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Topic Starter Topic: Q3shw25: Rotten Soul - Beta 2 (update 10.03.2010)

Insane Quaker
Insane Quaker
Joined: 08 Jan 2008
Posts: 270
PostPosted: 03-05-2010 06:04 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hello everybody. Here's my next map, Rotten soul. It's very old project, if I remember correctly I've started it in 2005, or something like that :). After some development I dumped it, and later worked on it in about 2007. Now have came the time to finish it at last :).

It's very moody, dark map. Many people would say it's too dark, but I really like how this map looks, so I won't change the lighning. I know it's not 'pro', but let be honest, there are tons of great pro maps, which nobody plays anyway . So this time I want just to make pleasure myself, and make that way :).

It's first beta, gameplay is 1v1. Later, when all bugs will be fixed, I would also like to make tdm version. There is no clipping, and map lucks a lot of other technical things, I'll add them later. Right now I would like to hear what do you think about this map, are there any defects, and what about the gameplay.

Download Q3shw25_b1

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Last edited by ShadoW_86 on 03-10-2010 08:30 AM, edited 1 time in total.

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Timed Out
Timed Out
Joined: 02 Aug 2000
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PostPosted: 03-05-2010 07:12 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Visually excellent.

Gameplay-wise you've got a lot of the elements there, although it's a little on the large side for a good 1v1 pace.

You could possibly trim down on a few areas - the LG room is kinda oversize.

The room with the 50h + shards in in (which I'm guessing housed a much bigger item originally) feels kind superfluous, and the door in there maybe doesn't need to open.

The grating in your 5th shot isn't thin enough to shoot through (without slowing down and being very precise).

I suspect this would really shine in 2v2




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\kill
\kill
Joined: 02 Apr 2003
Posts: 947
PostPosted: 03-05-2010 02:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


I'm in love..nice gothic look. It is dark, but that can be fixed with r_gamma I went up to 1.3 and it was fine, but if you're in a dark room then it's fine at what it is. The fog made it somewhat jerky for me though, especially when I tried a 2vs2 match on it. I wanted to make a request for you to attach a no fog version in with it, like ktsdm3 has.




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Immortal
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Joined: 02 Jun 2006
Posts: 2476
PostPosted: 03-05-2010 02:51 PM           Profile Send private message  E-mail  Edit post Reply with quote


change the step height to 8 units?

brighten it up a little, it seems very dark.

apart from that, looking great, very

impressive atmosphere! have not played a bot match yet, just checked out the construction.




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Insane Quaker
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Joined: 31 Mar 2009
Posts: 494
PostPosted: 03-05-2010 08:16 PM           Profile Send private message  E-mail  Edit post Reply with quote


Hey ShadoW,

Great work here as usual. I'm fine with the lighting overall. The thing that bothered me the most was the 16u steps. Looks like you could turn those into 8u steps fairly easily.

I was able to fall into a hole and get a major HOM effect here:




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Insane Quaker
Insane Quaker
Joined: 08 Jan 2008
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PostPosted: 03-05-2010 11:56 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks guys for comments!

Foo wrote:
Visually excellent.
I suspect this would really shine in 2v2


Well, I want to make later 2v2 tdm layout for this map :). Since almost all you want 16u stairs, I'll correct them for next release.
Btw, I'm looking for some spider web textures. I'm sure I've seen those in a few maps, but can't remember which was that. Could you guys help me with that, maybe you know some maps with such webs? Also I need some markers for weapon spawn points, any ideas ? :)

Edit: Also I'm wondering about adding some flares to the lights, what do you think? Could somebody recommend me some good looking flares effects?



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The Afflicted
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Joined: 14 Oct 2001
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PostPosted: 03-06-2010 08:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


I downloaded this morning my time, but haven't had a chance to play; just had a look before work. I really like the look and atmosphere. Excellent stuff.




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The Afflicted
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PostPosted: 03-06-2010 08:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


oooo...forgot I could get outside the map in 2 areas, might wanna check the clipping.




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Insane Quaker
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PostPosted: 03-06-2010 08:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


there is no clipping yet :).



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The Afflicted
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PostPosted: 03-06-2010 06:24 PM           Profile Send private message  E-mail  Edit post Reply with quote


oh hehe, my bad :)
I like the 16u steps btw.




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Insane Quaker
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Joined: 30 Jan 2006
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PostPosted: 03-07-2010 11:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


Great map Shadow! In my opinion it has near perfect connectability. There is a really cool flow, and I love the little cave section connecting the lower and upper.

For me it was a little on the dark side, but that is just a personal preference.

Can't wait to see the final!




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Insane Quaker
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PostPosted: 03-07-2010 12:36 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks Phantazm :). Right now I'm finishing clipping, next beta should be ready in a couple of days. Also I will propably add some plants, and maybe those spider webs.



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Insane Quaker
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PostPosted: 03-08-2010 12:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


Planst in action, plus new stairs :).

Image



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Insane Quaker
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PostPosted: 03-10-2010 08:29 AM           Profile Send private message  E-mail  Edit post Reply with quote


Update, new release
Q3shw25 Beta2

Right now I think is almost final (at last for me). Lightning is perfect for me, I've added details, sounds, clipping, hints and so on. Also tdm support is there with slightly different item placement. I'm waiting on feedbeck on bugs and gameplay :). Is there any way to add some nice 'flare similiar' ligth effects via q2map? Because texture flares looks just bad. Also I have this strange issue with skybox, as soon on pictures below, sometimes on side os skybox changes it's light intensity. Anybody knows what is this about?

Attachment:
shot0021.jpg
shot0021.jpg [ 184.37 KB | Viewed 429 times ]


+1 unit forward...:
Attachment:
shot0022.jpg
shot0022.jpg [ 174.97 KB | Viewed 428 times ]



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Insane Quaker
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PostPosted: 03-11-2010 11:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


Nobody?



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Timed Out
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PostPosted: 03-12-2010 12:44 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Can't solve it, but definitely seeing the same problem:
Image




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
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PostPosted: 03-12-2010 08:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


I suspect it has something to do with your fog affecting the sky. I tried adding q3map_nofog to your sky shader, but that doesn't change things.

Try temporarily removing the fog and see how it looks.



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Timed Out
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PostPosted: 03-12-2010 05:12 PM           Profile   Send private message  E-mail  Edit post Reply with quote


That'd make sense... you can only have one plane of a fog brush that the player can pass or see through. If you have more than one plane, some really wierd shit starts to happen with pop-in.

Is the fog brush extended all the way up to the sky brush?




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Insane Quaker
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PostPosted: 03-14-2010 10:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


Foo wrote:
Is the fog brush extended all the way up to the sky brush?


Yes, of course. I know that this have something to do with a fog in the map, but I can't find what exactly :/. I've tryed change both sky, and fog shader but nothing works.



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Insane Quaker
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PostPosted: 03-16-2010 05:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


Ok, if nobody has anything more to add, I think I can assume map is finished. In few days if nothing comes up I'm sending it to LvL.



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I'm the dude!
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PostPosted: 03-16-2010 06:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


Any luck with the fog/sky bug?



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This is not Æon!
This is not Æon!
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PostPosted: 03-16-2010 07:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


Btw, I've had this bug for about 5 years ago.
Using a very large fogbrush, my problem never got solved and I eventually had to remove the fog.



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Insane Quaker
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PostPosted: 03-16-2010 09:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hipshot wrote:
Btw, I've had this bug for about 5 years ago.
Using a very large fogbrush, my problem never got solved and I eventually had to remove the fog.


My bug also never got solved, so it stays as it is right now :).



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