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jas3dm5 by Takkie

  • Takkie
  • October 12, 2014 at 9:37 AM
  • Takkie
    • October 12, 2014 at 9:37 AM
    • #1

    I'm in.

    Hope to finish it in time...

    Love to get back into mapping.

    btw. Real name: Johann Slee

  • Takkie
    • October 13, 2014 at 12:53 PM
    • #2

    Keywords: vertical, minimal

    3 main battle areas

    no models

    Simple, functional architecture

    Low on details

    High on connectivity

    Textured in stillness

    Psychedelica for the dead

    q3map2 fadeness

    Working title: calkx

    (caulk texture and aphex twin)

  • Sprony
    • October 13, 2014 at 6:51 PM
    • #3

    Altijd goed om Nederlanders hier te zien. Zet hem op man!

  • Takkie
    • October 13, 2014 at 8:36 PM
    • #4

    Ha, ja, hoi!
    Leuk.
    Gaat goed komen

  • Sprony
    • November 10, 2014 at 3:58 PM
    • #5
    Quote from Takkie

    Keywords: vertical, minimal

    3 main battle areas

    no models

    Simple, functional architecture

    Low on details

    High on connectivity

    Textured in stillness

    Psychedelica for the dead

    q3map2 fadeness

    Working title: calkx

    (caulk texture and aphex twin)

    Display More


    How are things progressing?

  • Takkie
    • November 28, 2014 at 2:19 PM
    • #6

    Don't you hte it when you added a last piece of design to your map and it really adds to the gameplay but when you compile the .aas file it quits during the calculation of the splits...


    I'm closing in on the bug, reduced the fault to one of 5 brushes... but now i need to get rid of it.

    And time is ticking...


    It is nice to realise that i really like mapping.

  • Takkie
    • December 3, 2014 at 11:35 AM
    • #7

    Download:

    http://members.quicknet.nl/j.slee/maps/jas3dm5c.zip


    I'm suprised i got something build in the time that i had...

  • Takkie
    • December 4, 2014 at 6:30 AM
    • #8

    Ok, picked up on a teleporter issue, on of my tele-exits should be turned 90 degrees.

    You'll end up facing a wall now.


    I'll fix this in a after-comp version

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