renamed the map to Nemesis
finished lightning
finished vis portals
retextured some parts and brought in some new textures
https://www.dropbox.com/s/41ihub12rjicw ... s.pk3?dl=0
made a youtube video

https://youtu.be/BhXeS_l_3ww
Ok guys thanks for your replies, i have fixed what you´ve been mentioning and i hope its all nice and shiny now

I brought in some new textures to get some more variety and put a lot of time in setting up vis portals:
i didnt get how those work for a while but finally i think i got it right.
only 2 things left disturbing me:
i got them moving patches, they get out of shape depending on which angle they be loked at


and then i wanted to use the texture /shw/cobaltborder_black which has a shiny metall shader but ql doesnt seem to have this texture (anymore mb). so i tried to apply the shader on an other texture, but this doesnt work i just get a shiny white surface. i used this shader:
textures/shw/cobaltborder_black_2 (path to my edited texture)
{
qer_editorimage textures/shw/cobaltborder_black_2.tga
{
map textures/base_wall/chrome_env2.tga
rgbGen identity
tcGen environment
tcmod scale .25 .25
}
{
map textures/shw/cobaltborder_black_2.tga
blendfunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
rgbGen identity
}
{
map $lightmap
blendfunc filter
rgbGen identity
}
}
Thats about it so far, would be nice to get some more feedback and testing of the map.









"Hogans Alley" by Marvin Pofahl
Filename: hogansalley.pk3
Status: almost done
Gametypes: duel, ffa, 2v2 tdm
Recommended Players: 2-8
https://www.dropbox.com/s/7w6e36xu94daw ... y.pk3?dl=0
Hey guys,
i made this duel map over like the last year and i put a lot of effort in it: spending lots of thoughts about the gameplay especially for duel. Now im past the building process but still got some trouble. Im playing quake since Q3 beta and i think i know what a map needs to be playable in duel but this is my first own map and i had and have to learn all that mapping stuff.
remaining problems:
-Framedrops! (maybe my vis portals sucks idk)
-Patch issues (at some places they fit from distance but move out of shape when getting closer (subdivisions))
-lightning (in ql the lightning looks dull)
If here are some more experienced mappers who would like to help me a bit, this would be very nice

Im open for any suggestions also gameplay wise, but keep in mind that i already thought a lot about the map and that every change has many dependencies.
ps. you can also find me in irc at #radiant, #tdmpickup or mail me to marvin-seb.pofahl@gmx.de
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