out the last few issues and preparing stuff.
Negke
#5849 posted by
ijed on 2009/07/21 20:22:54
That looks fucking great.
#5850 posted by
necros on 2009/07/21 20:39:52
just glued all the different sections together; haha i'm fucked.
*** WARNING 34: Nodes 51370 exceed normal engine max 32767
*** WARNING 30: Clipnodes 154267 exceed normal engine max 32767
*** WARNING 36: Vertexes 100497 exceed normal engine max 65535
*** WARNING 37: Faces 89958 exceed normal engine max 32767
*** WARNING 31: Marksurfaces 100194 exceed normal engine max 32767
even aglq crashes.
i don't know why i always do this. >_<
#5851 posted by
JneeraZ on 2009/07/21 21:09:25
FFS, you were THAT far over and didn't realize it? :)
Necros
#5852 posted by
AEnoch on 2009/07/21 21:29:27
Try upping the -heapsize to 262144 or higher.