Title: torreng map pack Post by: torreng on March 23, 2013, 04:27:03 PM OHAI people.
I've been spending the lectures at school with drawing sketches, here's the progress (aside from failure for one semester): http://www.ceng.metu.edu.tr/~e1746205/torrengPack.pk3 torrengdm2 - The Twin Yards We -buddies at school- really love playing on Never Ending Yard. So I decided to do something about it. Nothing much done though (for now), just mirrored it. Maybe I'll extend it in someway, someday. Could use a lot more polish anyway. Some screenshots: http://www.ceng.metu.edu.tr/~e1746205/yards1 http://www.ceng.metu.edu.tr/~e1746205/yards2 http://www.ceng.metu.edu.tr/~e1746205/yards3 http://www.ceng.metu.edu.tr/~e1746205/yards4 torrengdm4 - Pillars of Despair Possibly a layout you won't be able to get used to. With high pillars and everywhere looks the same, you can lose yourself in this tiny map easily (No. It's a good thing.) Actually, I wanted to make the feeling of, ... ehm... you know, you see in movies, you can only see the axis directions. No halls or open areas. Although I couldn't fully achieve this, we had super fun when testing. No RL's or fancy weaponary. Only rails. (Instagib works well too, but chasing mega and RA in the middle really spices up the fight.) One with the best aim wins here. Downside is, bspc didn't want to work with me on this one. Googling told me that it's a bug, something related to high walls. But adjusting pillar heights didn't fix it (deleting half of them did lol). If anyone can tell me the problem, I'll be more than glad. Shots: http://www.ceng.metu.edu.tr/~e1746205/pillars1 http://www.ceng.metu.edu.tr/~e1746205/pillars2 http://www.ceng.metu.edu.tr/~e1746205/pillars3 http://www.ceng.metu.edu.tr/~e1746205/pillars4 torrengdm6 - Desert Justice Jedi Academy players will immediately recognize this one. #1 multiplayer map of JKA, Tatooine City, has been remade for OpenArena. It's big for OA, I'll admit. Quite big. But I didn't want to mess with the original design. The fluency of connection between areas, really overcomes the overall size. With the absence of teleporters and jumppads, on this flat map, you must trust your strafe jump skills. Though I tried to keep item balance between areas, I'd recommend this map for elimination mode. Getting used to the locations may not be easy as I thought. http://www.ceng.metu.edu.tr/~e1746205/desert1 http://www.ceng.metu.edu.tr/~e1746205/desert2 http://www.ceng.metu.edu.tr/~e1746205/desert3 http://www.ceng.metu.edu.tr/~e1746205/desert4 http://www.ceng.metu.edu.tr/~e1746205/desert5 http://www.ceng.metu.edu.tr/~e1746205/desert6 http://www.ceng.metu.edu.tr/~e1746205/desert7 http://www.ceng.metu.edu.tr/~e1746205/desert8 http://www.ceng.metu.edu.tr/~e1746205/desert9 cengArena This is our building, Middle East Technical University Computer Engineering Department (Quake'ized version, of course.) (Though I could use jumppads instead of stairs) Giving directions to new people who are not familiar with the building layout is a pain in the ass, really. I tried but, I couldn't construct a circular path around the bui... *cough* map. But somehow, it got fairly complicated and interesting paths emerged. I'm not 100 percent happy with the result, still feels... weird. And zero polish. I've worked on layout really hard, eventually got bored. I'll definitely show some love to this someday. http://www.ceng.metu.edu.tr/~e1746205/cengarena1 http://www.ceng.metu.edu.tr/~e1746205/cengarena2 http://www.ceng.metu.edu.tr/~e1746205/cengarena3 http://www.ceng.metu.edu.tr/~e1746205/cengarena4 http://www.ceng.metu.edu.tr/~e1746205/cengarena5 http://www.ceng.metu.edu.tr/~e1746205/cengarena6 http://www.ceng.metu.edu.tr/~e1746205/cengarena7 http://www.ceng.metu.edu.tr/~e1746205/cengarena8 Aaand this is the last one for now. Currently I'm working on dm5, which is going to be a more "Quake" map, instead of some forced adaptation or something experimental. I'm getting deeper ideas on game mechanics as I play more maps on QuakeLive. Sketches go until dm11, and new ideas keep coming. I don't know if I'll be able to map them all. And please critisize my mapping and keep the feedback flowing. I really need to improve myself on this mapping business, especially on little technical details I don't know about. Cheers! P.S: I couldn't get the "longname" key on .arena file working. What am I doing wrong? Title: Re: torreng map pack Post by: Gig on March 25, 2013, 03:22:14 AM P.S: I couldn't get the "longname" key on .arena file working. What am I doing wrong? I fear that currently, in baseoa, the "longname" used in .arena file is used only for the maps in "single player TIERS"... or in the menus of the "missionpack" mod. The longname you see while loading a map depends, instead, from the "message" key of "worldspawn" set in the map itself.PS: that semi-transparent image you used for levelshots gives strange effects during loading. PPS: the web server that hosts the package tends to threat .pk3 files as text files instead of binary files... I mean that clicking on the link tries to show the file as text in my Firefox. If you have problems downloading it, right-click on the link and choose "save"... Title: Re: torreng map pack Post by: torreng on March 26, 2013, 07:07:48 AM The longname you see while loading a map depends, instead, from the "message" key of "worldspawn" set in the map itself. Okay, I'll give it a shot. PS: that semi-transparent image you used for levelshots gives strange effects during loading. Oh, I plan to change them. I was just lazy and used the same image for all maps. I'm still working on many things. Anything related to this pack may be subject to change. PPS: the web server that hosts the package tends to threat .pk3 files as text files instead of binary files... I mean that clicking on the link tries to show the file as text in my Firefox. If you have problems downloading it, right-click on the link and choose "save"... True... My Firefox stops responding while trying to show the "binary" file. Chrome looks fine, though. I should poke sysadmins sometime. Thanks! |