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Re: To build or not to build?
Posted: Wed Nov 24, 2010 8:00 am
by Eraser
Yeah I figured that most of the map could be lit with a few light emitting textures (light fixtures on ceilings/walls) so you have natural light sources.
Like I said, I only dropped the light entities in there to temporarily brighten up the really dark bits for now.
Don't worry about rushing or anything. Take your time

Re: To build or not to build?
Posted: Wed Nov 24, 2010 2:11 pm
by monaster
That "take my map and turn it into something...not really else but... more" reminds me of
"pass the map".
Anyone here eager to start something like that (a community map, where everyone can contribute something one after another ideally making a built-from-scratch-map bigger and better each time) again?
[EDIT: Added again]
Re: To build or not to build?
Posted: Wed Nov 24, 2010 10:07 pm
by fKd
im keen
Re: To build or not to build?
Posted: Thu Nov 25, 2010 7:27 am
by Eraser
That should be fun.
But the map turned out as a bit of a chaotic mess last time, didn't it?
Re: To build or not to build?
Posted: Fri Nov 26, 2010 5:25 am
by VolumetricSteve
On the topic of community mapping, I'd be more than willing to let Razztazzmagoria go open-source if some of the talent here would want to mess around with it...I realize not everyone has a small Cray (I kid, I kid) they can dedicate to round-the-clock q3map2 compiling, but I bet some of the folks around here could do some amazing things with it regardless.
Any interest?
About Eraser's map:
Should I work within the confines of the bounds your map currently has, or should I really go nuts with it? Originally, I was thinking of just putting a lot of detailed brush work in over the basic layout you provided, but if you want that map to be the kind of map that'll cause people to have an equal number of wet dreams/nightmares I could try to work in some of my own structure as well.
Re: To build or not to build?
Posted: Fri Nov 26, 2010 8:42 am
by Eraser
Like I said, do with it as you please

Re: To build or not to build?
Posted: Tue Nov 30, 2010 6:44 pm
by VolumetricSteve
Doing is now in progress.
Step one, make a list of major design choices, and then start flipping a coin until the list is complete.
Step two, drugs and sandwich.
Step three, open and close NetRadiant several times until map has reached the consistency of skittles.
Step four, glue screenshots of map to John Carmack's house.
Step five, done.
Re: To build or not to build?
Posted: Wed Dec 01, 2010 7:17 am
by mrd
VolumetricSteve wrote:Doing is now in progress.
Step one, make a list of major design choices, and then start flipping a coin until the list is complete.
Step two, drugs and sandwich.
Step three, open and close NetRadiant several times until map has reached the consistency of skittles.
Step four, glue screenshots of map to John Carmack's house.
Step five, done.
What the fuck

Re: To build or not to build?
Posted: Wed Dec 01, 2010 7:53 am
by Eraser
Step six: $$$ ?

Re: To build or not to build?
Posted: Fri Dec 03, 2010 5:58 pm
by VolumetricSteve
I got momentarily distracted by the 20-brush mapping contest in which I made like 4 maps in about 2 days...I need to stop..lol, that needed to come to an end, plus they only accept one entry anyway.
Are you getting in on that action, Eraser?
I've got the Tron Legacy soundtrack set to repeat and I just had 16 boneless wings, I'm ready to do awful things to your map. I hope you like shiny things.
*edit
compiling...this better be REAL shiny
I don't have screenshots yet, but if you want a rough idea, google chernobyl.
This video will give you an idea of the gameplay changes I've made to your map so far.
http://www.youtube.com/watch?v=S4YbC6OLAlo
Things I've added:
*Upside-down infinite abyss.
*General-purpose infinite abyss.
*Fire towers
*Catastrophe room
*Shards of concrete over a lava pit (it looks very quake 2)
and
*a Furnace.
Re: To build or not to build?
Posted: Fri Dec 03, 2010 7:51 pm
by Anthem
VolumetricSteve wrote:I've got the Tron Legacy soundtrack set to repeat and I just had 16 boneless wings, I'm ready to do awful things to your map. I hope you like shiny things.
The one by Daft Punk? I got that recently. Honestly, while the music is good, I found it to be a bit dry compared to their other stuff. Of course the music is more cinematic, but it wasn't my type of ambient. I prefer to listen to
somaFM when I want to listen to ambient music.
Re: To build or not to build?
Posted: Fri Dec 03, 2010 9:25 pm
by VolumetricSteve
That's the one. I like it, it's like they took the soundtrack from the Dark Knight and left Daft Punk go hog wild with it but I'll give somaFM a try.
also, test compiles are looking good, moving forward with "operation : put furnaces everywhere" So far, essentially what I'm doing is making it look like a bunch of bombs went off inside an indescript industrial concrete...something or the other management facility. Lots of rubble and burnt out explodey....things.
I'm trying to make it look like a map...that a person would make, not like one of my stupid q3map2 stress-tests that are completely out of control, so this is a bit of a switch for me.
Re: To build or not to build?
Posted: Sat Dec 04, 2010 5:02 am
by lordwindowlicker
Needs a slide
Re: To build or not to build?
Posted: Sat Dec 04, 2010 6:52 pm
by VolumetricSteve
AND A SLIDE IT SHAL HAVE. *back to work*
Re: To build or not to build?
Posted: Mon Dec 06, 2010 8:05 am
by Eraser
VolumetricSteve wrote:This video will give you an idea of the gameplay changes I've made to your map so far.
http://www.youtube.com/watch?v=S4YbC6OLAlo
Things I've added:
*Upside-down infinite abyss.
*General-purpose infinite abyss.
*Fire towers
*Catastrophe room
*Shards of concrete over a lava pit (it looks very quake 2)
and
*a Furnace.
Fuck me

