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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Joined: Fri Aug 14, 2009 11:53 am

Still workin at it

Post by sir_vival »

vghjghjghj
Last edited by sir_vival on Thu Feb 25, 2010 7:17 pm, edited 4 times in total.
sumatra
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Re: Still workin at it

Post by sumatra »

a13n? What is this map aiming for? :cry:
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
4days
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Re: Still workin at it

Post by 4days »

it's quite hard to see the layout from those screenies. is this for a mod or regular quake 3?
sir_vival
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Re: Still workin at it

Post by sir_vival »

fghfhg
Last edited by sir_vival on Thu Feb 25, 2010 7:18 pm, edited 1 time in total.
cityy
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Re: Still workin at it

Post by cityy »

From the shots it looks like a bid for power map.
obsidian
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Re: Still workin at it

Post by obsidian »

Not a13n. I've been deleting all his posts unless he actually writes something post-worthy (ha!).
[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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Hipshot
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Re: Still workin at it

Post by Hipshot »

What is this level made for?
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 »

dfghdfgh
Last edited by sir_vival on Thu Feb 25, 2010 7:18 pm, edited 1 time in total.
fKd
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Re: Still workin at it

Post by fKd »

seriously dude, we dont mind helping out. but finding tutorials on ya own is very simple...
sir_vival
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Re: Still workin at it

Post by sir_vival »

[
Last edited by sir_vival on Thu Feb 25, 2010 7:19 pm, edited 1 time in total.
fKd
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Re: Still workin at it

Post by fKd »

why not use a heightmap? it would blend well with ya sky box.
sir_vival
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Re: Still workin at it

Post by sir_vival »

edgffdsg
Last edited by sir_vival on Thu Feb 25, 2010 7:20 pm, edited 1 time in total.
obsidian
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Re: Still workin at it

Post by obsidian »

In GtkRadiant, Help > Manual and also Help > Quake III Arena/Quake III Team Arena > Terrain Manual.

Useful stuff, that's how I learned.

And for more advanced terrain stuff:
http://www.simonoc.com/pages/articles.htm
[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]
sir_vival
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Re: Still workin at it

Post by sir_vival »

gjghjg
Last edited by sir_vival on Thu Feb 25, 2010 7:19 pm, edited 1 time in total.
sir_vival
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Re: Still workin at it

Post by sir_vival »

ok this is what happens when I get frustrated. . .

http://viewmorepics.myspace.com/index.c ... i=47798329

and I'm about ready to slit my other one. . .:(

see you guys on the flip mode. . .

damn vista. . .

by the way that's 47 staples. . .
fKd
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Re: Still workin at it

Post by fKd »

ummmm not really sure what to say here... sounds like you are looking to become instantly good at mapping. i've got some bad news... it takes a life time.. and even then ya still dont know if ya any good or not... its the nature of art. just keep patient and read as may tutorials you can find on whatever you are trying to do. check the sticky thread here.it has heaps of info, even if a lot of the images are missing due to the age of when they were posted. good luck sir, stick at it

Link: viewtopic.php?f=10&t=290
sir_vival
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Re: Still workin at it

Post by sir_vival »

vhgffhfgh
Last edited by sir_vival on Thu Feb 25, 2010 7:20 pm, edited 1 time in total.
obsidian
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Re: Still workin at it

Post by obsidian »

Best of luck on the staying out of jail and drug tests and everything else (and your map). You make all my problems sound quaint.
[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]
4days
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Re: Still workin at it

Post by 4days »

sir_vival wrote:ok this is what happens when I get frustrated. . .

http://viewmorepics.myspace.com/index.c ... i=47798329

and I'm about ready to slit my other one. . .:(

see you guys on the flip mode. . .

damn vista. . .

by the way that's 47 staples. . .
radiant is much harder to use with a bunch of staples in your hand, fire them into your feet instead.

currently it looks like you can only get between the flags via a flooded tunnel or across open ground overlooked by opposing towers, neither of which are good options for a flag run. how about some water around the base of the towers (so that people can drop from them safely) and some cover (maybe expand the tunnels you mentioned into a traditional 3-4 room map, with the surface being a dangerous no-go area players can force each other into).

it might be best to concentrate on learning about terrain for the time-being. tough out your jail time, running will just get you into more shit further down the line. maybe when you get out you can make a map of the prison. a prison map could be awesome.
obsidian
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Re: Still workin at it

Post by obsidian »

I would also take a look at some of the other CTF maps that are made by id Software and other mappers and make note of the layouts used for a typical CTF. There is usually a certain type of layout that works well.

For example, most CTF maps have 3-4 routes into the flag room. A small network of crisscrossing hallways and small atriums. Followed by a central middle section with 2-3 entrances into each base. It's the multiple hallways and possibilities that makes an interesting game. Just a single long tunnel through water makes the flag carrier rail bait.

But keep it up, mapping takes lots of practice and many tries.
[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]
sir_vival
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Re: Still workin at it

Post by sir_vival »

I am learning terrain but do I need easygen? or is there a way to do it in gtk without anything else?

The staples are surgical. . . I slit my wrist.
obsidian
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Re: Still workin at it

Post by obsidian »

Easygen certainly makes it easier for that kind of brushwork. You could build each brush by hand though it can be a bit tedious. See Socks tutorials if you want to do manual brushes:

http://www.simonoc.com/pages/articles.htm
[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]
sir_vival
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Re: Still workin at it

Post by sir_vival »

easygen won't install :((

:(

oh. . .what is the best program for making your own shaders? lol

what does everyone use?

I'm badass at photoshop. . .
tehSandwich
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Re: Still workin at it

Post by tehSandwich »

sir_vival wrote:easygen won't install :((

:(

oh. . .what is the best program for making your own shaders? lol

what does everyone use?

I'm badass at photoshop. . .
For the terrain, Use whatever you want.

For the shaders: Try making something out of this. http://bpeers.com/software/q3ase/index.html
Otherwise, use good ol' Notepad and the shader manual and do something out of it.

For making a Heightmap, there's no real standard.

Also, avoid self-deprecation. You are a newbie. Errors happens.
sir_vival
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Re: Still workin at it

Post by sir_vival »

seriously though. . easygen won't install. . .:( what else is there?
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