
Client -> Server Keepalive
#6745 posted by
necros on 2010/07/03 22:15:20
http://necros.quaddicted.com/temp/ne_t1_2.jpg
smaller this time. 1600x1200 is probably excessive.

Allways Have A Shotgun Handy
#6746 posted by
meTch on 2010/07/04 04:40:58
when reading ancient lore.

Necros
#6747 posted by negke on 2010/07/04 15:11:29
Yes.

Broke Up Some Floors
#6749 posted by
megaman on 2010/07/05 10:06:16

Also
Shot 1 looks better, but a) pillars standing on a grille look very unbelievable and b) you need to frame that hole in the ground on the right of the shot using some sort of trim, otherwise it looks odd I think. Best thing would be to add the trim to the floor texture that is being cut off diagonally.
Other than that, it definitely looks better than before, breaking floors and ceilings is a very important part of making a map look less bland. It can also help to use different floor patterns / textures in different areas of the map. These can be used as clues so that the player can learn the map more quickly.

Shot 3
#6751 posted by
RickyT33 on 2010/07/05 17:53:28
Has got a Predator in it.
"I seeee youuu"
#6752 posted by
necros on 2010/07/05 22:13:27
i think sleepwalkr pretty much said it all. nice looking map and breaking up the floor with different textures is a great idea, but the pipes and grill interfaces aren't very believable.

Oh Well
#6753 posted by negke on 2010/07/06 22:51:46

Done
#6754 posted by
madfox on 2010/07/06 23:26:15
as far as I can see.
towards which down
under I'll agree.

Nice...
#6755 posted by
generic on 2010/07/06 23:36:28
How about adding some of the Quake Arcade Tournament (timfixed.wad) textures for a little variety?

Negke
#6756 posted by
JPL on 2010/07/07 12:18:41
hhhmmmm looks really nice.. a bit dark though...

Guys
#6758 posted by
spy on 2010/07/07 17:52:56
how you're make that arch rotated at 45 degrees
with 90-180 degrees arch i have no problem, but with 45 its always pain in the ass

Ps
#6759 posted by
spy on 2010/07/07 17:54:52
btw , negke the screenies look very kewl, cant wait to grab the (finished) map
#6760 posted by
Zwiffle on 2010/07/07 18:18:44
In Radiant I would just make a special 45 degree arch using the clipping plane tool, because then it fits all nice and comfy. It won't be exactly as the other arches, but most people won't notice/care.
#6761 posted by gb on 2010/07/07 21:15:02
ooo, scaled textures.
#6762 posted by negke on 2010/07/08 08:27:31
timfixed.wad: Hey, there are some nice texture variations in there. But the few medieval ones that would fit thematically don't convince me. I do use that stock red face-trim, though.
The map is supposed to be dark (the screenshot is probably somewhat Spirited). Theme-wise, it's nowhere as epic as e4m4, I'm afraid.
spy: Zwiffle's approach might work. Then again, I could imagine this might as well lead to misaligned brushes.
I usually create a regular arch and rotate it, then snap it to the grid and realign the vertices in 2d mode so the lines are all perfectly diagonal on the grid. It IS a pain in the ass, especially with Radiant, but the result is rewarding.

Thanks Guys
#6763 posted by
spy on 2010/07/08 12:20:11
i'd hoped there is some easy way to make such arch

Hmm
#6764 posted by
nonentity on 2010/07/08 18:22:24
tbh I'd say Zwiffle's way is less likely to cause errors, but it requires being able to 3 point clip accurately (not that difficult tbh)

Hmm
#6765 posted by
nonentity on 2010/07/08 18:23:02
Nice map btw, liking the prevalance of 45 degree angles

45-degree Arches
#6766 posted by
metlslime on 2010/07/08 19:52:37
You should be able to just build regular arches out of six-sided brushes (where the top view of each brush looks like a box, and the side view shows that the bottom of each box is slanted appropriately) and then skew them in radiant to get it onto a 45-degree angle.
If you use spog/czg style 12-sided cylinder dimensions, you should be able to keep things on a large grid value even rotated.

So..
#6767 posted by negke on 2010/07/08 20:14:35
how do you use the third clip point then?

Actually..
#6768 posted by
metlslime on 2010/07/08 21:45:42
i never use 3-point clipping as it's too awkward to use (always appears at the 0 on the hidden axis, instead of somewhere on the surface of the brush.)
I primarily use edge draging and skewing to make most shapes. Occasionally vertex dragging, but that is only really useful on certain shapes (like wedges and spikes.)

Omg!
#6769 posted by
bal on 2010/07/08 23:52:04
This isn't actually a map, but it's in Unreal, and it's the closest thing I've done to mapping outside work in a looonng time.
http://born-robotic.net/stuff/platform_01.jpg
All very much work in progress of course, no texture work yet (just normal and ambient occlusion maps).