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Maps & Textures
2008-10-04, 16:52
Member
101 posts

Registered:
Oct 2007
this is the new map i've made for free for all death match, you can download the zip from further down the page

zip contents...

pain-giver.bsp
pain-giver.lit
readme

screenshots... http://www.quaketastic.com/upload/files/screen_shots/pain-giver_screenshots.zip



cheers

pete aka tiddles
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-10-04, 18:04
Member
126 posts

Registered:
Jun 2007
Up on xs4all.

About the 2 mh's. it makes it less desirable to fight for the center junction of the map.
2008-10-04, 18:33
Member
101 posts

Registered:
Oct 2007
point taken m8, but this map was intended for ffa, with say 8 to 15 players plus a spawn at the lower mega i cant see a problem,
dm2 has two mega's....
i think the map will play ok, giving less skilled newer players a chance,


thanks alot m8 for adding it

pete
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-10-04, 18:43
Member
126 posts

Registered:
Jun 2007
Mmmh imo it's better to design maps that are intended for all players. Else it'll die out pretty fast.

Edit, should be on the xs4all ffa server now.
2008-10-04, 20:11
Member
793 posts

Registered:
Feb 2006
how is a map designed for ffa and players of different skill levels 'not intended for all players'?
we are in dire need of good maps that dont get crowded in ffa or are easily dominated by one player.

looking forward to check this out on xs4all.
2008-10-05, 05:12
Member
101 posts

Registered:
Oct 2007
i looked for pain-giver on xs4all ffa server, by next_map, one map doesnt open/start, it says in the console, changing map, but nothing happens, it just stays in the console ? so i reconnected, then i was in dm2, i think there might be a problem on the server when pain-giver is meant to load ?

i've just looked at the maplist again, after baldm3 it should load pain-giver then blood-thirst then hook, but after baldm3 the server doesnt load pain-giver, it just sits in the console and says changing map ? then when i reconnected, it had missed out blood-thirst and hook, and was in dm2, somethings gone wrong
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-10-05, 09:23
Member
1100 posts

Registered:
Jan 2006
http://shub-hub.com/files/maps_multiplayer/pain-giver.zip (upload there with the password ilovetheshubhub, the site is made specifically to avoid hosting sites like rapidshare. )

http://shub-hub.com/files/images/pain-giver1.jpg


http://shub-hub.com/files/images/pain-giver2.jpg


Looks like a fun map. The lighting is nice, great work with the coloured "highlights"! Atmosphere/setting is cool as usual. r_speeds wise you could save a lot by making decoration (small lights, the hand railing) func_walls. But I think for FFA maps it's not important as the focus is more on fun than on competition.
2008-10-05, 09:54
Member
126 posts

Registered:
Jun 2007
Well tiddles, i can vote pain-giver on a ktx server just fine, but 2 other people tried it as well but they got some weird map name when typing in pain-giver.
2008-10-05, 12:59
Member
101 posts

Registered:
Oct 2007
there is still a problem on xs4all ffa, 5 players were about to join pain-giver, but the map didnt load ? i had to reconnect, then after reconnecting, the server was on map dm2, it skipped pain-giver blood-thirst hook ?
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-10-05, 15:40
Administrator
2059 posts

Registered:
Jan 2006
It was probably the server that restarted (= map cycle reset). It does that sometimes, dunno if it's scheduled or something. :F
www.facebook.com/QuakeWorld
2008-10-05, 16:56
Member
101 posts

Registered:
Oct 2007
yeh it just reset to dm2 again, but this time it screwed up about 11 players, it had been on dm6 for a few minutes, then it died, then after reconnecting its back on dm2, it needs to be fixed, flepser or marshall please get it sorted out

cheers
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-10-05, 17:22
Member
126 posts

Registered:
Jun 2007
fixed.
2008-10-17, 18:10
Member
685 posts

Registered:
Jul 2007
I don't see the normal teleport texture. Instead, I see my skybox through it. This is in ezquake 1.9.1 stable. In an old 1.9a it's just black.

I think you should go back to WinXP, Tiddles
2008-10-18, 15:29
Member
28 posts

Registered:
Feb 2008
I kind of like that the skybox is seen instead of teleport textures

But the low res textures of the map looks aweful Aren't we in a high res era now?
http://www.myspace.com/cervello
2008-10-18, 19:12
Member
101 posts

Registered:
Oct 2007
hi m8, the only reason i make maps in 16bit textures is, cos the original id textures that are in 24bit are limiting, and i hate the original textures, it seems the only kewl textures are custom textures, so there you have it old bean
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-10-19, 11:23
Member
28 posts

Registered:
Feb 2008
Yeah, I don't mean you should use only original, remade textures. But there must be somewhere you can steal other 24 bit textures?
http://www.myspace.com/cervello
2008-10-20, 05:21
Member
101 posts

Registered:
Oct 2007
i havent seen any 24bit custom textures, anywhere it doesnt look awful imo, it just looks like quake every one has played in low res alot longer then 24bit
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-10-23, 10:42
Member
685 posts

Registered:
Jul 2007
imo this whole new 24bit texture thing is getting a bit out of hand... I mean, if the engine would handle bumpmaps, advanced lightning etc, then it might make a huge difference. But currently, I think old textures are more in harmony with what the engine can do. I mean just look at the screenies in this topic - it looks great already!
2008-10-25, 19:07
Member
685 posts

Registered:
Jul 2007
BTW: tiddles, I've noticed in your more recent maps you've used an industrial style. Will there ever be another castle style map? Or is the industrial stuff totally your thing now?
2008-10-26, 08:39
Member
101 posts

Registered:
Oct 2007
i only used industrial base style cos its my fav style , recently i was thinking about making my next map a castle style map, but it probably wont be started soon, on average i only make about 2 to 3 maps each year
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-10-26, 18:19
Member
685 posts

