AEdm7 - AEon's DM 7 Redux - Final!

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AEon
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AEdm7 - AEon's DM 7 Redux - Final!

Post by AEon »

AEon's DM 7 Redux for Q3A - a FFA / Team Map

Image
  • a) and b) new Arena 3, with LG and RA.

    c) "Cubish" tubing changed. Arena is now 2 bocks (2 x 64 units) wider. YA here instead of RA.

    d) Arena 1 now with YA and Quad.

    e) Added more details to corridors.

    f) Map now has enough room for 8 players.
Download coming up in a few hours, fixing a few bugs still.
Last edited by AEon on Wed Jun 21, 2006 11:00 am, edited 2 times in total.
AEon
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Post by AEon »

AEon's DM 7 Redux - BETA 1 - A FFA / Team map for Q3A (& Q4)
  • Map layout is most inspired by Q4DM1, I rebuilt a few things brush by brush, and a very few areas are actually similar to Q4DM1, but for the most part the map is completely original.

Current Q3A Screenshot for Beta 1
  • Image
List: Weapons/Items
  • RLx2, RGx2, SGx2, LGx1 , MH, RA, YAx2, MH, Quad, Shards, 50 Health (only).
Clipping
  • Map is fully player clipped and also bot clipped. The bots understood the map right from the beginning - even without clipping. They do seem to ignore the floating Quad though.
Textures
  • Using Evil Lair's eX texture set (originally for Q4) adapted for Q3A, this lets me do a 100% texture convertion to Q4.
Misc
  • The map does not have any ammo... yet?! Personally I don't really think you need it, since there are enough weapons even playing against 7 folks. But I am open to suggestions :)
  • Other than the MH, all health is in 50 packs. Personally I don't think less health is worth the bother since you die in the map quickly enough.

Download
Todo
  • Clean up the pk3, remove useless files.
  • Nice up a few more walls.
  • Optimize item placement, add ammo.
  • Optimize lighting.
  • Vis is already very good (automatically), but a few hint brushes would help.
As always feedback welcome.
Last edited by AEon on Thu Aug 13, 2009 9:43 am, edited 2 times in total.
Reason: Fixing image links, download works again.
v1l3
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Post by v1l3 »

This map just hit my favorites list, and that's pretty hard to do these days. => It seems to probably need some ammo, but I dunno, as I played it with promode enabled(which gives you a backpack)and it works great with the physics. The bots play great!
Oeloe
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Post by Oeloe »

My first impression: it feels a bit flat. You could scale it up vertically a bit.

It reminds me of cpm29 but it's more open and less circular.

And again, i'm puzzled by how you managed to get the skybox lines (light blue lines, not black) in this one too on my nVidia card... :icon28:
AEon
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Post by AEon »

v1l3,
thanx... I have probably played over 2000 frags in that map sofar. And I still like it :)... possibly my best map to date.

Oeloe,
IMO the map is just right vertically. More like in q4dm1 makes battles in the arenas a pain. Though Arena 3 is indeed flat, I am still thinking what I could do to change that.

Don't be puzzeled about the skybox lines, in the other thread you should by now have understood that at present *ANY* skybox will show such lines, not matter what hardware you have.
Oeloe
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Post by Oeloe »

No, in the other thread i concluded that they are not generally not visible at all with a normal FOV, but in aedm7 i see the entire box all the time (which i only ever saw on aetour and no other maps)... :X
AEon wrote:IMO the map is just right vertically. More like in q4dm1 makes battles in the arenas a pain.
Right. It doesn't look like a tourney map anyway so the kind of verticality that i most enjoy (hub3aeroq3/cpm22) isn't feasible in your map.

If you want to give the map it's own feel, i think you should go with some nice custom teleporter models (i like simple rectangular portals with some nice effect to them) and add some colour differences in the hallways perhaps -- something to make the different areas/directions more recognizable.
AEon
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Post by AEon »

Any other feedback?

Don't tell me Q3A mapping is *that* dead?
Fjoggs
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Post by Fjoggs »

Give it some time, you've been pumping out thread after thread lately. :>
iceman
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Post by iceman »

How can I play with this map in single player? :icon32:
The ICEMAN :)
AEon
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Post by AEon »

iceman,
  • Download the .zip file and unpack the .pk3 file therein into your quake3\baseq3\ folder.
  • Start Q3A
  • Then via Single Player menu,
  • Skirmish button,
  • Pick Game type: Free for All
  • Click the "Right arrow" button until you find the map AEdm7.
  • Then click the Next button,
  • Choose a Bot Skill, I normally play Hardcore.
  • And finally click on the Fight button.
  • The map should now load and you should be playing against the 7 default Hardcore bots.
Fjoggs,
I guess since I am in "Mapping Possessed" mode again, the clock runs differently for me. Alas I also noticed that forums seem to be really dead on weekends, then when I'd expect folks to actually *have* time. The holiday in the US - the other day - was devastating as well.

