News | Forum | People | FAQ | Links | Search | Register | Log in
Base Pack
oh wel i love base theme so much that i start making another map just want to ask if is anybody interresing in making a episode? maby with 4 or 5 maps?!?!
First | Previous | Next | Last
Bambuz 
Yes, skip brush is a func_wall, and I created a single color *glass texture... I think I'm not lucky there, while I followed than quick tutorial... :( 
 
What problems is it causing you exactly? 
Tron 
see #277 
Screenshot 1 
did you intentionally align the trim around the window so that the bright yellowish part point up towards the light? I'm guessing you did and it's a nice detial but I'm still not a 100% sure I think it's better than having them the same way all around since me eye seems to be drawn to whre the upper diagonal faces meet the vertical ones!

This was probably the most stupid post nitpicking about details ever...map is looking interesting as always when you're involved. 
Than?!? 
There are no other posts of beta shots but your own in at least the previous 25 posts. 
But If The Point 
is to draw attention to that awesome fucking cool shot and the fact we are a bunch of dicks for not raving about it 20 plus posts thick into discussing it, I completely understand ;) 
Hell 
those are some awesome shots - enough to where i almost made an i3d news post, but decided i shouldnt as... well, i3d is the qc place, rather than the mapping place. (though for community stuff and ocassionally a download it will get a news post, such as speedmapping downloads)

but yes, these are quite excellent, and im not doing my favoring it any justice. its motherfucking cool looking. 
?? 
I didn't post that!

Someone else posted it under my name somehow. I suspect it is speeds, as he seemed to be stalking me on irc a while ago ;) 
Shit! 
Those shots look sex as fuck. Does anyone else have new pics of their maps? Daz? 
Shit! 
Those shots look sexy as fuck. Does anyone else have new pics of their maps? Daz? 
Shit... 
 
More Shots And More Talk (+important Stuff) 
keeps this alive and gets everyone motivated! Come on ;)

By the way, did we agree on some mapping standards. Everyone is mapping for Quoth, right? What about engines? My map will be playable in software, but the player won't be able to see through windows, which spoils it a bit. I suggest we should just pick a base engine to recommend players use for all maps and stick to it. I vote for Fitzquake because it is the engine most people already use and is the recommended engine for Quoth. Any engines that don't support fog and the option to disable waterwarp will make my map look a bit weird (wobbly windows and might look a bit bland and dark).

Anyone still using only software? tochrisquake supports transparency in sw I think, so I will try and test with that.

Also, make sure you all pick a cd track from the Quake cd (2-11, excluding 3 because it's the intermission music.) 
:| 
Also, make sure you all pick a cd track from the Quake cd (2-11, excluding 3 because it's the intermission music.)

So you have something against intermission maps? Are you some kind of racist?... err, mapist?... err, musicist?... err 
 
than in this new bversion u made some textures are missing :( from your last version... just notest becouse i was using the last u give me :\ now got some textures missing in my map :)

thks god i didn�t replace then :p 
Almost Certainly Just Duplicate Textures... 
There were some brown wall panels that I removed because they were also in biff's wad, which I merged with. I must have deleted my versions of the textures and you are probably missing those. That should be all though. If you want to add any extra textures, just open the wad in texmex and grab any texture with than in the name and put it in. Another way is to copy all and paste them into the wad you are using and delete any textures named UnNamedxx as these are duplicates.

RPG: The intermission track is only a couple of minutes long and loops noticeably, which is why I am suggesting people don't use it. Also, it would suck if everyone used the base theme (track 6, used on all the base levels in Quake) and that was on every level. 
 
thks than :) i will do that!!! 
 
thks Than already add then ;)

http://trinca.planetaclix.pt/idbase_than.rar 
Than 
Yeah, I'll be posting mine with your stuff added soon -- it also includes a slew of Asaki's stuff and some big door textures gibbie did. 
Teh Latest. 
http://biff.leveldesign.org/files/idbase_ultimate.zip

Added the latest from than, notoriousray, gibbie, asaki and myself (the cute little "skill" textures). Deleted the Myrmidon and Daedalus specific tex I had in there, since they were taking up nameplaces that can be covered otherwise in the future. Hopefully this will be the start towards less confusion with base textures... 
Don't Eat My Mislignements... You Func_nickname 
I really typed that!
My newboss works, now I'm trying Shalrat to ovulate eggs with vorebabes.
Can these changed progs become a collective dat?

http://members.home.nl/gimli/quake47.jpg 
More Glass Stuff 
I made a little tutorial on making glass last night, but whilst I was doing it, I found that I could not replicate the effects in my main map, and just suffered the same problems as everyone else. I don't know why there it won't work in a simple map, but works in a much more complicated level. Oh well.

So I continued the tutorial using another method and wrote a little text file trying to explain it. Here: http://than.leveldesign.org/files/glassTest.zip

There are two levels included and both are very similar. The second one uses a simple method for doing water and glass together that is practically fool proof, and the first one uses the original method but with the exception that I couldn't get the skip texture to work on the water brush so I left it as water. Here is another shot of my map to show how it should look (looks like all the other shots :) http://than.leveldesign.org/files/basepack_s04.jpg

Anyway, I hope this helps someone, but I also hope we don't get tons of people using this effect in their basepack maps because I wanted mine to stand out as being a cool flooded level.

Biff: cheers for the textures, I will compare it to my wad tonight (that sounds deviant somehow) and replace textures in my map with any that are missing.

I think that when the pack is about done (mid-december) we should get all the idbase levels together and make any missing high res textures so that the pack is (partially, as it would only be idbase maps) compatible with Starbuck's textures... If you aren't already checking your map with his textures as you go, of course! 
Than 
Thank you: I will read the tutorial, and check the map file very carefully this evening. You rock ! 
Than 
to answer your question from #282:
to stop trigger-windows from bleeding, simply let them be fired by a trigger_once the player touches when he spawns. 
 
another important stuff!!! who will join all maps toguether for release???

i vote for Kell since he have experience on it :) and since Quoth mod is work from him! 
 
biff nice pack it were some textures missing :\ i hadd to add some more again... from last link i gave in this forum! file is 8464 kb now :) omg so many textures... i will have to make another base map after this one... 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.