Q4 MP: rspctf05b - The Final Frontier, Too - alpha

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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[TJD]Rico
Posts: 109
Joined: Tue Oct 18, 2005 8:19 pm

Q4 MP: rspctf05b - The Final Frontier, Too - alpha

Post by [TJD]Rico »

Also posted in Q4 forum

Hi, I've got an alpha version of my Q4 re-make of q2ctf05b (The Final Frontier 2) that I'd like you to rip to fuck and take the piss out of.

It needs "polishing" (well, actually, making more dirty with decals and stuff), but if anyone cares the run around it and let me know how it performs or if there are any sticky areas, I'd appreciate it.

http://www.respawned.co.uk/quake4/files ... -alpha.pk4

It's my first attempt at mapping, so I expect a lot of crticism. It's very "square", too, but so was the original.

Known issues:

- decals on underground doors don't rise with the doors
- marine railgun room has a "sticky" wall by the door (you can jump against it and stick there). Dunno why.

Thanks for your time.
neh
Posts: 662
Joined: Mon Mar 12, 2001 8:00 am

Post by neh »

screenies fucnut!

[edit]
in the nicest possible sense of course :)
[TJD]Rico
Posts: 109
Joined: Tue Oct 18, 2005 8:19 pm

Post by [TJD]Rico »

Image

Image
Techx
Posts: 16
Joined: Thu Jun 15, 2000 7:00 am

Post by Techx »

looks alright, I'd recommend adding some detail to those barren flat walls in the 2nd shot, it basically looks too boxy :)
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