Well I still have AEtour Beta 3 to get done... so :)
iceman
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Post by iceman »

Oh thanks man ;)
The ICEMAN :)
iceman
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Post by iceman »

:( It gives me an error on the windows that there is error on quake3.exe when I try that map :( :icon23: How come? :icon23:
The ICEMAN :)
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Foo
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Post by Foo »

You need to update to the latest patch.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
iceman
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Post by iceman »

Foo wrote:You need to update to the latest patch.
:( Will I be able to access to camping server when I do?
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Foo
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Post by Foo »

I told you how to get around that problem in the other thread.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
iceman
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Post by iceman »

Foo wrote:I told you how to get around that problem in the other thread.
Well tell me t in this topic :( (download place, Name, Can I access to camping server, what it gives)
The ICEMAN :)
AEon
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Post by AEon »

Hope Foo and wviperw, give this map a test run :)... to me this map is more fun than aetour...
v1l3
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Post by v1l3 »

AEon wrote:Any other feedback?

Don't tell me Q3A mapping is *that* dead?
I'd say that there is about 700 people that still keep up with whether there is something new that has been custom made for Q3A. The community is definitely shrunk down though. It seems as though mappers that submit their maps to ..::LvL, get around 200-300 d/l's lately...or should I say...since Q4 came out.. It's definitely gotten way more quiet. It's not dead though. I still play Ultimate Doom ...hehe.... I think there are more people that play at home...without internet.
AEon
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Post by AEon »

Then I'd expect more feedback... *because* the MP maps in Q3A can be played offline with bots. Unless some folks have a bot allergy ;)

Presently testing the Q4 version... adding lighting... hope that works out.
Fjoggs
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Post by Fjoggs »

Alright alright, done with my exam. Firing it up now. (Got a B+ :up:)
AEon
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Post by AEon »

Here the Q4 version of AEdm7, calling it AEtri (Tri-Arena):
  • Image
The very first lighting pass seems to work. The FPS of the map is still up so I seem to be getting there. Still needs a lot of fine tuning though... and all the textures have yet to be aligned.
Last edited by AEon on Wed Jun 21, 2006 11:18 am, edited 1 time in total.
AEon
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Post by AEon »

Current Q3A Screenshots for Beta 1+
  • Image

    a) Extra box on arena floor, AP uses new triangle texture, health spread out.
    b) PG replaces LG in Arena 3, health instead of 50Hx2 it is 25Hx3.
    c) One RG replaced with LG in Arena 2.
    d) Toned down lighting on gray crete.
Weapons/Items
  • RG, RLx2, SGx2, GLx2, PG, LG, RA, YAx2, MH, and Quad (plus lots of health).
Changes since Beta 1 (suggestions by Todtsteltzer)
  • A1, small AP corner. 50H swapped 25H, add box in "dead end", place 25H on arena floor in corner.
  • Toned down the skybox light shader from 400 to 200.
  • Replace RG in A2 with LG, LG with PG.
  • A3, 2x50H with 2x25H and a 25H on another box near the RA.
  • Split the 50H into 2x25H in several places...
  • Compile without -skyfix to avoid problems with sky for Nvidia folks.
  • Reduced the number of custom textures by about 10.
  • Fixed texture alignment in a few areas.
  • Fixed console warning:
    'textures/aedm7/xxx.tga' TGA file header declares top-down image, ignoring
  • Converted all the .tga textures to 100% quality .jpg's.
  • Texture size down from 7.05 MB to only 1.65 MB.

    Beta 2 should be out soon.
Last edited by AEon on Wed Jun 21, 2006 11:19 am, edited 1 time in total.
AEon
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Post by AEon »

Latest shots from AEtri r88:
  • Image
  • Textures now are aligned.
  • Lighting needs more work.
  • Add weapon and item spawn points.
  • Add Jumppads, Acceleration pads and Teleporters.
  • Add decals to floors and walls.
Strange how totally different the map looks in Q4 as compared to Q3A.
Last edited by AEon on Wed Jun 21, 2006 11:19 am, edited 1 time in total.
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Foo
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Post by Foo »

I had time to run around the Q3 version. My initial gut feeling is that there's too many teleporters but then I'm only looking at it from the perspective of a 1v1 player, and that's not what this map is gonna be for.

BTW for the Q4 version, I think you need to introduce some stronger ambient lighting to the outdoor areas because the shadows look completely OTT for a sunlit area. I know it's a general problem with the Q4 engine rather than map specific but it's possible to tone it down a bit.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
AEon
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Post by AEon »

Foo,
agree...

I have been experimenting with the light for hours now, and the things I tried actually make the map look worse. :(

Will need to do more reading on lighting.

As Kat pointed out Shadows will need to be turned off, or the Q4 MP players will start whining. The lighting for dummies in Q3A via skybox sure has its plus sides :)
Last edited by AEon on Sat Jun 10, 2006 12:36 am, edited 1 time in total.
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