Screenshots
-
- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am
Thanks o'dium. Yeah, like d3mol!t!on said "Ruiner" looks a bit better in game. It could look even more fancy of course, but since it's a competitive level I resigned from some effects and trims to keep the fps reasonable. But I've found another sexy, gothic level for you. It is made by blushing_bride, it looks like this:
[lvlshot]http://www.planetquake4.net/beta/images/abbey_beta_1.jpg[/lvlshot]
and it is available to download from there.
Don't know where the author post it first, hopefully he will come here some day
But (I'm guessing, didn't read readme.txt yet) everyone can send him some feedback via mail.
[lvlshot]http://www.planetquake4.net/beta/images/abbey_beta_1.jpg[/lvlshot]
and it is available to download from there.
Don't know where the author post it first, hopefully he will come here some day

[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
-
- Posts: 151
- Joined: Thu Oct 20, 2005 2:18 am
Hey Lukin, just wanted to give props on these 2 levels. They're in rotation on our DM server and they get MAD props from all the players. Both of them play soooo smooth for DM. It's a shame more people aren't making bigger levels. Swamped with 1 vs. 1's which I knopw these may be but they're designed is such a way that they can hold upwards of 6 peeps on them with ease.Lukin wrote:It's been a while since I post here. Here's a few shots from my recent works:
Ruiner:
[lvlshot]http://img75.imageshack.us/img75/7780/ruiner4sj.jpg[/lvlshot] [lvlshot]http://img75.imageshack.us/img75/6638/ruiner24by.jpg[/lvlshot]
A Man Called Sun:
[lvlshot]http://www.planetquake4.net/beta/images/l4dm4_6.jpg[/lvlshot] [lvlshot]http://www.planetquake4.net/beta/images/l4dm4_3.jpg[/lvlshot]
Anyways, thanks for such killer maps and I look forward to more from you in the future!
All Out War! 8 player DM Server
1.2 patch + Q4Max + Custom maps + FAST Auto-Download!
Go to [url]http://www.uzaclan.net[/url] for more details or just connect to: 67.19.62.215:28004
[b][color=red]Stats are kept on uZaClan.net[/color][/b]
1.2 patch + Q4Max + Custom maps + FAST Auto-Download!
Go to [url]http://www.uzaclan.net[/url] for more details or just connect to: 67.19.62.215:28004
[b][color=red]Stats are kept on uZaClan.net[/color][/b]
You're welcome. Thanks for the good words, and for playing my maps.{uZa}FreakOfNature wrote: Anyways, thanks for such killer maps and I look forward to more from you in the future!
P.S. Now I'm working on CTF level, later this month I'll try to finish a team deathmatch level - you'll have a chance to play on something bigger.
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
-
- Posts: 151
- Joined: Thu Oct 20, 2005 2:18 am
Awesome. Keep them coming. I foresee a map design job for you in the future. 

All Out War! 8 player DM Server
1.2 patch + Q4Max + Custom maps + FAST Auto-Download!
Go to [url]http://www.uzaclan.net[/url] for more details or just connect to: 67.19.62.215:28004
[b][color=red]Stats are kept on uZaClan.net[/color][/b]
1.2 patch + Q4Max + Custom maps + FAST Auto-Download!
Go to [url]http://www.uzaclan.net[/url] for more details or just connect to: 67.19.62.215:28004
[b][color=red]Stats are kept on uZaClan.net[/color][/b]
[lvlshot]http://www.phoboslab.de/shot00010.jpg[/lvlshot]
a mod i'm working on.
getting the AI to function properly in levels like this is, unfortunately, close to impossible. the engine ignores models (terrain) when creating the AAS. converting the model to brushes (q3map2 ase2map, easygen) also failed, because of "broken" brushes etc :\
a mod i'm working on.
getting the AI to function properly in levels like this is, unfortunately, close to impossible. the engine ignores models (terrain) when creating the AAS. converting the model to brushes (q3map2 ase2map, easygen) also failed, because of "broken" brushes etc :\
What game, Q4mod? The shadow of the terrain looks "realtime-d3e-quality".
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
-
- Posts: 284
- Joined: Thu Feb 16, 2006 3:48 pm
-
- Posts: 56
- Joined: Mon Nov 07, 2005 2:12 pm
You can get an AAS layer working on terrain without 100% precision. AI will trace to the nearest AAS layer (up to maybe 64-96 units or so, I think - don't quote me on that) for pathfinding, but use the collision of the terrain. You can get away with just creating a rough AAS layer under the terrain (make sure you ramp any big height differences) and get guys moving over it pretty well.
[url=http://www.button-masher.net/]www.button-masher.net[/url]
-
- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm