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Posted by Shambler on 2017/02/23 13:35:48 |
1. Loads of great maps.
2. The full spectrum of mapping covered from the smallest vanilla Jam maps to the largest AD maps.
3. Loads of new mappers appearing out of nowhere.
4. Lots of hype still after 20 years.
5. Mappers doing interesting mapping streams for inspiration and interaction.
6. Mods like AD opening up a variety of mapping potential.
7. Mappers are generally great at using enhancements like fog, coloured lighting, skyboxes, rather than abusing them.
8. Custom engines have settled down to be stable and functional and work well as modern Quake.
9. Often a pleasing focus on exploring and secrets.
10. *insert yours here*
......
The one improvement I'd like to see is for mappers to realise that good, but small / non-epic / imperfect maps / scraps are still worth finishing off and releasing, whether they're simple vanilla maps or sock tormenting us with an unreleased striking castle vista. I'm sure a lot of these things can be fixed up to be worthwhile, and even if they weren't as good as the mapper intended, they will still be cool to play and explore. |
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Cheers
#51 posted by Kinn on 2017/02/26 20:48:52
Yes, I really don't want to feel like I'm missing out on something great, so I'm trying to give TB my best shot. I'm probably gonna keep pestering for radiant-like features though!
#52 posted by negke on 2017/02/26 21:08:50
I would say in most cases it's the simplest features that make a difference in how fast or efficient you can work.
For instance, I always thought it was a shame how in Radiant the "drag to resize" feature mentioned above was so unreliable since it worked on all axes at the same time - if you didn't move the mouse 101% horizontally, it would move or resize the brush to the front or back. The custom Netradiant is much improved in this sense, because by holding shift while dragging it locks the movement to the current axis in the same way that TB does. I'm actually not sure if this is a new feature or if it has always been in Radiant and I just never noticed. Probably not, but would be typical if the latter was the case. Pretty much like I kept discovering "new" and highly useful features in Quest even after a decade of using it...
Confused
I remember Radiant's resize feature working in exactly the way that TB's does. I'm referring to the original QERadiant for Q2 though.
#54 posted by ericw on 2017/02/26 21:21:21
Probably a symptom of the "100 variants of radiant" problem, but when I tried Radiant, I remember the "drag to resize" feature stretches the whole brush.. as in, you're stretching the bounding box, and all of the brush's vertices are stretched to fit in the new bounding box. TB doesn't have this at all (and I think TB's face dragging is a more useful default, although the stretch the whole brush behaviour could be useful in some cases)
Aha
For the record, I call that "Scaling", and there's already a feature request:
https://github.com/kduske/TrenchBroom/issues/871
I plan to implement that soon, but I want it to be more like a free transform tool like in Photoshop. You could then use it to scale, skew, and non-uniform-scale the selected objects. Maybe even rotate, too.
#56 posted by lpowell on 2017/02/26 21:32:37
Which editor has the best tools for making arches, cylinders, hollowed-out cylinders? I use Trenchbroom but I haven't tried any other editors. I picked it up because of Daz's video.
Kinn
#57 posted by PuLSaR on 2017/02/26 21:44:00
If you're working with different editors then where's your new map? It would be good for quake mapping in 2017.
/THREAD
#58 posted by Shambler on 2017/02/26 22:08:09
#59 posted by Kinn on 2017/02/26 23:05:52
If you're working with different editors then where's your new map?
I'm not really supposed to say anything about it yet but it's a quake engine RPG type game. A free thing, not commercial. Hey, if it all goes tits up I can always turn the maps into quake maps. The design philosophy is pretty much the same.
Sounds Cool
#60 posted by PuLSaR on 2017/02/26 23:09:47
Cheers
#61 posted by Kinn on 2017/02/26 23:18:54
Fingers crossed :}
Amazing
#62 posted by mjb on 2017/02/26 23:36:48
it's a quake engine RPG type game. A free thing, not commercial.
I wish you the best of luck on your efforts!
#63 posted by sevin on 2017/02/27 00:33:53
Which editor has the best tools for making arches, cylinders, hollowed-out cylinders? I use Trenchbroom but I haven't tried any other editors. I picked it up because of Daz's video.
JACK/Hammer.
Cheers Bloughs
#64 posted by Kinn on 2017/02/27 03:27:07
I appreciate it :)
JACK
#65 posted by Qmaster on 2017/03/03 22:16:35
Has made mapping even easier for those moving from Source to Quake.
Also, yes, if you don't have as good an aptitude for turning 2d into 3d, TB is your match. I always felt severely restricted by TB. Maybe its better in TB2. Did that ever get released yet?
Oh and radiant is unintuitive, not as bad as *cough* Quark though.
So.
#66 posted by Shambler on 2017/04/02 12:25:11
MissBubbles, Naitathingy, the Episode Jam.
#67 posted by nemo on 2018/05/13 19:49:06
it's fucking free. i enjoy making maps, it makes me feel like a child again... it's a side project near my heart
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