Q3shw23: Hipertrofia [Final]

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Q3shw23: Hipertrofia [Final]

Post by ShadoW_86 »

As there seems to be no votes against it, I can move this map to final version. There are almost no changes from previous beta (only few clip brushes, caulk etc.). Thanks for helping me with map ;).
This map was inspired by recent Q3 Speedmapping events (http://www.levelmakers.com), and main goal for me was to create playable map in 24h limit time. Pure freestyle fun. I just thought it would be cool to make e map in such a short time, when usually it takes weeks/months of hard work to finish decent map. So I've gathered few textures from my archive and started. In the end I didn't managed to build it in one single day (it's rather hard to sit over a dozen h with Radiant), but whole process took ~14h (yes, I had actually timer running), and few weeks of beta testing. It's small map for 1v1 game and ffa (there is second q3shw23_ffa.bsp file in pak, that version have quad included). Textures used here are taken from Team Arena, some original and some are remade by me.
Q3shw23 DOWNLOAD

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Last edited by ShadoW_86 on Fri Feb 20, 2009 7:50 pm, edited 2 times in total.
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obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Q3shw23: Hipertrofia Beta 1

Post by obsidian »

Models are vertex lit, so you need a shader to match. Try something like this:

Code: Select all

textures/hipertrofia/girder03
{
	surfaceparm metalsteps
	surfaceparm trans
	surfaceparm alphashadow
	surfaceparm playerclip
	surfaceparm nonsolid
	surfaceparm nomarks
	cull none
	nopicmip
	{
		map textures/hipertrofia/girder03.tga
		alphaFunc GE128
		depthWrite
		rgbGen vertex
	}
}
Otherwise, if you want to force lightmaps, try using the forceMeta spawnflag on the model, though in most cases, vertex lit models look fine or sometimes better.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: Q3shw23: Hipertrofia Beta 1

Post by ShadoW_86 »

Thx, I'll try it next week when will have some free time :).
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v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: Q3shw23: Hipertrofia Beta 1

Post by v1l3 »

Damn...12 some hours, very impressive..there aren't many ol' school mappers around these days(well..at least making maps). It puts a smile on my face. :D You should jump into the next turtle mappack(if there will be another). I like how you added a good mix of things from your other maps in between textures and other things...especially the glass flooring from your TA map. I say the layout is great..it's highly playable.
ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: Q3shw23: Hipertrofia Beta 1

Post by ShadoW_86 »

Thanks. I'll try to work in this week (or next) on this map and finish it.
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Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: Q3shw23: Hipertrofia Beta 1

Post by Fjoggs »

Hmmmmmmmm... Making a map in one day sounds like a cool project. I'll download it for some inspiration. Looks good. ;)
ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: Q3shw23: Hipertrofia Beta 1

Post by ShadoW_86 »

Thanks obsidian for that shader, it works perfectly. Now I have to work on lightning and map should be finished :). Any gameplay impressions?
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ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: Q3shw23: Hipertrofia Beta 2

Post by ShadoW_86 »

Second beta released. See first post for more info.
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ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: Q3shw23: Hipertrofia Beta 2

Post by ShadoW_86 »

Final version avaible - check out first post.
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nitin77
Posts: 84
Joined: Wed Jul 23, 2008 9:21 am

Re: Q3shw23: Hipertrofia [Final]

Post by nitin77 »

some clashy texturing and I'm not fond of the uncontrasted lighting but otherwise it plays well enough and the brushwork is impressive.
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