Search found 21 matches
- Tue Aug 12, 2014 6:52 pm
- Forum: ID Tech
- Topic: Inconsistencies climbing out of water?
- Replies: 6
- Views: 4499
Re: Inconsistencies climbing out of water?
Thanks for the replies guys. I will try the player clip trick. Strange thing is that I have even tried bringing the water to the same level as the ledge and just below, and it still wont allow the player to mantle up in the problem areas. Its really bizarre..
- Mon Aug 11, 2014 12:42 pm
- Forum: ID Tech
- Topic: Inconsistencies climbing out of water?
- Replies: 6
- Views: 4499
Inconsistencies climbing out of water?
Working on a map that has a body of water. I have a consistent height of ledge that surrounds the body of water, many of the sections are even copy-pasted, but I have extremely inconsistent results trying to climb out on them. Some I pop right out, some take a couple of jump/swim actions to get out ...
- Tue Jun 24, 2014 11:50 am
- Forum: ID Tech
- Topic: Blackrose: a new skin for the Mynx model (Download included)
- Replies: 14
- Views: 11741
Re: Blackrose: a new skin for the Mynx model (Download included)
This is awesome. Mynx is my fave character, loving this version. The hair is especially great.
- Mon Sep 16, 2013 4:25 pm
- Forum: ID Tech
- Topic: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
- Replies: 27
- Views: 18191
Re: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
It certainly seems like the safest approach to me, especially since had to re-scale this map like 2x over, based allot on your feedback Aeon ;). Im very impressed by the confidence of the mappers who's projects I've watched who start with a very complex theme from the very beginning of their layout....
- Sun Sep 15, 2013 3:00 pm
- Forum: ID Tech
- Topic: Any body tinkered with Rage?
- Replies: 5
- Views: 4007
Re: Any body tinkered with Rage?
It would be great to see some tutorial content for this engine. I have been hugely excited about IDTech5 since the first tech demos. Best of all it still uses the Radiant interface we all know and love. I think the teething issues with this engine on this gen of consoles, the buggy pc versions of Ra...
- Sun Sep 15, 2013 12:06 pm
- Forum: ID Tech
- Topic: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
- Replies: 27
- Views: 18191
Re: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
Still working on it, glad in a way I not locked in by the deadline because I'd have never got it to a point I was happy with:
[lvlshot]http://img202.imageshack.us/img202/2933/mhad.jpg[/lvlshot] [lvlshot]http://img543.imageshack.us/img543/7710/hs6f.jpg[/lvlshot]
[lvlshot]http://img202.imageshack.us/img202/2933/mhad.jpg[/lvlshot] [lvlshot]http://img543.imageshack.us/img543/7710/hs6f.jpg[/lvlshot]
- Thu Aug 29, 2013 5:43 pm
- Forum: ID Tech
- Topic: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
- Replies: 27
- Views: 18191
Re: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
Real sorry to say guys that I won't be able to make the deadline.. I had about a week taken out of the time I thought I had left to finish the map due to unforeseen irl commitments. I am still going to finish the map, and I hope some of you guys will still check it out when its done. Real sorry to A...
- Fri Aug 23, 2013 8:28 am
- Forum: ID Tech
- Topic: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
- Replies: 27
- Views: 18191
Re: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
Thanks kaustic. I cant find anything transparent there, maybe its just the way u move in water when encountering steps. I'll put a playerclip ramp there to help. I think that artifact in the basement was because I was working between QL and Q3 settings in 2 radiants and couldnt use watercaulk/nodraw...
- Thu Aug 15, 2013 10:10 am
- Forum: ID Tech
- Topic: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
- Replies: 27
- Views: 18191
Re: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
Thanks AEon. I suck at defrag type movement, but I can loop the entire maps items extremely quickly now using a couple of Rocket Jumps shown on the pics above.
- Wed Aug 14, 2013 9:54 pm
- Forum: ID Tech
- Topic: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
- Replies: 27
- Views: 18191
Re: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
Complete re-scale complete! Map is now around 60% of its previous size, many areas redesigned and teleporters and jump pads added to speed up the gameplay. There is a new teleporter based on the Hub (Aerowalk) style RA ledge that allow you to escape from the megahealth pit. You can strafe jump it fr...
