AEtimeR - AEon's Timeless for Reflex (D/L)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

AEtimeR - AEon's Timeless for Reflex (D/L)

Post by AEon »

Just finished converting my 2003 map AEtime for Q3A to Reflex. Most work went into "darkcaulking" all the faces, and cleaning up the original brushwork. This is an interesting experiment in approximating patches with brushwork. I "redrew" the curves using GTKradiant's own curve approximation on a 1u grid, then with the curved brushwork in place, put each "module" into a func_group, this greatly helped put them into the right places in the map. Obviously this does push the number of brushes used in Reflex, but the map still runs well. Over all it looks pretty nice, though real patches are not only more efficient but also look better. Apparently Reflex will get patches... No dynamic lights added to the map.

To add some decoration and a few additional shortcuts I added a few trees and opened up the view by adding another window close to the quad.

So here it is AEtimeR (r54):
  • [lvlshot]http://static.reflexfiles.com/u/screenshots/big/S154a04e6685a142ccb9.png[/lvlshot]
And the appropriate thread at the official Reflex forum:
And a link to the download: http://reflexfiles.com/file/90

Kinda fun to actually release a map after only 5 days of work.

"If I get on it, I might be able to get AEtime for Reflex done before the year closes... a new record of three maps... all be it... recycled as of sorts."

Made it... three maps in one year... sorta.
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Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: AEtimeR - AEon's Timeless for Reflex (D/L)

Post by Eraser »

Them "curved" surfaces really add a level of playfulness to the map that I haven't seen before in a Reflex level. Great job!
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: AEtimeR - AEon's Timeless for Reflex (D/L)

Post by AEon »

Thanks... glad you enjoyed that :)

Thinking about it, I seem not to be able to build maps like that any more... I blame it on Sock, Hipshot and cityy... they raised the quality and detail bar too much :p

Though I finally finished cutting apart Sock's industrial texture set, and want to try to build something new with it... maybe I should try to go for minimal and fun again. And not try to cram every detail in there from the start...
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