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Messages - Ace

Pages: [1] 2 3 ... 39
1
Mapping / Re: Installing and Starting TrenchBroom v2020.1
« on: June 11, 2020, 09:14:16 PM »
More links for trench:
Discord for general quake mapping, TONS of active mappers and tips/guides
Bal's Twitch page, really great mapper for some inspiration
Pile of trench related gifs

Nice to see pball picking up trench. Make sure you make good use of the valve220 format for texturing :)

2
Beta / In-Progress Maps / Re: Cargo
« on: July 08, 2019, 07:33:21 PM »
I'll take a look at what I have. My mapping has gotten a lot better since I made this and I think I could make some fun changes. I'll update in the next week or so.

3
Didn't get a chance to play it much, but found a small hole in the cliff. Opens up to the bottom room as well.



Lot's of nice pathways to mess around with, rooftops give some interesting getaway options. It'd be nice to be able to get to the very top of the map, where the doorways in the cliffs are... but balancing that would be awkward.

4
Nice, this was from the q2cafe tourny right?

5
Completed Maps / Re: New map: Concrete b1 (contest entry)
« on: February 03, 2019, 09:27:40 PM »
I had the opportunity to play this map several times and I prefer more classical PB maps.

Yeah, we need more grass/cliff maps.  :)

6
Completed Maps / Re: New map: Concrete b1 (contest entry)
« on: August 24, 2018, 06:35:11 PM »
Texture pack must be by some idiot :)

The reflective water does raise r_speeds a bit when combined with clips and multiple trans flags, but i still dont lose fps, so im not sure it's an issue.

I like the clipping above water gaps, as a nice effect. But i would prefer it kept me level with the water, not a few units above it.

There's a few ramps up top that can be abused a bit for some pretty insane jumps. If you want to keep the looks maybe consider clipping them to get rid of some of the rng jumps.

Overall, nice map makkers.

7
Mapping / Re: Mapping. Contest
« on: May 29, 2018, 10:32:57 PM »
depending on the timing, im in, havent made a pball map in a while

8
Clans, Matches, and Tournaments / 11th Q2 Jump Tournament
« on: August 30, 2017, 10:27:44 AM »
Yooo,

We are starting the 11th jump tournament in celebration of the 20th anniversary of Quake II. We were sad to see the low turn out at QuakeCon, so we are having a tournament of our own. Tell your friends!

Official sign ups, and who is already signed up can be seen here: http://q2scene.net/jump/index.php?op=com&id=2992 Sign ups will be closed on September 15th. You will need an account on q2scene to sign up/play.

There will be a group stage, then div1 and div2 playoffs/finals. Hopefully this will allow everyone to have fun.

9
Paintball 2 Discussion / Re: Dopjump 1:43 - Skyline
« on: August 01, 2017, 07:47:44 AM »
The invis clip only goes part way up the room, can dj from the first jump to the clip, then right to tele :)

10
Paintball 2 Discussion / Re: Dopjump 1:43 - Skyline
« on: July 31, 2017, 09:24:15 PM »
hey buttercup, nice run, stop by our discord

you missed a sc on 15! :)

11
Mapping / Re: .wal - editor
« on: July 29, 2017, 05:56:55 PM »
Chef posted the wally link, which is useful but i use a slightly different method.

I'm not sure if NULL from the leray.proboards.com forum has released this publicly, but it is an insanely good tool for converting all sorts of pb/q2 related files.

It can convert images to/from .wal and scale/brightness/contrast/batch them. I just edit in photoshop and convert to .wal after.


12
Help and Support / Re: Changing server settings based on incoming map
« on: July 01, 2017, 09:38:06 AM »
I was looking through some of the library, is there a function in particular that I could use to do it? Perhaps just link it with the `next map` thing?

13
Help and Support / Re: Changing server settings based on incoming map
« on: July 01, 2017, 08:58:46 AM »
I do have access to the jump mod's source, ill look into changing it at that level.

14
Help and Support / Changing server settings based on incoming map
« on: June 29, 2017, 11:56:13 AM »
This question is with regards to the sv_airaccelerate cvar. Let's say map1, map2, and map3 use sv_airaccelerate "0", but we want map4 to use sv_airaccelerate "1".

My question is, is there a way to check the incoming map, change the cvar, and proceed to the next map without forcing a server restart?

15
Mapping / skm to md2 models (sk89q's trees)
« on: April 23, 2017, 12:22:57 AM »
I love the sk89q tree models, specifically the shrubs and trees. I've been wanting to use them in a few maps. They look great in pball, but when i port the map over to q2 the maps look like crap without the models.

Question is, are there any models that come close to skates in md2 format? If any of you are blender fans, I would love some input in how to emulate them with md2s.

16
Mapping / Re: 1 way transparent, light blocking wall
« on: April 13, 2017, 08:05:54 PM »
To make anything invisible, just add the surface flags "sky" and "nodraw".

You'll see in the map attached that I leave a 1x1 unit hole in the wall. The wall WILL NOT WORK correctly if there isnt a gap. You won't notice the hole anyways.





17
Clans, Matches, and Tournaments / Re: PRIZED Tournament
« on: March 18, 2017, 10:47:14 PM »
you canadians are funny

18
Clans, Matches, and Tournaments / Re: PB lining experiment
« on: November 15, 2016, 05:34:50 PM »
People tend to do this when they full beat, but not when they half beat. Less time in the crosshair means less chance to get hit.



- In theory, half and full beat are the exact same speed if both are done in a straight line.
- In practice, full beat wins in the majority of cases due to having more control. Half beat is limited to fairly straight, and predictable lines.

Source: 99% of past and present q2 jump pros

19
Mapping / Re: collect textures
« on: November 07, 2016, 02:38:15 PM »
I only have 53,000 textures. NEED MORE. HELP.



20
Beta / In-Progress Maps / Re: xbmapsnow
« on: October 17, 2016, 02:54:09 PM »
For the textures, it might be an uppercase letter issue, I know that's been the cause in the past.

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