Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846836 views, last view: 12/09/2021 02:29 |
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Welcome to the map editing saloon:
here u can post ur screens, maps, comments, questions and answers about mapediting, and meet other ppl for coop-sessions online :)
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Board Index

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#55: nilfilter |
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by Aardappel
on 02/09/2002 17:07
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if you fly above the map in edit mode, you will be able to see the occlusion culling of the map from the viewpoint below you. in cmate from most positions in the map the whole map is visible which slows you down. Also you wanna try and really understand the bit about geometric mipmapping in the docs, as this can reduce the amount of cubes in the first place.
A purely aesthetical comment: your lighting is almost fullbright... try to leave the inside areas darker, and have some variation.
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#56: Re: H.M.S. Pushplay |
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by rickclark
on 02/09/2002 18:13, refers to #51
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An interesting map. I did a Doombot map with a similiar layout. It was funny watching all the monsters jump out of the crow's nest. :)
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#57: Re: nilfilter |
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by nilfilter
on 02/09/2002 18:34, refers to #55
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Thx, Aardappel.
> ... try and really understand the bit about geometric mipmapping in the docs...
I am trying, but still am a at a loss here and there. cmate is my 2nd map, and several things are still beyond my limited capacity to comprehend :-)
Right now I am doing a massive rewrite of cmate, using more solids & vis blockers. It is promising so far, but I am at a point now where I have to compromise the initial gameplay idea.
It is RTFM time again, I guess...
Cheers
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#58: texturing question |
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by nilfilter
on 02/09/2002 18:43
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Hi,
how can I change the default wall texture when pulling some cubes down from the sky/ceiling?
I'm have uploaded a sample screenshot here:
http://www.yalgs.net/_xfiles/cube/textures.jpg
I want to change the red bricks above the Egyptian eyes to match the rest of the wall.
Cheers, and TIA
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#59: Re: texturing question |
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by rickclark
on 02/09/2002 23:10, refers to #58
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Use the 7 key to change the textures.
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#60: Re: texturing question |
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by nilfilter
on 02/10/2002 04:06, refers to #59
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Thx, I learned I have to reload the map, as I have to do with some (not all) entities.
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#61: "Checkmate" RC2 uploaded |
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by nilfilter
on 02/10/2002 04:13
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Hi again,
have finished Checkmate again, performance & look drastically improved, it is dark now, bad, evil and beautiful ;-)
it's the final version unless somebody finds a bug, or has a good suggestion.
The usual shots & map links:
http://www.yalgs.net/_xfiles/cube/cmate-rc2-1.jpg
http://www.yalgs.net/_xfiles/cube/cmate-rc2-2.jpg
http://www.yalgs.net/_xfiles/cube/cmate-rc2-3.jpg
http://www.yalgs.net/_xfiles/cube/cmate-rc2.cgz
what a day... I'll be playing the next days rather than mapping I guess...
Cheers
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#62: Changing music |
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by Darkstalker
on 02/11/2002 16:09
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Is there a way to put a specific music to a map? If not, it would be cool.
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#63: New Cube Map |
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by QuakerX
on 02/12/2002 21:47
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Hey guys, I just finished my new Cube map, entitled "The Ruins". The map is good for a 1v1 or up to 4 player ffa game. Here are a couple screens.
http://www.planetquake.com/quakerx/screens/qxcube1_1.jpg
http://www.planetquake.com/quakerx/screens/qxcube1_2.jpg
http://www.planetquake.com/quakerx/screens/qxcube1_3.jpg
http://www.planetquake.com/quakerx/screens/qxcube1_4.jpg
Oh...download it at...
http://www.planetquake.com/quakerx/files/qxcube1.zip
Tell me what you think of the look, layout, item placement, and so on. Hope you like it.
Quaker-X
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#64: Re: New Cube Map |
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by nilfilter
on 02/13/2002 14:37, refers to #63
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Hi,
I've loaded the map and walked around without playing it (single-player isn't my cup of tea).
First impressions:
pro: nice and clean look & architecture, plays fast
con: too bright (too many 32/255), the room with the yellow armor might need a few more textures (stairs & ground)
Personally, I'd like a stairway (4 cubes) that leads up to the quad-damage, this way the room below it will be used for more than landing with the quad...
All in all: nice map!
Cheers
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#65: Re: New Cube Map |
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by pushplay
on 02/14/2002 06:04, refers to #63
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I gave the map a look. Good texture usage. It's varied without be ecclectic. Although the egyptian texture set ceratinly makes that easier. I found the weapons way too sparse, I kept getting my ass kicked in sp because I always ran out of ammo. I imagine mp would play very similar.
Despite the mapping guide saying to be sparse with ammo because it spawns so fast, there should still be more ammo than in Q2 because of the speed of the game. Although that's just my opinion, I could be wrong.
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#66: Go gothic! |
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by Bascule
on 02/18/2002 16:52
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For those with a more medieval interest, I have created a set of prefabs for gothic-style arches.
For more info, visit my (very hastily thrown together) site at:
<a http://users.quista.net/ed.jo>Bascule's Cube site</a>
where you will find screenies and a download link.
Please comment if you find them useful.
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#67: Damn MetaTags... |
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by Bascule
on 02/18/2002 16:55
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link should be
http://users.quista.net/ed.jo
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#68: Re: Damn MetaTags... |
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by rickclark
on 02/19/2002 00:37, refers to #67
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Looks good.
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#69: Re: Damn MetaTags... |
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by pushplay
on 02/19/2002 03:14, refers to #68
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Not too shabby.
I've discovered that creating arches and slopes is easier not using the typical tools. Mostly I use a keybind that defines the heightfield, types a message reminding me which way is + or -, and saycommand /slope, all that's left is for me to fill in some numbers. Also you can change the heightfield to put a slope on the ceiling, an arch on he floor, etc... I intend to take full advantage of that a map or two down the line. Just as soon as I emotionally recover from the bashing goetz gave my last beta :)
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#70: Re: Damn MetaTags... |
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by Bascule
on 02/19/2002 13:48, refers to #69
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Interesting...
Tell me how you do the sloped ceiling/arched floor thing, as I have considered it, but didn't think it would work.
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#71: Re: Damn MetaTags... |
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by pushplay
on 02/19/2002 22:52, refers to #70
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I'm releasing what modifications I've made to Cube, mostly config files. Press x or z and play with it. It should only take you a little bit of time to see what's going on there.
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#72: Re: Damn MetaTags... |
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by Bascule
on 02/20/2002 02:27, refers to #71
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pushplay - liked your stuff. A lot of it was v. similar to what I've been doing with regard to multiple configs for editing, but I did like the slopes and arches bit and also the named light entities :)
/me goes to create bizarre shapes...
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#73: Re: Damn MetaTags... |
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by pushplay
on 02/20/2002 04:15, refers to #72
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My editing changes weren't that fantastic, hotkeys for entites, and taking you directly to the edit menu was the biggest part. The menu changes were more significant. It would be cool if other people would post their config changes. <hint>goetz</hint>
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#74: Mansion |
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by pushplay
on 02/23/2002 06:51
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Right, new map time. http://plaza.v-wave.com/pushplay/cube/mansion.zip
Enjoy.
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