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For the size of the map and how big each room is you will find some areas more detailed than others, however i wanted the map to be big (without fog culling). That was the objective of my work. i Admit the layout is not tight but i have not designed this with cpma in mind, i would however of changed the layout if i knew what i was building entirely before i was building it (not to say its impossible to move around quickly in my map especially in e+ due to the far amount of clipping).
Also a map does not need rich texture work to support it. there are many examples out their to reinforce this view (including many rooms within my map which i know artistically look fine (not all of them)), however i see maybe a few places which need more detail however these are in the larger rooms which already have a fair amount in them so the level would become unplayable laggy if i could to add more (that was the sacrifice i had to make).
However i do take into note their are other big maps out their, however there use a more uniform architectural thruout the level. This is not what i wanted it to be, as instead i wanted it to be room based (like q3dm12 (but on a bigger scale)) in my own style.
Also one note about texturing and geometry. i value geometry (and understanding lightmap drawing) over texturing alot more within quake maps otherwise a map could end up looking flat and not very 'real'. its the difference between a very good pencil drawing and a very good colour drawing. The color drawing will always look less real as it has no defining form despite the fact it has colour. yes you can say normal (bump) maps help on this but they still do not cast light map shadows which when you look at it as a room (specifically big rooms) will look better than crazy texturing. Anyways Complex geometry always looks best with flatter textures anyway other wise it will look too cluttered.
maybe one day i will do a small cpma tight open style map with lots of detail. but not yet
(i think LOTR's map next
)