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Re: RESOURCE: Mapping

PostPosted: 26 Feb 2013, 21:34
by LuckyStrike-Rx
Those are pretty cool mods. I hope he'll release some of them.
For some reason, I'm not a big fan of adding a portal gun to RE. It will make the game-play really overcomplicated. Managing parkour (using quite complicated command already), aiming, weapon switching/reloading, grenades, and portals, seems allot. I guess a fps have to remain pretty simple to me. Works well in portal since you only have to focus on portals and puzzle. In RE, I'm not sure.

Would be cool for a puzzle mod though. Or in time-trial only.

Re: RESOURCE: Mapping

PostPosted: 26 Feb 2013, 21:43
by LuckyStrike-Rx
greaserpirate {l Wrote}:I've been playing around with the philipK set recently, and I can see a lot of potential for good-looking maps. :)

Here's a retexture of Wet that I made using a few philipK textures to spice things up:
wet2.png


I might try and do Warp next, but it would take a lot more time and I'm not sure how close to the release date I'd be cutting it, so I think I'll wait until after 1.4.

I like it.
I'll just add some blendmap that were lost after the BF fork and update it with those texture tweak.
Thanks for your work.

Re: RESOURCE: Mapping

PostPosted: 27 Feb 2013, 04:48
by quintux_v
LuckyStrike-Rx {l Wrote}:For some reason, I'm not a big fan of adding a portal gun to RE. It will make the game-play really overcomplicated. Managing parkour (using quite complicated command already), aiming, weapon switching/reloading, grenades, and portals, seems allot.


And mines ;)

Sniper-Goth {l Wrote}:I wonder how temka does these things...


At a guess, maybe the portal gun is like a "throwable teleporter", or that the teleport entity has been modified to act like a grenade or mine in throwing style - whenever temka goes through one in the video, it looks a lot like the typical teleport motion from RE. It wouldn't be too difficult to replace the teleport model with a particle, would it?

The no edit mode might just be removing the majority of the HUD features you usually see, like the guidelines and such.

raiden {l Wrote}:Respect, thats great, rmTemka is our experimental wizzard.


Too true.

Re: RESOURCE: Mapping

PostPosted: 27 Feb 2013, 10:43
by Ulukai
I was also more thinking of an extra puzzle mode for the portal gun, it would be a complete mess if it would become available in all game modes :D

Re: RESOURCE: Mapping

PostPosted: 28 Feb 2013, 04:57
by greaserpirate
Ulukai {l Wrote}:I was also more thinking of an extra puzzle mode for the portal gun, it would be a complete mess if it would become available in all game modes :D


True, I'd say the portal gun is mostly a gimmick, but damn it looks fun to play with. Keeping it available as a mod would be a good idea; if only Temka actually had download links to his mods..

LuckyStrike-Rx {l Wrote}:I like it.
I'll just add some blendmap that were lost after the BF fork and update it with those texture tweak.
Thanks for your work.


I'm really glad you like it! :D I'll still make sure to be more careful about permission in the future, but it's great to see that it wasn't a total catastrophe.

Re: RESOURCE: Mapping

PostPosted: 04 Mar 2013, 15:50
by charlie
Ulukai {l Wrote}:OMG that's amazing! A portal gun!!!! Great job Temka! I hope this makes it in RE, if only as a proof of concept so we can start making awesome things for 1.5!!


It's not a portal gun, it just mimicks one. It's a teleporter. A portal can have things passed partially through them.


youtu.be/JwL-nTODl2E

Re: RESOURCE: Mapping

PostPosted: 04 Mar 2013, 16:26
by restcoser
But afaik you could create the entire Portal universe with that gun, because the matter that things can be partially in it are not important for portal2-like gameplay.
So, no matter how you call it, the teleporting property is what makes this gun interesting.

Re: RESOURCE: Mapping

PostPosted: 04 Mar 2013, 17:27
by Sniper-Goth
If only temka would give his mod to us..
He have maked so much things with the engine, like the portal gun (in the tracker we have a Portal Gun ticket into the "wishlist" priority), different footsteps depending on the place you are walking, the trap sort of entity, i still don't know why he doesn't share with the community.

Re: RESOURCE: Mapping

PostPosted: 27 Apr 2013, 00:16
by Boognish
How do you add actors like turrets, grunts, and drones to a map? I've been trying to fiddle around with the entities, but they are not spawning.

Re: RESOURCE: Mapping

PostPosted: 27 Apr 2013, 00:25
by Sniper-Goth
Boognish {l Wrote}:How do you add actors like turrets, grunts, and drones to a map? I've been trying to fiddle around with the entities, but they are not spawning.

/newent actor 0 0 0 0 0 0 0 0 0 0 to add an grunt/turret/drone entity.
They will only spawn when played on Onslaught mode.

Re: RESOURCE: Mapping

PostPosted: 03 May 2013, 10:49
by Ulukai
screenshot.0002.png
Coming soon...

