SNCYMDM1 - ideas?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

SNCYMDM1 - ideas?

Post by skinNCNmaster »

not sure if im going to be able to finish this properly for visibility.. because its a huge area and my last ditch effort to get the vis stage to work will be after ive completed the missing portion.. will try converting everything o details and making some sort of simplified structural caulk hull throughout..

maps inside, afaik.. do anything you want with any part of it. my stuff is never copyrighted in any way shape of form.

interested to hear about your ideas for weapon placements/items etc. im not sure about them as they are.

http://www.filefactory.com/file/b2101b8/n/sncymdm1.pk3
[lvlshot]http://www.rave.ca/en/image/original/380029/[/lvlshot]
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: SNCYMDM1 - ideas?

Post by Bliccer »

I alpha played it and I just love those transparent icons on top of the weapon pads and teleporters.
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: SNCYMDM1 - ideas?

Post by Noruen »

I think there is other problem than too much visibility. Your map has only 1936 brushes. I see there are few weird brushes and geometry and I think that's the problem. Some areas are misteriously caulked and look undone. Are you sure you want all of these areas accesible? I mean that areas on the sides of arena, where floor suddenly ends.

Also the Skybox is weird. All I learned during my mapping carrier is, that skybox should be axial and other thing is made by playerclip. Try it.

In every way I didn't see any other reasons for your problem with vis.
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