[lvlshot]http://i.imgur.com/vZyZ8av.jpg[/lvlshot]
Replika of Arathi Basin for Open Arena (because of domination gamemode, but it works with Quake 3 and Team Arena too).
Search found 199 matches
- Wed Nov 23, 2016 12:09 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3160920
- Tue Nov 22, 2016 7:52 pm
- Forum: ID Tech
- Topic: AAS error MAX_MAPFILE_BRUSHSIDES
- Replies: 6
- Views: 7616
Re: AAS error MAX_MAPFILE_BRUSHSIDES
Yeah, I knew and found the fixaas topic, and thanks for reminding me about that.
I'm still full of problems... (at least the AAS problem solved
)
I'm still full of problems... (at least the AAS problem solved

- Sat Nov 19, 2016 11:44 am
- Forum: ID Tech
- Topic: AAS error MAX_MAPFILE_BRUSHSIDES
- Replies: 6
- Views: 7616
Re: AAS error MAX_MAPFILE_BRUSHSIDES
So then...
MAX_MAPFILE_BRUSHSIDES is equal to MAX_MAP_BRUSHSIDES ?
This problem caused by complex or big brushes/curves?
MAX_MAPFILE_BRUSHSIDES is equal to MAX_MAP_BRUSHSIDES ?
This problem caused by complex or big brushes/curves?
- Fri Nov 18, 2016 11:38 pm
- Forum: ID Tech
- Topic: AAS error MAX_MAPFILE_BRUSHSIDES
- Replies: 6
- Views: 7616
AAS error MAX_MAPFILE_BRUSHSIDES
Hello! I've recently got this error message while compiling the bot navigation(AAS) file: "curve brushesERROR: MAX_MAPFILE_BRUSHSIDES" How can I fix it? I think it's some kind of a patch brush issue, but I clipped nearly every single patch brush on my map and still got this error message. ...
- Wed Jul 27, 2016 10:10 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3160920
Re: Screenshots
That means my map not worth to post here or what?
- Wed Jul 27, 2016 2:53 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3160920
Re: Screenshots
Hy again! Here's my upcoming map what I'm working on: [lvlshot]http://i.imgur.com/xXfNmCx.jpg[/lvlshot] [lvlshot]http://i.imgur.com/AiZd4UZ.jpg[/lvlshot] This is my very first tech themed level trying to aim (mostly) the vertical aspects. I'm in the testing phase with the map. What do you think abou...
- Wed Mar 16, 2016 4:20 pm
- Forum: ID Tech
- Topic: Free music maker?
- Replies: 7
- Views: 5098
Re: Free music maker?
https://openmpt.org/ -Open Modplug Tracker. I used a lot of this in the past.
You'll need to get samples.
You'll need to get samples.
- Sat Mar 05, 2016 6:06 pm
- Forum: ID Tech
- Topic: Model rigging
- Replies: 0
- Views: 2049
Model rigging
Hey! I'm having problem with model rigging. I don't know how it works exactly. I watched tutorials on youtube for both 3ds max and blender. Can I somehow do the weights by selecting vertexes in blender or 3ds max?(like how in Milkshape 3D can do the weights). I've made a power armor for Fallout 4, a...
- Thu Feb 11, 2016 2:22 am
- Forum: ID Tech
- Topic: Need some help with launchpads (q3ctf5)
- Replies: 4
- Views: 4080
Re: Need some help with launchpads (q3ctf5)
Choose the texture: common/trigger
then make a brush (with the trigger common texture)
make it trigger_push
place a target_push entity
after this select first the trigger brush (trigger_push) then select the target_push and press ctrl+k.
then make a brush (with the trigger common texture)
make it trigger_push
place a target_push entity
after this select first the trigger brush (trigger_push) then select the target_push and press ctrl+k.
- Tue Feb 02, 2016 7:44 pm
- Forum: ID Tech
- Topic: First map ever - Technical Damnation
- Replies: 4
- Views: 3527
Re: First map ever - Technical Damnation
Hello. In my opinion: - the texture usage is too simple (monotone) - too much ammo (and too much on one place) - bots spend a lot of time to collect all the armor shards under the water (make them easy target for free frags) - don't forget to make a txt file (example: http://lvlworld.com/txt/sample-...
- Mon Dec 14, 2015 4:56 pm
- Forum: ID Tech
- Topic: FortTown map (Need test)
- Replies: 16
- Views: 9481
Re: FortTown map (Need test)
Update (see in the first post for download.)
Changes:
- more team colored bases.
- changed lights in the inside areas.
- item placement
- an open gate version of the map for tourney and ffa (with different item placement)
I hope you will like it.
Changes:
- more team colored bases.
- changed lights in the inside areas.
- item placement
- an open gate version of the map for tourney and ffa (with different item placement)
I hope you will like it.

