#8647 posted by
necros on 2012/08/06 21:26:08
I like working with near-white textures. They are very sensitive to the lightmap. Maybe try it out with the fake GI light util I posted in the coding thread?

What Game Is That?
#8649 posted by
DaZ on 2012/08/07 19:37:46
If you say "Quake" I'm going to throttle you until you die :D
#8651 posted by
Spirit on 2012/08/10 10:41:34
#8652 posted by
necros on 2012/08/10 19:41:30
Why do Q3 mapper caulk the exterior surfaces of brushes like that? Doesn't the q3bsp compiler remove outside faces?
#8653 posted by
sock on 2012/08/10 19:47:16
It is not really necessary, it is just easier to start with caulk as the default surface. Also the clipper tool can be setup to caulk any new cut faces so you don't end up with stuff hidden on detail brushes.
Personally I find it easier to see quickly what stuff will be drawn in the editor, looking at a huge mess of coloured faces it is not always obvious. Plus you can filter caulk so it easy to work with small details.
#8654 posted by
necros on 2012/08/10 20:22:04
Thanks, that's been a minor mystery to me for a while. :)
Although, I think I would replace the blinding neon pink texture if I was using it that much. :P
#8655 posted by
- on 2012/08/11 03:52:04
it's neon pink so it's easy to notice in editor if there is a seam.
cityy's map looks fucking awesome.

Tester
#8657 posted by
RaverX on 2012/08/13 08:31:47
RickyT23 - if you need tester for a Q1 map send me an email with the map and the instructions

Cheers!
#8658 posted by
RickyT33 on 2012/08/13 11:26:46
I went on #TF last night and got 'hutty' to test it, so I'll fix some stuff and send you a copy later on today :)

I'll Take A Look Too If You Want
#8659 posted by
Drew on 2012/08/13 20:52:39

For Negke
#8661 posted by
Spirit on 2012/08/24 23:47:44

Hahah
#8662 posted by
DaZ on 2012/08/24 23:51:00
Is that Quake guy pooping fish onto that enforcer?
Can't un-see

Classic Pixels
#8663 posted by
sock on 2012/08/26 06:06:22
A test map called Stealth Gate
...
Image 1 Image 2 Image 3 Image 4

Sock
#8664 posted by nakasuhito on 2012/08/26 06:17:30
map looks very wicked.
wicked indeed

Sock
#8665 posted by
JPL on 2012/08/26 09:19:32
Very nice ! Fog effect reinforces the gloom-ish ambience... can't wait ply this map !

Stealth/medieval E1m1 Remake?
#8666 posted by bear on 2012/08/26 10:34:55
...

Sock
#8667 posted by
[Kona] on 2012/08/26 12:19:54
looks like it'll be a classic

Aw Shit!
Bear may just be right.
Looks absolutely beautiful, makes me sad it's gonna be a map for a stealth mod and not just the usual run and gun. :(
I advise either upping the slime's visibility or changing the texture to the lush teal slime (which fits medieval maps more anyway), because it may be hard to tell slime and water apart.

Looking Good !
#8669 posted by
Barnak on 2012/08/26 15:27:55
I looks like a very good map.
Please, make this map standalone, not just in a Mod pack.

Regular Fit
#8670 posted by
sock on 2012/08/26 15:54:42
The map plays perfectly well in vanilla mode (run+gun) and supports all skill levels but will need to work with my mod because of the extra stuff I have included (ai path finding and triggered skill spawning) My mod has two modes of play, I am pimping the stealth part because it is different to normal quake but the old vanilla mode still exists, I know not everyone wants to sneak around.
That's brilliant, thanks.