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Posted: Sun May 22, 2005 1:29 pm
by suds
ah the water
its swirling muck
look again
the lighting bugs are confusing, any idea what causes that?
ways to fix it?
Posted: Sun May 22, 2005 1:29 pm
by Haudrauf
http://quad.netdome.biz/aq2/maps/quay.zip
If you want to release a fixed version, call it quay2.zip or something similar.
Posted: Sun May 22, 2005 1:49 pm
by L4nt0m
http://www.clowneh.com/aq2/quay110/shadowblob2_tn.jpg
looks like u've put the actual light above the lamp itself
YEY
Posted: Sun May 22, 2005 2:31 pm
by SeCter
NICE MAP!!!!!!!!!!!!!!!!!!!!!!!!!!
I hope The people will get it into the map rotation
Posted: Sun May 22, 2005 3:36 pm
by suds
thats exactly what i did
well spotted
Posted: Sun May 22, 2005 5:26 pm
by birdie
Great map, brilliant ideas all over the map, very enjoyable to jump around :)
+Size, normally I don't like big maps but this just rocks :P
+harbour was just fantastic, aahh..
+Textures
+Brushwork, sharp work!
+Playable r_speeds
-transparent textures, some of them were great but mostly they're annoying :P
-hmm, something O_o For real, that map just rocks :p
Posted: Mon May 23, 2005 4:55 am
by Peippo
Nice map..
Posted: Mon May 23, 2005 10:01 am
by V34
Nice work
Looking Good!
Posted: Mon May 23, 2005 6:45 pm
by stan0x
i like the map suds i played it 3 on 3 ... it was fun.
Posted: Tue May 24, 2005 7:53 am
by Sweet
beutiful..
Posted: Tue May 24, 2005 12:48 pm
by NRGizeR
I don't really know what to think about this map, I just ran around on it a bit, and on one hand, it contains beautiful details cool atmosphere, and nice routes, and on the other (and at the same time) it has some really strange mappin choices IMO. These being fex the paper thin stairs and ledges just hanging in mid air, and also some strange proportions at some places (f.ex. the doors). Another thing that struck me was the door that you have to kick/shoot open and the poor dog that has to live in the sewer
It was just strange to see a map with elements of both "this looks like it's his first map" and "wow, this is/looks amazing"
Good work tho, looking forward to the next one
Posted: Thu May 26, 2005 4:23 pm
by suds
the stairs were deliberate, they saved about 100 polys for each set, most of my detail brushes are triangle shaped. again saving polys...the map is massive, saving on polys while keeping it real looking was really hard
i think i did well
the dogs, well the trigger just wouldnt stay where i wanted it, its really weird...and hell the dogs can tell if u go in the drains too...so i thought, fuck it. dogs are smart.
the door you shoot is totally deliberate. it helps preserve the warehouse area as a defensible place. its too open otherwise. this way you can hear ppl coming
but thanks for the crits really appreciale it.
another one in the works, man its so sweet looking...ill need some help making a few decisions so ill post it in a couple of weeks...im away atm.
pls get quay on the servers, i really wanna see how ppl react to it...ppl who dont dld maps
thanks guys
suds