Search found 157 matches

by maz0r
Thu Sep 24, 2009 10:50 am
Forum: ID Tech
Topic: SolarAE - Solar - AEon's Edit - Final!
Replies: 73
Views: 35863

Re: SolarAE - Beta 2 d/l

IMO the ra/tele room is way too easy to control and it will be hard sneaking a ra from there. When moving it even closer to the tele it's almost impossible since all entrances can be covered easily and the drop from above is not possible anymore. Btw. I still totally dislike your two-way teleporter....
by maz0r
Thu Sep 24, 2009 10:43 am
Forum: ID Tech
Topic: Creating a glow effect
Replies: 15
Views: 6816

Re: Creating a glow effect

AFAIK q3 fully understands and supports the alpha channels of tga files. So no need for 'black or white backgrounds' at all, just use a program supporting alpha channels (like photoshop does).
by maz0r
Thu Sep 24, 2009 10:38 am
Forum: ID Tech
Topic: [Alpha] CTF Layout - Thougts
Replies: 37
Views: 17558

Re: [Alpha] CTF Layout - Thougts

As a regular (and quite good tbh) ctf player I jumped around in your last alpha yesterday. Will give some more feedback as soon as possible, maybe tonight or tomorrow. In short: It's already quite ok, but lacks some interesting areas for fighting. Mid could be a tad bigger, lower route is covered wa...
by maz0r
Thu Sep 24, 2009 10:30 am
Forum: ID Tech
Topic: Q (phdm2) - BETA 2 *UPDATE #4*
Replies: 50
Views: 26686

Re: Q (phtourney1) - BETA 2

I also agree with everything sock already said. Gameplay is fine but it is no tourney map at all. Btw I noticed two minor errors while hopping along the platforms: First the map missed a texture. The cable going up from the keypad misses its texture on the small brush connecting the horizontal and v...
by maz0r
Thu Sep 17, 2009 10:40 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3285022

Re: Screenshots

Pat Howard wrote:Image
Lost ftw!! :up:
by maz0r
Sat Sep 12, 2009 3:48 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3285022

Re: Screenshots

imagebanana ftw :o)
by maz0r
Wed Sep 09, 2009 9:50 pm
Forum: ID Tech
Topic: Plans on mapping for Wolfenstein?
Replies: 15
Views: 4282

Re: Plans on mapping for Wolfenstein?

Oh fjdskjf, i messed up the wolfenstein release with that of batman: arkham asylum. Of course it's already there for the pc, shame on me :)
by maz0r
Wed Sep 09, 2009 9:49 am
Forum: ID Tech
Topic: Plans on mapping for Wolfenstein?
Replies: 15
Views: 4282

Re: Plans on mapping for Wolfenstein?

Yeah, it's actually based on a modified Doom 3 engine. But there is now SDK yet, since the PC version will be released not until the mid or end of september.
by maz0r
Sat Aug 29, 2009 2:08 pm
Forum: ID Tech
Topic: Lagging GTKRadiant camera
Replies: 9
Views: 4531

Re: Lagging GTKRadiant camera

Try running GTKRadiant in WinXP-Compatibility-Mode while also disabling Aero.
by maz0r
Sat Aug 29, 2009 12:12 am
Forum: ID Tech
Topic: Lagging GTKRadiant camera
Replies: 9
Views: 4531

Re: Lagging GTKRadiant camera

Running Vista or even Windows 7?
by maz0r
Mon Aug 17, 2009 10:01 pm
Forum: ID Tech
Topic: Content creation & mod-ability of newer games
Replies: 26
Views: 9258

Re: Content creation & mod-ability of newer games

Just saw the presentation of the new development tools of the CryEngine3 recently presented at GamesCom. I must admit my german fellows are quite good in creating these tools, wish they would also be that good in content/game creation. Just have a look, IMO it is a great example where mapping is evo...
by maz0r
Fri Aug 14, 2009 6:34 am
Forum: ID Tech
Topic: Q3Ase isn't opening a .tga?
Replies: 9
Views: 4871

Re: Q3Ase isn't opening a .tga?

