Author Topic: Any good Q2 PSX map references?  (Read 35039 times)

Offline peewee_RotA

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Re: Any good Q2 PSX map references?
« Reply #30 on: June 27, 2011, 05:28:40 PM »
VERY NICE!
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Offline Gouki

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Re: Any good Q2 PSX map references?
« Reply #31 on: June 27, 2011, 10:40:30 PM »
Notes while I did this:
1. Rocks make me rage. The ones that have retarded angles.
2. Invisible walls. Everywhere.
3. There's this item called invisibility, which looks like a tag token from Ground Zero MP.
4. Level 1 has the weapon I generally use for the entire Single Player mode, any campaign, the SSG.


For anyone who has played the first level of Quake 2 for the N64, any suggestions for item placements and spawn pad positions for multiplayer use? Or any suggestions in general to make it better. I'm thinking of replacing the invisibility with a silencer.
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Offline peewee_RotA

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Re: Any good Q2 PSX map references?
« Reply #32 on: June 28, 2011, 05:19:10 AM »
Notes while I did this:
1. Rocks make me rage. The ones that have retarded angles.
2. Invisible walls. Everywhere.
3. There's this item called invisibility, which looks like a tag token from Ground Zero MP.
4. Level 1 has the weapon I generally use for the entire Single Player mode, any campaign, the SSG.


For anyone who has played the first level of Quake 2 for the N64, any suggestions for item placements and spawn pad positions for multiplayer use? Or any suggestions in general to make it better. I'm thinking of replacing the invisibility with a silencer.

My suggestion is to not worry about the MP placement and leave the original item placement for now. Once you finish the level just provide a beta version and wait for input.

I know the level and game well enough to say that the SSG should not be there. The second level is no fun at all if you already have an SSG.
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Offline EmeraldTiger

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Re: Any good Q2 PSX map references?
« Reply #33 on: June 28, 2011, 03:10:27 PM »
I agree with Rota. The SSG was "okay" in the N64 because the controls were awkward and limiting due to the console nature of the game, but in the PC where you have much more freedom, I agree that saving the SSG until later on would be a good idea.

Looking nice though. The door texture you used as a replacement is odd though, since it`s not meant to "split in half".
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Offline Gouki

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Re: Any good Q2 PSX map references?
« Reply #34 on: June 28, 2011, 03:44:54 PM »
Ya, I know. I tried to take a picture of it but when i convert it to the quake palette, it becomes all blackish, looks like someone spilled ink. I want to try to make it as close to the original as possible.
« Last Edit: June 28, 2011, 03:46:38 PM by Gouki »
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Offline EmeraldTiger

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Re: Any good Q2 PSX map references?
« Reply #35 on: June 28, 2011, 03:59:00 PM »
Ya, I know. I tried to take a picture of it but when i convert it to the quake palette, it becomes all blackish, looks like someone spilled ink. I want to try to make it as close to the original as possible.
I think there is a Q2 .wal texture creator called Wally which allows you to make clean, compatible .wal textures for Quake 2. Google "Quake 2 Wally" and it should bring up some results.
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Offline Gouki

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Re: Any good Q2 PSX map references?
« Reply #36 on: June 28, 2011, 04:05:44 PM »
Alright, I'll do that.
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Offline Gouki

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Re: Any good Q2 PSX map references?
« Reply #37 on: June 30, 2011, 03:54:17 PM »
WOW thats amazing, I'm liking this already!

For all who are interested, the door texture is here, I tried to get it as perfectly straight as possible.
Place file in baseq2/textures/n64

EDIT: Just tested the door by itself, its a near perfect split :)
« Last Edit: June 30, 2011, 03:59:56 PM by Gouki »
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Offline VaeVictis

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Re: Any good Q2 PSX map references?
« Reply #38 on: July 01, 2011, 03:59:46 PM »
i would improve the res of that just a tad, THAT low of a resolution is kinda bad :/
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Offline X7

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Re: Any good Q2 PSX map references?
« Reply #39 on: July 01, 2011, 04:00:44 PM »
Use Wally to fix Q2 texture's

 :bananaw00t:
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Offline Gouki

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Re: Any good Q2 PSX map references?
« Reply #40 on: July 01, 2011, 05:53:58 PM »
i would improve the res of that just a tad, THAT low of a resolution is kinda bad :/
Thats the N64 for you. I'm not good at making textures look good.

Use Wally to fix Q2 texture's

 :bananaw00t:

I'll try when i have time, gives me an opportunity to learn how to use the program. It would be better to finish the level first before worrying about textures.
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Offline Gouki

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Re: Any good Q2 PSX map references?
« Reply #41 on: July 06, 2011, 06:17:50 PM »
Texture hunting again lol, otherwise, I think the outside area is coming along nicely.

v2.
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Offline peewee_RotA

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Re: Any good Q2 PSX map references?
« Reply #42 on: July 06, 2011, 07:30:55 PM »
Texture hunting again lol, otherwise, I think the outside area is coming along nicely.

v2.


Very good.


One option for the door is to just use the stock texture and change the door from splitting in 2, to just upwards or downwards. Minor details that don't affect gameplay are easily forgotten.
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Offline VaeVictis

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Re: Any good Q2 PSX map references?
« Reply #43 on: July 07, 2011, 12:58:38 AM »
well, now looking at the maps from the psx. i'd have to say how incredibly confined they are. compared to the maps we have now.  very small maps indeed. they are all basic generic maps with no real notible elements. just slapped together for some quick 1 on 1.  the only ones that are playable are captured, and possibly badlands. it was fun back then but only noteworthy for nostalgia.. albeit very briefly.

i dont think you know anything about quake gameplay, so please leave opinions on the maps to the people who loved playing them in the day and actually know how to play quake :)
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Offline themuffinman

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Re: Any good Q2 PSX map references?
« Reply #44 on: July 07, 2011, 01:13:34 AM »
Yep, some of them feel like they've been made by retards. I never played the N64 Q2 but looking at Rota's remakes, the quality of N64's maps seems far superior (unless his remakes aren't 'pure' remakes).

Anyway, I already had the first 6 maps close to complete about a week ago, but my lump of lard PC has gotten worse and now I can't even compile Q2 maps anymore. Here's some progress shots in any case:

Warehouse [q2ps2]


Aquaflex [q2ps3]


Coliseum [q2ps4]


Mainframe [q2ps5]


Quickfire [q2ps6]


Most of them need major lighting improvements (getting good lighting is so much easier in Q3 :/ ). I'll also redo Cold Storage's lighting since its also shitty. Mainframe has potential as a good FFA/TDM map and Aquaflex as a good 1v1 map, but that's with significant changes done which will only be done in remix versions. Coliseum had a mega missing from one side of the map but was otherwise perfectly symmetrical, so I changed that, and now looking at the map I must say it might actually be an interesting map to do 1v1's on - plenty of ramp jumping opportunities, and the 6 mega healths could surprisingly make for interesting games.
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