Hardly something you could call a 'remix'. It still has this bug where you can stand in the air on the left side of the 25 hp platform near the RL bridge:
You can actually walk a bit on along that patch.
I don't know how that's happening, a close look at the area and there doesn't seem to be any reason for that to happen. Also it's called remix because I can't call it pro.
Full changes.
DM/Tourney: Ammo reshuffle, MH in centre, RA down at low YA
TDM. More ammo, more health, YA down low, RA at pillars, GL moved, quad centre.
I think releasing a remix without the other new maps is bad. they all lack good r_lightdetaillevels and I bet spawns in that ctf map are all only in the bases again.And that tourney map has only one armor too.
@pjw : yes , thats what i meant. waiting to see how the lights turned out was the thing that slowed me down the most in q3 mapping.
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still hard at work on the map ,i figure no point in releasing it until it's perfect.
at the same time we might as well submit it in a contest while we are at it.
so i'm really trying to make the best map i can and if everything turns out right we might see it on every server.
so patience , we will make quake3world proud and advertise Q3W forums at the same time.
so ya i'm going overboard 100 hours + on the map but i'm on holidays and loving what i'm doing.
q4radiant keeps losing my fixes ..which has been a real pain in the ass and a time waster.
Is it too late to alter the textures. That 'gothic brick' seems to be used everywhere. Maybe mix it up with something similar. Just a thought.
I'm not a fan of the Raven version. The sandy floor just looks wierd + too bright, textures are 'blocky' and the floor grating is overused as a ceiling texture IMO. Inset ceiling machinery and spot/shaped lighting is nice though.
gg ax keep it up and take your time, have a break there's no rush
still hard at work on the map ,i figure no point in releasing it until it's perfect.
at the same time we might as well submit it in a contest while we are at it.
so i'm really trying to make the best map i can and if everything turns out right we might see it on every server.
so patience , we will make quake3world proud and advertise Q3W forums at the same time.
so ya i'm going overboard 100 hours + on the map but i'm on holidays and loving what i'm doing.
q4radiant keeps losing my fixes ..which has been a real pain in the ass and a time waster.
Polishing it up. Nice one axbaby. -:icon14:
Can't wait to play this one. We all know this map will be on most if not all server once it's shown.
I'm going to try and play some Q4 tonight and be around if you need anything. Let me know. *waves*
axbaby wrote:
q4radiant keeps losing my fixes ..which has been a real pain in the ass and a time waster.
when you save dont choose to overwrite the old .map. you have to save as a new file name each time. my 2 strafe maps have gone alll the way up to strafes67.map for rman_strafes_01 and strafes28.map for rman_strafes_02
Definitely the original I think ax. The lighter texture doesn't have any detail to break it up; It looks like one big expanse of a surface whereas the first shot shows it broken up into bricks.
The opposite goes for the floor... in the original shot the whole floor has decals which make it look unique throughout... whereas the retexturing you've done tesselates it and you can see the repeats.
I'd stick with the originals in those 2 respects, for sure.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
After looking at it a bit more: Consider replacing the 2 light fixtures seen on the far high wall with 2 large rectangular blocks coming down the wall, like they did in the original level. They break the wall up into even more segments and barely cost a dime as far as performance is concerned.
BTW "Wodax"
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
I actually felt like the ya room was the mpst like the original. Don't change it until people answer this: Do you other guys have any problems with the ya? What makes you think there is a problem there?
I really liked the original tex's, just not the alignment. I thought they were a perfect fit.
I personally don't have a problem with the wall or floor textures. I think the wall textures just seem to clash with the hallway textures. Maybe replace those? Just a personal opinion.
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not enough textures around to match the theme of the map but
i'll get it.
fixed clipping ,make doorways bigger,fixed gripe about stairs running into curve ,clipped all curves,put lava pit back in at 1/2 size.
pretty much just texturing left .
played the map with bots and nice to them find bugs ... they couldn't
land when on jumpad .. junk boink boink boink "fixed".
damn those bots are good