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Maps & Textures
2008-06-26, 02:39
Member
4 posts

Registered:
Jun 2008
http://lunaran.com/images/maps/lundm1_1.jpg
http://lunaran.com/images/maps/lundm1_2.jpg


Lun3DM4/CPM23 backported to QW, with layout/item changes.

2 YA's, 2 RL's, bit of lava, assorted other crap. I wanted to make the up-player's life a little more difficult with this one, so expect some hard fought Ultrav-ish matches. Try it out and tell me how close to the mark I am, or what you think needs improving.

AS AN ADDED BONUS: I already have a server up. 75.134.21.66 [No longer true. wasn't really being used since you guys are all in europe.]

http://www.lunaran.com/files/lundm1g.zip
2008-06-26, 10:35
Member
705 posts

Registered:
Feb 2006
wonderful map, just noticed one thing. is the elevator not supposed to make a sound intentionally or bug? (wouldn't ask if it weren't beta)
2008-06-26, 13:00
Member
51 posts

Registered:
Apr 2007
ruskie wrote:
wonderful map, just noticed one thing. is the elevator not supposed to make a sound intentionally or bug? (wouldn't ask if it weren't beta)

and i think there should not be a button at the elevator when it works automaticly
2008-06-26, 13:14
Member
4 posts

Registered:
Jun 2008
The elevator was silenced because the sound made it too hard not to get 'caught' using it. And it's not meant to be a button, just a visual cue.
2008-06-26, 16:30
Member
133 posts

Registered:
Sep 2007
Looks cool, feels cool.

Would be fun to try it out some time.
I think it's too compact tho, spawnraping will be easy.
2008-06-27, 17:02
Member
59 posts

Registered:
Mar 2008
Looks stylishly
2008-06-27, 22:14
Member
43 posts

Registered:
Jan 2006
just ran around on it alone. (can't play online really)

looks like it could be a good qw map. i didn't recognize cpm23 at first, but this map has its own style and that's great. ramps are a crazy thing in qw, and it was great zipping around the level.

i like the ledges that you hit your head on bunnying. i can't really jump through them now but i think it is a skill that will come with time, exactly the kind of thing that qw needs.

the item placement seems well thoughout. i have wondered about 2 YA system in qw before, and i think that mostly one player can easily fly back and forth between them easy since there is no RA to protect. if it is too easy to pick them both up, all the items in teh map will have to be remade to fix it. only thing is, maybe put 1 or 2 more GAs in to give that weak player an extra 1 second of life till he gets the rl.

also the lift gives some sound error for me. when i walk by it prints some message for every second i am near there. kind of annoying.

textures and lighting look nice. well done in that area.

i hope to play the map with people some day. seems like it could a long way in qw.
2008-06-28, 01:18
Member
4 posts

Registered:
Jun 2008
hm, I hadn't noticed that it also threw an error. running at 1920x1200 makes those warnings kind of tiny.

Will investigate!
2008-06-28, 03:18
Member
43 posts

Registered:
Jan 2006
haha well i run on 640x480 so it takes up most of the top of the screen!
2008-07-09, 13:22
Member
303 posts

Registered:
Jun 2007
Sweet map! I think QW needs more maps like this one, well, old classic are good, but on map like this you can do lot more with QW movement. I remember this map from CPMA, it was very cool and one of my favs (me and my friends played it and cpm3 to death on lan).

Currently i'm working on totally unfaithful 24-bit textures for it, map would have more cartoonish look but i will stick to original orange theme.

I would like to see conversion of "Unbalanced" (acid3dm7, acid3dm5, acidwdm2, map have many names, they are all practically the same, only difference is item layout i think) adapted to QW movement, but chances acid would do it are very low, some time ago he says he's done with old engines
Any talented mapper out there who can do it?
2008-07-24, 06:49
Member
2 posts

Registered:
Jul 2008
Hey Herb, hey Lunaran

I just came to this thread by searching with google. Nice to see some present maps are ported to the good old classic. I like the idea of porting unbalanced to Q1/QW, but don't have a clue of Q1 Mapping. If someone is willing to, just drop me an email here: http://www.brushhour.org/mail.php.
2008-07-25, 09:09
Administrator
1864 posts

Registered:
Feb 2006
Hey, you ported The Dark Zone, btw that cell shading technique in maps, would that work without shaders? I always thought it was the engine that did it in warsow, until i tried cpm maps like that.

Someone step up for this, I sadly enough don't have the time myself, but I would like to see maps that has been proven to work in cpm to be converted to qw.
2008-07-25, 10:47
Member
303 posts

Registered:
Jun 2007
Warsow used the same techniques of outlining as Q3 to version 0.32, now outlines are handled by engine. I've read somewhere that trick is pretty easy - just add to wall you want to have outlining effect another wall, with the same size, but with black texture. Keep some space between them (more space = thicker outlines), then flip black wall 180 degrees. I heard there are map compilers for Q3 that do it automatically. I don't know if it will work in engines older than Q3, but this works well in UT2 engine (if 2 is the one used in U2 and UT2k4) which is totally different. There is only one downside - giving outlines to an object double its polycount. So complex maps/models with this effect would be much more cpu/gpu hungry. So probably, even if it would work in Q1 engine, it will eat fps like crazy :/
2008-07-25, 11:31
Member
34 posts

Registered:
Aug 2007
i like this one, very small and funny map 8)
May the rocket fear you!
2008-07-25, 19:18
Member
685 posts

Registered:
Jul 2007
Yes! Lunaran and qw mapping! Nice little map.

I got the sound error too:
"sv_startsound: not precached"
2008-07-25, 20:45
Member
303 posts

Registered:
Jun 2007
http://shub-hub.com/files/maps_multiplayer/lundm1.zip

final version, without sound bug. This was posted on website some time ago...
2008-07-28, 17:51
Member
2 posts

Registered:
Jul 2008
The Cel Shading technique used for the Q3 Engine is a bad hack, which doubles the rear faces (maybe the front, dunno exactly ), blackens and moves them apart from the edge for a certain distance (offset). The texture or outline color, as well as the offset is specified in the shader file. It's not engine wise, so the built-in technique in warsow might be a little different. In Q3 you practically have duplicated visible faces, so performance optimization with hint and stuff is very important.
2008-07-29, 06:56
Administrator
1864 posts

Registered:
Feb 2006
Thanks for the info guys
  18 posts on 1 page  1