Originally posted by Dutch
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Maps with "large" outdoor areas?
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To be fair, I would imagine Talisa's English is a lot better than most people's Dutch
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[snicker] @ it are some trees
. I imagined my 5 year old niece saying that. She used to respond with "I'm is" instead of "I am" ... and it was pretty damn cute.
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drake actually has a couple dead trees people can put into their maps:
http://quakeone.com/forums/quake-mod...drake-mod.html
its only 3trees, but still... it are some trees
oh, the SMC allows placing of any model in a map btw!
http://quakeone.com/forums/quake-hel...tml#post111180 (halfway down the first post)
perhaps you could take over that feature from the SMC for your riftquake mod, so that mappers can put any kinda objects in their map
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One of these days I want to make a true outdoor map using terrain and custom models such as rocks and pine trees. Combat would be against base enemies, and it would be cool to have some AI buddies as part of your squadron. Intense forest combat where you're always running for cover.
I think the reason more large maps aren't around is the lack of environmental decoration such as trees. It would require a mod including all these things.
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Wow, those are both excellent, thanks! I got some major slowdown on the last map of nyarlathotop when viewing the whole area, but so far the unforgiven set has pretty reasonable framerates.
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unforgiven map-set has huge maps which are mostly huge outdoor areas:
https://www.quaddicted.com/reviews/unforgiven.html
especially the last map (which is shown in the pic) is a huge outdoor map
unforgiven also has huge enemy-counts so its perfect for seeing what newer engines are capable of
the last map of nyarlathotop (once again map shown in pic) is also huge and is also mostly outdoor:
https://www.quaddicted.com/reviews/nyarlathotep.html
you need either Darkplaces, FTEQW, Quakeforge, Quakespasm or RMQ-engine or any other engine which supports BSP2 for both map-sets
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