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Sciardinu [Beta 2]

Started by ghostisback, January 29, 2010, 08:17:41 AM

ghostisback

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Screenshoots

Alien Base

Human Base

Human Base Entrance

Maria Garden :)

Mini Lab

Museum

Outside

Outside 2

Park

Underground Exit

Underground Stairs

Info
It started as a model trying map, then i converted it in a "real" map cause i started to think about some rooms and i had inputs from friends about a layout. I know it's still "high boxed style" but i need some time to add details (and i have not it now :( ). Surprises at stage 2 and stage 3 :)

Have Fun !!!

Hindenburg

gotta say, pretty cool map.

gonna have to check it out when I get a chance.

commander scrooge

add some rusted out guns to the museum?
Pathbot every thing you need here

Winnie the Pooh

Congratulations on cramming the most models ever into one map. Ever.

Is there an option to affect models with with compiler lighting? Because, for instance in the lab, that terminal is NOT ze right color.
QuoteI also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

condor

is it just me or does the map seem a like too open. Easy for hummies to pick off aliens
Quote from: Tremulant on October 30, 2010, 11:09:11 AM
Quote from: zineddine16 on October 30, 2010, 07:11:31 AM
A guy tk me, i callvote for a mute.
Where's the logic in this, did he TK you with his words?

ACKMAN

It is, but is epic in instagib. Pretty cool hell btw

Ingar

Quote from: Winnie the Pooh on January 29, 2010, 07:25:37 PM
Congratulations on cramming the most models ever into one map. Ever.

Is there an option to affect models with with compiler lighting? Because, for instance in the lab, that terminal is NOT ze right color.

You can set a few spawnflags, but the radiant help doesn't mention them
(I'll update the help in the next netradiant build).

spanwflag 1: CASTSHADOW: Toggles the model casting shadows on the map surfaces.

spawnflag 2: AUTOCLIP: Sets the autoclipping spawnflag, automatically assigning q3map_clipmodel to any shaders used by the model. Use of Q3Map2 autoclipping for models is only recommended for large models with relatively few triangles in their mesh (i.e. terrain). The Q3Map2 autoclipping algorithm is a bit of a hack, and can hurt in-game performance (as well as produce erroneous clipping results) when used on small, dense models.

spawnflag 4: FORCEMETA: Sets the forcemeta spawnflag, automatically adding q3map_forcemeta to any shaders used by the model (which, in turn, allows the model to become lightmapped). This, effectively, is the "lightmapped model" spawnflag.

Notes:
- to set multiple spawnflags: add their values. For example, to set both spawnflag 1 and 4 you have to set spawnflags to 5.
- only use autoclip when you actually need it. It might be easier to slap a brush of clip around your model.


ghostisback

It's a bit open, and i'm thinking about something to reduce the open space outside... i'll be back to work on this map really soon...

@ Ackman: :P

Winnie the Pooh

@Ingar: Looking forward to it, the Netradiant Documentation isn't very clear on spawnflags.
QuoteI also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

Hindenburg

Very cool map, just one question though... What's up with that crazy spectator box?

ghostisback

 ;D ;D That's just to let them "join" instead of spec ;D ;D

CATAHA

You can easilly evade this, ghostis =) Just spectate any player, then exit from spectate mode and you're free! =D
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake