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Q3shw23: Hipertrofia [Final]

Posted: Thu Feb 05, 2009 8:47 am
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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Re: Q3shw23: Hipertrofia Beta 1

Posted: Thu Feb 05, 2009 4:13 pm
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.

Re: Q3shw23: Hipertrofia Beta 1

Posted: Thu Feb 05, 2009 5:02 pm
by ShadoW_86
Thx, I'll try it next week when will have some free time :).

Re: Q3shw23: Hipertrofia Beta 1

Posted: Sun Feb 08, 2009 1:50 am
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.

Re: Q3shw23: Hipertrofia Beta 1

Posted: Sun Feb 08, 2009 9:50 pm
by ShadoW_86
Thanks. I'll try to work in this week (or next) on this map and finish it.

Re: Q3shw23: Hipertrofia Beta 1

Posted: Tue Feb 10, 2009 8:20 am
by Fjoggs
Hmmmmmmmm... Making a map in one day sounds like a cool project. I'll download it for some inspiration. Looks good. ;)

Re: Q3shw23: Hipertrofia Beta 1

Posted: Tue Feb 10, 2009 9:36 am
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?

Re: Q3shw23: Hipertrofia Beta 2

Posted: Sat Feb 14, 2009 9:44 am
by ShadoW_86
Second beta released. See first post for more info.

Re: Q3shw23: Hipertrofia Beta 2

Posted: Fri Feb 20, 2009 7:49 pm
by ShadoW_86
Final version avaible - check out first post.

Re: Q3shw23: Hipertrofia [Final]

Posted: Sat Feb 21, 2009 12:02 pm
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.