Search found 26 matches
- Thu May 10, 2012 1:48 pm
- Forum: ID Tech
- Topic: 20 Brush 2012 Discussion Thread
- Replies: 85
- Views: 40652
Re: 20 Brush 2012 Discussion Thread
Hey, nice work everyone : ) Pretty much agreee with Eraser's little review :up: . Also voted for Scampie's map since i think on that one the brush-limit is not so noticable as on the others, well and it looks great : ) Cool event, would be nice if we could also test-play the maps together as it used...
- Sat Apr 28, 2012 6:13 pm
- Forum: ID Tech
- Topic: Quake3World 20 Brush Contest 2012
- Replies: 26
- Views: 47160
Re: Quake3World 20 Brush Contest 2012
Hey, here's mine :p sub20b1 [lvlshot]http://gsurfaces.ic.cz/sub20b1_s5.jpg[/lvlshot] some more screens: http://gsurfaces.ic.cz/sub20b1_s1.jpg http://gsurfaces.ic.cz/sub20b1_s2.jpg http://gsurfaces.ic.cz/sub20b1_s3.jpg http://gsurfaces.ic.cz/sub20b1_s4.jpg readme: http://gsurfaces.ic.cz/sub20b1.txt d...
- Thu Jul 21, 2011 2:27 pm
- Forum: ID Tech
- Topic: Map Makers + Editors please read
- Replies: 3
- Views: 2952
Re: Map Makers + Editors please read
Hello, if you want to get some answer, you could try to be a little more specific about the problem. When you say just "some textures problems" people can only guess what that could mean... ; )
- Thu Jul 21, 2011 2:14 pm
- Forum: ID Tech
- Topic: q3map2 can't compile map to BSP
- Replies: 3
- Views: 2565
Re: q3map2 can't compile map to BSP
running XP, just tried using long names (even with spaces) for path/filename and all worked fine, so i suppose this shouldnt be the cause...
- Thu Jul 21, 2011 2:01 pm
- Forum: ID Tech
- Topic: Beta Map - Nine Lives
- Replies: 2
- Views: 2018
Re: Beta Map - Nine Lives
Hello, after a short test I would say that your map is visually quite nice, however by the layout/gameplay it's just horrible. It feels like you can only move back and forth on this short road made of small platforms, and even for most of the time using only jumppads and teleporters. The layout remi...
- Mon Jul 04, 2011 11:12 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3173797
Re: Screenshots
Excuse me, I didn't say anything like that. You can safely ignore my stupid remark, it wasn't really about your map. Don't get paranoid :p
Btw, those screenshots are looking very nice.
Btw, those screenshots are looking very nice.
- Mon Jul 04, 2011 2:15 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3173797
Re: Screenshots
That glowing ball thing...
viewtopic.php?f=10&t=45986&start=0

- Mon Jun 27, 2011 3:36 am
- Forum: ID Tech
- Topic: map testing
- Replies: 11
- Views: 4477
Re: map testing
Hey, that's very nice! Layout seems to be well done and that simple texturing I would say is just fitting, since theres lots of trims and details in the geometry. And it's all lookin great, I like the colours also :p Although the map is not large , with all those details it looks like quite a lot of...
Re: Aty3DM1v2
Hey it's looking very nice :p all those models and details together with textures and lighting. Cute little statues, look somehow funny x) Good work so far ! Also noticed that thing about triggers for teleports -good idea about adjusting them. Would be interesting to test it with some human players,...
- Wed Jun 22, 2011 10:11 am
- Forum: ID Tech
- Topic: Liquid shader acts solid
- Replies: 9
- Views: 3661
Re: Liquid shader acts solid
That's pretty weird :p And what if you make a new .shader file, containing only the slime script and nothing else.
- Wed Jun 22, 2011 10:04 am
- Forum: ID Tech
- Topic: Wireframe overlay in Camera View
- Replies: 3
- Views: 2919
Re: Wireframe overlay in Camera View
try 'J' ,although I'm not sure if this is what you looking for
- Wed Jun 22, 2011 9:39 am
- Forum: ID Tech
- Topic: Liquid shader acts solid
- Replies: 9
- Views: 3661
Re: Liquid shader acts solid
I don't think there's a problem with that shader, I tried it and it worked properly as slime (copied the code, only changing the paths). You could try to make a new boxmap and try it in there. If it works there could be some problem in the original map, if not there must be something else in the sha...
- Wed Jun 22, 2011 1:31 am
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 862724
Re: Here's a wild idea: EntityPlus
Cool, I will definetly use that : ) Well and another thing -about those holdable_keys, would it be possible to specify in trigger_lock if it should remove the holdable_key from player or not?, -so you could actually have one key that opens more locks, that would be especially fitting for those keyca...
