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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 298
PostPosted: 11-05-2014 08:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


All the talking about fonts... :rolleyes:
Now adding some serif styled supports, to break up the "generated" look a little bit. :D





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The hell good boy
The hell good boy
Joined: 22 Jun 2011
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PostPosted: 11-05-2014 08:50 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Wow, that's really cool :) Oh, can you please me tell, how did you make custom assets in Hypercube to appear only in this map? Does worldspawn have any special keys to do that job or is it just naming convencials? And is it possible to do this also for sounds?



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Insane Quaker
Insane Quaker
Joined: 05 Mar 2010
Posts: 384
PostPosted: 11-05-2014 10:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


If that's supposed to be a head then why not add some brain matter textures in the upper parts of the map, like this one:

http://thumbs.dreamstime.com/z/brain-te ... 168692.jpg

And if the level is a head then there should be an outside area at the front of it (the mouth as a door?) so players can see that...




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Veteran
Veteran
Joined: 17 May 2011
Posts: 159
PostPosted: 11-05-2014 04:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


sst13 wrote:
Now adding some serif styled supports, to break up the "generated" look a little bit. :D


Hehe Serifs are neat, and as a result, your architecture looks neat :)

Damn, I can't stop thinking about NaissanceE.



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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 298
PostPosted: 11-07-2014 07:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


@CZghost: There's a shader remap function in Q3.

http://robotrenegade.com/q3map2/docs/sh ... ities.html
http://www.simonoc.com/pages/articles/trigshaders1.htm

For example my cloud rocket explosion:
Code:
classname      trigger_always
spawnflags      1
targetShaderName   rocketExplosion
targetShaderNewName   textures/13cube/_rocketexplosion

For sounds you can only use a small hack to silence func_door or func_button entities. Then attach a new sound with a target_speaker.
I've done this in 13hive with the pillar lift. A sample map can be found here: http://sst13.de/dev/noiseless-button.zip


@themuffinman: Inside the head it's more like a metaphoric environment. So there's no brain. :D
The idea to make the mouth or nose a doorway is nice! But the map is only located in the upper part of the head. The way to the mouth and outside would be too long.

Image

I think I make the outside area some kind of secret. Or visible in intermission screen and spectator.



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 11-07-2014 09:11 AM           Profile   Send private message  E-mail  Edit post Reply with quote


sst13 wrote:
There's a shader remap function in Q3.

For sounds you can only use a small hack to silence func_door or func_button entities. Then attach a new sound with a target_speaker.
I've done this in 13hive with the pillar lift. A sample map can be found here: http://sst13.de/dev/noiseless-button.zip

Wow, now I understand :) I though that shader remmaping can be used only for textures bringed to the map, not every shader used. That's incredible, will try experiments :) So the noiseless button/door/plat is made off separated brushes in separated spaces, but in identical entity so the noise will appear outside of the map, right? Good one :)

As for the head, it might be considered spectator easter egg? :) Please, make it also for players, maybe some hidden teleport that sends player to some kind of floating platform in outside area and face teleexit to the head's face :) Also make an exit from the platform back to the map so I will be able to continue in playing :)



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 11-08-2014 09:12 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Oh when do you plan to release hour head, sst? :) It looks so nice my fingers are shaking to play the map :)



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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 494
PostPosted: 11-21-2014 12:48 PM           Profile Send private message  E-mail  Edit post Reply with quote


WIP screen for my mapcore competition map.



more info here




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Theftbot
Theftbot
Joined: 07 Oct 2009
Posts: 483
PostPosted: 11-21-2014 09:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


might have to source other textures-I dont think e8 is QL friendly!




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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 494
PostPosted: 11-22-2014 07:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


thx for the heads up. the competition does not require the map be compatible for quake live though. i would like it to be compatible if id decides to pick it up, but the competition is too far along to worry about that now.

how do you know which textures can be used? i'm assuming it's an issue of licensing, right?




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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 494
PostPosted: 11-23-2014 07:03 PM           Profile Send private message  E-mail  Edit post Reply with quote





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Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
Posts: 362
PostPosted: 11-29-2014 09:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


Quick screenshot of my map for the Mapcore Quake 3 level design contest, which is wrapping up on the 3rd:




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Insane Quaker
Insane Quaker
Joined: 06 Nov 2011
Posts: 250
PostPosted: 11-30-2014 01:40 AM           Profile Send private message  E-mail  Edit post Reply with quote


Daaaamn phant that's quite a screenshot!




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Etile
Etile
Joined: 19 Nov 2003
Posts: 34898
PostPosted: 11-30-2014 04:54 AM           Profile Send private message  E-mail  Edit post Reply with quote


Image

sad geometry is sad




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The hell good boy
The hell good boy
Joined: 22 Jun 2011
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PostPosted: 11-30-2014 06:14 AM           Profile   Send private message  E-mail  Edit post Reply with quote


:olo:



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Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
Posts: 362
PostPosted: 11-30-2014 08:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


Haha :)

You know I'm going to have to change that now, don't you??? ;)

And, thanks KittenIgnition!




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 12-03-2014 11:41 PM           Profile Send private message  E-mail  Edit post Reply with quote


My new venture after hammerwatch



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Theftbot
Theftbot
Joined: 07 Oct 2009
Posts: 483
PostPosted: 12-04-2014 01:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


lol q1 powerup




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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
Posts: 1018
PostPosted: 12-04-2014 03:27 PM           Profile Send private message  E-mail  Edit post Reply with quote


Can't wait to get my hands on that Hipshot. :D

My long time burden Ragnarok got released on QuakeLive yesterday. If you have a free minute check it out! :)



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Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
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PostPosted: 12-04-2014 07:27 PM           Profile Send private message  E-mail  Edit post Reply with quote


cityy wrote:
My long time burden Ragnarok got released on QuakeLive yesterday. If you have a free minute check it out! :)


Amazing work cityy. Love that architecture! Speaking of burdens, I have this one map of ours...I think you will like the direction I'm taking it...like nothing really ever seen in Quake before...

