Still workin at it

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
sir_vival
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Re: Still workin at it

Post by sir_vival »

lololololol
Last edited by sir_vival on Wed Feb 24, 2010 10:17 am, edited 1 time in total.
spookmineer
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Re: Still workin at it

Post by spookmineer »

That looks awful... the terrain, the misaligned textures on the walls...

The map in your first post reminded me of Kineterra - biiiig map with mountains, I love that one.
sir_vival
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Re: Still workin at it

Post by sir_vival »

cbcf
Last edited by sir_vival on Thu Feb 25, 2010 7:22 pm, edited 1 time in total.
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Hipshot
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Re: Still workin at it

Post by Hipshot »

Is this your first level?
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
fKd
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Re: Still workin at it

Post by fKd »

seriously, check out what sock are resident terrain pro has to say in his tutorials dude, they helped me big time
sir_vival
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Re: Still workin at it

Post by sir_vival »

ufuv
Last edited by sir_vival on Thu Feb 25, 2010 7:26 pm, edited 2 times in total.
fKd
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Re: Still workin at it

Post by fKd »

as a base thats not to shabby, how do you go about setting up ya gameplay elements? (ie layout) or are you just building on the fly?

if ya need feedback etc post up a early build and let us see whats going on. keep at it man. oh on a side note, try not to mix gothic with tech/base textures... for some reason ppl frown on that. also try using a different texture for the floors, give it a little more contrast.
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Hipshot
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Re: Still workin at it

Post by Hipshot »

sir_vival wrote: nah. . .it's not my first level per say if you can call anything I'm making a level. . .my first level. .that I actually worked hard on. . .is this. . .
I can see you're really making good progress there.

In one pic there, is that a red health pickup, or what is it?
http://screenshot.xfire.com/screenshot/ ... f7ac6a.png

Edit: Something that you can actually use: Try and lower the texture scale. It looks like they are 2/2 or even more now...
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
sir_vival
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Re: Still workin at it

Post by sir_vival »

igiy
Last edited by sir_vival on Thu Feb 25, 2010 7:27 pm, edited 1 time in total.
pjw
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Re: Still workin at it

Post by pjw »

Hang in there. There's a lot to learn, and it's always harder when you're just getting started.
sir_vival wrote:I just scrolled through this thread and read the part about using lvlshot instead of image lmfao sorrrryyyy won't happen again
Does that mean you're going to fix those ones up there? :)
sir_vival
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Re: Still workin at it

Post by sir_vival »

yy
Last edited by sir_vival on Thu Feb 25, 2010 7:16 pm, edited 1 time in total.
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Hipshot
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Re: Still workin at it

Post by Hipshot »

It's rough being a quake mapper these days...
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
sir_vival
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Re: Still workin at it

Post by sir_vival »

ujkk
Last edited by sir_vival on Thu Feb 25, 2010 7:16 pm, edited 1 time in total.
sir_vival
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Re: Still workin at it

Post by sir_vival »

jiojkoj
Last edited by sir_vival on Thu Feb 25, 2010 7:16 pm, edited 1 time in total.
sir_vival
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Re: Still workin at it

Post by sir_vival »

it's 8:30 am now. . .:(. .an hour til court. . .:(. . .damn. . .:( sorry for triple posting :(. . . :miffed:
Tabun
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Re: Still workin at it

Post by Tabun »

Good luck, then -- though I have no idea what you're in court for or any other details on the matter...
[size=85][url=http://www.tabun.nl]www.tabun.nl[/url][/size]
sir_vival
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Re: Still workin at it

Post by sir_vival »

jkl;j
Last edited by sir_vival on Thu Feb 25, 2010 7:17 pm, edited 1 time in total.
fKd
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Re: Still workin at it

Post by fKd »

really good to hear man, your on a mutha fuckin boat :)
pjw
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Re: Still workin at it

Post by pjw »

Congrats.

Now fix your screenshots, or I'll throw you in jail. ;)
sir_vival
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Re: Still workin at it

Post by sir_vival »

jkojo
Last edited by sir_vival on Thu Feb 25, 2010 7:17 pm, edited 1 time in total.
AEon
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Re: Still workin at it

Post by AEon »

I use this dobsp2map.bat batch file to decompile maps:

Code: Select all

@Echo off
REM Q3MAP2 - BSP to MAP conversion
call cd "D:\Games\Quake3\baseq3\maps"

@Echo on
call "D:\Games\!q3map2\q3map2.exe" -v -convert -format map "D:\Games\Quake3\baseq3\maps\%1.bsp"
You are probably aware of this, but the light entities will then be missing in the .map file - since the lighting is "baked" into the lightmaps.
Chretien
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Re: Still workin at it

Post by Chretien »

My tip to you is to buy a pencil and paper (just plain white) and draw some concepts. Layout from above and what sort of arcitecture you want in your map. Look at your surroundings (in real life). Get inspired and learn about colouring 101.
sir_vival
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Post by sir_vival »

:D
Last edited by sir_vival on Thu Feb 25, 2010 7:14 pm, edited 1 time in total.
obsidian
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Re: Still workin at it

Post by obsidian »

sir_vival: Quake3World is not your blog. I haven't locked this thread yet because I had no idea what to make of it. If all you want to do is post screenshots of what you are working on, please post in the dedicated screenshots thread, it's why we have one. Thanks.

Also, keep the level of uhhhh... I'm not sure what to call it... down. Reading your posts is like watching someone on acid and a sugar high bouncing off the walls.
[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]
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MKJ
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Re: Still workin at it

Post by MKJ »

how very zerofactor.
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