- Mon Aug 05, 2013 9:35 am
- Forum: ID Tech
- Topic: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
- Replies: 27
- Views: 18191
Re: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
Hmm... what brought up the rescaling of the map? Off topic, but in AEglow I seem to have run into that problem as well, thus the map was never finished. The compontents I used, doorways and stairs looked fine. Trouble was they made the map to "bloated" and "spread out". Hey AEon...
- Fri Aug 02, 2013 7:50 am
- Forum: ID Tech
- Topic: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
- Replies: 27
- Views: 18191
Re: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
No two ways around it, everything points to whole map having to be re-scaled:
[lvlshot]http://img856.imageshack.us/img856/1020/xkh9.jpg[/lvlshot]
[lvlshot]http://img856.imageshack.us/img856/1020/xkh9.jpg[/lvlshot]
- Tue Jul 30, 2013 6:00 pm
- Forum: ID Tech
- Topic: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
- Replies: 27
- Views: 18191
Re: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
Huge thanks AEon!
Update the .pk3 on all threads. The bots move around the map really well, even jumping down the JP shaft as I had planned for human players, but they all seem to cluster spawn wherever the action is, instead of accross the map how duel spawns work*
Update the .pk3 on all threads. The bots move around the map really well, even jumping down the JP shaft as I had planned for human players, but they all seem to cluster spawn wherever the action is, instead of accross the map how duel spawns work*
- Tue Jul 30, 2013 4:27 pm
- Forum: ID Tech
- Topic: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
- Replies: 27
- Views: 18191
Re: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
Thanks allot guys, I will look into this in the coming days. Will be nice to have the aas compile within the editor too. AEon, I've remodeled the RG room, moved the GL to the RG room balcony and added in a Shotgun where the GL was. All spawns now have atleast LOS to a weapon, and most are very close...
- Mon Jul 29, 2013 9:54 pm
- Forum: ID Tech
- Topic: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
- Replies: 27
- Views: 18191
Re: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
thanks CZghost, I'll look forward to that! Huge thanks again Aeon. Could you send me the .aas file? I've yet to actually learn that compile process for Q3. To address the points: * Very fair criticism. The overall size is a concern. The widths will shorten once I start actually detailing the level, ...
- Fri Jul 26, 2013 12:38 pm
- Forum: ID Tech
- Topic: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
- Replies: 27
- Views: 18191
Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb
Hi guys, I am working on a new duel map for the Maverick Servers summer comp and thought there might be some players here who would be willing to give me some feedback on my layout: [lvlshot]http://img856.imageshack.us/img856/5540/ezt3.jpg[/lvlshot] This thread shows the progress of the build: http:...
- Fri Jul 26, 2013 10:28 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3303254
Re: Screenshots
Love the look of this, the Q1 textures are great and the chunky geometry is spot on.
- Thu Jan 03, 2013 12:09 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3303254
Re: Screenshots
sst, are these brushes, or patches? I would really like to know how you did this, Im coming from using COD radiant, where with all the extra patch manipulation options this would be pretty easy, but in Q3, i really dont know..sst13 wrote:It becomes curvy...
![]()
- Sat Aug 11, 2012 10:26 pm
- Forum: ID Tech
- Topic: cray3t1 - First (Duel) map, looking for feedback :)
- Replies: 5
- Views: 3482
Re: cray3t1 - First (Duel) map, looking for feedback :)
Perfect, this is just what I was after regarding the geometry Aeon. Massive thanks for taking the time to do this, really great feedback.
I will be updating the thread as I progress.
Big thanks again.
I will be updating the thread as I progress.
Big thanks again.
- Fri Aug 10, 2012 7:11 pm
- Forum: ID Tech
- Topic: cray3t1 - First (Duel) map, looking for feedback :)
- Replies: 5
- Views: 3482
Re: cray3t1 - First (Duel) map, looking for feedback :)
Thanks Aeon, I was basically planning on scratch building the whole thing once I get feedback, this is just to test out the basic layout in terms of the basic arrangement of rooms and items etc. Was certainly looking to make all the areas (allot) larger, and therefore lest steep as a first step. I w...
- Fri Aug 10, 2012 3:36 pm
- Forum: ID Tech
- Topic: cray3t1 - First (Duel) map, looking for feedback :)
- Replies: 5
- Views: 3482
cray3t1 - First (Duel) map, looking for feedback :)
Hi guys. Have been mapping in other games (made a version of Bloodrun for UT3 ) and playing and watching QL duels for a while , but this is my first (Duel) Q3 map. Was hoping to get some feedback here from experienced duel players on layout, item location etc.. This is a very early layout (just simp...