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Endurance By Greg "Flipout" Ward

  • Flipout
  • October 14, 2014 at 10:11 PM
  • Flipout
    • October 14, 2014 at 10:11 PM
    • #1

    I'm going to give it a try. hope i have time to finish it. [Blocked Image: http://i1381.photobucket.com/albums/ah206/wrdgrg/shot0014_zps8bed94f1.jpg]

  • Hipshot
    • October 16, 2014 at 5:52 PM
    • #2

    Looked at all submissions, I think I like this layout start the most. I love vertical so.

    Like Q1-DM4 =)

  • Zesago
    • October 17, 2014 at 2:32 AM
    • #3

    Reminds me a bit of Q3DM10. Gonna be tough competition.

  • Flipout
    • October 17, 2014 at 8:10 PM
    • #4

    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. [Blocked Image: http://i1381.photobucket.com/albums/ah206/wrdgrg/shot0018_zpsfc246d26.jpg][Blocked Image: http://i1381.photobucket.com/albums/ah206/wrdgrg/shot0017_zpsae19db15.jpg]

  • Conrad Justin
    • October 18, 2014 at 11:14 PM
    • #5

    nice curves! All patches I suppose? Or models?

  • Flipout
    • October 19, 2014 at 2:53 AM
    • #6

    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.


    [Blocked Image: http://i1381.photobucket.com/albums/ah206/wrdgrg/shot0020_zps363322c3.jpg]

  • Hipshot
    • October 19, 2014 at 11:36 AM
    • #7

    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...

  • Flipout
    • October 19, 2014 at 5:52 PM
    • #8

    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 .

  • BJA
    • October 20, 2014 at 5:10 AM
    • #9

    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
    • October 20, 2014 at 5:52 AM
    • #10
    Quote from BJA

    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.

  • jameswilddev2
    • October 20, 2014 at 8:58 AM
    • #11
    Quote from BJA

    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.


    Quote from Hipshot

    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.

  • Hipshot
    • October 20, 2014 at 6:31 PM
    • #12

    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

  • Sprony
    • October 20, 2014 at 8:58 PM
    • #13
    Quote from jameswilddev2

    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.

  • Flipout
    • October 23, 2014 at 10:24 AM
    • #14

    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.


    [Blocked Image: http://i1381.photobucket.com/albums/ah206/wrdgrg/shot0022_zps63d3d6c3.jpg][Blocked Image: http://i1381.photobucket.com/albums/ah206/wrdgrg/shot0021_zpse315802f.jpg]

  • Hipshot
    • October 23, 2014 at 12:07 PM
    • #15

    Have you done any other quake levels before?

  • Flipout
    • October 23, 2014 at 1:35 PM
    • #16

    I made one about three years ago. Here it is http://lvlworld.com/media/Achromatic

    Code
  • Hipshot
    • October 23, 2014 at 2:34 PM
    • #17
    Quote from Flipout

    I made one about three years ago. Here it is http://lvlworld.com/media/Achromatic

    Code

    Ah, you did that one! Nice, that's a really nice looking level. And looking at the current layout I think you will fare well. Quake-FFA is really simple to design.

  • Flipout
    • October 30, 2014 at 10:08 AM
    • #18

    Started working on some textures.


  • Hipshot
    • October 30, 2014 at 10:21 AM
    • #19

    Is that flowing slime back there?

  • Flipout
    • October 30, 2014 at 10:33 AM
    • #20

    Yes it is

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