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fKd

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Everything posted by fKd

  1. hello 1: .25 is fine and will not break your map. the setting to make default texturing .25 is in gtk under edit/preferances/settings/brush 2: not really sure to be honest... i never use nodraw... Id use a patch or a shader with polygon offset for my decals etc. 3: I dont use func_group unless im making a mover. Some do, some don't... its a mapping style thing mostly. See if you like it. 4: use caulk Your map is missing a texture, you seen to be using a custom texture on most of your walls. Always setup a clean install of quake for testing maps before posting em, saves lots of head aches The layout seems cool. could use a lot more graphical polish... apart from that you seem to be going on the right path. Good job so far. looking forward to playing your final!
  2. First pk3 stuff. Almost, but not quite there yet. 1: You dont need to add a shaders dir if you have no custom shaders. 2: You can get rid of the .txt file. you only need the .arena file. If i was you i'd download a custom map and take a look at the file structure. I'd recommend one of the new maps at ..:lvl. Both Cityy and Pat H have a nice new map right there on the front page. These guys have good file structure as they are old hands with the q3 engine. http://lvlworld.com/ Works now and its fun to play! YAY!! Visuals The visuals need quite a lot more polish. You have some nice combinations of textures and the layout has lots of really nice ideas but with these kind of maps you should have a good long look at some of the default q3 maps. Take note of the little details here and there that tie the visuals together... i think that will help you. Gameplay i feel like some of the corridors are a bit long and the rail gun kind of becomes a bit op. Maybe add a few objects to break some the areas with long lines of sight? Can the bots reach the quad? If not that might be a bit rough on the poor we guys How did you get the bots jumping to the rail gun that is on that pillar? (nice touch) The yellow armor where you have to jump across a bunch of pillars should prolly be switched to a red armor. Summery Well done mate, this engine is fiddly and your progress has been really great. Looking forward to playing the map once its in its final form. Good job and good luck *one last thing. Before taking your lvlshot bring down the console and type /cg_draw2d 0 and /cg_drawgun 0 This gets rid of the hud and other stuff.
  3. hmmm the map still would not run... odd. ahh this error popped up "Z_Free: memory block wrote past end" looks like this thread has the fix for ya. http://forums.warchest.com/showthread.php/154-Z_free-memory-block-write-past-end
  4. you need to add a levelshot dir with a pic for the map (jpg/tga fine) to be displayed in the menues, and a .arena file in a shaders dir. an arena file is just a txt file with the file extension changed from .txt to .arena here is an example of a .arena file from q3dmp29.arena: { map "q3dmp29" longname "Jackal" bots "ranger grunt sarge" fraglimit 20 timelimit 20 type "ffa tourney" } so all up you should have a levelshot dir, a shaders dir and a maps dir. hope that helps.
  5. freakin awesome man!
  6. cheers pat, yeah the ra/lg/rl/power up have been switched around a fair bit during development.. so far i think this might be the right mix, but i'll give it a go with the ra/lg switched. also working in a few more options to mitigate the falling damage issue. thanks guys.
  7. solved the issue... kinda. *link removed I'll send a copy to ya gmail pat cheers man
  8. looking really awesome man, keep those shots coming! as far as MAX_MAP_VISIBILITY. make some textures with the surfaceparm nonsolid and use weapon clip brushes round lots of those patches. i had this issue with my last comp map. this seems to fix it. just gotta find that sweet spot where the map will compile without errors. good luck!
  9. hmm, yeah? i feel that with the amount of health and armour plus the enviro suit that would off set that.. hmmm maybe making the water area around the power up into a pool so you can dive into it from any height? hmmm... good food for thought. thanks.
  10. update with brighter lighting. hope this fixes it. *link removed
  11. yeah i was worried about that, i think my monitor might be calibrated wrong. its a new one and this is the first map i've made using it. cheers for the heads up.
  12. early test build, any feedback would be great. thanks *link removed for update.
  13. Hey, I was thinking maybe starting a thread where people can post links to their maps for the test server would be a good idea?
  14. yeah man salvage it, plus with a little lighting magic etc that brush work will look really strong. amped for another pat h map.
  15. holy crap those shots are lookin gooooood man! pic 4 is my favorite. really strong work.
  16. Yeah Pat, where the progress shots at Bet the layouts another goodin!
  17. loving the textures Phant, cant wait to see the map!
  18. Just a few more shots of my progress, will throw up something playable really soon... The item layout keeps on changing as i play it so some outside input might be best.
  19. this is looking really cool, looking forward to playing the final
  20. Some nice texture combinations going on there. Keep it up!
  21. Good to see you check in Pat, im sure you'll make something cool!
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