Flipout Posted October 14, 2014 Report Share Posted October 14, 2014 (edited) I'm going to give it a try. hope i have time to finish it. Edited November 26, 2014 by Flipout Sprony 1 Link to comment
Hipshot Posted October 16, 2014 Report Share Posted October 16, 2014 Looked at all submissions, I think I like this layout start the most. I love vertical so.Like Q1-DM4 =) Thurnip 1 Link to comment
Zesago Posted October 17, 2014 Report Share Posted October 17, 2014 Reminds me a bit of Q3DM10. Gonna be tough competition. FMPONE 1 Link to comment
Flipout Posted October 17, 2014 Author Report Share Posted October 17, 2014 (edited) yeah like vertical game play too. hoping to have it in one or two spots in the map. did some more work added more details probably as far as i go until i get the bots working good. Edited October 18, 2014 by Flipout Takkie, ChA1NsAw, Hipshot and 3 others 6 Link to comment
Conrad Justin Posted October 18, 2014 Report Share Posted October 18, 2014 nice curves! All patches I suppose? Or models? Link to comment
Flipout Posted October 19, 2014 Author Report Share Posted October 19, 2014 It's a model. actually the whole map is a model i'm building it in modo and exporting it out. here's a shot in modo. phantazm11, BJA, Takkie and 1 other 4 Link to comment
Hipshot Posted October 19, 2014 Report Share Posted October 19, 2014 I've seen others do that here for Q3, I would suggest not doing that. It might come back and bite you big time later on... Sprony and Flipout 2 Link to comment
Flipout Posted October 19, 2014 Author Report Share Posted October 19, 2014 (edited) Yeah i wasn't to sure how it would work when i got farther along. the layout is in all brushes so it shouldn't be to hard to switch back thanks for the info . Edited October 19, 2014 by Flipout Link to comment
BJA Posted October 20, 2014 Report Share Posted October 20, 2014 That looks like a great start! I like what you did with the layout and the curves. Though it's probably best to do this in the editor with simple patches. Sprony 1 Link to comment
Sprony Posted October 20, 2014 Report Share Posted October 20, 2014 That looks like a great start! I like what you did with the layout and the curves. Though it's probably best to do this in the editor with simple patches. Love your avatar dude. Good to read you made it to Id Software. Link to comment
jameswilddev2 Posted October 20, 2014 Report Share Posted October 20, 2014 That looks like a great start! I like what you did with the layout and the curves. Though it's probably best to do this in the editor with simple patches. I've seen others do that here for Q3, I would suggest not doing that. It might come back and bite you big time later on... As someone working on a map built entirely from models, what kind of problems should I be looking out for? I imagine stock Quake 3 might not be very well optimised for this kind of map as meshes were used more for details and not for structural stuff; given the mesh gets baked into the map precomputed visibility might be done but I doubt it. Lightmapping might be tricky I guess; I recall having to make separate UV sets in UE3, but I'm showing my meshes fullbright. Link to comment
Hipshot Posted October 20, 2014 Report Share Posted October 20, 2014 Well, I think the biggest issue would be if you feel like changing things later on, it's much more of a hustle to edit and export models and then recompile, especially if you do small changes multiple times. Other issues has to do with lightmaps and large models (not your case though), bots and auto collision (can be avoided buy having passable models and just brushes underneath. Sometimes I've noted that decals from weapons won't stick to models. It takes more time to create models than regular brushes when you do something as simple as a wall etc etc Link to comment
Sprony Posted October 20, 2014 Report Share Posted October 20, 2014 That looks like a great start! I like what you did with the layout and the curves. Though it's probably best to do this in the editor with simple patches. I've seen others do that here for Q3, I would suggest not doing that. It might come back and bite you big time later on... As someone working on a map built entirely from models, what kind of problems should I be looking out for? I imagine stock Quake 3 might not be very well optimised for this kind of map as meshes were used more for details and not for structural stuff; given the mesh gets baked into the map precomputed visibility might be done but I doubt it. Lightmapping might be tricky I guess; I recall having to make separate UV sets in UE3, but I'm showing my meshes fullbright. Read this. Link to comment
Flipout Posted October 23, 2014 Author Report Share Posted October 23, 2014 (edited) I'm finished with the layout well enough that I can start testing. I should have the bots working soon starting to add weapons and items. Here's a couple more shots. Edited October 23, 2014 by Flipout Thurnip, InsaneKid, Hipshot and 3 others 6 Link to comment
Hipshot Posted October 23, 2014 Report Share Posted October 23, 2014 Have you done any other quake levels before? Link to comment
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