Takkie Posted October 12, 2014 Report Share Posted October 12, 2014 (edited) I'm in. Hope to finish it in time... Love to get back into mapping. btw. Real name: Johann Slee Edited October 13, 2014 by Takkie Sprony 1 Link to comment
Takkie Posted October 13, 2014 Author Report Share Posted October 13, 2014 Keywords: vertical, minimal 3 main battle areas no models Simple, functional architecture Low on details High on connectivity Textured in stillness Psychedelica for the dead q3map2 fadeness Working title: calkx (caulk texture and aphex twin) Link to comment
Sprony Posted October 13, 2014 Report Share Posted October 13, 2014 Altijd goed om Nederlanders hier te zien. Zet hem op man! Link to comment
Takkie Posted October 13, 2014 Author Report Share Posted October 13, 2014 (edited) Ha, ja, hoi! Leuk. Gaat goed komen Edited October 14, 2014 by Takkie Sprony 1 Link to comment
Sprony Posted November 10, 2014 Report Share Posted November 10, 2014 Keywords: vertical, minimal 3 main battle areas no models Simple, functional architecture Low on details High on connectivity Textured in stillness Psychedelica for the dead q3map2 fadeness Working title: calkx (caulk texture and aphex twin) How are things progressing? Link to comment
Takkie Posted November 28, 2014 Author Report Share Posted November 28, 2014 Don't you hte it when you added a last piece of design to your map and it really adds to the gameplay but when you compile the .aas file it quits during the calculation of the splits... I'm closing in on the bug, reduced the fault to one of 5 brushes... but now i need to get rid of it. And time is ticking... It is nice to realise that i really like mapping. Link to comment
Takkie Posted December 3, 2014 Author Report Share Posted December 3, 2014 Download: http://members.quicknet.nl/j.slee/maps/jas3dm5c.zip I'm suprised i got something build in the time that i had... Sprony 1 Link to comment
Takkie Posted December 4, 2014 Author Report Share Posted December 4, 2014 Ok, picked up on a teleporter issue, on of my tele-exits should be turned 90 degrees. You'll end up facing a wall now. I'll fix this in a after-comp version Link to comment
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