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My Custom Map


Re: My Custom Map

Postby randall » May 13, 2001 @ 11:48pm

I posted 2 new texture WADs at my site. They are the floor and wall texture sets from Kustok. bl_walls_02.wad has nearly 100 textures of metal, machinery, and trees with a couple sky textures.
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Re: My Custom Map

Postby Diego Cueva » May 14, 2001 @ 3:16pm

Ugh! I´m working hard to make this map... <br>Ok, 2 more things:<br>How do I make the elevator to be automaticaly activated when I start the map? <br>Other thing that I noted is that while the outdoor part doesnt get more than a 60~ polycount, in PQ it gets slow... I think It´s becouse it´s a moving texture... How can I fix it? Will I need to make a specific sky texture for it?<br><br>Thanks,<br>Diego Cueva
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Re: My Custom Map

Postby randall » May 14, 2001 @ 3:41pm

Yeah, I had the same problem with Kustok. For some reason, even though the r_speeds is only 50-60, the map is slow. This has to do with either the massive sky texture or the constant ambient sound that I can't get rid of.<br><br>I'll be back in a couple hours to point you to an excellent site to tell you how to do elevators, among other things.
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Re: My Custom Map

Postby Diego Cueva » May 14, 2001 @ 4:12pm

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Re: My Custom Map

Postby Paul » May 14, 2001 @ 4:35pm

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Re: My Custom Map

Postby Diego Cueva » May 14, 2001 @ 4:43pm

You mean, like a button on the floor? Or a trigger? uhmmm... Anyway, it sounds like a good idea to me.ty.  But isnt there  an easier way?<br><br>Last modification: Diego Cueva - 05/14/01 at 13:43:48
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Re: My Custom Map

Postby Paul » May 14, 2001 @ 4:46pm

Well, dont use a button - people may want to jump onto the lift rather than having to run up to it, i do anyway<br><br>i was just thinking, it would be good if we had a map with the 'bridge' in segments, with each segment dropping down as you step onto the next... or maybe each segment appearing from below as you walk across like that magento bridge thing in x-men<br>Last modification: Paul - 05/14/01 at 13:46:26
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Re: My Custom Map

Postby Moose or Chuck » May 14, 2001 @ 6:15pm

extremely high poly count, but ya it'd be cool. :/
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Re: My Custom Map

Postby Diego Cueva » May 14, 2001 @ 6:30pm

Ok, I´m going to make a dumb question. Since I never used objects in my maps I dont know, but, do I really need to make them? I mean, can´t I just download some chairs and put in my map? :)<br><br>Last modification: Diego Cueva - 05/14/01 at 15:30:26
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Re: My Custom Map

Postby Moose or Chuck » May 14, 2001 @ 6:30pm

you can download pre-fabs but i think that most have really bad poly counts :/
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Re: My Custom Map

Postby Diego Cueva » May 14, 2001 @ 6:37pm

Oh, but randall´s maps always have nice objects... uhmmm...
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Re: My Custom Map

Postby randall » May 14, 2001 @ 6:40pm

yeah, prefabs usually have insane polycounts. People just want to show off how cool they are with details, but end up making an unusable piece of crap.<br><br>I have found some tutorials that show you how to make triggerable elevators. hold on... lemme find it.
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Re: My Custom Map

Postby randall » May 14, 2001 @ 6:47pm

Here is a pretty informative site for Quake mapping.<br><br>http://www.bsphq.com/qtutr.shtml<br><br>There are a few others floating around the internet as well- Rust (gamedesign.net) used to have a bunch.<br><br>
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Re: My Custom Map

Postby Diego Cueva » May 14, 2001 @ 7:03pm

Ok, I will take a look on it, thanks. Almost every structural things of my map are already done. I´m currently working on details and performance. (lots of "VIS-blocking" walls) :)<br><br>Last modification: Diego Cueva - 05/14/01 at 16:03:26
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Re: My Custom Map

Postby Moose or Chuck » May 15, 2001 @ 3:09pm

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