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[update] "Hogans Alley" Duel map renamed to "Nemesis" and fi

Posted: Wed Apr 08, 2015 3:17 am
by raidan65
Update:

renamed the map to Nemesis
finished lightning
finished vis portals
retextured some parts and brought in some new textures

https://www.dropbox.com/s/41ihub12rjicw ... s.pk3?dl=0

made a youtube video :D

https://youtu.be/BhXeS_l_3ww

Ok guys thanks for your replies, i have fixed what you´ve been mentioning and i hope its all nice and shiny now :D

I brought in some new textures to get some more variety and put a lot of time in setting up vis portals:
i didnt get how those work for a while but finally i think i got it right.

only 2 things left disturbing me:

i got them moving patches, they get out of shape depending on which angle they be loked at

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and then i wanted to use the texture /shw/cobaltborder_black which has a shiny metall shader but ql doesnt seem to have this texture (anymore mb). so i tried to apply the shader on an other texture, but this doesnt work i just get a shiny white surface. i used this shader:

textures/shw/cobaltborder_black_2 (path to my edited texture)
{
qer_editorimage textures/shw/cobaltborder_black_2.tga

{
map textures/base_wall/chrome_env2.tga
rgbGen identity
tcGen environment
tcmod scale .25 .25
}

{
map textures/shw/cobaltborder_black_2.tga
blendfunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
rgbGen identity
}
{
map $lightmap
blendfunc filter
rgbGen identity
}
}

Thats about it so far, would be nice to get some more feedback and testing of the map.

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"Hogans Alley" by Marvin Pofahl

Filename: hogansalley.pk3
Status: almost done
Gametypes: duel, ffa, 2v2 tdm
Recommended Players: 2-8

https://www.dropbox.com/s/7w6e36xu94daw ... y.pk3?dl=0

Hey guys,

i made this duel map over like the last year and i put a lot of effort in it: spending lots of thoughts about the gameplay especially for duel. Now im past the building process but still got some trouble. Im playing quake since Q3 beta and i think i know what a map needs to be playable in duel but this is my first own map and i had and have to learn all that mapping stuff.

remaining problems:
-Framedrops! (maybe my vis portals sucks idk)
-Patch issues (at some places they fit from distance but move out of shape when getting closer (subdivisions))
-lightning (in ql the lightning looks dull)

If here are some more experienced mappers who would like to help me a bit, this would be very nice :)

Im open for any suggestions also gameplay wise, but keep in mind that i already thought a lot about the map and that every change has many dependencies.

ps. you can also find me in irc at #radiant, #tdmpickup or mail me to marvin-seb.pofahl@gmx.de


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Re: Map "hogans Alley" help with frames, lightning and patches

Posted: Wed Apr 08, 2015 4:10 am
by AEon
Ahem... strange there is a version conflict... should be 46 but is 47... is this for QL or something?

Re: Map "hogans Alley" help with frames, lightning and patches

Posted: Wed Apr 08, 2015 4:19 am
by raidan65
yes, or for wolfcam with ql files.

Re: Map "hogans Alley" help with frames, lightning and patches

Posted: Mon Apr 13, 2015 8:24 pm
by AndyW
Looks like youre know what youre doing!
I have to do that wolfcam-stuff to check your map, it really looks awesome!

Re: Map "hogans Alley" help with frames, lightning and patches

Posted: Tue Apr 14, 2015 1:25 pm
by AndehX
The issue with the patches and subdivisions is an odd one. Something I too have encountered. Not all patches do it though. No idea how to fix it either...