q3ctfp13 no name yet :D

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: q3ctfp13 no name yet :D

Post by dONKEY »

fKd wrote: its too cramped, and there are to many things to bump into, it should have been opened up more to allow more entertaining fights.

in the end its a style over gameplay map. sad but true.
I feel the pain.
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
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Re: q3ctfp13 no name yet :D

Post by fKd »

i was being as critical as i could be... its the only way to learn... heh

another dm in the pipes... just sayin :D
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Re: q3ctfp13 no name yet :D

Post by skinmaster »

hiya fkd.. thought id take a look at this since such time was put into helping you optimize the geometry..

it look very good, but your hinting needs work.. frame rates are low due to areas being drawn... most of the map is visible in showtris 1... so i'd suggest you go in there and do a bit of hint tweaking...
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