i think the shadows are too hard, too dark.
Are you planning more lights to change this?
keep it on ![]()
i think the shadows are too hard, too dark.
Are you planning more lights to change this?
keep it on ![]()
This map looks stunning!
It's hard to tell how it will play from a gameplay perspective based on the screenshots, seems like a lot of symmetry which typically doesn't work very well for a deathmatch map.
Quote from Thurnipi think the shadows are too hard, too dark.
Are you planning more lights to change this?
keep it on
yes i want add some torches
Quote from ObsidianThis map looks stunning!
It's hard to tell how it will play from a gameplay perspective based on the screenshots, seems like a lot of symmetry which typically doesn't work very well for a deathmatch map.
symmetry can be broken using proper placement of items
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almost finished texturing
some testing
almost done but compilator crashed on light
QuoteCode Display MoreSetting up Listening... === running build command === "C:/Program Files (x86)/GtkRadiant 1.5.0/q3map2.exe" -v -connect 127.0.0.1:39000 -game quake3 -fs_basepath "E:/Program Files (x86)/Steam/SteamApps/common/Quake 3 Arena/" -fs_game baseq3 -light -faster "C:/Users/ZEROMAPPING/Dropbox/mapping/q3/Carnage_g5.map" Connected. 4 threads Q3Map - v1.0r (c) 1999 Id Software Inc. Q3Map (ydnar) - v2.5.17 GtkRadiant - v1.5.0 Apr 26 2007 19:01:46 Last one turns the lights off --- InitPaths --- VFS Init: E:/Program Files (x86)/Steam/SteamApps/common/Quake 3 Arena//baseq3/ VFS Init: E:/Program Files (x86)/Steam/SteamApps/common/Quake 3 Arena//baseq3/ --- Light --- Faster mode enabled Map has shader script C:/Users/ZEROMAPPING/Dropbox/mapping/q3/../scripts/q3map2_Carnage_g5.shader entering scripts/shaderlist.txt entering scripts/shaderlist.txt (2) entering scripts/base_button.shader entering scripts/base_door.shader entering scripts/base_floor.shader entering scripts/base_light.shader entering scripts/base_object.shader entering scripts/base_support.shader entering scripts/base_trim.shader entering scripts/base_wall.shader entering scripts/common.shader entering scripts/ctf.shader entering scripts/gothic_block.shader entering scripts/gothic_button.shader entering scripts/gothic_door.shader entering scripts/gothic_floor.shader entering scripts/gothic_light.shader entering scripts/gothic_trim.shader entering scripts/gothic_wall.shader entering scripts/liquids.shader entering scripts/organics.shader entering scripts/sfx.shader entering scripts/skin.shader entering scripts/skies.shader 596 shaderInfo Loading C:/Users/ZEROMAPPING/Dropbox/mapping/q3/Carnage_g5.bsp Loading C:/Users/ZEROMAPPING/Dropbox/mapping/q3/Carnage_g5.srf --- LoadMapFile --- Loading C:/Users/ZEROMAPPING/Dropbox/mapping/q3/Carnage_g5.map entering C:/Users/ZEROMAPPING/Dropbox/mapping/q3/Carnage_g5.map 1 light entities --- SetupBrushes --- 3343 opaque brushes --- SetupDirt --- 48 dirtmap vectors --- SetupSurfaceLightmaps --- 11341 surfaces 9902 raw lightmaps 287 surfaces vertex lit 11054 surfaces lightmapped 8967 planar surfaces lightmapped 1449 non-planar surfaces lightmapped 583 patches lightmapped 0 planar patches lightmapped --- SetupTraceNodes --- 627645 trace windings (158.02MB) 1179330 trace triangles (98.97MB) 321886 trace nodes (19.65MB) 160944 leaf nodes (9.82MB) 3 average windings per leaf node 32 max trace depth --- SetupGrid --- Grid size = { 64, 64, 128 } 94248 grid points --- CreateLights --- Sun: textures/skies/ascend4 Connection closed.
it's good that i kept the old version of the map, now need resolve some problems with lava
need fix skybox, fix models, add bot clips and some bots entities
Couldn't help but notice http://en.wikipedia.org/wiki/Pompeii
Your map sir has historical real background! Is it an Eruption of Vesuvius?
Keep it up
final/stable version: https://www.dropbox.com/s/jku6m3wfbmm0…arnage.pk3?dl=0
may be a problem with bots, map is not so good optimized
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