- Tue Jun 21, 2011 10:29 pm
- Forum: ID Tech
- Topic: blic_duel1 for comp
- Replies: 11
- Views: 5736
Re: blic_duel1 for comp
Oh yes, I was thinking about that too! -if there was another room under mega, with exits where the teleporters are now. You could try that and see how would it work :p
- Mon Jun 20, 2011 11:31 pm
- Forum: ID Tech
- Topic: blic_duel1 for comp
- Replies: 11
- Views: 5736
Re: blic_duel1 for comp
Looking good, though it is hard to tell about gameplay without testing vs human players. But anyway -two ideas after running around for a while :p 1. What about moving the MH pillar slightly to the centre of lava-pool and having another exit leading diagonally to the LG room ? 2. Thay YA room feels ...
- Mon Jun 20, 2011 10:29 pm
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 862724
Re: Here's a wild idea: EntityPlus
Started making a map for this today :p I was wondering how is it with target_score. I remember using it before to give player frags for picking up items, so would it work here to add score-points like this, or possibly could be modified as new version of this entity to give score-points to player af...
- Mon Jun 20, 2011 9:59 pm
- Forum: ID Tech
- Topic: [Beta] 13agony - "Agony"
- Replies: 7
- Views: 5207
Re: [Beta] 13agony - "Agony"
I think I have never seen the original Dreamcast map before, but this one you made is looking very good. Everything looks nice and clean and well done. Maybe would be better to have medkit switched for mega when playing in 1v1 mode. But as far as I know this is not really posible to set up in the sa...
- Fri Jun 17, 2011 9:39 am
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 862724
Re: Here's a wild idea: EntityPlus
Just tried this, really great work ! : ) To the score-board - what about having it a bit in Doom-style - when the numbers would run as a counter from zero up to the final player-score, (and when a key is hit it just jumps straight to the end). You could even keep the MG sound, although q3 MG doesn't...
- Wed Jun 15, 2011 10:06 am
- Forum: ID Tech
- Topic: [BETA] subctf5 (Q3 CTF map)
- Replies: 7
- Views: 4043
Re: [BETA] subctf5 (Q3 CTF map)
obsidian Oh, thanks for explaining, I didn't know about this :o. I should learn more about it since I'm afraid I got some bad mapping habits :p. It's a little miracle that my maps are not full of such spots. I thought sparklies appeared only with problematic patches, and that happened to me only on...
- Tue Jun 14, 2011 7:33 pm
- Forum: ID Tech
- Topic: [BETA] subctf5 (Q3 CTF map)
- Replies: 7
- Views: 4043
Re: [BETA] subctf5 (Q3 CTF map)
obsidian Hey! Thanks for the comment and screenshots : ) Textures - fixed Sparklies 1 - fixed, but only by covering with extra detail brushes, there was nothing strange about that area and the problem kept appearing even after rebuilding or tmaking the brushes overlap Sparklies 2 - fixed, there was...
- Tue Jun 14, 2011 5:24 pm
- Forum: ID Tech
- Topic: [BETA] subctf5 (Q3 CTF map)
- Replies: 7
- Views: 4043
[BETA] subctf5 (Q3 CTF map)
Hi again! :p As I'm slowly finishing my previous map I have already started building a new one and this is the first beta of it. It is a CTF again and again not too large one, however this time comming in kinda industrial style. readme: http://gsurfaces.ic.cz/subctf5.txt some screens: http://gsurfac...
Re: WIP julc1
Hey! I also remember Julek from lvlworld, hmm but those maps were really a bit diferent in style than this one... :p Anyway, agreed on everything DaEngineer already mentioned in his post. My first impression -this one reminds me very much of q3ctf4, only slightly bigger. Personaly I think gameplay-w...
- Thu Jun 02, 2011 5:18 am
- Forum: ID Tech
- Topic: [BETA] subctf4 (Q3 CTF map)
- Replies: 7
- Views: 3663
Re: [BETA] subctf4 (Q3 CTF map)
Oh, allright then... I wonder what it was, hopefully it just wont appear again :p Anyway, so I have updated the map a bit, still waiting to test it in a match with human players though. whats new for now: +fixed double 25-health bug +changed jumppad-textures to ones with team colours +fixed few mino...
- Sun May 29, 2011 9:11 pm
- Forum: ID Tech
- Topic: WIP CoreFault
- Replies: 13
- Views: 6125
Re: WIP CoreFault
Interesting look and colours, especially that big machine-thing with lava inside, -that's the core? :p About items -it would require some testing matches with human players, but I think for a good gameplay the map might be quite too big and as it is now you would need to put plenty of weapons and it...
- Sun May 29, 2011 7:48 pm
- Forum: ID Tech
- Topic: [BETA] subctf4 (Q3 CTF map)
- Replies: 7
- Views: 3663
Re: [BETA] subctf4 (Q3 CTF map)
Hey, thanks everyone for the comments! I'm glad you like the map :p EmeraldTiger -thanks for noticing the 25-health bug! I missed that one, will fix. -about the jumppad next to YA platform in the central yard -I would like to get some more feedback on that. I always try do do the pads so they would ...