it's good that i kept the old version of the map, now need resolve some problems with lava
Posts by Z(Rus)
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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. -
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some testing
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almost finished texturing
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Fuuuuuuu... my map compiled 2 hours

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how much time you spent on compiling this maps?
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Quote from Thurnip
i 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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Hey Hipshot, I did it...why these two textures are not looped?))
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not yet tested
need more optimization, i only optimize portalclusters 4213 -> ~2100+and need do something with 3D skybox
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thank you, maybe some of the textures I will use
or remade

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scary atmosphere?
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iddqd not help you
scale 1:1.5
original map from first Doom, first level of the game, all secret doors works
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