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Digital Paint Discussion Board
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Mapping
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Map Graveyard
(Moderators:
T3RR0R15T
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Chef-Killer
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Shofixti Map pack
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Topic: Shofixti Map pack (Read 8186 times)
oddjob
VM-68
Posts: 110
Re: Shofixti Map pack
«
Reply #20 on:
June 27, 2006, 04:12:25 PM »
Yeah the textures don't go together well, however it looks like the castles are well made. I dont know if you are going to add this or not but there needs to be alot more things outside of the castle for it to be even playable.
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shofixti
Stingray
Posts: 72
Re: Shofixti Map pack
«
Reply #21 on:
June 27, 2006, 04:20:19 PM »
WHY OH WHY CANT THIS BE AS EASY AS 3DGS!!!!
i cant figure out lights, i just want a simple sun, but it ruins the entire map if i so much as think about it (the computer MUST know my thoughts)
PS: i left the outside open on purpose, it seems to play well, even if its diffrent.
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jitspoe
Administrator
Autococker
Posts: 18802
Re: Shofixti Map pack
«
Reply #22 on:
June 27, 2006, 04:23:11 PM »
If there's only 2 teams, the teamnumbers should be 1 or 2
Wordspawn:
"team1" "red"
"team2" "yellow"
Entities:
"teamnumber" "1"
...
"teamnumber" "2"
As for the sun, try putting this in your worldspawn:
"_sun_diffuse" "96"
"_sun_ambient" "32"
"_sun_light" "255"
"_sun_angle" "195 -70"
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IronFist
Autococker
Posts: 1304
_
«
Reply #23 on:
June 27, 2006, 04:50:12 PM »
Post removed
«
Last Edit: July 25, 2010, 10:51:49 PM by IronFist
»
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shofixti
Stingray
Posts: 72
Re: Shofixti Map pack
«
Reply #24 on:
June 27, 2006, 05:03:08 PM »
no, sry but i want my map to be my map, no matter how horrible it is.
anyway, its compiling now, so i should be able to post some new screenies soon, also, i fixed the spawn points, and it works fine.
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shofixti
Stingray
Posts: 72
Re: Shofixti Map pack
«
Reply #25 on:
June 27, 2006, 05:17:30 PM »
sry to double post, but whenever i calculate with qvis, it just gives a send-dont send error, and no lights come out.
any help?
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jitspoe
Administrator
Autococker
Posts: 18802
Re: Shofixti Map pack
«
Reply #26 on:
June 27, 2006, 05:42:35 PM »
Which qvis are you using?
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shofixti
Stingray
Posts: 72
Re: Shofixti Map pack
«
Reply #27 on:
June 27, 2006, 06:24:30 PM »
Final compile, and final compile high quality, if thats what you mean.
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medley crew 1
Guest
Re: Shofixti Map pack
«
Reply #28 on:
June 28, 2006, 07:11:02 AM »
Nice!
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medley crew 2
Guest
Re: Shofixti Map pack
«
Reply #29 on:
June 28, 2006, 10:53:16 AM »
shof, the reason you have your spawn problem is because the yellow team (even though it is the 4th team) is only the 2nd team on the map, therefore, you have to make the info_player_deathmatches for yellow team "2" instead of "4"
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shofixti
Stingray
Posts: 72
Re: Shofixti Map pack
«
Reply #30 on:
June 29, 2006, 08:29:02 AM »
ty, your info came a little late, but thanks anyway.
we just had a 7 player LAN game over here, and this map played great! i wish i could make it look better, but i guese its not all importent.
anyway, heres the next version:
«
Last Edit: June 29, 2006, 11:21:02 AM by shofixti
»
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shofixti
Stingray
Posts: 72
Re: Shofixti Map pack
«
Reply #31 on:
June 29, 2006, 08:54:34 AM »
again, sry to double,
but *sob* i cant convert cave! its way too huge for worldcraft or BSP to handle, ending in either a crash, or cropped levels. so unfortunatly, cave *sob**sob* my best level, will never reach you at DP2.
heres some screens anyway at what could have been...
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Vinne
VM-68
Posts: 227
Re: Shofixti Map pack
«
Reply #32 on:
June 29, 2006, 11:27:12 AM »
nice and why wont it work becuase its to bIg!?
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medley crew 2
Guest
Re: Shofixti Map pack
«
Reply #33 on:
June 29, 2006, 11:31:15 AM »
on bsp try exporting as a "fast preview" and see if that works
Logged
shofixti
Stingray
Posts: 72
Re: Shofixti Map pack
«
Reply #34 on:
June 29, 2006, 12:00:41 PM »
it wont open the .map at all, its an export from 3DGS. when i import to BSP it crashes, and when i import to worldcraft, it cuts of at a certian point ruining half my level.
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bitmate
Autococker
Posts: 1248
Re: Shofixti Map pack
«
Reply #35 on:
June 29, 2006, 12:02:33 PM »
Maybe you can remove some parts of the map and compile it
The screenshots look pretty good, so I want to see these rooms and halls and whatnot.
RELEASE IT!
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shofixti
Stingray
Posts: 72
Re: Shofixti Map pack
«
Reply #36 on:
June 29, 2006, 12:42:58 PM »
we'll youll just have to wait for PB3D now wont you?
sry, but i'll get to work on inca/azatek/jungle WHATEVER its called, tomorow.
as for cave, unless a new editor comes out, or something like that, you wont find it in DP.
Logged
jitspoe
Administrator
Autococker
Posts: 18802
Re: Shofixti Map pack
«
Reply #37 on:
June 29, 2006, 02:14:36 PM »
Quake2 has a +/-4096 limit in size. Does your map go beyond that?
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shofixti
Stingray
Posts: 72
Re: Shofixti Map pack
«
Reply #38 on:
June 29, 2006, 05:56:33 PM »
try doubling that.
Logged
TinMan
Autococker
Posts: 1347
Re: Shofixti Map pack
«
Reply #39 on:
June 29, 2006, 06:04:46 PM »
try making it into two maps?
This makes me agree on the suggestions for a q2/q3 compatable map format, there are
huge
Q3 defrag maps.
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Digital Paint Discussion Board
»
Development
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Map Graveyard
(Moderators:
T3RR0R15T
,
Chef-Killer
) »
Shofixti Map pack