Teamthicket | Bridge | Tribal [BETA]

Forum for all new beta and released maps!

Moderators: Moderators, Mappers

Post Reply
SoD
joined the game
Posts: 28
Joined: Fri Jan 21, 2005 2:49 am
Location: us

Teamthicket | Bridge | Tribal [BETA]

Post by SoD »

okay so i put beta/new because none of these maps i could get to compile. so....

beta: if someone has an idea to get them to compile, then ill be coming out with a final version

New: Probably no more versions of these maps will be released.

lol i did the quickest job of putting this together. i used the lowest quality pictures so they kinda look like crap. also if i missed something, like textures or anything, just let me know.

Teamthicket

Image
Image
Oh boy this map has some history to it. It's the sequal to thicket.bsp
and follows the same format. A jump map that you could play on. But
overall a freestyle jump map. I included some higher platforms hidden
away in the walls that take some mad jumps to get to. You can fly around
this map at mach 10 speed lol. Overall this map will never be seen on pub
servers due to it's massive size. The massive size does however allow
multiple types of freestyle jumps.

Bridge

Image
Image
Image
One day i decided i just wanted to make a bridge. So I made one and then
from there on i just kept adding to it. Eventually it turned into a map
that could be played. But with the terrain built as it is, i could not get
this map to compile.

Tribal

Image
Image
Image
This map was a project i started because i thought it would look cool.
I never aimed for this to be something that you would see in rotation
mainly because most new maps don't make it to rotation anyway.
I just wanted a unique looking water fall. This map overall came out
well dispite the fact that i could not compile it. The textures make up
for lighting (that is if you use the 32-bit textures).




Download them here:
http://myfreefilehosting.com/f/c08ae002fc_13.12MB



but ya if anyone thinks they can get some of these maps to compile let me know.
Jabu
was flattened
Posts: 142
Joined: Wed Sep 29, 2004 1:55 am
Location: fi
Contact:

Post by Jabu »

all of them looks just wonderful especialy teamthicket and tribal too bad you didnt discover how to compile these :/ but gj anyway :hop:
locoloco
joined the game
Posts: 29
Joined: Wed Nov 28, 2007 2:09 pm
Location: nl

Post by locoloco »

my eyes..
minchiano
bleeds to death
Posts: 451
Joined: Mon May 17, 2004 5:44 pm
Location: se
Contact:

Re: 3 maps [Beta/New]

Post by minchiano »

SoD wrote:...mainly because most new maps don't make it to rotation anyway.
Which is a fucked up thing :#:

Shitmap voters! Please die so I can piss on your graves.
Image
Vermin
plummets to its death
Posts: 69
Joined: Mon Jul 28, 2003 10:17 am
Location: fi
Contact:

Post by Vermin »

Well all of these three maps are simply too big. If I remember right there are some limitations for q2 maps of how complex a single map can be. If it has too many solids or whatever the limit was about then it simply won't compile. And these maps would take ages to compile even on new PCs if you could somehow compile them. If I remember that limit right then some modified compile tools might allow you to compile them, I'm not sure. And I trust you are using Q2beaver with modified qvis.exe & qbsp.exe and Arghrad.exe instead of qrad.exe?

The Q2 engine isn't made for these kind of maps which are big and quite open. And it's not because Q2 mappers are lazy or incompetent that we don't see highly detailed maps because when you add details the map slows down quite dramatically (higher r_speeds). Even though the r_speeds would lower a bit when compiled properly, these 3 maps have the highest r_speeds that I've seen so far (worst was something like over 8000 which means under 40fps with 2,4GHz cpu, 1Gb DDR and 7600GT in a 10+ years old game...). Anything higher than 2000 in r_speeds is unacceptable IMO, I'd keep it under 1500 for the most of the map.
SoD
joined the game
Posts: 28
Joined: Fri Jan 21, 2005 2:49 am
Location: us

Post by SoD »

never heard of Q2beaver, ill have to check it out. yeah i tried using different bsp/vis compilers on these maps. 1 of em actually finished but then overflowed when it tried to save its process heh. oh well im done with these maps anyway. now im thinking i might be motivated to add the finishing touches on 3 more maps and release em. these 3 should compile problem free. 1 thing i need though to finish them is a color palette to convert the 32-bit textures into .wal format. anyone have one of those? i lost mine :(
Vermin
plummets to its death
Posts: 69
Joined: Mon Jul 28, 2003 10:17 am
Location: fi
Contact:

Post by Vermin »

http://jitspoe.planetquake.gamespy.com/ ... ureps.html
There are some instructions and if you don't want to register to fileplanet, here is a link to the wal plugin for Photoshop:
http://www.kolumbus.fi/pauli.idman/aq2/walplugin.zip
SoD
joined the game
Posts: 28
Joined: Fri Jan 21, 2005 2:49 am
Location: us

Post by SoD »

sweet ty :)
WizardExt
tried to put the pin back in
Posts: 292
Joined: Mon Sep 08, 2003 10:53 am
In-game Name: WizardExt
Location: Stockholm
Mouse: Razer DeathAdder
Location: se
Contact:

Post by WizardExt »

If you can't or won't finish your maps, don't release them. Either you throw them away, or you fix the problem and make a quality release.

AQ2 doesn't need more maps, especially not unfinished ones. Even though the maps look fairly interesting and fun, I won't download them. Mainly because of the overall bad presentation of the maps, with poor quaility screenshots and whiny excuses.
Post Reply