- Mon Dec 14, 2015 4:51 pm
- Forum: ID Tech
- Topic: Large maps & terrain questions
- Replies: 5
- Views: 4570
Re: Large maps & terrain questions
Terrain brushes must be detail brushes. Don't make them too complex because that causes very bad r_speeds.
Increase the _blocksize if its necessary for less compiling time and bsp size, but I do not recommend you to do this (as I said just if really necessary).
Increase the _blocksize if its necessary for less compiling time and bsp size, but I do not recommend you to do this (as I said just if really necessary).
- Wed Dec 02, 2015 2:56 pm
- Forum: ID Tech
- Topic: FortTown map (Need test)
- Replies: 16
- Views: 9481
Re: FortTown map (Need test)
Thank you Ferrao10 for your post. I like the open gate idea for a FFA version of the map (without team colors). I can add some stairs to reach easily the 3rd floor. I have ideas to re-arrange the weapon placements (and some of the item placements too). But I do not want to rid off the crypt. I think...
- Sun Nov 29, 2015 9:40 am
- Forum: ID Tech
- Topic: FortTown map (Need test)
- Replies: 16
- Views: 9481
Re: FortTown map (Need test)
Thank you Hipshot, I thought about that too. I will replace them.
- Sat Nov 28, 2015 6:48 pm
- Forum: ID Tech
- Topic: FortTown map (Need test)
- Replies: 16
- Views: 9481
Re: FortTown map (Need test)
If them really copyright protected, I can solve that.
Some other suggestions?
Some other suggestions?
- Sat Nov 28, 2015 9:22 am
- Forum: ID Tech
- Topic: FortTown map (Need test)
- Replies: 16
- Views: 9481
Re: FortTown map (Need test)
Should I change on this map something else?
Do it worth for Quake Live?
Do it worth for Quake Live?
- Thu Nov 26, 2015 10:27 pm
- Forum: ID Tech
- Topic: Q3 [BETA] 13matrix "The Campgrounds II - Matrix Edition"
- Replies: 18
- Views: 14166
Re: Q3 [BETA] 13matrix "The Campgrounds II - Matrix Edition"
I like it, but... what about the sky?
The sky is not part of the matrix?
The sky is not part of the matrix?

- Thu Nov 26, 2015 2:46 pm
- Forum: ID Tech
- Topic: FortTown map (Need test)
- Replies: 16
- Views: 9481
Re: FortTown map (Need test)
I changed the red rooftiles colors deeper, and made the indoor areas more eye-friendly.
I do not want teamed wooden beams. There's should be another way to make more team colored the bases if it really that necessary.
I do not want teamed wooden beams. There's should be another way to make more team colored the bases if it really that necessary.
- Wed Nov 25, 2015 11:34 pm
- Forum: ID Tech
- Topic: FortTown map (Need test)
- Replies: 16
- Views: 9481
Re: FortTown map (Need test)
I'm afraid a bit.
- Wed Nov 25, 2015 11:34 pm
- Forum: ID Tech
- Topic: FortTown map (Need test)
- Replies: 16
- Views: 9481
Re: FortTown map (Need test)
I'm afraid a bit.
- Wed Nov 25, 2015 9:12 pm
- Forum: ID Tech
- Topic: FortTown map (Need test)
- Replies: 16
- Views: 9481
Re: FortTown map (Need test)
What do you suggest about the indoor lightning? How should I "fix" it, if its really not that good?
Maybe decreasing the light intensity?
Maybe decreasing the light intensity?
- Wed Nov 25, 2015 4:26 pm
- Forum: ID Tech
- Topic: TNUC [ALPHA] - Would Like Some Layout Feedback/Advice
- Replies: 8
- Views: 6559
Re: TNUC [ALPHA] - Would Like Some Layout Feedback/Advice
It says, wrong version.
I could not load it to Quake 3, and I don't have QL client.
I could not load it to Quake 3, and I don't have QL client.

- Wed Nov 25, 2015 4:18 pm
- Forum: ID Tech
- Topic: FortTown map (Need test)
- Replies: 16
- Views: 9481
FortTown map (Need test)
Hello everyone, here is my map for test: Red territory [lvlshot]http://i.imgur.com/h3Dd8cn.jpg[/lvlshot] Blue territory [lvlshot]http://i.imgur.com/Oa98prF.jpg[/lvlshot] Crypt [lvlshot]http://i.imgur.com/3tUZbNa.jpg[/lvlshot] [lvlshot]http://i.imgur.com/MMha3wZ.jpg[/lvlshot] I need it for test : -pe...
- Mon Nov 23, 2015 9:53 pm
- Forum: The Void
- Topic: sexy pizza
- Replies: 113
- Views: 155848
Re: sexy pizza

A guy married with a pizza.
- Mon Nov 23, 2015 4:25 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3160920
Re: Screenshots
Well, sst13 your map has 2 alike (mirrored) bases. My map has different "bases". That's the problem (hard to implement that, and I don't think that's a good idea for my map). I added a couple banners to the buildings (as how Eraser suggested to me), but I think it's a bit ruins the looking...