Just theoretic question: Best DM2CTF conversion technique
Posted: Mon Nov 28, 2016 1:14 pm
Hello there. I just want to ask a theoretic question: the best dm2ctf conversion practice - sst13 makes wonderful converions from original Quake3 dm maps (for example q3dm1 made into ctf is by sst13, also extended version is available).
I wanted to inspire lastly by his dm2ctf conversion work and tried to do q3dm2 conversion - decompiled map and tried to duplicate and rotate the entire map around the "Haste". But I was missing models, so I just waited till GtkRadiant 1.6.3 version release (with bunch of original Q3 map models released) and then just forgot about it and doing school work I just had a little time to think about this. But it's just basic take it, copy it and rotate it. This type of conversions preserves most of original, but also makes the map much more muddy (or something like that) as it looks really weird when I play map, that looks exactly the same as original dm map, but suddenly I see some section enlarged and going to exactly same map again, but in another base. sst13 learned to make such conversions un such manner, it looks more like original id Software's conversions (q3ctf1-4)...
Now I am at university in Prague, studying Open Information Technology at CTU (Czech Technical University) and again have little time to do Q3 stuff. But I plan comeback to my last abandoned map creation. I will maybe change it to Deathmatch map (with Tournament mode available) and try to think on geometry details - rocky walls, skybox, tech devices, etc. And with some gaps while studying I would actually release one of last alpha versions (newly textured with custom textures) and include some custom models inside... Also, I came with basic layout idea for new tournament map (designed specifically for tourney), that would be good to release after that... Then I could start doing conversion from the deathmatch map to ctf using here given guides (if any will be), and let's see
I wanted to inspire lastly by his dm2ctf conversion work and tried to do q3dm2 conversion - decompiled map and tried to duplicate and rotate the entire map around the "Haste". But I was missing models, so I just waited till GtkRadiant 1.6.3 version release (with bunch of original Q3 map models released) and then just forgot about it and doing school work I just had a little time to think about this. But it's just basic take it, copy it and rotate it. This type of conversions preserves most of original, but also makes the map much more muddy (or something like that) as it looks really weird when I play map, that looks exactly the same as original dm map, but suddenly I see some section enlarged and going to exactly same map again, but in another base. sst13 learned to make such conversions un such manner, it looks more like original id Software's conversions (q3ctf1-4)...
Now I am at university in Prague, studying Open Information Technology at CTU (Czech Technical University) and again have little time to do Q3 stuff. But I plan comeback to my last abandoned map creation. I will maybe change it to Deathmatch map (with Tournament mode available) and try to think on geometry details - rocky walls, skybox, tech devices, etc. And with some gaps while studying I would actually release one of last alpha versions (newly textured with custom textures) and include some custom models inside... Also, I came with basic layout idea for new tournament map (designed specifically for tourney), that would be good to release after that... Then I could start doing conversion from the deathmatch map to ctf using here given guides (if any will be), and let's see
