Sounds like a plan. I might even convert one of the maps over to Q3 for the heck of it, whichever one has the best layout or play as far as PC gameplay goes.Hydraphobia B2:http://dl.dropbox.com/u/27277779/q2ps9bb.qkmImproved lighting (now takes more advantage of ArghRad`s sun capabilities) as well as ambient sounds and the intermission.Shaft (q2ps8) up next!
i probably have a 1% chance of ever winning in duel against you
Oops... my bad. I fixed it now.BTW, that Blood Run remake looks smexy! Can`t wait to try it out. You should tell ztn about it and see what his reaction is.
play is more important than looks though problem with the existing ones is scaling is horrid and so they play bad hopefully ya nail it wouldnt mind testing a couple versions to see how the play is from a 1v1 players pov
@themuffinman: Checked it out, great job - very well scaled and manages to capture the look and feel of the original whilst still keeping the Q2 style.In working on The Shaft, I encountered a problem. Apparently, I discovered one place where a really thin wall is used, actually completely flat. It`s a grate wall in the SSG room near the fan, (with the green lighting / texturing) which also happens to share another surface with a grate below the RG. From my deductions, then, it appears that the PSX version of Quake II is capable of having flat walls, or perhaps even curve / patch support. (although that latter claim may be a bit far-fetched) I tried playing around with the yellow "SKIP" texture and applying it to a few surfaces to simulate the effect, but it said "mixed surface parms" and just took out the entire brush. Is there a way to simulate a completely flat wall in Q2? I`m sure there is, but I`m just not sure how to go about doing it.Thanks in advance.