Yay!
#1 posted by
negke on 2005/12/12 09:16:35
trinca: tough fights, took me some five tries and the secret (next time mark it somehow) to finish. the dog slaughter was particularly cool. but no variations of the one texture.
also, there is some max distance-like bug at the end. no idea what causes it - fastvis maybe..
spirit: kudos for using a different tex (even though technically you used two besides trigger ;)). funny idea, too. and it looked fairly good with the fog. a tip for next time: just use minlight for such a large area instead of hundreds of point lights.
bambuzz: pretty dark, but nice and useful texture scaling. fortunately i was lucky enough not to get trapped at the exit... :)
#2 posted by
Trinca on 2005/12/12 09:51:29
neg!ke = briliant...it looks like the map have at least 6 textures...is realy great!!! u rockzzzzz
Spirit = great imaginacion...eheh love the shambler�s part crush then all!!! thks
bambuzz was also very good with lots of fight and with good stuff!
mine as usualy was worse :) but this one was made it, in few time not as the other�s that took ages...this week try to make a speed map as it should be! fast!
Heh
#3 posted by
bambuz on 2005/12/12 10:24:12
I though ot "cheating" with the tex by making thin brushes and shifting them (like neg!ke seems to have done in the screenshot ;) ) but laziness won and I made a < 100 brush map where the only effect was scaling. My map, as the previous one (with the steep bridges over lava) too is very 2-d, and could be done in doom engine too. I'll try to make design actually some time again. :)
Oh And
#4 posted by
bambuz on 2005/12/12 10:28:29
metal4_2 because I thought from irc that the actual texture was a "rule" too, and didn't bother changing anymore after i had started.
Damn!
#5 posted by
Spirit on 2005/12/12 11:03:38
kudos for using a different tex (even though technically you used two besides trigger ;)).
That bricka2_2 is QuArK's standard texture. I just forgot to change it to trigger for two brushes :(
a tip for next time: just use minlight for such a large area instead of hundreds of point lights.
It's just about the duration of light.exe not about the performance of the resulting map, isn't it? I don't really like minlight (light in worldspawn that is?) but rather place my lights by hand.
Bamrit
#6 posted by
negke on 2005/12/12 11:35:06
- it's not 'cheating', just using the one texture in any way possible.
i also thought about incorporating even crazier scales like x*5,y*0.5...
- it's not about the duration of light, about the time it takes to place all those entities. of course, placing them by hand is better and minlight looks bad most of time, but for a speedmap it's ok.
#7 posted by
metlslime on 2005/12/12 14:51:47
it's not 'cheating', just using the one texture in any way possible.
This is actually what i'd hoped everyone would do.
Nice Pack
#8 posted by anonymous user on 2005/12/14 12:52:31
sm114_bam:very nice, felt actually like a real sp level, tough end
sm114_spirit: didn�t really get the hang of it, on skill 3 the shamblers just attack and don�t move
sm114_neg!ke: good architecture, but too less monsters for the space provided, too easy
sm114_trinca for teh win, awesome challenging fragfest, but needs more rottweilers (jk)
Thanks to all.
Nice Pack
#9 posted by sielwolf on 2005/12/14 12:52:49
sm114_bam:very nice, felt actually like a real sp level, tough end
sm114_spirit: didn�t really get the hang of it, on skill 3 the shamblers just attack and don�t move
sm114_neg!ke: good architecture, but too less monsters for the space provided, too easy
sm114_trinca for teh win, awesome challenging fragfest, but needs more rottweilers (jk)
Thanks to all.
#10 posted by
Trinca on 2005/12/15 05:04:25
roulf more??? :) i put 25 ;) should be 30? :) then neg|ke didn�t finish...
#11 posted by
gone on 2005/12/21 01:36:51
I was expecting cool geometry maps, but noo
what a let down :(