Hot Tip
#7203 posted by
RickyT33 on 2010/12/28 16:32:38
You can do some angled crates (misaligned crates) which are still nicely on grid. You just offset each of the corners so that each side has an angle of 1 in 4. If see what I mean. I could post an image somewhere........
Massive base maps get my juices flowing ;)
Hey Ricky
#7204 posted by
necros on 2010/12/28 19:14:48
when do we get starkmon2? ^_~
Hopefully Never
#7205 posted by negke on 2010/12/28 19:47:40
I want some non-base Ricky maps for a change.
Some Base Scraps:
#7206 posted by
ericw on 2010/12/28 21:15:26
I just heard you could set alpha on a func_wall a few days ago, so I had to try building a glass walkway:
http://img264.imageshack.us/img264/3992/glasswalkway1.jpg
also, an exploding slipgate:
http://img600.imageshack.us/img600/749/slipgate.jpg
The recent posts look great.. should be an exciting new year for maps :-)
Ericw
#7207 posted by
JPL on 2010/12/29 09:24:21
First shot is really good: it reminds me a spatial base in Doom2 (I don't remember the exact title).. Good use of glasses here !
Playing With Scripts Again
And I Hoped To Have Most Of It Finished Over Christmas :(
Well I've almost finished connecting it all up, so it at least won't grow any more.
http://www.zealousquakefan.com/wp-content/uploads/2011/01/zqftest03_construction38.jpg
Should really have kept it small for a first map :E
#7210 posted by
necros on 2011/01/07 23:26:17
Well I've almost finished connecting it all up, so it at least won't grow any more.
that is one of the best feelings for me.
when you put down that last brush that seals up the map and you realize you can now run from start to finish without having to noclip around or whatever.
#7212 posted by
Trinca on 2011/01/08 01:52:50
ZealousQuakeFan for as first msp id pretty easy to say that you hasve talent!
keep good work!
when you put down that last brush that seals up the map and you realize you can now run from start to finish without having to noclip around or whatever.
For me its a combination of relief and anxiety. It's cool to have it all in place, but seeing how much is left to go over with the prettiness paint is kinda scary :P
ZQF
#7214 posted by
nitin on 2011/01/08 04:19:01
you have some Unreal mapping experience? what maps?
I made a deathmatch map for the 3D Buzz mapping competition a couple of years back, was called Dogs of War. Some shots of it if yer interested:
http://www.zealousquakefan.com/2010/10/a-ut3-level/
It's not really finished, and was a remake of something I'd made in ut2k3. I also built it more like a ut2k3 map, so it has an excess of BSP that needs stripping out really. The competition was very interesting cause I saw how the winners actually built stuff :)
I plan to go back to it and finish it, but I wanted to create something single player. Only ever really built multiplayer stuff that I played with friends, single player is vastly different :E
#7216 posted by
kaffikopp on 2011/01/08 10:19:57
when you put down that last brush that seals up the map and you realize you can now run from start to finish without having to noclip around or whatever.
I can't wait until I reach that stage. As of now, it feels like there's an endless amount of brushwork left, I've already worked on the map for some time and I've only done about 15%!
At least I have specific ideas about most of the areas in terms of layout and setups from now on, though, coupled with a self-imposed deadline of the beginning of april, so hopefully that will help motivate me...
Working On Website....
#7217 posted by
RickyT33 on 2011/01/10 05:09:18
http://www.quaketastic.com/upload/files/misc/BMFN.png
My actual website this time. A bit gratuitous but it seems to be the done thing, and its for my course.
Need to finish it soon, deadline coming this summer, and there's an exam after the final website(s)
@Ricky
#7218 posted by
quakis on 2011/01/10 08:30:40
Reviews? You're own, or referenced reviews of your maps?
I Am Planning On Reviewing Maps
#7219 posted by
RickyT33 on 2011/01/10 11:29:50
Probably base maps :) Although I may extend it to just whichever maps I think are worth a review.
So...
...you really do have a thing for base maps then :p
Yeah
#7221 posted by
RickyT33 on 2011/01/10 14:54:18
Ive only made 2 maps that weren't (3rd on the way, alongside another base map :)
New Map - Q1shw1: Devastation
#7222 posted by
ShadoW on 2011/01/11 11:30:07
Hi guys, I've made a dm map, and here's first beta of it. I would appreciate any feedback.
Download q1shw1_b1
Image1
Image2
Image4
Image4
Now, I also have 2 issues with that map:
Weird lighting
Vis issue
I need some help with getting around those, any ideas?
ShadoW
Cool
#7223 posted by negke on 2011/01/11 12:04:56
Wicked style - I love it! Without the QRP, that is.
Layout seems very good, no item placement - would have to play it against opponents.
Some technical notes: there are a few empty spaces outside of the map (between brushes of adjacent rooms), noclip around to find them.
The steps at -592 -432 216 (near the RL) could use clips on the side so players don't get stuck.
The gears panel at 373 768 360 isn't clipped off.
The angled skull textures at -589 -583 303 isn't properly aligned.
The base trim in the main atrium (image1) looks a bit off with its lack of seams. I'd say either make a 32 unit trim with seams or use the 16 unit texture on those faces as well.
There are some unrealistic shadows, or basically black walls, in sky areas. Not a big deal, but you might want to put a little light there just for neatness.
I strongly recommend turning all of the torch holders into func_illusionaries (or delete them altogether and move the torches to the walls). This should lower the polycount a bit. Likewise, the same could be done to the weapon platforms. Check with r_showtris 1 to see what I mean.
The lighting issue, did you compile the map with -extra4? This might make it go away.
The "vis issue" is a portal error that occurs sometimes when QBSP doesn't like the architecture for some reason, or just feels like it. You can try to fix it by splitting the brush into two triangles and shift the texture on one of them slightly (so they aren't merged by QBSP).
Err
#7224 posted by negke on 2011/01/11 12:05:57
*no idea about the item placement
Looks Very Nice!
#7225 posted by
RickyT33 on 2011/01/11 12:15:22
Have you tried it in Darkplaces with all of the fluff turned on? I bet that would look cooler....
As for the vis error - yeah like Negke says, try splitting the brush. Or just try replacing the brushes in the affected area with slightly different ones.
Which light tool did you use?
If you ware using Worldcraft you might want to try "Check map for problems" - you often find some clangers at the bottom of that list ;)
Hmm
#7226 posted by
nitin on 2011/01/11 12:22:44
I see too many textures and clashes. Is it just me?
No, But.
#7227 posted by negke on 2011/01/11 12:30:15
The replacement textures highlight it too much. Without them, it works much better. Yes, they clash, but in a good way. IMO, anyway. Reminds me a bit of spirit's recent DM map which used a somewhat unorthodox style, too.