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Topic Starter Topic: [update] "Hogans Alley" Duel map renamed to "Nemesis" and fi

Recruit
Recruit
Joined: 07 Apr 2015
Posts: 3
PostPosted: 04-07-2015 07:17 PM           Profile Send private message  E-mail  Edit post Reply with quote


Update:

renamed the map to Nemesis
finished lightning
finished vis portals
retextured some parts and brought in some new textures

https://www.dropbox.com/s/41ihub12rjicwr5/nemesis.pk3?dl=0

made a youtube video :D

https://youtu.be/BhXeS_l_3ww

Ok guys thanks for your replies, i have fixed what you´ve been mentioning and i hope its all nice and shiny now :D

I brought in some new textures to get some more variety and put a lot of time in setting up vis portals:
i didnt get how those work for a while but finally i think i got it right.

only 2 things left disturbing me:

i got them moving patches, they get out of shape depending on which angle they be loked at

Image

Image

and then i wanted to use the texture /shw/cobaltborder_black which has a shiny metall shader but ql doesnt seem to have this texture (anymore mb). so i tried to apply the shader on an other texture, but this doesnt work i just get a shiny white surface. i used this shader:

textures/shw/cobaltborder_black_2 (path to my edited texture)
{
qer_editorimage textures/shw/cobaltborder_black_2.tga

{
map textures/base_wall/chrome_env2.tga
rgbGen identity
tcGen environment
tcmod scale .25 .25
}

{
map textures/shw/cobaltborder_black_2.tga
blendfunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
rgbGen identity
}
{
map $lightmap
blendfunc filter
rgbGen identity
}
}

Thats about it so far, would be nice to get some more feedback and testing of the map.

Image
Image
[img]"http://i.imgur.com/G4DCY0G.jpg"[/img]
Image
Image
Image
Image
Image
Image





"Hogans Alley" by Marvin Pofahl

Filename: hogansalley.pk3
Status: almost done
Gametypes: duel, ffa, 2v2 tdm
Recommended Players: 2-8

https://www.dropbox.com/s/7w6e36xu94daw5o/hogansalley.pk3?dl=0

Hey guys,

i made this duel map over like the last year and i put a lot of effort in it: spending lots of thoughts about the gameplay especially for duel. Now im past the building process but still got some trouble. Im playing quake since Q3 beta and i think i know what a map needs to be playable in duel but this is my first own map and i had and have to learn all that mapping stuff.

remaining problems:
-Framedrops! (maybe my vis portals sucks idk)
-Patch issues (at some places they fit from distance but move out of shape when getting closer (subdivisions))
-lightning (in ql the lightning looks dull)

If here are some more experienced mappers who would like to help me a bit, this would be very nice :)

Im open for any suggestions also gameplay wise, but keep in mind that i already thought a lot about the map and that every change has many dependencies.

ps. you can also find me in irc at #radiant, #tdmpickup or mail me to marvin-seb.pofahl@gmx.de
















Last edited by raidan65 on 04-17-2015 05:01 PM, edited 5 times in total.

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Boink!
Boink!
Joined: 19 Apr 2003
Posts: 4493
PostPosted: 04-07-2015 08:10 PM           Profile Send private message  E-mail  Edit post Reply with quote


Ahem... strange there is a version conflict... should be 46 but is 47... is this for QL or something?




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Recruit
Recruit
Joined: 07 Apr 2015
Posts: 3
PostPosted: 04-07-2015 08:19 PM           Profile Send private message  E-mail  Edit post Reply with quote


yes, or for wolfcam with ql files.




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The Afflicted
The Afflicted
Joined: 11 Mar 2015
Posts: 848
PostPosted: 04-13-2015 12:24 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looks like youre know what youre doing!
I have to do that wolfcam-stuff to check your map, it really looks awesome!



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Commander
Commander
Joined: 10 Apr 2015
Posts: 137
PostPosted: 04-14-2015 05:25 AM           Profile Send private message  E-mail  Edit post Reply with quote


The issue with the patches and subdivisions is an odd one. Something I too have encountered. Not all patches do it though. No idea how to fix it either...




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