
Bambuz...
#2299 posted by
distrans on 2005/07/03 22:11:24
Tim Elek made a series of Quake levels named "Coagula", they can be found in the pak at
http://www.planetquake.com/tronyn/cogcontest/ and a further collection of coagula maps can be found at
http://www.planetquake.com/underworld/quakerev030814.html
I eagerly await the results of some 2on2 action!
The teleporter to the RA is triggered when the Quad gate is opened; it's below the ledge opposite the GA. Double jeopardy :) A good team of four might be able to control both but it's probably not doable with two. Or you could just RJ... something I thought I'd made rather difficult, but like speedrunners... good DM players will usually find a way.

(1) Screenie
#2300 posted by
inertia on 2005/07/05 22:45:47
got the gameplay down, working on the visuals...
http://www.qwplayers.org/inertia/visuals1.png

INerd
#2301 posted by
gone on 2005/07/06 00:41:54
ever heard of jpg and low bandwith connection?

Jpg
#2302 posted by
inertia on 2005/07/06 00:44:40
is a proprietary format and in the interest of my laziness i will use the format that fuhquake exports to ;p

WTF Is .png?
#2304 posted by
Shambler on 2005/07/06 02:39:59
Anyway, the screenshot looks good, keep it going.
#2305 posted by
gone on 2005/07/06 03:16:46
sham dont lie plz, it will do no good to him

Simple And Effective
#2306 posted by
DaZ on 2005/07/06 05:05:54
looks simple, minimalist. Well it works, lighting behind the GL looks gay though, fix it! :)

Inertia:
#2307 posted by tron on 2005/07/06 05:05:55
is that the same map you were beta-testing a couple of weeks ago?
#2308 posted by
inertia on 2005/07/06 05:47:03
shambler: thanks, will do
daz: thanks, will fix
tron: yes

Inertia:
#2309 posted by
metlslime on 2005/07/06 11:59:04
png supports compression, you know. Maybe you should use it.

Stairs
#2310 posted by
. on 2005/07/06 13:05:40
Any suggestions as to how I might improve the stair aesthetics? I could give them a flat, diagonal edge instead of jutting steps, but not quite sure what tex fits just right for the side-wall of the stairs themselves.
http://www.phait-accompli.com/q/s4/pre/m1s1.jpg
http://www.phait-accompli.com/q/s4/pre/m1s2.jpg

Phait
#2311 posted by
inertia on 2005/07/06 14:27:50
stairs have been made in the past... look at them

Re: Posts
#2312 posted by
R.P.G. on 2005/07/06 14:49:06
Phait: Texturing thick stairs like those is a tough task sometimes. As you suggested, putting a flat edge on the sides will give you more options. If you do that, then you can go with either a flat texture like you have now, or a horizontal panel. Either way, you might consider making them thinner.
inertia: Way to be helpful. At least suggest a map that has similarly styled stairs.

Phait
#2313 posted by
Zwiffle on 2005/07/06 16:03:04
It's hard to tell from those shots - it seems you want advice for the bottom of the stairs. I would say make the bottom much more detailed instead of thick stairs - make the bottom of the stairs thin a little and put some wierd tech-ish detail underneath, such as pipes or just wierd equipment.

Jpg Is A Proprietary Format
#2314 posted by
pushplay on 2005/07/06 22:30:06
What the hell? You must be thinking of gif.

RPG, Zwiff
#2315 posted by
. on 2005/07/07 00:02:43
Thanks. I think I'll go with making them thinner and smoothed, with something beneath them.

Distrans
#2316 posted by
bambuz on 2005/07/07 05:13:10
coagula-thingy: nah, I don't know/think that voidism is such a big problem in this map - it's not like it's few small platforms in a big void but instead is fairly forgiving on mis-movement / flying around from rockets. The RA thingy seems a bit gimmicky, but has to be playtested... Might generate some interesting tactics. "If we take quad, they get ra" and timing becomes pretty important too.
Overall i'm itching to play this... :)

Stairs
#2317 posted by
. on 2005/07/07 14:54:33

Phait
#2318 posted by
R.P.G. on 2005/07/07 15:26:28
Make sure you rotate the texture on the sides of the edge brushes.

Hmm
#2319 posted by
. on 2005/07/07 15:34:06
I wasn't gonna, actually but maybe I will. Oh also to note, these aren't the latest shots of that area - the light-thing underneath the stairs as you can see isn't even connected in those shots.

But Maybe I Will
#2320 posted by
Shambler on 2005/07/08 01:19:30
Yes you damn well will.
Have a think about it - would, in a futuristic enviroment, the angled edge of a stair consist of woefully inefficient slabs of random stuff butted together, or would it consist of long strong beams??
One thing people should remember even about Quake is to think what stuff is for and how it would be constructed. Stairs are stairs so make them like stairs. Same for doorways, windows, arches, roofs, gothic pillars, floating fortresses, satanic torture devices....they should all be what they are supposed to be.

Hmm
#2321 posted by
nonentity on 2005/07/08 10:40:22
Phait; Yeah, more stuff like that.
cliffs != walls

Bats
#2323 posted by
madfox on 2005/07/10 09:52:18
Made two bats for Quake1. The first one is rather complex, 381 verts and 1076 triangles, and it looses a lot of textures on the backside.
The wings are made of just one sided triangles.
http://members.home.nl/gimli/fitz07.jpg
The other one is smaller, 275 verts and 750 triangles, and it has a double sided wing.
It looks as if this one has no gaps.
http://members.home.nl/gimli/fit10.jpg
What causes this loss of textures, causing gaps
in the model? Every time I patch them they just reappear.