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trevize1138

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Everything posted by trevize1138

  1. trevize1138

    sventourney6 - Mehrangarh

    Larger map with my first attempt at natural terrain in Reflex. The name comes from the prison made out of the pit in The Dark Knight Rises. Download: http://reflexfiles.com/file/242
  2. trevize1138

    sventourney6 - Mehrangarh

    New update with the pretty new textures and angled sunlight I've been dreaming of ever since getting the game.
  3. trevize1138

    how many reflection probes?

    Just one unless they've finally allowed for more with the latest update.
  4. trevize1138

    Post your WIP screenshots!

    Retextured and waiting for the lightmap to build
  5. trevize1138

    sventourney3 - The Death Ray

    Finally got around to scrapping the initial version of this and rebuilding it from scratch. Get your copy of the new upload before they're gone!
  6. trevize1138

    sventourney3 - The Death Ray

    Download: http://reflexfiles.com/file/229 Started from scratch and rebuilt this one completely just like first rendition of this just wasn't working. I tried fixing it and adding things but that just got all junked up so the only thing for it was a clean slate. This map now features the ability to do a double jump/ramp boost along nearly every wall. There are lots of maps out there that afford trick jump opportunities and plenty with very difficult/high skill trick jumps so I went a different direction here by making the simple double jump+ramp jump combo a staple of gameplay throughout. In many spots you can jump the gap from a platform to a recessed wall with a small ramp built into it and jump right back to the ramp. Performing this is very similar to UT2K3 where you could jump once and jump again off a wall. For those who haven't mastered these basic "trick" movements all items on the map are accessible on a basic level via jumppads. However you're at a major disadvantage if you rely on those.
  7. trevize1138

    sventourney2 - Black and Blue

    Another recreation of an old map of mine. This time from Q2 not UT. It was a PlanetQuake Level of the Week. Got the basic architecture and item placement there. Just down to lighting and other flourishes. I just couldn't get the first rendition of this one working right for Reflex and it all came down to scale. The map was just too damn small. I started over from scratch, literally. I build a brand new map brush-by-brush with bigger scale, better lighting, textures and item placement. This map has a deceptively simple layout. You may not find yourself getting lost but in the heat of battle the emphasis on vertical design will test your skills. download: http://reflexfiles.com/file/226
  8. trevize1138

    sventourney2 - Black and Blue

    Updates! * Reflection probe to improve lighting * More/improved movement opportunities * Smaller/faster to build lightmap due to exterior caulking The extra movement opportunities really open this map up.
  9. trevize1138

    sventourney6 - Mehrangarh

    The updates keep coming! Added a 2nd teleporter to the top per the suggestion of someone during playtesting. Also added the big fan mesh and other fun detail/fiddly bits.
  10. trevize1138

    question regarding mapping/setting brushes

    Bu...but that's a lot of woooooorrrrk... =)
  11. trevize1138

    sventourney6 - Mehrangarh

    Update available: Moved MHTweaked terrainBetter placement of "longjump" padAdded teleporter for 3rd path to "courtyard"Reflection probe for more realistic lightingChains, glorious chains rattling in the basementClip brush so no more walking around on the roof
  12. trevize1138

    Relfection Probes?

    Use away! They really do illustrate the usefulness of reflection probes nicely. I was suggested I use one in that map by someone on Reddit so I played around with them and didn't think I saw any difference at first so I compared screenshots to be sure. Wowza! I didn't notice the "incorrect" reflections before but put them side-by-side and you really see it. Also, I'd be happy to give your maps a critical look and provide feedback to return the favor you did of that for The Shark Tank. =) That map's so very nicely polished now.
  13. trevize1138

    Relfection Probes?

