Posts by Conrad Justin
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The map currently looks epic but is very grey and confusing (complexity). Z(Rus) in his map defined environment by using colored lights. You used decal textures and other techniques to navigate player but some corridors look the same, they are narrow and create a maze. It's awesome when you get to the main logo room or to the "outside" area, but connections are extremly narrow and bewildering.
Amazing detail work and style!
I know its a detail but I saw some plants floating just above the ground
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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
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last built of reco: reco.pk3
https://dl.dropboxusercontent.com/u/90490112/reco.pk3
- dome
- lighting improved
- lots of Items! Regen, more armor, all weapons (even 2 rl)
- Ivy 'kind of' works. No lightmap for it, cause it used to spoil ivy's shader alpha.
- I know package is quite big. I will try my best to reduce its size
screenshots in the forum post:
Edit: Why do you guys all call your lastest build the same as previous ones?
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[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/close2.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/close1.jpg]
time out:
Now bugs:
- Ivy has no lightmap and looks creepy. When I add lightmap stage it renders black texture around that should be transparent! Blendfunc of the lightmap was "filter"
- I tried fixing skybox with Hipshot's fix and it worked but lighting crashed (safe_malloc failed on allocation of 290455552 bytes). I checked without it it renders fine!
- This terrible bug|: Ivy not only casts shadows (it should not) but is visable through stained glass![Blocked Image: https://dl.dropboxusercontent.com/u/90490112/bug-ivy.jpg]
DOWNLOAD:https://dl.dropboxusercontent.com/u/90490112/reco.pk3
To do:
- more light sources
- fixing ivy shader
- (...)?
- Working on the basement right now. Adding more ribbon vaulting and curves as well as details and textures
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Took me 3 days to implement this dome with all textures and stuff. I think it was worth it.
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/dome1.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/dome2.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/dome3.jpg]
I am expanding buttress system, making it capable of bearing the weight of the broken dome
Code
Display Moretextures/map_reco/ivy { qer_editorimage textures/map_reco/ivy.tga surfaceparm nonsolid surfaceparm trans cull disable polygonoffset { map textures/map_reco/ivy.tga blendfunc blend rgbGen identity } { map $lightmap blendfunc filter rgbGen identity } }IVY shader isn't fully fixed as you can see on the screenshot. What am I doing wrong?
ONLY FEW DAYS LEFT!

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[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/yo-dome.jpg]
Part of the dome colapsed during earthQUAKE 15 years ago...
I ask for the feedback. It will be super helpfull. Download link is few posts before
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Hey fKd. I know Quake only from watching some duels on YT and from playing it just recently (mapping contest) but hopefully I will give you a feedback that map deserves.
First of all: Map looks really sweet.
contradiction
- Symmetry of layout - harmony and peace
- Amazing verticalism - quite scary, acrophobic
Style and ideas
- Somehow you made concrete and wood planks fit together! I don't know about mixed industrial style but perhaps map could use some green? Plants, green light...
- Lamp model should be replaced (mabye its just personal taste)
- Pilars in the middle (those with fancy shiny texture) could use an item and a jumppad (on the top one perhaps ) that makes you jump to MH. So it's like you jump from the top platform (RA) on this pilar and jumps up to the mega. Dunno.
- I was so happy when I made grenade jump from the top platform to mega! Its so challenging!
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And screenshots ofc:
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/ivy2.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week-last.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week-last2.jpg]
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Here is beta of Reco:
https://dl.dropboxusercontent.com/u/90490112/reco.pk3
Thanks for hosting it for testing!
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Ok. I proudly present to you beta version of the map.
Download link:
https://dl.dropboxusercontent.com/u/90490112/reco.pk3
Known bugs:
- Ivy shader doesn't work and I have no idea why. EDIT: Okey. I know now.
Code
Display Moretextures/map_reco/ivy { qer_editorimage textures/map_reco.tga surfaceparm nonsolid surfaceparm trans cull disable polygonoffset { map textures/map_reco/ivy.tga blendfunc blend rgbGen identity } { map $lightmap blendfunc filter rgbGen identity } }- Skybox is not yet fixed
- No teleport model yet! You will have to find it other way

- No bot support yet!
I am opened for any feedback!
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I will release new version very soon (by wednesday). Stay tuned
Can I somehow force /com_hunkMegs 256 so everyone who plays the map will have /com_hunkMegs 256 as they launch the map?
- Elevator is broken
- Lighting issues I will fix
- brushwork
- finishing models and sorting out textures
- create a dome and to start working on visual improvements
- try to get bots working
- Adding more items
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Download link New version
https://dl.dropboxusercontent.com/u/90490112/reco.pk3
Few things are still missing, and elevator doesn't work.
If anyone knows solution: Please: Do tell
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Skybox has black lines on the edges of its cubic shape (see the screenshots). This is the known solution: http://www.quakewiki.net/archives/speedy/tut_sky.htm
However thin black lines still remain. I will try figuring that out. Any help of what could have gone wrong would be great.
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Good luck you. Toxic style! I think one of the things I really like about this competition that there is no style restrictions (perhaps) and everyone is creating something totally different. You might say: We are testing the old engine with new tricks.
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Looks like futuristic romanesque architecture. I like the simple geometric design. How did you managed such staircase? Brushwork? Whats the height of each step? 8?
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Sorry for delay. I don't yet have everything sorted out. I had my computer down and plenty of things on my mind but last 2 days I've been mapping like crazy! I can see a lot of submissions are being polished and everything starts looking beautiful ( I will post my opinions as soon as possible) Here are the problems I have encountered.
- I created skybox and I have issue (I tried using the "solution" but It didn't work - Can I have it saved as 512x512 .tga 24 bit?)
- The candles shader is way too bright (with similar settings before it was much darker! Could skybox have affected it?)
Code
Display Moretextures/map_reco/fire { qer_editorimage textures/map_reco/fire.tga surfaceparm trans cull disable deformVertexes autosprite qer_trans 1 q3map_surfacelight 6000 q3map_backsplash 4 24 { map textures/map_reco/fire.tga blendfunc add rgbGen identity } { map textures/map_reco/fire2.tga blendfunc add rgbGen wave noise 0 1 2 0.3 } }Its only 32x32 and I read that surfacelight parameter has to be pretty large on those. Im building my map with q3map2-fs
Now time for some screenshots:
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week6-7.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week6-2.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week6-3.jpg]
And too bright interior with lots of candles:
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week6-6.jpg]