Screenshots of what you're doing

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Fri Oct 26, 2007 4:28 pm

  • C.Brutail wrote:Q3DM17! :D

    Btw the last shot reminds me of a really old first test release of quake3 (q3test). I've only seen it on screenshots, but this looks like one of the early test versions of q3dm17 :P



    Image

    More:
    http://www.quake.de/index.php?action=newlost&q=q3
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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    Strahlemann
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Fri Oct 26, 2007 6:56 pm

  • That's it! :D
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Fri Oct 26, 2007 10:16 pm

  • Image

    :)
    Aneurysm 4 the win !!!!! :D
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    cortez
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Sat Oct 27, 2007 9:49 am

  • Do I reallly see moving lights on the sides of the platforms?

    Gonna love this :)
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Sat Oct 27, 2007 6:40 pm

  • Fruitiex made a map where you can actually go into the blue screen of death :D

    Thanks Strahlemann with larger block size and various other fiddlings vis phase down to 116 seconds. Instead of 7000 :O

    Glad you like the skyshader, it took many days of p shop, and getting the shader to work nearly made me give up mapping.. heh only kidding, a bit.

    I used the Final option but the one without bounce 8. Also added deluxemap for Morpheds normal maps. Is that a standard option in q3map2?

    Prada Props Pandas Poop... guh (wipes off drool)

    Moving lights? where?

    Here it is the finished version, finished because I'm working on something else now, not this, anymore, hooray :)
    http://www.mediafire.com/?f1mznmxbgbq
    Last edited by Rad Ished on Mon Oct 29, 2007 8:01 pm, edited 1 time in total.
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    Rad Ished
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Sun Oct 28, 2007 3:25 am

  • Some quick screens of Rad Ished's map ^^

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    Good work Rad!!
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    pavlvs327
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Sun Oct 28, 2007 6:41 am

  • I DID work on a map including bluescreens, crashy windows and inside computer parts until suddenly out of nowhere it did not work anymore:

    <08:31:31> ]map blue_intel_not_amused_x86
    <08:31:34> Server using port 26000
    <08:31:34> Server listening on address local:1
    <08:31:34> Server listening on address 0.0.0.0:26000
    <08:31:40> Host_Error: PRVM_ED_ParseEdict: closing brace without data

    After the last line it just returns back to the menu ! No more output what so ever !

    I need some help fixing this map if we want it done and playable one day :(.

    Link: http://www.fileden.com/files/2006/11/7/ ... ed_x86.pk3

    Screenshots from the old days when it used to work:

    Oh wait, they are so old that I don't even have them left in my screenshots folder anymore... ;(
    The map has just been lying on my hd for months and months now... I remember my last time of playing that map with Rad Ished before it refused to work =)

    Edit: now I found some screenshots from the PB forum, here's the first compile of the map ever: (Yay, 17.07.2007 O_o)
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    That's it, the map is nowdays much much muuuch bigger and more detailed but it doesn't work so no screenshots ;(


    Edit: I got it to work again, there seemed to be a couple of faulty patches in the map.

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    FruitieX
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Sun Oct 28, 2007 9:33 am

  • Some early WIP. Its a map based on a cathedral-like structure (or two, if i make a ctf/version), possibly with some outdoors landscape. I acctualy started making this map a year or so ago, but never got attound to finnishing it. I found it while digging though old stuff and tought it could become something.. im using the textures from my mapping competition map for this one ;)

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    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Sun Oct 28, 2007 10:43 am

  • One of my new maps called 'ctf_maze'
    It is a huge map, with lighting issues :) (I'll need to fix them)
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    - A flag feature :)


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    - Stairs to the flag

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    - A huge pillar

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    - Another View

    Thats the map I'm working on at the moment.
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    shaggy
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Sun Oct 28, 2007 11:27 am

  • Awesomework tZork :shock:


    shaggy that looks extrem weird
    Aneurysm 4 the win !!!!! :D
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    cortez
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Sun Oct 28, 2007 12:16 pm

  • Tobotoids with spawnpoint error corrected, thanks Ronan!
    http://www.mediafire.com/?20jl1l0fmj0

    O.o

    Good stuff Tzork, reminds me of something can't think what, maybe Elder Scrolls?

    Fruitiex WTF? :)
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    Rad Ished
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Sun Oct 28, 2007 2:23 pm

Mon Oct 29, 2007 6:03 am

  • ai wrote:I really like that map you showed Fruitiex but I'd like to comment on the lightning, as it is now it's a bit too illuminated and looks a bit off. Try to make it more appealing that would fit a PC case, but of course not too dark.


    I made that lightning about 3-4 months ago, and I was a real noob at mapping back then. I'll of course fix this and maybe add some blue leds too! ^^
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    FruitieX
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Mon Oct 29, 2007 3:27 pm

  • Just playing around, learning how to map. I don't know anything about lighting yet and the textures are certainly not final.

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    Here's an updated version in game... sorry for the washed out colors, I've only setup 3 lights and to compensate, turned up my ambient light.

