Kazdm2 - Paradise Lost - 'that island map' - beta
Cool map with a great style and I really like the water. But, there are some problems as you mentioned. The main problems are of course the missing textures, but also on one hut many of it's pieces seem to be floating in mid air. An entire staircase and a rail are just floating. Also some of your staircases are inside the ground.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
I like it.
But like Lenard said, the texture for the tree trunks (palmbark.TGA) is missing. Also, the lighting could use a little tweaking, some areas are too bright (like the boxes near the RL). And others a little dark (near some weapons, like shotgun).
As for the water, it seems only the surface is damaging. I was messing around with /god on and noticed I wasn't getting "sizzled." underwater. I then turned god mode off while underwater and didn't get hurt. Swimming to the surface killed me.
Other than that, just get those palm leaves fixed and it should be great.
P.S. These are the "errors" I get when entering game:
trying models/mapobjects/palm3/palmbark.TGA...
WARNING: reused image textures/kazdm2/env/sky_rt.tga with mixed
glWrapClampMode parm
WARNING: reused image textures/kazdm2/env/sky_bk.tga with mixed
glWrapClampMode parm
WARNING: reused image textures/kazdm2/env/sky_lf.tga with mixed
glWrapClampMode parm
WARNING: reused image textures/kazdm2/env/sky_ft.tga with mixed
glWrapClampMode parm
WARNING: reused image textures/kazdm2/env/sky_up.tga with mixed
glWrapClampMode parm
WARNING: reused image textures/kazdm2/env/sky_dn.tga with mixed
glWrapClampMode parm
stitched 42 LoD cracks
But like Lenard said, the texture for the tree trunks (palmbark.TGA) is missing. Also, the lighting could use a little tweaking, some areas are too bright (like the boxes near the RL). And others a little dark (near some weapons, like shotgun).
As for the water, it seems only the surface is damaging. I was messing around with /god on and noticed I wasn't getting "sizzled." underwater. I then turned god mode off while underwater and didn't get hurt. Swimming to the surface killed me.
Other than that, just get those palm leaves fixed and it should be great.
P.S. These are the "errors" I get when entering game:
trying models/mapobjects/palm3/palmbark.TGA...
WARNING: reused image textures/kazdm2/env/sky_rt.tga with mixed
glWrapClampMode parm
WARNING: reused image textures/kazdm2/env/sky_bk.tga with mixed
glWrapClampMode parm
WARNING: reused image textures/kazdm2/env/sky_lf.tga with mixed
glWrapClampMode parm
WARNING: reused image textures/kazdm2/env/sky_ft.tga with mixed
glWrapClampMode parm
WARNING: reused image textures/kazdm2/env/sky_up.tga with mixed
glWrapClampMode parm
WARNING: reused image textures/kazdm2/env/sky_dn.tga with mixed
glWrapClampMode parm
stitched 42 LoD cracks
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nice man, thx. looks f00kin great.Kaziganthe wrote:http://www.planetquake.com/kaziganthe/kazdm2_5.jpg
they're numbered 1-7, although some don't show the latest version.
yeah, i know :/SonicClang wrote:GASP!!!!!!!! Don't... have Q3 installed??? Bllllllasphemer!!!
[img]http://i26.photobucket.com/albums/c113/ChipV/peso3.jpg[/img]
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Ooooo! I'm in the thank you list!
Didn't download your map yet... my Internet connections a bit unstable ATM... so some things to check with regards to the multiplant PK3:
Did you just forget to include that palm texture in your pk3 or is there something wrong with the new Multiplant pack? If something's wrong with multiplant, let me know so I can fix it.
Make sure you're using the latest version, 2.3 (should be zzz_md3_multiplant_v23.zip).
Also, I would prefer if you redistributed the entire multiplant pk3 within your zip (along with the readme docs). That way, if any future changes to the multiplant pk3 are needed, people won't run into compatiblity issues and will only have to update the multiplant pk3.
Didn't download your map yet... my Internet connections a bit unstable ATM... so some things to check with regards to the multiplant PK3:
Did you just forget to include that palm texture in your pk3 or is there something wrong with the new Multiplant pack? If something's wrong with multiplant, let me know so I can fix it.
Make sure you're using the latest version, 2.3 (should be zzz_md3_multiplant_v23.zip).
Also, I would prefer if you redistributed the entire multiplant pk3 within your zip (along with the readme docs). That way, if any future changes to the multiplant pk3 are needed, people won't run into compatiblity issues and will only have to update the multiplant pk3.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
BTW, a fun little pic that I was using to test my new videocard (IOW, put a lot of models in a map and see how it runs). Eventually, I got bored of manually placing all those models. I should really get around to using surfaceModel instead. Too lazy so never got around to it.
[lvlshot]http://members.lycos.co.uk/quakeroats/q3wtemp/05061701.jpg[/lvlshot]
[lvlshot]http://members.lycos.co.uk/quakeroats/q3wtemp/05061701.jpg[/lvlshot]
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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Well as I played it, I got it before you all :P, I definatly thought this map was a FarCry type map, I really thought the weapons and all were out of place, lol. After looking at it more and especially after looking at the sky view that Kaz posted in the first post it looks like it would also belong in Myst.
Definately an awesome map
Definately an awesome map
[size=92][color=#0000FF]Hugh Hefner for President[/color][/size]
With some careful jumping, I could actually end up on the roof of the Quad hut. 
I found that the weapons and items were placed pretty much in a ring along the outer edge of the structure. Running along it, I could grab almost every item on the map. You may want to spread them out a bit to make things a bit more challenging.
Also, try varying the height of those palms a bit more with modelscale. I get the impression that there are only 3 different palm heights.
Otherwise, very cool map.

I found that the weapons and items were placed pretty much in a ring along the outer edge of the structure. Running along it, I could grab almost every item on the map. You may want to spread them out a bit to make things a bit more challenging.
Also, try varying the height of those palms a bit more with modelscale. I get the impression that there are only 3 different palm heights.
Otherwise, very cool map.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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duhard, you seem to forget every time you post, that you've made an azz out of yourself every time you've posted. Do you even know anything about Kaz? He's one of the best mappers in the Q3 community. He's a pillar of respect. All you have is a very large number under your name indicating you have absolutely no life.
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
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I don't think u understand...I am the total package, son.SonicClang wrote:duhard, you seem to forget every time you post, that you've made an azz out of yourself every time you've posted. Do you even know anything about Kaz? He's one of the best mappers in the Q3 community. He's a pillar of respect. All you have is a very large number under your name indicating you have absolutely no life.
I've been destroying "pillars of respect" ever since I registered here many years ago...you don't wanna mess with a guy like me dumbo.