While using Windows, Paint.NET ist another great and free graphics program. It also supports TGAs and comes as a lightweight 1,6 MB Download (but as the name suggests, needs the .NET Framework to be installed).
by maz0r
Thu Aug 06, 2009 1:21 pm
Forum: ID Tech
Topic: q3dmp11 - tech edge
Replies: 108
Views: 61909

Re: q3dmp11 - tech edge

[...]..though it is officially the first Q3 map that is unplayable on my system with r_speeds and all[...] You havent played Hipshot's Industrial Techmap, have you? :D Btw it's very nice how this place breathens again. Havent seen such a frequented beta thread for a long time. Keep up the good work...
by maz0r
Thu Jul 30, 2009 12:11 pm
Forum: ID Tech
Topic: Wipeout
Replies: 13
Views: 3752

Re: Wipeout

Fixed those Shots for you:
Image
Image
Image
by maz0r
Mon Jul 27, 2009 8:20 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3285022

Re: Screenshots

I like the look of the second shot. Reminds me a bit of racing games (which seems to be good, since it's made for q3rally and defrag). But it's very hard to judge screenshots, if provided in this small size together with hardly any information about the map.
by maz0r
Tue Jul 21, 2009 2:32 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3285022

Re: Screenshots

phantazm11: You played Uncharted recently, didnt you? Man this architecture reminds me a lot of that awesome game. Only the lightning is quite different, but that issue was already mentioned. sock: I really adore the brushwork you presented on the screenshots. Especially the sky light is superb. So ...
by maz0r
Mon Jul 06, 2009 11:40 pm
Forum: ID Tech
Topic: s_ambient?
Replies: 9
Views: 4846

Re: s_ambient?

Dunno, are you sure the cvar even exists in baseq3? Maybe you'll set it in your config and hence it will be recognized in the console later on.
Maybe I can make some tests tomorrow evening.
by maz0r
Mon Jul 06, 2009 11:58 am
Forum: ID Tech
Topic: s_ambient?
Replies: 9
Views: 4846

Re: s_ambient?

Ok I looked deeper into this (without actually having a q3 copy available). First looked into the q3 source and realized that s_ambient seems not to be implemented in baseQ3. So I tried my luck with OSP, where I was sure s_ambient is available. And I came up with this: s_ambient <0|1> (default = 1) ...
by maz0r
Sun Jul 05, 2009 9:47 pm
Forum: ID Tech
Topic: s_ambient?
Replies: 9
Views: 4846

Re: s_ambient?

Doesnt s_ambient just disables all target_speakers? Sounds logical since all game related sounds will be triggered by either the player or are hardcoded sounds for interactive objects (doors, teleporters, etc.).
by maz0r
Thu Jun 25, 2009 11:47 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3285022

Re: Screenshots

Looks great and reminds me a lot of quake 1 (which is good).
by maz0r
Tue May 05, 2009 6:17 pm
Forum: ID Tech
Topic: Doom 3 / Quake 4 texture sets
Replies: 14
Views: 9623

Re: Doom 3 / Quake 4 texture sets

eX Texture Set by evillair comes to my mind.

Edit: flesjflwkejf, evillair of course. Dunno what came into my mind while writing that... :paranoid:
by maz0r
Mon Mar 30, 2009 6:46 am
Forum: ID Tech
Topic: Crescent Beta (final)
Replies: 14
Views: 10220

Re: Crescent Beta (Updated Beta 2)

You're welcome, hipshot. Glad to hear, that my input helped improving the map a bit. Will for sure test the updated version as soon as possible. Sadly, I'm rather busy currently but I hope I can give it a try during the next few days. Oh and something I was reminded by the new screenshots: consider ...
by maz0r
Tue Mar 24, 2009 2:13 am
Forum: ID Tech
Topic: megadm4 beta1
Replies: 8
Views: 3946

Re: megadm4 beta1

Visuals and architechture are outstanding, great job MegaMan44. I really like the fog blended into the skybox in the MH room. But I fear the gameplay will not work out. The flow on the upper level is quite dodgy. You can just go around in one direction and in the end the only option despite going ba...
by maz0r
Tue Mar 24, 2009 1:56 am
Forum: ID Tech
Topic: Q3shwxx: CTF map - alpha4
Replies: 4
Views: 2231

Re: Q3shwxx: CTF map - alpha4

As already stated the map is just too open. Especially the long wide corridors are a pain to travel while holding the flag. In fact you should try to make the map much smaller. At the moment it almost consists of corridors which dont offer much possibilities for escaping nor fighting. Another thing ...
by maz0r
Tue Mar 24, 2009 12:15 am
Forum: ID Tech
Topic: Crescent Beta (final)
Replies: 14
Views: 10220

Re: Crescent Beta

Ok, here we go... Let's start how awesome this map is. I really, really love the visuals, the flow (excellent work with the planks) and the overall layout. It's tight but moving around is very fun and challenging. But (and there's always a but) I came along some suggestions while trolling around. Ma...