To answer that question statistically correct I used this website: https://www.spotify-yearinmusic.com/
and here's my 100 most played songs 2014 generated from the site: 100 most played 2014
To answer that question statistically correct I used this website: https://www.spotify-yearinmusic.com/
and here's my 100 most played songs 2014 generated from the site: 100 most played 2014
Had some missing textures while playing, some details on the walls and stuff below the weapons. Downloaded pk3. from the collected zip file in the play submissions thread.
It appears as the sounds to the elevator didn't make it to the .pk3. Also I would consider using weapon clip or missle clip on the wooden platforms, got a bit surprised when trying to rocket jump to another platform and the rocket went through between the planks.
Really cool to play such a highly detailed Q3 map though. How does it work when using imported models instead of brushes, do you use the same model as collision or do you need to clip it with brushes?
For me it looked a bit darker in game then on those shots, but not too dark. But then again my monitor might be brighter then others so can't swear that it's not too dark. I really liked the level though! And some brave texturing
Some textures that I wouldn't guess mixed good but somehow works great.
Just played it, it has a really cool atmosphere to it! Good design and item placement too. But I think it look even more interesting if it were to have more colored lights to it, either if different areas inside the "thing" had different light colors lighting it from below or if you were to have some large point lights matching colors from the sky box. So that the platform by the planet had blue light hitting it and then orange light from the nebula. Also some weapons were in shadows and a bit hard to see, if you didn't want more lights in the area maybe a light_junior would be good? But overall I liked it very much! ![]()
Maybe a link to a collected download of the maps?
Updated so that most of my works is viewable from the front page. Also re-organized menus so it would look to crowded. Still looking for work, so any tips on how to get that job would be greatly appreciated.
/Daniel
It was really fun! Thanks all and specially Sprony for organizing!
Damn what will I do now? Pick up development on my puzzle game, rework the UE4 Whitebox to a finished level or make that Quake 1 SP level I've always wanted to do? Probably nothing until at least Monday though. ![]()
Here's what should be the final version and my first ever Quake map! If there's any problems with it please let me know asap! ![]()
https://www.dropbox.com/s/kcxrtc6tiyflnb0/dmdn.zip?dl=0
GG all!
Might be a dumb "tech-supportish" question but you're sure you loading the right .bsp? So you don't load a version in a .pk3 when the bot support is for a uncompressed version in maps folder?
And some gameplay:
Here's some new screens
Started making the ground look more bridge:y in this area...
[Blocked Image: http://i.imgur.com/zZadv6s.jpg]
And hung some lights here and tried to make the statue pop-out more with the light falling on it
[Blocked Image: http://i.imgur.com/iNhQwnE.jpg]
New version here: https://www.dropbox.com/s/506z018ra0emza4/dmdn.pk3?dl=0
Some screens and maybe vid tomorrow.
I had similiar problems, also got the "Tried parent" issue. The salvation was an older bspc.exe. If you get more issues you could scroll through my thread to find it.
Probably the first wheelbarrow in Quake in general! ![]()
I meant all the bspc.exe would be nice as a subcategory under tools.