Search found 26 matches

by subst
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...
by subst
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...
by subst
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... ; )
by subst
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...
by subst
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...
by subst
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.
by subst
Mon Jul 04, 2011 2:15 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3173797

Re: Screenshots

That glowing ball thing... :paranoid: viewtopic.php?f=10&t=45986&start=0
by subst
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...
by subst
Wed Jun 22, 2011 3:29 pm
Forum: ID Tech
Topic: Aty3DM1v2
Replies: 9
Views: 4428

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,...
by subst
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.
by subst
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
by subst
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...
by subst
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...
by subst
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
by subst
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 ...
by subst
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...
by subst
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...
by subst
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...
by subst
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...
by subst
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...
by subst
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...
by subst
Sat Jun 04, 2011 2:33 am
Forum: ID Tech
Topic: WIP julc1
Replies: 5
Views: 2772

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...
by subst
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...
by subst
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...
by subst
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 ...