------------------------------
Hipshot:




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 12-04-2014 08:41 PM           Profile Send private message  E-mail  Edit post Reply with quote


Are those wagon wheels finally round? Square wheels don't work quite as well, I'm told.



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surfaceparm nomarks
surfaceparm nomarks
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PostPosted: 12-05-2014 12:20 AM           Profile Send private message  E-mail  Edit post Reply with quote


Phantazm11 wrote:
Speaking of burdens, I have this one map of ours...I think you will like the direction I'm taking it...like nothing really ever seen in Quake before...


:D :D Can't wait to see what you are coming up with!

Obsidian wrote:
Are those wagon wheels finally round? Square wheels don't work quite as well, I'm told.


Yes, they should be!!!



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
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PostPosted: 12-05-2014 12:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


I took a look at the level Cit, look good a solid release, I'm also gonna see if I can play it this lunch.

However, the wagon wheels might be round, but that's not even close to a perfect circle =) That must be one hell of a bumpy ride.



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Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
Posts: 362
PostPosted: 12-05-2014 07:30 PM           Profile Send private message  E-mail  Edit post Reply with quote


A few more screenshots from my latest map, Geotechnic (for the Mapcore Quake 3 Anniversary contest):








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Boink!
Boink!
Joined: 19 Apr 2003
Posts: 4493
PostPosted: 12-06-2014 12:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


That looks rather neat. Love the rounded pit in the first shot, and the rounded off roof of the second shot. Really nice designs.




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The hell good boy
The hell good boy
Joined: 22 Jun 2011
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PostPosted: 12-06-2014 02:17 AM           Profile   Send private message  E-mail  Edit post Reply with quote


@phantazm11: Another sad geometry? :olo:
Image



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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
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PostPosted: 12-06-2014 10:20 AM           Profile Send private message  E-mail  Edit post Reply with quote


i think the stress of an impending deadline put phant in a very dark place emotionally while he was making this map :p




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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5230
PostPosted: 12-11-2014 02:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


Been awhile since I posted a screenshot, so here's a reflex shot. :) Still not much assets to work with, so you have to make due with what little you have.




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Boink!
Boink!
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PostPosted: 12-11-2014 03:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


Fjoggs,
I really love the brushwork... makes me wonder why this was not done in Radiant ages ago... maybe the "difficulty" to getting it done in Reflex is the motivator?

With the map converter working and the full power of GTKradiant now at the tips of our finger... muhaha... to create maps for Reflex that is... the geometric detail should pretty soon ramp up. Much like I did for AEdm7r, you may also be getting tears in your eyes, reflecting on the amount of work it was to create such brush detail only using Reflex.




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 12-11-2014 04:20 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Wait, are you saying you can create Reflex maps with GtkRadiant?

edit:
oh nevermind, just saw your q3 -> reflex map converter post




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Will map for food.
Will map for food.
Joined: 29 Dec 2000
Posts: 1747
PostPosted: 12-11-2014 11:22 AM           Profile Send private message  E-mail  Edit post Reply with quote


Man that's awesome to have the patience to do brush work like that in Reflex.

What Reflex really needs right now, outside of a rotation widget, would be hierarchical instancing and the ability to bring in static meshes. While I can definitely see it being nice to use GTKR I really just cant bring myself to do that.



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Boink!
Boink!
Joined: 19 Apr 2003
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PostPosted: 12-11-2014 11:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


Castle,
you need to build a larger map, and then find out 30% needs to be moved... "feel the pain" :owned:

I really liked your optimized stairs... "right in the face of all the wannabe mappers". I have a good excuse that I never used your method... I don't add stairs. :ninja:




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Old Skool'
Old Skool'
Joined: 02 May 2002
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PostPosted: 12-11-2014 02:37 PM           Profile Send private message  E-mail  Edit post Reply with quote


Optimize everything!

Castle: Yeah it's lacking severely in several fields, but there's more pressing matters to attend to right now. Hopefully they'll get time for a map editor patch sometime soon. :)




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Will map for food.
Will map for food.
Joined: 29 Dec 2000
Posts: 1747
PostPosted: 12-11-2014 04:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


AEon wrote:
Castle,
you need to build a larger map, and then find out 30% needs to be moved... "feel the pain" :owned:

I really liked your optimized stairs... "right in the face of all the wannabe mappers". I have a good excuse that I never used your method... I don't add stairs. :ninja:


Oh yeah I can definitely see it being a major pain to have to move big chunks of a level around. Though allowing me to select multiple brushes at once in addition to having hierarchical instancing I think would do a heck of a lot in the way of addressing this problem.

Fjoggs wrote:
Optimize everything!

Castle: Yeah it's lacking severely in several fields, but there's more pressing matters to attend to right now. Hopefully they'll get time for a map editor patch sometime soon. :)


I am very interested in the development of this toolset as it really has a ton of potential.



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Warrior
Warrior
Joined: 23 Jul 2008
Posts: 83
PostPosted: 12-12-2014 05:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


phantazm's map along with q3gwdm2 should be the contender for the main prizes in the mapcore contest IMHO. Amazing maps looks + gameplay wise.




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