Q3 Mystic Gemini Final Release

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Re: Q3 Mystic Gemini Final Release

Post by ix-ir »

Yep, good thing to share the map sources and I'd encourage others to do the same, include the map file in your final pk3.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Q3 Mystic Gemini Final Release

Post by obsidian »

Say "hi" to the Pope, for me Sock. Do me a favour and remind him that he owes me $50 from our last poker game.
[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]
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: Q3 Mystic Gemini Final Release

Post by Fjoggs »

:olo:
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Re: Q3 Mystic Gemini Final Release

Post by a13n »

@sock
I may not be an appropriate person to comment on good maps but let me tell you just one thing.
The color scheme of your blue flag is so ckool!
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Q3 Mystic Gemini Final Release

Post by ^misantropia^ »

a13n wrote:so ckool!
Is that a pun?
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Re: Q3 Mystic Gemini Final Release

Post by a13n »

^mistypo^
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Q3 Mystic Gemini Final Release

Post by ^misantropia^ »

:smirk:
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Q3 Mystic Gemini Final Release

Post by sock »

obsidian wrote:Say "hi" to the Pope, for me Sock. Do me a favour and remind him that he owes me $50 from our last poker game.
Rome was amazing and the Pope says he will pay back his debts once his latest venture takes off!

Image

sumatra: thanks for the feedback :D
ditchfux: Hope the source files help in some way.
ix-ir: Most mappers nowadays release the source maps but seperately, even old classic stuff.
a13n: The flags are modified ID one's, I think I included the psd in the source pack.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: Q3 Mystic Gemini Final Release

Post by v1l3 »

ix-ir wrote:Player clipping stairs to ramps is not a good thing, even if you're not playing a mode with ramp jumping it still changes the physics unexpectedly
I was the one who tested the pm-physics on the map..so don't give him the criticism. :D Yeah..I thought about whether the ramp-clipping on the stairs would be a good idea..where the most important issue would be head-butting the ceiling imo. I had him raise the brick over the stairs so that wouldn't happen. There is also a ramp on one of side of each base which was raised and opened up more, where if you hit the ramp just right, you can land right up in the middle of the flagroom..very quick entrance. I'm not much of a ramp-jumper..so I didn't view those jumps in that aspect.
The reason that I didn't view them as a problem is when I tested it in Osp their is a terrible over-bounce, where if it's played in Cpma and you catch the footing right..it's smooth.

I'm not saying this to open up argument on the issue..I just figured on letting you know iX. The map is complete anywayz so...I'd have to say that Sock plops down some ownage.. :D
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