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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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Like I Said 
It's a matter of perception. Do what looks/feels right, and adjust from there. 
It Is Relative.... 
... to players size, that is 16 units tall if I remember well :) 
To Add Just A Bit More... 
When you're dealing with dimensions/proportions in a game engine, you're almost always going to have problems if you try to rely on exact conversion numbers and translation of stuff directly from the Real World.

In FP games in particular, the camera height and FOV are going to differ at least a bit (and often significantly) from what you're used to seeing in real life, so some things will feel right and some won't.

And then there's the problem of stuff being on a small flat screen, rather than actually being in front of you... 
Btw 
there is a limit after all to how far out you can build. it appears to be 8192 (doubles?) where, anything after that just doesn't draw. 
Necros: 
Hmm, I guess there are probably some client functions that assume the original bounds. For example:

- the far clipping plane

- the skybox size

- the trace vector used to light entities based on floor lighting (was 2000 units in original quake, now 8192 in fitzquake) 
 
you guys ever go back and play some of your really old stuff?
i was playing nesp09 and i discovered my lame sense of humour hasn't changed at all. 
 
i guess what i was really driving at was: do you enjoy your own maps after sufficient time has passed that some or most of it is almost like new? 
 
I play mines from time to time just to remenbered how noob I was and still :)

Yes I like to play then -:) and I love even more to play your maps necros ;)

ne_lend is my favorit map ever, i love the use of the nails in the map, very fast and fun. I played this map many many times... doesn�t look Quoth at all because is real fast. 
 
Like when you told me it wasn't possible to use the second (light brown) Polyp skin in Quoth while it actually is? Where we could have been now... 
 
I've replayed my speedmaps recently. Some are better than I thought, and most are much worse. Pretty much all of them are ridiclously hard - 60 monsters in such small maps, what was I thinking). And the humor in some of them is beyond lame, yeah.

The most obvious thing going on when playing one's old maps is realizing their shortcomings, like Trinca said, and how one would build it differently. 
 
I also think that the fact that you guys play others games help a lot in inspiration!

In my case i dont play others games because of my very limited time :\ i wish i had more time to play others games and map more :\

But in the other hand i�m very glad of my life, i love my kids and my wife ;)

I will keep mapping for Quake but this year and next will be hard for me to release anything, only speedmaps... full map i dont have the time and the will. 
Rather 
joyfully playing my own map again then seeing it quoted by someone who HAS to do the job. 
WC/Hammer 
Has anyone gotten Wordcraft/Hammer to run well on Linux? 
It's Difficult Enough 
Getting it to run on windows - no joke.

It's got a very nice interface but if you're looking for editors I'd suggest going for another one, maybe QuArK. Which is multiplatform AFAIK. 
 
It is not and it is an editor that makes it too easy to screw up (and likes to do that by itself just to annoy you). 
WC 
I've had no problems with it on windows. I know Radiant works on Linux but I've been using WC for years and it's what I'm comfortable with.

I have Quark but it runs slower than WC. I'm just wondering as I'm looking to switch to linux. 
Fair Enough 
I'm still looking for a solution to the 'no 3d selection' issue - There are dll's that can be used but they screw up the texture rendering. 
 
Radiant and Quest run natively under Linux.

Several others run under wine (pretty well actually), if that floats your boat.

I'll learn Radiant soon anyway. 
I'm A Few Posts Late But 
I fucking love replaying 90% of my old speed maps. I never get tired of them, and I don't look at them critically (probably because I haven't improved much, if at all). 
Argh, This Is Taking On JPLian Dimensions 
Full: 75.01%, Elapsed:307h 39m, Left:482h 54m, Total:790h 33m, 38% 
Hm 
Is it really worth the full vis? After all the map is very open. 
I Think It Is 
It'll still have an extremly high polycount, but even if the fullvis can only lower it slightly, it'll be worth it. 2000 is better than 4000. 
 
your computer will burn :|

make a backup of everything NOWWWWWW 
 
I wonder what the magic breaking point is for VIS. My latest map has gotten larger and is still VIS'ing in under 5 minutes. It has one huge room in it with lots of detail but even that doesn't seem to daunt VIS... 
 
It scales up exponentially. A single room (how huge is huge in Quake terms) might work, but if most or all geometry is inside a single volume like in a space map, it creates a multitude of portals. There's one for every little edge and slope and all they also affect each other.

http://negke.quaddicted.com/images/coag_prt1.jpg
http://negke.quaddicted.com/images/coag_prt2.jpg

Note the portal jungle in the upper half. 
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