» I decided to write up a little tutorial on vertex animation using the old Q2Modeler tool. I've been doing more stuff for Quetoo lately, including modeling and although I'm not using the old tools anymore, the principle remains roughly the same. With these old games it's hard to find info on how to do certain things and since most useful links are gone I figured it won't hurt to actually put some stuff back online, before I forget most of what I know about this.
» This is a new little Quake2 map for the InstaGib railonly mod. It's available on the railz server of TastySpleen (184.108.40.206:27911) and you can vote it up as the next map in line by typing mymap turbo
On a more or less subconscious level the idea for this multi-storey layout came from vague memories of a demo map [image] of the original Unreal Tournament '99 game.
» Map info
» Gametype: instagib/railonly
» Spawnpoints: 12
» New textures: No
» Size: small
» It's been quiet on the mapping front but on the side I've done some work on a new small duel map dressed up in the dm7 texture theme, which is actually coming along nicely. So far the layout feels intuitive and clear and seems to offer perspective for dueling. So basicly it's time for some proper playtesting but at the moment I'm kinda done with the map. Maybe throwing together a simple map for the railz server will bring back the flow:).
Machinima movie - Life On The Edge
What is it? - In short: a very funny movie about mister Grunt, who's literally living in the map The Edge, his world. It's a rude awakening when suddenly he discovers that there are more things besides rocketlaunchers and splash damage. A classic Quake2 movie that is a must-see for every Quake2 fan that loves the game for its characteristics. (Don't eat or drink while watching this!)
From the author: "It's kind of a take on deathmatching, and romance, from a poetry angle. Don't ask how those go together, just watch the film. It rocks!"
» Video info
» What is Machinima?
» Codec: Xvid MPEG4 avi
» Size: 100MB
» Lenght: 5:32
» Author: Leo Lucien-Bay
» aka Dr. Nemesis
» Alrighty, some new Q2 scenery is ready to go. It must have been years ago that I first got the idea for a large map with a good looking winter theme so I'm glad I can finally kick this thing out the door. About halfway done I nearly scratched the whole idea, for Q2's openGL lighting doesn't do white snow textures good. Without soft colored ambient light you couldn't even see the white crosshair.
Without going over the more intricate details no other map has ever given me so much headache as this thing. Take it from me it's not a whole lot of fun to work with "natural terrain" in Q2 on this scale. Once in place, reshaping even the smallest area is tedious because doing it in the wrong order will misalign or mess up the brushes. And then I'm not even mentioning the texture alignment and lighting problems I had with all the irregular brushwork. That said, it feels good to finally get the map done. All in all it feels like a fun and original map, but for a fun game you'll need a good player load (and preferably no cows.)
» Q2 Video settings: the bright textures will look the most detailed on intensity lower than 3. It's available in the 'mymap' list on the Vanilla server (220.127.116.11:27912).
For quite some time now a 'Torment II' map has been sitting on my hdd so I really should finish that one. At some point I wasn't happy with the way the map's layout was going so I scrapped it and started with something else. Was almost a fully playable map, but in my opinion a map's layout has to feel natural all the way, and not too artificial and stuffed... which is easier said than done!
From what I remember during the makings of all my previous maps there always came a point where I didn't know what to do and then I ended up with one or two unnatural and poorly designed areas in the map. So, not this time. But I just keep trying and hopefully with some luck I'll create a simple and interesting layout that feels right all the way through.
» I've made a new map for Q2 again. Most if not
all of my previous maps were designed for ffa (free for all) mode
but this time the map was designed for tourney (duel) mode. This
sounds super interesting but it basicly means that the map
is just smaller in size and more thought was put into the item placement.
My old Mapping page, no longer being updated but most of my older maps and stuff can still be found there.
original 'Rust' Quake2 Editing tutorials
you are interested in mapmaking for Quake2 and could use some help,
these extended tutorials are a good place to start.
They are still partly available on gamedesign.net but what I have
uploaded here are the old tutorials from a couple of years back
including all images and example .maps. I take no credit for the
tutorials but I did fix a lot of things ie. added missing images,
restored broken links and made example .map files.
Curved/spiral staircase tutorial
Step by step this tutorial shows you how to make those neat spiral staircases using regular brushes.
Q2Modeler tutorial - weapon model (vertex) animation
This tutorial shows one way of making a custom weapon model animated for Quake2. Flipbook style.
one tutorial for now: Retrieving the 1st-person
view from 3rd-person demos.
I figured this could come in handy since KeyGrip is not exactly
DJ 'Panjoo' B.