#43 posted by
hypnos on 2015/03/29 22:23:50
I'm Working
#44 posted by
ijed on 2015/03/30 02:32:42
It's just not looking very nice and has no unique gimmick.
#45 posted by
hypnos on 2015/03/30 02:53:12
@ijed You nailed it, having the exact same problem ;)
#46 posted by
ijed on 2015/03/30 03:33:20
I think I've found the look now - green and blue dungeon.
I stopped working on an earlier version because I didn't like the gimmick.
I'll post a shot once I compile it.
#47 posted by
- on 2015/03/30 04:46:16
Oh
#48 posted by
- on 2015/03/30 04:55:19
and if you want proof of how lazily I've worked on all the rocks this past week...
http://scampie.net/etc/wip/jam5_arena1_day1_1.jpg
http://scampie.net/etc/wip/jam5_arena1_day1_2.jpg
That's day 1 where I made the layout and didn't share the pics with anyone except negke and Lunaran. Since then I've only poked here and there each night because I fucking hate making rocks.
Looking Good So Far, Scampie
#49 posted by
Cocerello on 2015/03/30 10:07:57
The gameplay can be seen on those screenshots.
I see that you used the idea i had for lighting in sm176 too.
Also be careful to not make the central spot a too safe place against ogres and demons. It would make the map blander.
By the way, which textures are you using for rocks and vines?
Nice.
#50 posted by
Shambler on 2015/03/30 10:38:37
Now go map rocks.
Hypnos urs is looking good too.
#51 posted by
- on 2015/03/30 14:09:05
The base texture for the vines is 'maya2_9' from the Rogue expansion. The rock walls are 'rock18', I believe from Unreal originally, I use a version I modified that tiles vertically better than the original.
I then shopped that rock texture with the vines texture at a few different length variations. I also have a couple of the trims and wall stones from sock's Egyptian textures with vines over them which I'll use a little for the interior arenas.
When I do the hanging vines as brushes, I have a texture I hacked together that uses 'hedgerow1' from zendar with the green leaves of 'maya2_9'. Basically looks like the original 'maya2_9', except I replace the brown vines with dark green leaves, which looks nicer when made into standalone vines and such.
The rocks on the ground are 'ogro42', from one of Ogro's texture sets. The blue crystals are 'crys1_2' from Quake2. The green grass is 'jf2grass' by metlslime from Rubicon2.
I put together the .wad I'm using a couple years ago intending to do a 'lost continent/hanging gardens' setting for a map. Pulling it out now just to use it because it looks too cool not to use, and this area honestly only looks good because of dirtmapping AO and the diffused sunlight2.
W00t
#52 posted by
DaZ on 2015/03/30 16:12:46
Looking good Hypnos and Shrimpie. Everyone else = Go map! (and then post wips!)
;D
Interesting
#53 posted by
Cocerello on 2015/03/30 18:00:34
Suspected that the rock texture was from Unreal, but never thought that the vines could be those, and was thinking were in Unreal were those located. Good choice of textures across sets, indeed, look coherent, at least from this distance. I was particularly interested at those two, as i was searching for a texture with and without vines for a map, to hide the limit between the two.
The Unreal rock texture really needed that improvement for tiling, i remember it being quite bad at it, not that it is critical in your case, as long as faces stay at that size
That Looks Lush As Fuck.
Put a Rubicon 2 base in it.
I will be looking to contribute something... probably will take a day I would suspect.
#57 posted by
JneeraZ on 2015/03/31 12:51:41
Bear in mind that Qonquer can trigger events at the start and at the end of each wave ... so you can do some wacky stuff if you really want to. Transforming arenas and things like that.
This Is What I Have So Far -
Yes!
#59 posted by
DaZ on 2015/03/31 16:41:25
Bear in mind that Qonquer can trigger events at the start and at the end of each wave ... so you can do some wacky stuff if you really want to. Transforming arenas and things like that.
This is what I was hinting at with the interesting or unique twist. Cool stuff that changes up the fight! GO MAP #D
Yeah
#60 posted by
ijed on 2015/03/31 17:26:51
I had the whole floor change on every other wave, a bit like an interlocking Dead Simple.
But then it pissed me off.
Speaking Of Which
#61 posted by
skacky on 2015/03/31 18:27:08
Can you put qonquer spawns that activate ONLY after a certain wave completes? That would be cool when you open another room and you get more monsters from previously inactive spawns in that room.
#62 posted by
JneeraZ on 2015/03/31 18:39:11
Yeah, just set the spawnwavestart on the monster spawns in there...
http://www.wantonhubris.com/qonquer/Editing%20%3A%20monster_.html
They won't be used until you hit that wave.
What if I killtarget info_qonquer with a targetend? Will the game end?
#64 posted by
mfx on 2015/03/31 20:09:20
Ok im going to reuse some old scraps for this, to get them out of the way in some sense.
I'd like to make a startmap from this bit:
http://i.imgur.com/dQiBxTh.jpg
I need a precise number of contributors for extra teleporters, but thats done quick.
My entry looks like this atm, you know that already..
http://i.imgur.com/S8ziQ39.jpg
Now go map!
My First Thought When I Saw The Second Shot
#65 posted by
negke on 2015/03/31 20:45:28
This would make an awesome floating Icon of Sin-like boss enemy.
Icon Of Sin-like Boss Enemy.
Sounds like a perfect use of Qonquer to me.