I think you could put a subtle little logo if you wanted discreetly on the map with 'odium' or something, in the same way osp has that little icon placed on dm6.
Hmm, makes me remember that I messed around with the editor the other day and apparently the default bsp mode doesn't optimize the triangulation like it did in doomedit.
I hope you achieve some nice lighting (and texturing) on your dm6 remake. Btw didn't you say you were gonna make a pro-dm6 layout? Shouldn't you call it OD4PRO-Q3DM6 or ODQ3DM6-PRO or something like that.
Last edited by Oeloe on Sun Oct 23, 2005 10:16 pm, edited 1 time in total.
Nice work odium. It's kinda surprising when you think about it that they would do something like that themselves seeing as it was definitely a very popular map. It'll be fun to see it with some nice lighting too.
I think we got too little maps with Quake 4. I remember having more maps with Quake 3 like 17 or so dm maps and a load of ctf maps. Maybe they will make a add-on and load it with a ton of maps like they did with doom 3 resurction.
xchaser wrote:I think we got too little maps with Quake 4. I remember having more maps with Quake 3 like 17 or so dm maps and a load of ctf maps. Maybe they will make a add-on and load it with a ton of maps like they did with doom 3 resurction.
Well, Q3 was JUST a MP game.
Plus Quake 4 had "assault" planned but looks like it was canned...
Not that I want to take a stab at you or anything, but please keep the map at a graphics intensity that is reasonable. I think you'll get the most success from a port if you keep it as true to the original as possible. Don't go hardcore on the lights and effects.
Well, maybe a few things here and there. Remember that this is Doom engine stuff, so its not as easy to light a level as it was in Q3. Now you have so many different factors its not funny.