Search found 33 matches

by _DOOMer_
Sun Nov 03, 2013 12:15 pm
Forum: ID Tech
Topic: nsndm1a - Unholy Redux [1v1/2v2/FFA/CA]
Replies: 8
Views: 4881

Re: nsndm1a - Unholy Redux [1v1/2v2/FFA/CA]

Visually looks good. But too loud background noises spoil everything. IMO.
by _DOOMer_
Sun Nov 03, 2013 11:41 am
Forum: ID Tech
Topic: q3work1 - Arena2501 1v1/small ffa
Replies: 18
Views: 11046

Re: q3work1 - Arena2501 1v1/small ffa

@fKd, I found some small bugs in the new version.

Missing textures :(

Image

Missiles are blocked :( And another shoots too.

Image
by _DOOMer_
Sun Nov 03, 2013 11:04 am
Forum: ID Tech
Topic: [ALPHA 4] CZQ3DM1 by CZghost
Replies: 50
Views: 76349

Re: [ALPHA 3] CZQ3DM1 by CZghost

@CZghost, sorry for the delayed in almost a week. I was very busy and Q3 leaving no time at all: ( Bots most go into a RL-hall and RG-hhall and room with Regeneration power-up. They did not come down in the " bunker " for MH, because there is a system of little intricate corridors where th...
by _DOOMer_
Sun Oct 27, 2013 3:19 pm
Forum: ID Tech
Topic: dmr3tourney1 by DOOMer - beta 3
Replies: 15
Views: 12311

Re: dmr3tourney1 by DOOMer - beta 3

White Meza [dmr3tourney1] by DOOMer Beta 3 Cnanges: SG moved from YA-room to room under YA. Removed podium under YA. Added MH to the grates in the central hall (place instead RA). RA placed near the JP to GL. GL place small changed. Little change placement of the spawn points and some small items. ...
by _DOOMer_
Sun Oct 27, 2013 2:51 pm
Forum: ID Tech
Topic: [ALPHA 4] CZQ3DM1 by CZghost
Replies: 50
Views: 76349

Re: [ALPHA 3] CZQ3DM1 by CZghost

CZghost, I lmake litle test without bots (just walk around the map). Now, I have two suggestions. 1. http://i.imgur.com/oHbxqwUl.jpg Maybe move this JP behind the railgun? As additional retreat. And in the RL hall make "curved niche" in the longer empty wall, and hole for jumping near it. ...
by _DOOMer_
Sun Oct 27, 2013 2:21 pm
Forum: ID Tech
Topic: q3work1 - Arena2501 1v1/small ffa
Replies: 18
Views: 11046

Re: q3work1 - Pitbull 1v1/small ffa

Nice looks, I liked it. A litle darkm but it almost does not interfere playing.

Decorative niches, which contains the spawn points, sometimes misleading - i think that they must have some items. And I is run through them.
by _DOOMer_
Thu Oct 24, 2013 4:52 am
Forum: ID Tech
Topic: dmr3tourney2 "Innominatum objectum" by DOOMer - final
Replies: 20
Views: 16304

Re: dmr3tourney2 "Innominatum objectum" by DOOMer - final

@CZghost, ok. Send me a message, when you are will be ready to start make conversion of the my map for QL.

@fKd. No, this a not sgtech textures from UT99. This is HourPitores set by Hourences (http://www.hourences.com)
by _DOOMer_
Sat Oct 19, 2013 4:37 am
Forum: ID Tech
Topic: dmr3tourney2 "Innominatum objectum" by DOOMer - final
Replies: 20
Views: 16304

Re: dmr3tourney2 "Innominatum objectum" by DOOMer - final

@CZghost, I don't plan to make QL version of this map by myself. But as cooperative project - I like the idea of this :)
by _DOOMer_
Sat Oct 19, 2013 4:30 am
Forum: ID Tech
Topic: [ALPHA 4] CZQ3DM1 by CZghost
Replies: 50
Views: 76349

Re: [ALPHA 2] CZQ3DM1 by CZghost

I tried the alpha 2 verion. Some feedback from me. http://i.imgur.com/voTZ3Tpl.jpg 1. In RL room also placed are PG & SG. IMO, 3 weapons into the one hall - this is not good. More players will be try to take RL, and igone PG and SG. Maybe better place PG an SG move into the on the YAs, who locat...
by _DOOMer_
Sat Oct 12, 2013 7:37 pm
Forum: ID Tech
Topic: dmr3tourney2 "Innominatum objectum" by DOOMer - final
Replies: 20
Views: 16304

Re: dmr3tourney2 "Innominatum objectum" by DOOMer - final

Map got 6th place in the competition, and I have something to think about, to improve it.

WendyB, thanks for your suggestion :) I'm decided to make second version this map, But it not will be earlier than Jan-Feb of 2014.
by _DOOMer_
Sat Oct 12, 2013 7:26 pm
Forum: ID Tech
Topic: MSG Mapping Comp- Sector 9 "The Cytherean Outpost"
Replies: 56
Views: 55050

Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost"

kaustic, congratulations on winning the contest!
by _DOOMer_
Sun Sep 15, 2013 8:09 am
Forum: ID Tech
Topic: dmr3tourney2 "Innominatum objectum" by DOOMer - final
Replies: 20
Views: 16304

Re: dmr3tourney2 "Innominatum objectum" by DOOMer - rc1

Map created fot the MSC 2013 and because of this I will not make any other changes. I'm released final version of this map two weeks ago (and forgot annonce there). Because Iof this I'm understand that map is far from ideal (missing more vertical gameplay, non very good location of some items). I'm ...
by _DOOMer_
Thu Aug 29, 2013 3:27 pm
Forum: ID Tech
Topic: dmr3tourney2 "Innominatum objectum" by DOOMer - final
Replies: 20
Views: 16304

Re: dmr3tourney2 "Innominatum objectum" by DOOMer - beta 2

@Martinus I not use _ambient key in worldspawn and light entity. Innominatum objectum [dmr3tourney2] by DOOMer rc1 Cnanges: changed the corridor between central room and room with MH, instead of the two ramps added dzhampad changed the location of plasma gun and one of the shotguns (in the room with...
by _DOOMer_
Tue Aug 27, 2013 4:55 pm
Forum: ID Tech
Topic: Gtkradiant : how to give at all players a plasmagun on join?
Replies: 5
Views: 26332

Re: Gtkradiant : how to give at all players a plasmagun on join?

