Wirehead Studios

Wirehead Modifications => General Development ('Laced Neptune') => Topic started by: ReBoOt on 2003-07-30, 22:50



Title: Map req2dm3 - the frag pipe TEST
Post by: ReBoOt on 2003-07-30, 22:50
OK i've uploaded some very early screenshots of my newest remake of q2dm3 the frag pipe. the layout is pretty much finished and i've started to texture the lvl out im still testing various things on this map nothing really certain on what the outcome will be..

Anyway here's some screenshots: http://medlem.spray.se/reboots/quake3/maps/req2dm3.htm (http://medlem.spray.se/reboots/quake3/maps/req2dm3.htm)

Please note that there is no lightmap that's why it's overbright.


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: dev/null on 2003-08-01, 11:19
It looks pretty awsome from the screenshots, though what piece of your work doesn't?  ;)


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: ReBoOt on 2003-08-01, 19:57
well im not sure yet..once i figured out how i want the lvl textured out we'll see if i will let this lvl live or if it will be deleted. sometimes i love this lvl sometimes i just hate it.. hehe oh well...


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: Phoenix on 2003-08-02, 04:16
It was never really one of my favorite maps in Q2, but still good to see it in the works!  Is that a bouncepad up to the rocket launcher I see?  We have working ladder code in Gen.  If this is a "made for Gen" map I'd strongly recommend taking advantage of that for old-school maps.  If it's a "general release for Q3" map then I suppose the pad is a necessity.  If you would prefer to create ladders then speak up and we'll see about getting the info over to you on how to get them workable. :)


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: Lilazzkicker on 2003-08-02, 17:09
Looks Good Reb


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: ReBoOt on 2003-08-02, 23:04
Pho: you know i make maps for gen only :) so that ladder code whould be very helpfull!


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: Phoenix on 2003-08-03, 03:09
Boot:  Awesome.  We'll see about getting that to you.  I think there's a special shader that needs to be applied, or a brush, or something.  I know that Kirien's gen-q2dm7 map uses it, and it's worked on every converted q2 map I've used for testing so far.  I think Mastaba's converter puts it on automatically though.


Edit:  Just found it.  Here it is:
Code:
textures/common/ladderclip
{
qer_trans 0.40
qer_editorimage textures/common/bluegoal.tga
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm playerclip
surfaceparm noimpact
surfaceparm ladder
}



Title: Re: Map req2dm3 - the frag pipe TEST
Post by: ReBoOt on 2003-08-03, 19:09
Cool i'll give this shader a go tnx pho


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: ConfusedUs on 2003-08-03, 19:38
Just as a head's up, fragpipe really needs an industrial texture theme, not a 'tech' theme.

I know it's just in beta, but I'd be looking for dark, oily, metal-and-rust type textures.

But who am I kidding? You always do a good job man.


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: ReBoOt on 2003-08-04, 22:43
Well i agree and i found some dirty industrial textures but still im not sure which way to go..

hehe tnx


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: Tabun on 2003-08-05, 02:56
/me agrees too ;]
the frag pipe was slimy, gritty and generally a cross between a factory and an oven.


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: Phoenix on 2003-08-07, 05:10
In going through our script files, I also found this:

Code:
textures/genarena/ladderclip
{
qer_trans 0.40
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm playerclip
surfaceparm noimpact
surfaceparm ladder
}

I think the important thing is the "surfaceparm ladder" in either one.  Both probably work just fine, so I leave it up to you expert mappers to experiment. :)


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: ReBoOt on 2003-08-07, 20:58
cool tnx again! i'll try to test it to the weekend, got many things to deal with in RL for the momment...


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: Guest_games keeper on 2003-08-08, 10:18
anyway we can let the fragpipe itself spit flames instead of lava ???

by the way I loe the fragpipe , specially  the fragpipe 2003


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: ..::WHAT!? on 2003-08-10, 17:14
That main room looks HUGE!  Very sweet.  :thumb:

Ok I am mainly posting just to let you all know I am not dead... I figure most of the pepole who will remember me being on these boards will probably be reading this topic at one time or other so I just thought I would say this here instead of taking up bandwidth with my own "I am coming back" topic.

I am still working on that level that I posted pics for a few months back... I have just been busy as hell, I have a full time job pouring basment walls, and a part time job at a party store, I also have been having more computer troubles then any one man needs to indure.

- So with that I guess I will be back when I get this level goin, hopfully within the next couple of weeks.

Thanks to ReBoOt for not getting to pissed that I used his topic for this....  Your not pissed right?  
 :daddy:


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: ReBoOt on 2003-08-10, 21:51
Lol no problems ..::what1? good to have you back!


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: Guest_games keeper on 2003-08-12, 18:54
remindsme to say , where is
snugglebunny (makes nice doommaps )
roadkill ( I need his city64 and base 64 maps to survive )
dna = just for fun


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: Karen on 2003-09-08, 09:42
I have seen the screenshots posted for req2dm3. In order to help retexture it, may I have a test version of this map (req2dm3) to help create textures for it? Some of the Q3A textures serve it well, but others could be improved.