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    Will update soon :)
    Last edited by [-z-] on Mon Oct 29, 2007 9:29 pm, edited 1 time in total.
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    [-z-]
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Mon Oct 29, 2007 7:21 pm

  • tZork - that looks really cool.
    Shaggy - Your maps are getting better. I'm interested in how this one will turn out. I'd probably use better textures though :?
    [-z-] - It looks like a good start. I would definitely get something on there so that the players are constantly falling off the ramps though.
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    Psychcf
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Mon Oct 29, 2007 8:03 pm

  • I think shaggy is in the faces viewing mode, no?
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    Rad Ished
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Mon Oct 29, 2007 9:14 pm

  • yes, I hadn't done the brighting correctly, so I used r_showcollisonbrushes 1
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    shaggy
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Mon Oct 29, 2007 9:31 pm

  • [TSA] Psychiccyberfreak wrote:[-z-] - It looks like a good start. I would definitely get something on there so that the players are constantly falling off the ramps though.


    There are ramps available for those less risky that line walls at (nearly) every edge.

    Here is a quick video to show how they play, apologies for the darkness, I only have 3 lights.

    zion beta 0.4
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    [-z-]
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Mon Oct 29, 2007 10:47 pm

  • Image and still expanding...

    (will only work on the OS X version, of course... no, just kidding)
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Mon Oct 29, 2007 11:00 pm

  • 'A Dark Place'... that's what this is called right now, and I've put way too much time into this, for what it is. I'm hoping to make a CTF and DM out of this, but since I never have time to play :evil: I can only fix it up, and maybe you folks can feedback... but it's not quite ready yet, need to work on some bot clips, fix some jump pads, and some other play issues.

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    I forgot to turn on all the effects (I do have normal/gloss maps) Some textures I reused from the 'warehouse', and some I made new.
    TK471
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Mon Oct 29, 2007 11:33 pm

  • Sexy TK471.

    Started doing lighting for zion, giving myself a general idea, the I'm going to go back and create some fixtures:

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    [-z-]
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Tue Oct 30, 2007 11:01 am

  • Hmm [-z-] thinks this map is like Halo, I begin to agree. I'm reading Ringworld Engineers by Larry Niven atm , Halo was based on this to a large degree, but it wasn't intentional, not consciously anyway, heh Power Of The Mind. Is it the combination of outdoor and space map, or just the skybox?
    I'm going to raise the roof for improved rocket flight and the invisible jump pad needs SOMETHING doing to it , not quite sure what tho.
    [-z-] Also suggested that i make it so you can fall off, but i HATE falling off maps :(
    Also I would have to render the outside of the map which would make what is already a very slow map slower.
    Any other suggestions?
    I played the original greatwall on pavls server the other day (by shoe..... or was it sock?...slipper? ), it was very interesting to see what greatwall was developed from and the progression to it, i recommend making this comparison to any new mappers, .
    Tobotoid is Greatly influenced by the Wall, but that's obvious.... isn't it?

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    Oh, also I know about all the poorly aligned brushes, gaps etc.. It was my first map and I would have built many bits differently now. I'm not sure but I think that the only way to solve a lot of these problems is to build some of the structures again from scratch. Not sure i can face doing that, but i learnt a lot. Suppose i could at least fill in the missing textures. Noooooo........ if ....i .....can ............ju......st..........reach.....my ...bootknife :D
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    Rad Ished
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Tue Oct 30, 2007 2:49 pm

  • Rad Ished wrote:Any other suggestions?
    I played the original greatwall on pavls server the other day (by shoe..... or was it sock?...slipper? ), it was very interesting to see what greatwall was developed from and the progression to it, i recommend making this comparison to any new mappers, .
    Tobotoid is Greatly influenced by the Wall, but that's obvious.... isn't it?

    I'm very pleased with how Greatwall has been improved over time through the skill of other mappers, and I think it's a good example of why all mappers should release their source :)

    Did you make that skybox yourself or was it from something else?
    Shoe
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Tue Oct 30, 2007 3:58 pm

  • I made it from a picture of some clouds from wikipedia, but you can't really see that anymore. Used the flexify2 filter by burning peach or whatever they called (?) , great tool for skyboxes. Some headbanging was involved.
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    Rad Ished
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Wed Oct 31, 2007 7:56 pm

Thu Nov 01, 2007 2:50 am

  • Some very early testing on a new style and lighting.
    If i will ever finish this one, it'll be ctf.

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    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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    Strahlemann
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Thu Nov 01, 2007 3:30 am

  • That's looking fantastic, Strahlemann. I'm drooling waiting for that to hit my servers ;)
    cat /dev/urandom > /dev/mem
    John Galt
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Thu Nov 01, 2007 7:20 am

  • That looks amazing. Kinda reminds me of as_oilrig from CS1.6, except with some obvious visual enhancements :)
    Shoe
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Thu Nov 01, 2007 12:47 pm

  • :shock:
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Thu Nov 01, 2007 1:37 pm

  • :shock: too

    are you making a new version of olirig?
    Aneurysm 4 the win !!!!! :D
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    cortez
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