Search found 18 matches

by D Scrama
Mon Nov 07, 2011 4:07 am
Forum: ID Tech
Topic: [q3 cpma map] sq3t2 Moonbreath (beta 1) - need beta-testing
Replies: 6
Views: 2871

Re: [q3 cpma map] sq3t2 Moonbreath (beta 1) - need beta-testing

Ferrao10, actualy it is not moon base. Level called MoonBREATH, so you can see cold moon through the window )

Thank you for feedback!
by D Scrama
Sat Nov 05, 2011 3:55 pm
Forum: ID Tech
Topic: [q3 cpma map] sq3t2 Moonbreath (beta 1) - need beta-testing
Replies: 6
Views: 2871

Re: [q3 cpma map] sq3t2 Moonbreath (beta 1) - need beta-testing

new jump pad where the GL is and moving the GL as seen in the picture Jump pad moved, area reworked ) moons can have water! I tested - looks sucks. Where is the Plasma Gun? Near RG now :sly: Would be kind of nice though to be able to stand on the broken chains Good idea, done. ...and a bit other tw...
by D Scrama
Fri Nov 04, 2011 3:20 am
Forum: ID Tech
Topic: [q3 cpma map] sq3t2 Moonbreath (beta 1) - need beta-testing
Replies: 6
Views: 2871

[q3 cpma map] sq3t2 Moonbreath (beta 1) - need beta-testing

Well, hi... Over a year ago I was asking to test my sq3t1 Right Angles and that was very positive for me and my map. So today I want to show new title and take some feedback about it. [lvlshot]http://scrama.3dn.ru/_nw/0/93348873.jpg[/lvlshot] [lvlshot]http://scrama.3dn.ru/_nw/0/12098561.jpg[/lvlshot...
by D Scrama
Thu Mar 18, 2010 2:42 am
Forum: ID Tech
Topic: ct3tourney1 - speed map
Replies: 12
Views: 5861

Re: ct3tourney1 - speed map

Thats nice, I like it =)
by D Scrama
Mon Mar 15, 2010 2:59 am
Forum: ID Tech
Topic: ct3tourney1 - speed map
Replies: 12
Views: 5861

Re: ct3tourney1 - speed map

Good visuals, nice style. Imho, too many armor and RA atrium is overweighted: RA > MH, LG+RG > SG. Maybe replace RA with GA or switch MH and RA. > The only bits that really concern me are the mega health area (essentially tele-only), and the amount of armors. MH is easy to grab via RJ, or simple jum...
by D Scrama
Wed Mar 10, 2010 2:21 am
Forum: ID Tech
Topic: Map on the Edge of Forever
Replies: 97
Views: 95691

Re: Map on the Edge of Forever

I love every pixel!
by D Scrama
Tue Mar 09, 2010 6:17 am
Forum: ID Tech
Topic: sq3t1 - Right Angles Release + ASE pack
Replies: 3
Views: 1883

Re: sq3t1 - Right Angles Release + ASE pack

> First link goes to a HL map?
oh shi- fixed

Thanks )
by D Scrama
Tue Mar 09, 2010 5:25 am
Forum: ID Tech
Topic: sq3t1 - Right Angles Release + ASE pack
Replies: 3
Views: 1883

sq3t1 - Right Angles Release + ASE pack

Right Angles: http://pics.livejournal.com/scrama_levelart/pic/0001yhqe/s320x240 http://pics.livejournal.com/scrama_levelart/pic/0001zrbw/s320x240 http://pics.livejournal.com/scrama_levelart/pic/00020q7b/s320x240 http://pics.livejournal.com/scrama_levelart/pic/000214pb/s320x240 Full version No-music ...
by D Scrama
Tue Mar 09, 2010 2:37 am
Forum: ID Tech
Topic: Quake III Arena: Single player mode
Replies: 11
Views: 4775

Re: Quake III Arena: Single player mode

I think, it needs ONLY coding. Weapons is good after tweaking damage params, bot models is good for monsters, other media is very good too.
We need a good coder to see a good BASE for SP level making.
by D Scrama
Sat Mar 06, 2010 9:48 pm
Forum: ID Tech
Topic: Working with func_rotating
Replies: 4
Views: 3878

Re: Working with func_rotating

Just a map
rotate.zip
by D Scrama
Sat Mar 06, 2010 6:55 am
Forum: ID Tech
Topic: sq3t1 beta 2
Replies: 13
Views: 3635

Re: sq3t1 beta 2

And ramp:
shot0003.jpg
by D Scrama
Sat Mar 06, 2010 6:54 am
Forum: ID Tech
Topic: sq3t1 beta 2
Replies: 13
Views: 3635

Re: sq3t1 beta 2

LG teleport:
shot0000.jpg
YA dead end removed:
shot0001.jpg
Door to RG-room (thanks ^Ghost):
shot0002.jpg
by D Scrama
Fri Mar 05, 2010 9:52 am
Forum: ID Tech
Topic: sq3t1 beta 2
Replies: 13
Views: 3635

Re: sq3t1 beta 2

...and i've checked all playerstarts - all touching floor by its bottom in editor.
by D Scrama
Fri Mar 05, 2010 9:20 am
Forum: ID Tech
Topic: sq3t1 beta 2
Replies: 13
Views: 3635

Re: sq3t1 beta 2

I've moved exit point close to portal models, but thats all that I can do - no ideas more. split the wall to have an upper and lower doorway i found it annoying to have to slow way down to pass through the doorways coming through the first pic and it would also be helpful to strafe through each area...
by D Scrama
Fri Mar 05, 2010 7:51 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3288220

Re: Screenshots

Sock, I'm in waiting )
I like screenies and idea is awesome!
by D Scrama
Fri Mar 05, 2010 6:34 am
Forum: ID Tech
Topic: sq3t1 beta 2
Replies: 13
Views: 3635

Re: sq3t1 beta 2

Possibly move the doorway that looks over the MH over to the right a little more. Right or left? Moving to the right causes door-to-door situation, there is not enough space to propeller-inverse doors in layout. The gears in the wall next to the LG jumppad absorb grenades I'm trying to bounce down ...
by D Scrama
Thu Mar 04, 2010 11:21 am
Forum: ID Tech
Topic: sq3t1 beta 2
Replies: 13
Views: 3635

Re: sq3t1 beta 2

Thanks, Foo. Lightning is a big problem for me on this map, and I still fighting with. For now q3map2 -light line looks like %toolpath%\q3map2.exe -light -fast -patchshadows -samples 4 -bounce 5 -v -game quake3 -gamma 3 -compensate 6 -fs_basepath %gamepath% -fs_game baseq3 %1.map and lightmaps looks...
by D Scrama
Thu Mar 04, 2010 10:56 am
Forum: ID Tech
Topic: sq3t1 beta 2
Replies: 13
Views: 3635

sq3t1 beta 2

Hi, I'm noob here, so... sorry for any-what-i-do-wrong This is my second map for q3 (first one was realy sucks), it was planed and build with CPM gameplay in mind, predominately for 1on1 and 2on2. Screenies: http://pics.livejournal.com/scrama_levelart/pic/0001s54t http://pics.livejournal.com/scrama_...