    Little test I just did: http://imgur.com/a/KVeFH
  14. trevize1138

    sventourney2 - Black and Blue

    Finally got a chance to playtest this on the f3already server. For those who don't know those servers have all the reflexfiles.com maps so you can callvote your maps there and people are bound to show for a game. Forgot how intense this one was! The courtyard is like a rail arena and the other half tricks you into blowing yourself up with the RL. Fun times.
  15. trevize1138

    sventourney2 - Black and Blue

    New update ready for download. Totally scrapped the old one and created this one from zero.
  16. trevize1138

    mirrored classic maps

    I'd say the way to make them would be through scripting or some other process that just translates the map to its mirror image and then load that up in Reflex. As a mapper just re-creating a classic map in reverse with manual labor doesn't sound very interesting.
  17. trevize1138

    sventourney5 - The Shark Tank

    Another remake of work I'd already done in Q2. The original map never really got released, though. This features laser platforms you can stand on but shoot through. Death from below! http://reflexfiles.com/file/235
  18. trevize1138

    sventourney5 - The Shark Tank

    By the way, here's my own screenshot form back-in-the-day with the filtered light through glass effect: I can see a few things here that I haven't changed about my style. The pool here has quad damage at the bottom and this type of platform was the first time I started playing around with platforms you could at least see through. Eventually I tried ones you could shoot through, too but never quite perfected them for Q2 as I have for Reflex.
  19. trevize1138

    sventourney5 - The Shark Tank

    OK, more changes uploaded! I put RL #2 on the now narrow, angled bridge above the tank and there's a healthy mix of shoot-through and standard platforms now. Here's a trick-jump challenge for you: reach the top platform in the quad room by triple jumping off the stairs! I've managed it 3 times now out of ... countless tries. I raised the roof of the tank room by 64. I liked how that set it taller than the rest of the map so I kept the roof height the same everywhere else but rearranged those two boxes on the blue level to help people simply avoid bumping into the ceiling trim. I also gave a bit more attention to textures so the map looks a bit more polished now, too.
  20. trevize1138

    sventourney5 - The Shark Tank

    I guess we're both old quake engine mappers. I first played around with the idea of shoot through laser platforms in q2. I even figured out I could fake fileted sun light through glass by putting a brush next to the glass with the sky flag set and choosing the same texture as the glass for the color.
  21. trevize1138

    sventourney5 - The Shark Tank

    Haven't uploaded it to reflexfiles.com yet but I tried a mix of solid and laser platforms and it's way better. It's not just rail gunning ducks in a barrel anymore as there's actually vertical cover. As a side effect the map is finally no longer nearly fullbright and actually has shadows and contrast (not as many neon strips saturating the map with light)
  22. trevize1138

    sventourney5 - The Shark Tank

    The main "gimmick" employed throughout the level are the platforms you can stand on but shoot through so what you experienced with your failed RJ is intentional. I wanted the level to mess with your usual expectations. Instead of switching to fullclip for some sections I've been thinking I need to mix things up by replacing some "laser" platforms with standard ones. I've been worried that as-is having all of them open might be too much. Things would certainly be more dynamic with a sort of patchwork of differing styles of platforms. I like the idea of a narrow bridge over the quad tank. If nothing else it's more aesthetic variety. Glad you found the trick jumps around the tank! That was exactly my intent: stairs for n00bs and alternate trick jump routes for experienced players. I see what you mean by the lowest floor feeling cramped. I'll have to think on that more.
  23. trevize1138

    sventourney5 - The Shark Tank

    OK, I've shortened the tank to 1/3 its former height, added stairs more trick jump opportunities and the YA on a platform above it just to give a reason for the room to exist if a server disables quad. I tweaked the "long jump" pads so now you're not slammed against walls and rearranged pickups a bit to balance it out. Thanks so much for taking the time to give your feedback! I didn't realize until just now you're the author of Timeless. I haven't had a chance to play on that one yet but the screenshots alone are quite pretty. love the concept of so much vertical space you've got in that one and the creative "natural" touches in a game that doesn't have anything easy to work with for making vines or trees.
  24. trevize1138

    sventourney5 - The Shark Tank

    I was thinking of making the tank about half its height. That alone opens up more possibilities in that room in addition to reducing the potential for annoying players when I only meant to challenge. Good point about what could happen when the novelty wears off. That also means the room could be less of a one-trick pony. I'll fiddle with the jumppad strengths, too. Frankly, the only reason that one rail exists is to slam people against it so they neither overshoot the platform or fall short. I can now see how loosening up there is more flexible for players.
  25. trevize1138

    sventourney5 - The Shark Tank

    Also on the OP jump pads: They're intended to make sure you don't fall short of the landing but maybe I'm micro-managing that a bit? Are you saying it's fine to have them slightly weak even if that means potentially falling short of the landing sometimes?
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