1. What problems did you have
whilst making your map?
I had to catch up with the rest of
the team as I was in the process of making a map for the UKQFFL when the
project initially kicked of, so you could say my main problem was time
:). I also had problems keeping the R_speeds down in the Quad room due
to the way I had constructed it, in the end I rebuilt it a different way which knocked them down from over 500 to between 300-350.
2. Which part(s) of your map are
you particularly pleased with?
The rooms I like most and spent the
most time on were the Quad room & the RA/RL room.
3. Is there anything you don't
like in your map?
Yes, in the RA/RL room I used some
Func_illusionary brushes for the stair trims, this stops the jolt you get
when you run up the slop and then move onto the stairs, but in GL at certain
angles and distances it also gives the appearance of tearing. I Tried various
vis and bsp programs but all gave the same result, so I assume the issue
is to do with GL itself.
4. Even though there is a standard
set of textures used in each map, what have you done to show your individual
mapping skills?
I tend to use curves where possible
(well, as near to curves as Q1 will allow) This helps to break up the square
look in some places but also adds to the R_Speeds so you cant go mental
with them.
5. Is there anything you wanted
to add to your map, but didn't get chance to? If yes what would you have
done?
I would liked to have added some
more detail in places, but the maps had to be fast. I set myself a goal
of not going over 400 for R_speeds, which, apart from a couple of places,
I think I achieved.