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Test Facility Map - A few Quake editing questions

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  • damage_inc
    started a topic Test Facility Map - A few Quake editing questions

    Test Facility Map - A few Quake editing questions

    Don't know if this is the right place or not, move if necessary.

    Okay, spent some time in the editor today finally getting to know my way around This is for the creation of the mod "showcase" idea I posted on here about a week or so ago. I won't rehash that, just know that I want to map and I needed something to start with

    I'll post updates(pics and such) on the progress as I go when I have something of value. Nothing right now.

    I have a couple of questions. If you feel you have an answer without spending too much time, I would appreciate it. I can get by without these things to though.

    Jump pads(Q3 style), are they possible? I used the trigger_push entity but I keep having to "jump up" to get it to work right. I read somewhere that the player needs to be off the ground so I created a clip brush "step" that would raise the player into it and trigger the push without jumping... FAILED!

    EDIT: I found a way. I created an area that the player drops slightly down into first, which also houses a trigger_push, that then pushes them up into the original trigger_push I wanted!

    "Texture" lighting(Q2 style), is that possible? I don't know if that's frowned upon or not, I just remember helping a buddy once edit his Q2 DM map and seemed we both liked it?!

    That's about it for now, thanks in advance,
    - damage_

    P.S.
    Using WorldCrap 3.3 with Quake adapter I won't even go into my GtkRadiant, and variants, experiences!!! I'll save setting that editor up for another time, grrr... hehe
    Last edited by damage_inc; 01-18-2013, 09:59 PM.

  • damage_inc
    replied
    g_b, I know what kind of stuff you put out! I don't yourt level of creativity in all of my soul Even if I had multiple lives. I didn't take anything as "bad".

    -> no need to pacify me

    Leave a comment:


  • golden_boy
    replied
    Didn't mean to sound discouraging actually, er... I guess that's how I sound when I try to encourage someone.

    -> It looks good, keep doing it, you don't suck.

    Leave a comment:


  • damage_inc
    replied
    I only posted so that it shows... I'm still working on it!!! Or struggling with it may be more precise So yes, all criticism's are absolutely correct. Texturing, lighting and detail are not done. My goal is to release a "first level" that doesn't suck in typical "first level" fashion!

    Thanks for the input, when I get it a little more polished I'll show the next screenshots, or a download link.

    Leave a comment:


  • golden_boy
    replied
    The structures are actually OK looking, I think the texturing is a bit boring (the wall texture always seems to look misaligned somehow) and the lighting is too flat. Needs more contrast.

    Also needs more details, why not put in a couple pipes?

    + more angles!

    Leave a comment:


  • MadGypsy
    replied
    That looks pretty good, man. The only thing that it seems to me, is that you need some wall and/or ground lights. I see you have some around the ?elevator?, but I mean wall/ground lights on the main room walls/support structures.

    That's just my opinion. It still looks really good. Keep up the good work.

    Leave a comment:


  • Syluxguy28O3
    replied
    keep going! im still looking forward to this!

    Leave a comment:


  • talisa
    replied
    sure thing. keep up the good work!

    itll be great to have some maps which showcase all the items and textures and such,
    will make it soooo much easier to test everything

    Leave a comment:


  • damage_inc
    replied
    I was just a bit frustrated last night, but thanks for the encouragement though

    Leave a comment:


  • talisa
    replied
    dun be hard on yourself, it looks great i think

    Leave a comment:


  • damage_inc
    replied
    Update, I SUCK at level editing! Here's my "progress", if I can call it that. I'm gonna finish this regardless of time and/or the lack of skill/creativity. I just wanted to post something as it's been over a MONTH, ouch
    Attached Files

    Leave a comment:


  • damage_inc
    replied
    For this update I'll mention that progress is well... once again, a mixed bag!

    In the beginning, it's simple! But once you get, roughly, a few thousand solids it gets more interesting... design wise! RULES of map making come into play for sure! So it's been more about research lately for me. On quite a few fronts as well.


    This weekend was the first time I used different engines for the "test facility" map... for some reason a couple just outright crashed back to the desktop. I think it was on both OS's but I truly can't remember. I have sooo many Quake directories and custom installations it's hard to remember correctly with all the switching and stuff. The only ones I can truly remember were ezquake and quakespasm, which both did not like with my level at all At first I thought it was the transparent brush and/or skip texture feature but I removed those and it still happened! I'll figure that out later if possible. This is my first level so I'm not gonna scrap it and start over.

    EDIT: I just tried several engines again and I guess the latest map build causes no problems! hrmmm... must have been me, such a newbie!

    Snag two and three: Only Dark Places let's you shoot through "skip" textured surfaces and the transparent brush work is only a feature in a few engines. I really like the transparency but meh... I can let it go.

    MadGypsy tested it out for me so I at least know it plays on someone else's computer just fine That's great to know and now I can move on to easier area's to map out.

    No new screenies but, still having a blast making this and I get new idea's for it as I go along, hopefully I'll get this out and it'll be fun just to play around with Quake in a lighthearted check out some stuff type way? If that makes any sense!!!

    Until next time*,
    - damage_

    *when I promise to have awesome stuff to update about, hehe :-P
    Last edited by damage_inc; 01-27-2013, 09:47 PM.

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  • damage_inc
    replied
    I was just testing it some more... this is going to flesh out pretty well

    You air lift into "The Petting Zoo"... where all the monsters are locked in their "cells", behind forcefields. With you being safe from harm, you can shoot 'em like fish in a barrel. But what fun is that... okay, that would be fun too

    But, since you're packing all the heat from the "Heavy Weapons and Ammo" area just next door... there'll be a LIVE DEMONstration area where you can teleport the monsters to and go at it "mano a mano" Now we're talking fun.

    How's that sound??? I think it's gonna be really cool when I'm finished. If not, at least I know I did something that was slightly original and maybe helpful too.

    - damage_
    Last edited by damage_inc; 01-24-2013, 09:22 PM.

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  • MadGypsy
    replied
    I just made this mod. I was very close.

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  • damage_inc
    replied
    Originally posted by MadGypsy View Post
    viewthing() is another option. sorta. Also, you should use newskip.exe.
    NOW you tell me And with no link mind you, thanks alot man :-P hehe

    Found it:
    README
    FILE

    Leave a comment:

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