Q1DM2 was always my favorite DM map ever made, second only to Q1DM4, The Bad Place. My friends and i used to go to a lan game place here back when quake had just been released, and we always played the bad place, or claustrophobopolis.
I decided to remake it for 2004, ive been working on this about 3 days straight so far, the rough build is done, it needs lots of details in some areas. The central death room looks decent, mainly because thats where i started, and i have a very haphazard mapping style, ill work on something, then think "i should put a cool machine here or something" and end up browsing static meshes, then go work on something else, etc. The lava-heavy end of the map is the last bit i did, so its pretty devoid of detailing, texture fixing, or variety in textures. The scale is also really bad. Remakes for 200x are better bigger, but some areas in this map just feel monolithic. I like the tallness, but some of the rooms are just too frigging big. Ill have to see what i can do to fix it.
Im aiming for a futuristic theme on this, but trying to keep some of that spookiness and awesome shadows all over.
No bot pathing yet, im dreading it anyway. if anyone has any ideas on how to path bots across moving platforms over lava, please tell me.
I really need to do preview plays in high-res, i only noticed taking these screenshots that the detail texture on my overused wall texture causes moire patterns at a distance. Ugh.
Original map by American McGee, his finest hour.
Heres some screens
[shot]http://www.paintballchat.net/claus1.jpg[/shot]
[shot]http://www.paintballchat.net/claus2.jpg[/shot]
[shot]http://www.paintballchat.net/claus3.jpg[/shot]
[shot]http://www.paintballchat.net/claus4.jpg[/shot]
[shot]http://www.paintballchat.net/claus5.jpg[/shot]
[shot]http://www.paintballchat.net/claus6.jpg[/shot]
Download link: http://www.paintballchat.net/q1dm2.zip
Comments/criticism welcome.
I decided to remake it for 2004, ive been working on this about 3 days straight so far, the rough build is done, it needs lots of details in some areas. The central death room looks decent, mainly because thats where i started, and i have a very haphazard mapping style, ill work on something, then think "i should put a cool machine here or something" and end up browsing static meshes, then go work on something else, etc. The lava-heavy end of the map is the last bit i did, so its pretty devoid of detailing, texture fixing, or variety in textures. The scale is also really bad. Remakes for 200x are better bigger, but some areas in this map just feel monolithic. I like the tallness, but some of the rooms are just too frigging big. Ill have to see what i can do to fix it.
Im aiming for a futuristic theme on this, but trying to keep some of that spookiness and awesome shadows all over.
No bot pathing yet, im dreading it anyway. if anyone has any ideas on how to path bots across moving platforms over lava, please tell me.
I really need to do preview plays in high-res, i only noticed taking these screenshots that the detail texture on my overused wall texture causes moire patterns at a distance. Ugh.
Original map by American McGee, his finest hour.
Heres some screens
[shot]http://www.paintballchat.net/claus1.jpg[/shot]
[shot]http://www.paintballchat.net/claus2.jpg[/shot]
[shot]http://www.paintballchat.net/claus3.jpg[/shot]
[shot]http://www.paintballchat.net/claus4.jpg[/shot]
[shot]http://www.paintballchat.net/claus5.jpg[/shot]
[shot]http://www.paintballchat.net/claus6.jpg[/shot]
Download link: http://www.paintballchat.net/q1dm2.zip
Comments/criticism welcome.
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