@AEon, I made a similar thing with railgin on this my map a few years ago.
by _DOOMer_
Tue Aug 27, 2013 1:09 pm
Forum: ID Tech
Topic: Gtkradiant : how to give at all players a plasmagun on join?
Replies: 5
Views: 26332

Re: Gtkradiant : how to give at all players a plasmagun on join?

1. Make small room, isolated from main area in your map.
2. Place weapon_plasmagun into it.
3. Add target_give entity in your map.
4. Connect target_give and weapon_plasmagun.
5. Connect each info_player_deathmatch to target_give.
by _DOOMer_
Sun Aug 25, 2013 11:13 am
Forum: ID Tech
Topic: dmr3tourney2 "Innominatum objectum" by DOOMer - final
Replies: 20
Views: 16304

Re: dmr3tourney2 "Innominatum objectum" by DOOMer - beta 2

@Martinus
Thanks :)

Poor for vertically gameplay? Yes, I know it. It's my one of main problems in mapping :(

Missing textures is fixed now. I updated and reuploaded archive with new PK3 file some minutes ago.

The map is a bit bright. Maybe, maybe... Which places the brightest in your opinion?
by _DOOMer_
Sat Aug 24, 2013 11:33 pm
Forum: ID Tech
Topic: The Courtyard (map)
Replies: 16
Views: 7695

Re: The Courtyard (map)

I downloaded new version. Updated lights inside of the buildings version looks better old. Soon i make test of the gameplay on new version.
by _DOOMer_
Sat Aug 24, 2013 11:25 pm
Forum: ID Tech
Topic: dmr3tourney2 "Innominatum objectum" by DOOMer - final
Replies: 20
Views: 16304

Re: dmr3tourney2 "Innominatum objectum" by DOOMer - beta 2

It's bad? I used textures pack, which was oriented on UT by design its author.
by _DOOMer_
Sat Aug 24, 2013 2:51 pm
Forum: ID Tech
Topic: dmr3tourney2 "Innominatum objectum" by DOOMer - final
Replies: 20
Views: 16304

Re: dmr3tourney2 by DOOMer - beta 1

Innominatum objectum [dmr3tourney2] by DOOMer Beta 2 Cnanges: removed GL map has become more compact rooms with RA, RL MHi reduced in size instead of a room with GL added a small corridor between MH and RA rooms. lighting rework, almost cleaned completely dark corners small changes in the geometry ...
by _DOOMer_
Sat Aug 24, 2013 10:20 am
Forum: ID Tech
Topic: The Courtyard (map)
Replies: 16
Views: 7695

Re: The Courtyard (map)

Please show two screenshots side by side - the old and the new lighting one place where there was a change brightness. Maybe some of the windows on the distant (background) buildings still do dark (extinguished). For me the positive thing - an attempt to create an atmosphere on the map and the combi...
by _DOOMer_
Mon Aug 19, 2013 10:00 pm
Forum: ID Tech
Topic: The Courtyard (map)
Replies: 16
Views: 7695

Re: The Courtyard (map)

Anyway, set your brightness level lower a bit. :) Hmm... my r_gamma set as 1.0 and most of me played maps has normal brightness. In your map outdoor has normal brightness, and indoor part more brightly. Bit in not very critical ^) What r_gamma value you recomended? Also, may be i lamo, but i can't ...
by _DOOMer_
Mon Aug 19, 2013 3:26 pm
Forum: ID Tech
Topic: The Courtyard (map)
Replies: 16
Views: 7695

Re: The Courtyard (map)

@Eraser
Thanks for your link.

@Martinus
Nice work, Now I not played with bosts, only single walked at map. Buildings looks nice. But white windows on them/.. dark would can look more atmospheric than these. And buildings wuth too much brightly (IMO).
by _DOOMer_
Mon Aug 19, 2013 11:59 am
Forum: ID Tech
Topic: The Courtyard (map)
Replies: 16
Views: 7695

Re: The Courtyard (map)

@Eraser
No :( It's downloaded as .exe with small file size ~94 kbytes (file size on download page displays as
26.6 megabytes).
by _DOOMer_
Mon Aug 19, 2013 11:39 am
Forum: ID Tech
Topic: The Courtyard (map)
Replies: 16
Views: 7695

Re: The Courtyard (map)

@Martinus
Can you place this archvie on normal hosting? (Dropbox, etc) I use Linux, and your thecourtyard.zip.exe useless for me, but I want to see your map. Please make it,
by _DOOMer_
Wed Aug 14, 2013 10:17 am
Forum: ID Tech
Topic: dmr3tourney2 "Innominatum objectum" by DOOMer - final
Replies: 20
Views: 16304

Re: dmr3tourney2 by DOOMer - beta 1

AEon, thanks for your feedback. 1. Yes, I know that the map looks a bit flat :( I tried make smaller the RA room at one axis. The сurrent layout of this room did not really good. 2. Yes. I add some small light into the dark corners and to one dark corridor, which connect RG room and YA. 3. I probabl...