Turtle Map Contest: 4th Feb

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Amphetamine
Posts: 76
Joined: Fri Feb 23, 2007 5:15 am

Post by Amphetamine »

lol, it's the exit room from the 1st SP map in Quake 2. The flag is in the lift (like it was if you played base1 in ctf mode).

And yeah I forgot to take the non-particle snow shaders out of that window before release :o I will be releasing it shortly as a standalone map, with some more work done to it (if I can get rid of my current problems with darkness spreading out from particular shadows during radiosity)

I always considered LM's maps to be far superior to the ones in Q3 Alliance.... I liked the RA2 maps better than the RA3 ones as well, and also Prefered WF's maps to the ones in WFA. Always seemed to me that some of the creativity or willingness to try out somthing different got lost for mods transitioning from Q2 into Q3. Possibly the increased build times or the pressure to get mods out of the door made people genrally less inclined to deviate from known paths (moreso at the begining of it's cycle I think). Probably a discussion for another thread though.
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Post by ALMighty »

Nice maps.
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