uhmm dute is ther only 1 stairs to the bacment?
there will be a basement and more basement stairs even though i only showed you one The Basement will be an empty room with stairs and pillars Thank you......... did you even read my super long paragraph because almost right at the end i said there will be more basement stairs even though i only showed one.
-Flame
Or you could focus your time on the sculptures, No box, no map, save them and other mappers can import them into their maps.
We could really use some prefabricated parts for our maps. :P
Did you mean to post this on my map in progress? lolXD Yeah Quake I think you have the wrong guy here Happy=texturist/something that i dont know
So that people READ your thread flame :)I have no idea how to take this as an insult saying if this was just about my map no1 would read or as some help from Quake to get people to read about my map XD Quake which way was it
Free advertisingwhat XD i started on my map then did that I made area1 and the did that XD
Good job drawing out a blueprint first
We can't watch the demo without the map.::) Maybe in your world ::)
An easy way also to draw out maps, Is buy some Graph paper notebook, And draw out your outline treating the grid as GTK radiants Grid size 7
CRUD thx ron i forgot i was suspose to add an underground tunnel to the basement from there :D
4) The small house needs lots of work. I wish I could go inside there. What would I find?
think smaller. Instead of making a football field make perhaps 3 story house with a praking lot of seomthingNever i think
[/glow] Failthink smaller. Instead of making a football field make perhaps 3 story house with a praking lot of seomthingNever i thinkB[/glow]I[/glow]G[/glow]
Flame[1up],1 2 and 3 completed Ron #4 i dont know if i wanna open the house i am not good at furniting :/ but then again its a house with a huge hole in it so it may not need furnishing :/
I took the time to fly around in spec after running around a bit. I like the concept of your map, but I write to point some things out that I noticed.
1) See the attached pictures -both show you need to start practicing the concept of putting a texture on one face of a brush at a time. You have textures on all sides most the brushes I looked over. This is a big problem when the game is forced to draw things players will never see. It will become a major fps hog when several people join the map.
2) There are flickering textures here and there.
3) The flowery hedges will need some special shader to make them not appear to be a box with flowers painted on ---also a shader to make them move slightly perhaps as in a breeze. You could add a sound file to emulated the noise of wind blowing bushes or small plants.
4) The small house needs lots of work. I wish I could go inside there. What would I find?
All in all, the map has come a long way since the last two viewings. You can also use a different jpeg for water if you like something that is not so clear, more like a blue.
Ratts room had nothing to do with cheese?... I'm dissapointed in you flame! Lol :p looks bright and happy :D kinda funny to think we'll be killing each other there :p
Are you going to do lighting?yes Quake i will be doing lighting lets just hope i dont get color creative and make another q_palacehalls
i think it looks pretty good. Still lookes big but i guess parts can be cut off for certain modes.parts are already cut off so its not as big as those pictures show those pics show all the rooms in all modes that are not CTF or TDM 3 rooms are cut out
better make some cheese for ratts room :Olol a real big one too :D lol
time for that huge Cheese wheel you have wanted and not just one ;)
Could you please change Thrillers water reservation to Inka's water reservation?:Dlol bad luck there i already changed it to sw00n's :p
well actualy i was about to call on a test party :p
we need a few people
map works great with bots :D
lol fixxed the lighting a little bit but not the resolutionwell actualy i was about to call on a test party :p
we need a few people
map works great with bots :D
It is looking much better. You still have some lighting issues to resolve. You skybox image could be scaled down a bit, which would help with the resolution. In these screenshots I see a huge improvement in the map look and quality appeal. A couple of the rooms really jump out at me and make me want to run around in there. That blueish/green light room with novabunny name feels like a part of the map that requires some jump skill --neat in a weird way.
I looked it over and noticed you have some lighting problems, or for me it seems that the map is way too dark in many places. I also noticed some brushes that gave a clear view to the void below and/or we not lined up. There were some flickering textures here and there, indicating overlapping brushes. FPS was good, but I was only running around alone. There were a lot of open spaces, which gives you plenty of room to decorate and place models. The house inside is completely dark and there is a view right through an overlapping texture. All in all, this map does not feel like TDM, for some reason it feels like a jump map, but it is not a jump map. I have been playing a lot of Bomb and CTF, so maybe it could fit in those gametypes. But the map still needs a great deal of work.thx ron :D
Its a really fun map to play. I like how its easy to identify every section of the map. I especially like 'the swoon room'. Great job Flame. So so proud of you. Can I adopt you?O_O ummmmmmm i would probably get shot on the first day of your "training camp" ;)
textures/map_name/light_solid
{
q3map_surfacelight 9500
surfaceparm solid
surfaceparm nomarks
qer_editorimage textures/map_name/white.jpg
qer_trans 0.7
{
map textures/map_name/white.jpg
}
}
and what would that hard limit be.. 1024?
but you can't Use more than ~1000 Lights, because the Limit of Entities is 1024, and every Single Light is a seperate one. Also you can do Spotlights, by pointing a light to a target_position, but Remeber you cannot do more than 128 of them
Surfacelights (with eventually BlendImages) are better than Light Entities, because they don't use any Entities (exept 1x Worldspawn) Using too much Entities can be bad for some Maps, an Example is "IcyWorld" by Rambetter, where some Players get everytime a "Bad Command Byte". So better Use Skylight and Shaders, there is even a Shader of Simple Light Emitting Brushes in the Default Paks, it's Realworld_light. Make a box/whatever with this Shader at all Faces, and you can handle it like a Light Entity, and you don't get Too much of Them.
mine are 2000 O_o
maybe its my rainbow room?
Look on the horizon,
for the gold up high.
This is the powerful sun,
which in our lives, we live by.
For it wakes full of power,
Giving us the courage we have seen.
For it sleeps,graceful as a flower,
Keeping us quiet and serene
It radiates the sky,
creating hues we've never imagined.
For we all let out a sigh,
As it creates a huge rainbow bend.
The sun is full of courage,
never backing down.
Making the sky a forage.
For this is the Earth's crown.
~By Flame[1up]
This just came into my mind but I think it would be kinda cool if we had like a Heaven/Hell map. Red team is Hell and Blue Team is Heaven. Make the map kinda like the ... can't think of the name of the map. It's only on TDM and it's the 1up map or something like that. Just an Idea. 8)
This just came into my mind but I think it would be kinda cool if we had like a Heaven/Hell map. Red team is Hell and Blue Team is Heaven. Make the map kinda like the ... can't think of the name of the map. It's only on TDM and it's the 1up map or something like that. Just an Idea. 8)
xD no thx. I have a next idea.....actually alot
maybe ask someone else.