I promise to post screenshots if given a test version of Q2 maps (in general)  I think someone mentioned q2dm5 "The Pits" was being remade as well. The lava and slime in Q3A look better than in Q2, but many other wall textures could be improved to look more classic.


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: ReBoOt on 2003-09-08, 20:24
Karen: well those screenshots is quite old the map has changed alot since then :)
Sure as soon as i've completed the basic layout, there are still areas that needs to be changed, and i need to set some basic textures, then i'll give you a alpha of this map.

Yes im also remaking q2dm5, the layout is pretty much complete but finding any suitable q3 texture for that map is really hard so im  gonna need your help on that one :)


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: Karen on 2003-09-09, 08:58
The good news is that I've a good percentage of the textures in q2dm5 done - the better news is that I know to concentrate work on some of the textures which still remain undone.

For instance, that map uses textures like:
e2u3/blume9_2 (http://cvs.iceware.net/cgi-bin/viewcvs.cgi/*checkout*/textures/e2u3/blume9_2.png)
e2u3/blume7_2 (http://cvs.iceware.net/cgi-bin/viewcvs.cgi/*checkout*/textures/e2u3/blume7_2.png)
e2u3/blume6_1 (http://cvs.iceware.net/cgi-bin/viewcvs.cgi/*checkout*/textures/e2u3/blume6_1.png)
1 of 4 button animations (http://cvs.iceware.net/cgi-bin/viewcvs.cgi/*checkout*/textures/e1u1/btactmach0.png)

I noticed in some Gen maps that the crosshatching floor texture just looks really bad - it's a cheezy low res.  I have several suitable replacements.

If you see me in IRC with the lowercase name "karen", then I'm probably :zzz:   sleeping or nearby doing something :beer:  - you can type "!karen" to trigger a song to play to get my attention (it's a song I like, so crank itup!)    Otherwise, you can email me with the button down there.    I'd like to help in any way I can.


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: Angst on 2003-09-09, 15:18
ooOOoo textures... I'll be needing a whole bunch of strogg and doom textures  :evil:


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: ReBoOt on 2003-09-09, 20:01
those textures looks awsome Karen! :) I'll compile a list on what kind of textures i need for my maps. i really appreciate your help, this will make things alot easier :)

btw i've been doing some serious mapping today q2dm3 is really taking shape, for screens take a look here: http://reboot.quaketheism.org/maps/req2dm3.../req2dm3a02.htm (http://reboot.quaketheism.org/maps/req2dm3a02/req2dm3a02.htm)
still in the alpha stages, there's no lightmap and no items.
hopefully i'll have an alpha for testing tomorrow.


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: Tabun on 2003-09-09, 20:16
Great improvements, reb! This is my all time favourite map, and this remake's starting to look mouth watering :]
The geometry in those latest screenshots looks very nice (and very true to the original, aswell), I take it the textures in most of those shots will be worked on, so I won't comment on that.

Can't wait to see this baby in gloomishly red lightmappin' :]


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: ReBoOt on 2003-09-09, 20:43
hehe well tab it was very close that i killed this map..but as i started to work more on it, it became quite fun to map :) usually i use lots of curves but this map don't have much of em, also im trying hard to get this maps layout to be as close as possible to the q2 one.


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: Karen on 2003-09-10, 12:00
The placeholder textures in the screenshots is why I sent him some new ones which replace the original map's textures faithfully in the updated Quake 2 engine I use. I'm hoping the brightness and resolution look just as good or better in Q3A (I think the lighting in the Q3A engine is a vast improvement), but I won't know until he replaces them and perhaps does a bit of the lighting.  If they appear washed out or too dark, I can adjust the gamma curve on them.  The Q3A crosshatched floor is 64 x 64 (and looks pixelated), so I sent two crosshatched floor textures (one with a bit more slime, to be used near the slime area).  You are all free to use the textures I sent him (link below) in Quake 2 Gen maps.

If there's a specific Quake 2 map you're working on, I'll do my best to gather appropriate textures for you - just let me know. http://3d.kicks-ass.net/retexture-q2dm3.rar (http://3d.kicks-ass.net/retexture-q2dm3.rar)  

I like this map as well, for its design and some of the jumps that can be made in it.  I'm really look forward to seeing it stylised for Generations, while at the same time keeping the classic feel like many of the excellent Quake, Doom, and Castle Wolfenstein maps do.  They bring back memories, and make the maps immediately familar again.

As for the secret room with the Invulnerability/Pentagram powerup, are there any classes that are not able to rocket launch?  I haven't played as an Earth soldier yet - I'll fire it up.  Hmm, looks like he can do that, too - and with the napalm, light up the room from below to flush out campers. :)

Alright!  ReBoOt's maps are going to rawk!


Title: Re: Map req2dm3 - the frag pipe TEST
Post by: ConfusedUs on 2003-09-10, 16:53
Not only can earth rocket jump, he can SNIPER jump as well. You go higher and take less damage as well ;)