Registered:
Jul 2007
I guess you're too busy collecting your porn then

Seriously: once you got started, how long does it take you to finish a map? I guess it depends on the map.... but what about a map like Castle? Do you just make up the things along the way, or do you plan everything out? You know, layout, flow charts, item placement....etc.
2008-10-28, 08:20
Member
101 posts

Registered:
Oct 2007
the only thing i know what i want at the start is, the theme, medievil/base ect, i never know how the map is going to be layout wise, just building and see what happens is to me the most fun part,

some maps go great from start to finish, i've started on more maps then i've finished,

a map like castle was just building and see where the layout goes, on every map i've made, it takes about 3 days at 18 hours aday to get to the point, where it starts to crash in quake,

because my maps are usualy detailed alot, i cant make really huge maps, the quake engine doesnt like it, cos it will keep crashing, if i want to add more brushes i have to start deleteing details then i can add a few more things

with pain-giver, if i could i would of added a hell of alot more pipes and drains and other stuff, it would of felt like a doom3 or quake4 sp level, but since you can only get away with limited detailing, worldcraft usualy decides when the map is finished, its a shame,

type r_speeds 1 in any of my maps and its usualy over 2000 or 3000, all the id maps are never over 500 on the poly count thingy

the devil is in the details

i need to find more good custom texture wads , pain-giver is really good imo, it's really fast to dool on and spawn rape, havent done 2v2 but i think it will pown and ffa is insane fun

pain-giver isnt very trick jump friendly, i have never usualy made maps to be trick jump friendly on purpose, in blood-thirst ppl were doing like upto 8 really cool trick jumps, its just by change they can, i didnt make them trick jumps on purpose
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-10-28, 12:36
Member
685 posts

Registered:
Jul 2007
I see... funny that you don't plan things and that a map sometimes can come together so well anyway. On the other hand, perhaps if you did plan things, you might have finished more maps then you started

Wouldn't it be cool to actually design some kind of "roller coaster" kinda map that is insanely fun to strafejump in? Like certain curved corridors with slant floors going totally crazy as in a real roller coaster track, going up and down, etc. A map like that would even be fun without other players. Perhaps even a loop is possible?

I'm thinking about doing it myself, but that means I got a lot of study to do (learning to map well) and I still never solved that player stuck problem I talked about before.

Do you always test your maps in ezquake when doing your test builds? Or another client?
2008-10-28, 14:44
Member
101 posts

Registered:
Oct 2007
alias alttabbed "say {AUTO MESSAGE ---> &cd07i'm away from my keyboard...b&cb08r&cf01b }" you can just type alt in the console and it will trigger the message when ppl join the server, if you see the &cd07 the 07 is the color you can play around with it until you find a color you like

i test the map in progress on my server ktx
i feel like a bunny wabbit frozen in the head lights of life ...Soundcloud Page - Hardcore Jungle - https://soundcloud.com/peterbisseker
2008-10-28, 14:50
Member
569 posts

Registered:
Feb 2006
megalodon wrote:
I see... funny that you don't plan things and that a map sometimes can come together so well anyway. On the other hand, perhaps if you did plan things, you might have finished more maps then you started

Wouldn't it be cool to actually design some kind of "roller coaster" kinda map that is insanely fun to strafejump in? Like certain curved corridors with slant floors going totally crazy as in a real roller coaster track, going up and down, etc. A map like that would even be fun without other players. Perhaps even a loop is possible?

I'm thinking about doing it myself, but that means I got a lot of study to do (learning to map well) and I still never solved that player stuck problem I talked about before.

Do you always test your maps in ezquake when doing your test builds? Or another client?

Have u checked out the slide maps?
2008-10-28, 15:20
Member
685 posts

Registered:
Jul 2007
Willgurht wrote:
megalodon wrote:
I see... funny that you don't plan things and that a map sometimes can come together so well anyway. On the other hand, perhaps if you did plan things, you might have finished more maps then you started

Wouldn't it be cool to actually design some kind of "roller coaster" kinda map that is insanely fun to strafejump in? Like certain curved corridors with slant floors going totally crazy as in a real roller coaster track, going up and down, etc. A map like that would even be fun without other players. Perhaps even a loop is possible?

I'm thinking about doing it myself, but that means I got a lot of study to do (learning to map well) and I still never solved that player stuck problem I talked about before.

Do you always test your maps in ezquake when doing your test builds? Or another client?

Have u checked out the slide maps?

where can i find 'm?
2008-10-28, 16:40
Member
1100 posts

Registered:
Jan 2006
Here: http://singe.telefragged.com/slide/index.html
It is quite addicting and great fun.
2008-10-28, 16:59
Member
685 posts

Registered:
Jul 2007
Haha, I'll check it out. Thanks. Looks like it's meant for for normal quake (not quakeworld). Which is ok cause i just installed Qrack anyway to play with good old Reaper bots in maps that don't have bot support.
2008-10-29, 09:19
Member
303 posts

Registered:
Jun 2007
Well, slide maps were made with slide mod in mind, but you can play them in QW without it, thanks to qw physic. bunny+ramps give you enough speed to beat these maps. Try it!
2008-10-29, 16:49
Member
569 posts

Registered:
Feb 2006
When you are sliding i can recomend looking at the demos from my old race competition on slidemaps.

The demopack can be downloaded from this page: http://desdichado.se/aksel/slider/index.php?menu=1&player=&run=&news=

The competition utilized the 'race' command that was available in ktpro.

KTX has some support for racing as well, but if I remember correctly doesn't allow use of predefined routes. So you will have to set start and endpoint manually using something like r_sset and r_eset. Which means times can not be compared 100% fair.
  31 posts on 2 pages  First page12Last page