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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Lights just aren't bright enough I'd bet. There's no limitations for lights or anything like that in shareware Worldcraft.

If I were at home ATM, I'd post the registered version anyway. It's not dishonest to get the registered version of an editor you can't buy anymore. 
Here Ya Go 
Thanks 
Cheers, Scampers. Cheers, Starbers.

Now the blind shall eat, the hungry shall walk and the Lame shall see again. :-) 
HeadThump 
Um... I just try to map really, really fast.

Seriously, I do all the architecture first, then the lighting, then the gameplay. Sometimes I set up the brush entities (doors, buttons, etc) as I make them, but sometimes I do that when I get ready to do the gameplay. Frequently I'll do the basic lighting, and then after I check to make sure that's mostly okay, I'll tweak the lighting as I tweak the gameplay. I also play through the maps a few times to make sure the gameplay is mostly balanced and completable.

Also, if there are any bugs, I will take the necessary time to fix them, even it takes 30 minutes extra. Bugs are bad, mmkay? 
Speedmaps 
most of the people doing good speedmaps have probably done pretty much mapping in the past and that should help... another good thing might be to decide on a plan and stick with it no matter what. 
Speedmapping 
because it's "just a speedmap" i do a lot less second-guessing than when i normally map. In a real map, i often delete entire rooms when i decide they aren't good enough. In speedmapping, pretty much every brush is worth keeping.

As for the process, i speedmap the same way i make real maps -- every room is built, lit, and stuffed with entities before i move on to the next room. (Though at work, i've moved towards blocking out the entire level's layout before detailing anything.) 
Yeah That Too 
because it's "just a speedmap" i do a lot less second-guessing than when i normally map. In a real map, i often delete entire rooms when i decide they aren't good enough. In speedmapping, pretty much every brush is worth keeping.

Ditto. 
Title 
trigger_multiple doesn't work inside trigger_push. Is it only my bug or not?

BTW Kell, did you get my e-mail?
and what's up with your site? 
PuLSaR 
got your mail; skybox is made and tested; working on some rock textures atm.
SOK was transferred to another server a few weeks ago when the net cafe where it was hosted closed down; consequently, it's down more often than it's up - sorry :( 
Thanks Every One For The Feedback 
R P G -- I find I have to do the entities along with the archetecture or else my scaling gets out of wack. This happened big time on a recent map I did for a Tikidomain contest that I wound up not submitting as a result of my mistake (it caused problems in the -vising). Chalk it up to experience, I guess. 
HeadThump 
I don't normally have trouble with proportion. This is partly because I have almost all hallways 128 or 256 units wide and 128 or 192 units high. However, this becomes a problem because then everything becomes standardized and the map feels more rigid and less dynamic. 
RPG 
I'm coming along in learning to proportion my maps better.

One way to break from making things look standardized (and after all standardization is realistic if you are doing human environs) is to weigh things down to account for gravity. Have the columns bend slightly in a downward slope, and the ceilings shift around a center of gravity.
I learned this from an architect who designed my old college's art building. He said that he always kept in mind the pivot point of his structures and the natural incline of gravity and weight to that point when he worked out his design to ensure maximum 'dramaturgy'.
It is a bit trickier to do in a virtual setting (veering from 15, 30, 45, and 90 degree brush design causes alignment problems) but that is all the more reason to fight for that extra last inch of realism. 
Mapping Help Becomes My Favourite Thread :) 
Is it possible to create monster clip in original quake? If it's possible than how? 
... 
I mean only monsters couldn't pass thru it, not player or weapons 
No 
The only thing you can do is use a trigger_monsterjump that throws monsters away from any doorways you don't want them to enter, but that looks silly though... 
Only In... 
QC code. If you're not too hot with including a progs.dat with your map, then it's not a feasible alternative. 
Pulsar 
You could just add a gap under the doorway with lava at the bottom, so the player has to jump to get over it. Dogs and fiends can still pass though if the player is in sight... 
Good Idea 
The player can jump, or you can make a player-only teleporter to bridge a gap.

You can also use the fake q1 ladders, since monsters most definitely cannot use those.

Also, you can make a trigger (will only respond to players) that triggers a door or barrier to open or move, which then rapidly closes behind him.

But if you want a barrier that monster bullets and attacks cannot penetrate, then you'll need code for sure... maybe. People always have suprising tricks for these things. :) 
Right 
You could just add a gap under the doorway with lava at the bottom, so the player has to jump to get over it.

Or make that gap 48 unit wide, and put a clip brush on top. (You could also put func_illusionary bars over it so it looks solid.) The player can walk over it, but the monsters can't. 
Cool 
Good to know. I had always assumed monsters could walk on clip, but this makes sense since tracelines go right through them.

Thanks, RPG. 
Sky Textures 
Is there, or could there be, a sky texture without a 'horizon'? Anyone know? 
Well 
thanks for you feedback, but my situation is a bit different, i.e. I need monster clip to protect trigger_mosterjump that I placed for one special monster that should fall on it from above

but I think making a gap around it will help me
/me goes to check it 
Well 
If the problem is that there's monsters running into the monsterjump after it's been used, you can kill it with killtargets you know... 
Or.. 
you could make a func_wall that covers the monsterjump for the earlier ones & then kill the func_wall to reveal it. If both are pretty thin it might hardly be noticeable. 
Or The Floor Is A Func_door... 
...that moves down a few units to expose the trigger. 
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