This is going to be the most extreme map ever!
Re: To build or not to build?
Posted: Mon Dec 06, 2010 5:57 pm
by VolumetricSteve
I'm not sure....what is in the map to cause this, but I haven't added any liquids except lava, and I've only added two lava surfaces, both of which are unreachable..I wasn't sure if the map looked like it could be a ton of fun, my fun-radar is thrown off because the layout is not my own. I wanted to see if the bots ...appeared to have fun playing on it.
...I........don't ask....
SO, I compiled the .aas file, when it ran...it discovered 119 swim areas.
119? I guess when -forcesidesvisible is on (which is required for this map apparently) that makes unreachable lava as a viable option for swimming? I'd think lava wouldn't count as swimable...because it's lava.
I'm not sure what other damage I can really cause to this map, my changes have been roughly as extensive as they can be without modifying the core layout (I wanted to see if my madness could be squeezed into a layout with playability foremost in mind) and it seems that it can....I might not add a slide...this time around, but perhaps I could do two versions, one that stops with keeping your layout intact, and another that treats it as an atrium from which many horrible branches extend. I think that's what I'll do.
I really just need to put in some finishing touches, run it through my compiler and you'll have a BSP file to do with as you like.
*edit
12-7-2010
I'm currently REALLY drunk, so I'll make this quick. In the mean time, I do have the coherent mental energy to finalize my current changes to your map.
I've done some really strange things with it, but they should be transparent to gameplay...oddly enough. I like what you've done, and I like what I've done to what you've done. I should be emailing back your .map in a little bit.
Re: To build or not to build?
Posted: Fri Dec 10, 2010 1:41 pm
by Eraser
I just now found that you mailed me back the .map file. Just compiled it and ran through it. Not sure if it's much of an improvement
There's some architectural things you've done that are of some inspiration. Give me some time to hack away at the map some more. We'll see what comes out of this.
Re: To build or not to build?
Posted: Fri Dec 10, 2010 9:32 pm
by monaster
Mind to show us some WIP pictures of that map? It sounds quite interesting, especially with a completely drunk VSteve.

Re: To build or not to build?
Posted: Sun Dec 12, 2010 1:54 am
by VolumetricSteve
screenshots on the way! lol, yeah, I didn't want to make it unrecognizable, so most of my changes were ambient ones, in fact my version of the map shouldn't play differently from the original much at all. I'm still thinking of doing another version that totally mutilates it, and really treats the original map as a core to a much larger map but that'll come later. For now, at least, we'll be able to showcase the changes in ambience and style. There was one gameplay related change I made (arguably two) which was the "general purpose infinite abyss" with which you can knock people into it, especially if you had a rail gun and you could see people running around from either of the long corridors. I dunno, being able to shove people into a bottomless pit is very funny to me. *shrug*
There's a really heavy compile going on now, my normal madness, but it never ceases to amaze me how much faster the compile times are when it's compiling maps that aren't really mine, it'll be done in the next 10 to 15 minutes as opposed to the next 2 or 3 hours, lol.
I don't know who this will effect, but something has caused all of my quake 3 installs to not compile maps correctly, some lavas and fogs no longer work (I'm guessing because someone incorrectly set up use of an "sfx" folder in their pk3 file, and it's confusing my compilers) When I remove all of the non-quake3 pk3 files, it seems to compile fine....so....screenshots are coming, just gotta recompile
*edit
SCREEEEEENNNNSHHOOOTTTTSSS
*re-edit
At this time I'd like to clarify that all aforementioned drugs have been prescribed to me by a licensed physician to attend to the needs of conditions for which I've been diagnosed. (I realized some 3rd parties might mis-interpret some of my posts, we don't wanna send the wrong message to the kids, do we?)