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 ;)
Good Stuff Willem.
#5841 posted by Shambler on 2009/07/21 11:30:32
Looks very nice.
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?
Metallschleim
#5843 posted by negke on 2009/07/21 12:07:15
#5844 posted by JneeraZ on 2009/07/21 12:14:01
!!!
Negke!
#5846 posted by generic on 2009/07/21 18:43:04
Sweet!
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.
I Don't Think That's Gonna Help
Heh
#5854 posted by negke on 2009/07/21 23:10:53
Hey necros, I like your mapping, too - if I can play it in any engine, that is...
Smashing Limits
#5855 posted by sock on 2009/07/21 23:56:41
OMG talk about breaking compiler/engine limits, but I can understand. I often go days or weeks without compiling and just work endlessly in the editor building stuff. :)
Necros
#5856 posted by Orl on 2009/07/22 00:18:13
That map isn't sealed yet, right?
#5857 posted by necros on 2009/07/22 01:16:40
spent some time sealing the map, and i'm still way over.
*** WARNING 30: Clipnodes 59235 exceed normal engine max 32767
*** WARNING 36: Vertexes 69984 exceed normal engine max 65535
*** WARNING 37: Faces 58181 exceed normal engine max 32767
*** WARNING 31: Marksurfaces 68767 exceed normal engine max 32767
even if it weren't for the over the limit 65k vertices, 59k clipnodes only leaves like 6k left to build and here's the punchline: it's only half done.
i don't think there's any way at all that this can be streamlined to work in a single map. right now i'm looking at using the info_mapgate stuff to try to make some kind of hub map setup as i don't want to just throw entire sections away. :S
Oh,
#5858 posted by metlslime on 2009/07/22 02:30:00
you've already got the player route so locked down that you can't eliminate backtracking to previous maps?
#5859 posted by necros on 2009/07/22 03:24:21
i think that's a good idea. the big problem with a hub map which contains monsters is that depending on where you are emerging from, a different set of monsters would have to be spawned in.
you would never be able to get 100% kills, which kind of sucks. then there's all the jiggery pokery with having to keep track of all the different states of the many lifts, doors, machines etc which would be, probably, impossible without creating a new mod.
Yeah...
#5860 posted by metlslime on 2009/07/22 03:31:16
better just to break it into isolated levels and if you need to add connectors and re-work the player route in each level, do it so they can be self-contained.
Fuck All Of You.
#5861 posted by Drew on 2009/07/22 06:41:41
taking your maps to new levels and shit.
anxious as hell to play them. I am jealous of your superior skills/ hopeful they exist because your social life is crappier than mine.
Necros
#5862 posted by negke on 2009/07/22 08:12:55
You could kill the unneeded (remaining) monsters with hurt triggers in the spawn rooms and determine which monsters teleport in by staggering multiple teleporters for each one. It's not the most elegant way, but it should work.
I once had an idea for a hub map that would have three or four interconnected canyon/caverns-like maps center around a central hub with a temple entrance. The player would have to collect runes in each of the canyons and return to the temple to open the gates. Then the actual map would start. There wouldn't have been many monsters in the canyons, just a few fiends and tarbabies and the like scattered about and moving along their paths - the natural fauna so to speak - so it's not a big deal if they were alive again upon returning to the level a second time. Then again, this idea doesn't really require a multiple-map hub structure unless each of the parts is fairly large.
#5863 posted by necros on 2009/07/22 09:01:46
it would have been ok if i had started making this with a hub in mind. :S
i like that idea though, you should give it a shot ;)
Bravo Necros
#5864 posted by Shambler on 2009/07/22 09:13:55
;)
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