Re: RESOURCE: Mapping

PostPosted: 03 May 2013, 13:16
by Evropi
Ulukai {l Wrote}:snip

Isn't this a copy of that Quake 3: Arena map? Neat work anyway, but I think the lightbox should be a bit more 'demonic' to go with the map's theme. As well, it looks great Ulukai!

Re: RESOURCE: Mapping

PostPosted: 03 May 2013, 13:31
by Ulukai
Evropi {l Wrote}:Isn't this a copy of that Quake 3: Arena map? Neat work anyway, but I think the lightbox should be a bit more 'demonic' to go with the map's theme. As well, it looks great Ulukai!

I have never played Quake 3: Arena and neither was it inspired on screens of Q3A so I don't know what exactly you are talking about. Maybe you have a picture of what you are referring to?
I'm still playing with the skybox. It might change or it might stay, I'll see which one I like the most :)

Re: RESOURCE: Mapping

PostPosted: 05 May 2013, 11:33
by TheLastProject
Nice-looking map, Ulukai. Seems like it would play quite well in Red Eclipse. Would love to see how it will turn out.

Re: RESOURCE: Mapping

PostPosted: 05 May 2013, 15:33
by ballist1c
Evropi {l Wrote}:
Ulukai {l Wrote}:snip

Isn't this a copy of that Quake 3: Arena map? Neat work anyway, but I think the lightbox should be a bit more 'demonic' to go with the map's theme. As well, it looks great Ulukai!


lolololol you seem to think everything is derived from Quake III dont you? Have no fear; I've played the whole game and that does not resemble a single map in it. You are mistaken.
Also it is clear you don't have much experience with Quake III maps. The banner-style decorations are common to most Quake maps and do not denote a particular theme; in fact I wish we used them more, so this is nice. If it was a Goth/Satan-style map there would be a different style of architecture; less smooth industrial metals and bright lighting; instead, dim torches, with skulls and other appropriate trim. In some, classical church-style arches and spires also help with the goth feel.

Outstanding examples include ZTN and Grim Dungeons; the closest we ever had would be Blink, i'd say.

So, I wouldn't call that WIP a "goth" style map; it's a generic industrial with red accents. You know what I'd do, Ulukai? Tone down the ambient lighting, put in a dark skybox, and put in some bright red/blue lights (maybe at the bottom of the middle of those arches across the walkways) It would offset the flat gray much better and create a better atmosphere than a brightly lit flat gray and red map. :)

Also, I'd love to work with you sometime. Hit me up on IRC.

Re: RESOURCE: Mapping

PostPosted: 05 May 2013, 20:29
by Ulukai
Thanks for the nice words, glad you like how it is coming along. I hope to have it finished the next couple of days. I'm still toying around with the skybox, nothing is final yet. Actually, the map won't be only red and grey. what you're seeing on this screen is only most of the red base (everything is colored with vpalette except from the carpets so it won't be too red in regular FFA DM). There is a blue side as well, a middle structure and each base has a big terras at the back.

screenshot.0008.jpeg

screenshot.0007.jpeg

screenshot.0009.jpeg

Re: RESOURCE: Mapping

PostPosted: 05 May 2013, 22:13
by ballist1c
Want a name?

Re: RESOURCE: Mapping

PostPosted: 05 May 2013, 22:52
by Ulukai
ballist1c {l Wrote}:Want a name?

I find Destiny to be a fitting name. I think it suits the theme well.

Re: RESOURCE: Mapping

PostPosted: 05 May 2013, 23:04
by ballist1c
Ulukai {l Wrote}:I find Destiny to be a fitting name. I think it suits the theme well.


meh.

Re: RESOURCE: Mapping

PostPosted: 06 May 2013, 00:10
by Ulukai
ballist1c {l Wrote}:
Ulukai {l Wrote}:I find Destiny to be a fitting name. I think it suits the theme well.

meh.

Suggestions are always welcome, but I'm not saying I will change my mind ;)

Re: RESOURCE: Mapping

PostPosted: 06 May 2013, 00:33
by Sniper-Goth
I already have an map that uses the name Destiny, but i think i will then change that map's name, so then we dont get confused.

Re: RESOURCE: Mapping

PostPosted: 06 May 2013, 06:40
by qreeves
Some suggestions: "incorporeality", maybe even "enyo" (to go with "ares").

Re: RESOURCE: Mapping

PostPosted: 06 May 2013, 08:33
by Ulukai
Hmm, I haven't seen another map called Destiny, but I must admit that I like the sound of Enyo so I'll just change names. Incorporeality is too long to my taste.

Re: RESOURCE: Mapping

PostPosted: 07 May 2013, 16:04
by Jamestonjes
How do you make all those custom textures (I mainly mean the moving ones) and custom sky boxes how do you do those because I have an idea for a space one including nebulas (that I eventually want to try make)

Re: RESOURCE: Mapping

PostPosted: 09 May 2013, 17:40
by Unnamed
I'm working on a small team-based DM, CTF, DTF, BB map.

But I don't like names. Mabye someone could help me with the name?