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New Q1SP: Menkalinan
This is a large scaled Q1SP map in Egyptian style (I used incredible Sock's Egyptian set).
There are lots of traps and ambushes for you, so don't forget quicksaving regularly, especially if you think that you can beat it on hard :)

Feedback and first run demos are always welcome.

Downloads:
http://pulsar.quaddicted.com/maps/menk.zip
http://www.quaddicted.com/filebase/menk.zip

Screenshots:
http://pulsar.quaddicted.com/files/menk1.jpg
http://pulsar.quaddicted.com/files/menk2.jpg
http://pulsar.quaddicted.com/files/menk3.jpg

oh, I can't believe I have finally finished it...

(edit: updated all URLs)
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[12:31] <RPG> Menk rocks, btw
[12:32] <Dinnerbler> wtf is it with madfox
[12:33] <Dinnerbler> i mean, is he on crack or something?
[12:34] <RPG> BTW, get Menkalinan as soon as possible.
[12:34] <popa> is it limited edition!?!
[12:34] <RPG> Gameplay = bestesterest 
Er, You Cut Out The Important Part Pope! 
when I answered you

[15:32] <RPG> Gameplay = bestesterest
[15:32] <scampwork> yes
[15:32] <Dinnerbler> rpg: just thinking that
[15:32] <scampwork> i'll be deleting the news in 15 mins
 
F**ing Peace Of Art! 
man what a peace of art! make a dm map with these textures please! :) realy beautifull! 
Menk. 
Good gameplay, good design, good layout, good variety, good traps.

Bad textures.

I also got a larger than average amount of
SZ_GetSpace: 8014 is > full buffer size
errors when quickloading... 
Erm 
Hasn't anyone noticed the flat lighting? 
Damn! You Chose The Wrong One 
Good traps (the jumping Shambler, yeahh!) and environmental interaction. Good stuff. Loved it.

Complaint? Not much to complain about, but if you twisted my arm, I'd point to some of the terrain.

The terrain here looks good in the perspective of traditional Quake oriented mapping but the style of using trigs and cut brushes is getting to be more noticeably manneristic and unnatural in appearance.

Soon, Bay Raitt's theory of Edge Loops will apply to mapping as it is now the standard for modeling.

Not your fault, but just how the scene is evolving. 
Headthump, 
Edge Loops? 
Meaning I've Gone Loopy And Over The Edge! 
http://cube.phlatt.net/home/spiraloid/tutorial/modeling.html

Is the simplest explanation and it is directly from Raitt though you can fill volumes with the material that is out there. All of the forum sites for the modelers (I use Wings3d and Blender) discuss the matter in great detail.

Essentially, you keep track of the horizontal and vertical lines when creating surface contours with polies. Triangles are to be avoided as they cannot extend in both directions. 
Necros: 
http://p212.ezboard.com/fnendowingsmiraifrm3.showMessage?topicID=135.topic

Personally, i've never liked doing the regular grid-aligned heightmaps in low-poly games like quake. If they're high-res enough, it's fine, but at low res i'd rather have edges follow the contour of the terrain. So this edge loop thing is right up my alley.

But for Q1/Q2 i try to make stuff out of chunky polyhedra rather than out of a bunch of wedges. Quake seems to handle it better and stylistically it can be nice. See The Powersphere Quest for a great example of this chunky technique. Or my own Concrete Dreams for a sort of blend between the chunky technique and Distruptor's wall-shearing technique. 
Thank You! 
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