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Topic Starter Topic: Re: Ironwood by Pat Howard [RELEASE CANDIDATE]

Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 298
PostPosted: 07-10-2014 10:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


Some bugs and suggestions:

http://sst13.net/pics/ironwood1.jpg
http://sst13.net/pics/ironwood2.jpg
http://sst13.net/pics/ironwood3.jpg
http://sst13.net/pics/ironwood4.jpg
http://sst13.net/pics/ironwood5.jpg
http://sst13.net/pics/ironwood6.jpg
http://sst13.net/pics/ironwood7.jpg
http://sst13.net/pics/ironwood8.jpg
http://sst13.net/pics/ironwood9.jpg
http://sst13.net/pics/ironwood10.jpg
http://sst13.net/pics/ironwood11.jpg
http://sst13.net/pics/ironwood12.jpg

Here is a tall torch model with blue flames for you: http://sst13.net/maps/dev/tall_torch_blue.md3
Place it in "models\mapobjects\storch"

I have noticed that all torches are casting no light at all. It would generate a much better atmosphere and color coding by placing some colored light entitys in front of each torch!
You can also use 2 identical sky shader with different lightimages for each side to colorize the bases in a very simple way:
Code:
textures/ironwood/sb_frozen_red
{
   qer_editorimage textures/skies/killsky_1.tga
   q3map_lightimage textures/base_light/light1.blend.tga
   surfaceparm noimpact
   surfaceparm nolightmap
   q3map_globaltexture
   q3map_lightsubdivide 32
   q3map_surfacelight 100
   surfaceparm sky
   q3map_sunExt 256 251 240 100 50 60 2 16
   skyparms env/sb_frozen/frozen - -
}

textures/ironwood/sb_frozen_blue
{
   qer_editorimage textures/skies/topclouds.tga
   q3map_lightimage textures/base_light/light1blue.blend.tga
   surfaceparm noimpact
   surfaceparm nolightmap
   q3map_globaltexture
   q3map_lightsubdivide 32
   q3map_surfacelight 100
   surfaceparm sky
   q3map_sunExt 256 251 240 100 50 60 2 16
   skyparms env/sb_frozen/frozen - -
}


Otherwise a really great map! :up: :D



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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 494
PostPosted: 07-10-2014 06:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


@deqer: i'll probably slightly increase the intensity of the colored lights near all the torches. they are there right now, but too faint to see.

@monaster: thanks! :D

@sst13: thank you for the bug list. how the fuck did i manage to miss all those texture misalignments? looks like they came from when the map got flipped. oh, and thanks a bunch for that model.

i like your suggestion with the stairs in the center. i'm a little concerned about it disrupting the flow of a player's movement as he sprints across the center though. i'll give it a test and decide.

thanks everyone you guys are great.




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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 494
PostPosted: 07-14-2014 07:19 PM           Profile Send private message  E-mail  Edit post Reply with quote


just submitted to LvL. thanks for all your help, everyone. hopefully i worked out all those little bugs that were in the last version.

change log
- aligned textures
- increased lighting
- ammo placement
- added small drop-down area below rail gun (see below)

Image




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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 298
PostPosted: 07-15-2014 01:15 PM           Profile Send private message  E-mail  Edit post Reply with quote


The rail drop down is a nice idea! But the lower path goes in the same direction as the upper. If someone watching you going to the rail, he can shoot at both paths from the same point. How about connecting the lower path into the flagroom next to the shotgun. And close the arch behind the RL with thick bars.
One small point that annoys me extreme, is the missing weapon clip under the red armor. You can't rocketjump from the RA to the upper level. It's also very flat, unlike the other grates. (flagspots)



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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 494
PostPosted: 07-15-2014 06:34 PM           Profile Send private message  E-mail  Edit post Reply with quote


sst13 wrote:
One small point that annoys me extreme, is the missing weapon clip under the red armor.

@sst13: you're right, that's annoying. i've gone and fixed it and updated. (will i ever be done with this map? :P)

about the drop down: the point of adding it was to give the player, when trapped by an enemy, two options for exits to pop out of instead of just one. this can buy the player some time to escape, since usually the enemy is watching from the opposite rail and can't quite see what's going on. during testing, i have also been using it from time to time as a last-second rocket jump audible from the low path. i just veer off into the alcove, grab the 25, and RJ up to the rail, bypassing whatever defenders i didn't want to meet near the lower entrances into the base.

i never thought of cutting a path from the 25 health ball into the side of the base, ending near the low shotgun. it is definitely a fun option to think about. (there really are a lot more ways to add paths to this map than i first realized. it's almost overwhelming!)

i think barring off the alcove would be frustrating to the player who may instinctively want to enter it from the center. also, how often do people take a long transition from high to low on the attack? probably never, unless forced to do so by extreme pressure on the high path. i guess i could see a defender doing it though, grabbing the rail and quickly hopping back into his own base.

i would be more inclined to add the extra path and leave everything open. i think the new path would be harder to defend than the other low paths. it would need to be cramped, otherwise i'd risk it becoming the go-to path into the base from the ground. i'll think about it, even though i have already sent this map into LvL.

thanks for your feedback, i do enjoy discussing these hypothetical gameplay changes. if only there was a way to get people this interested in the map during the alpha phase when changes are logistically easier to make and i am less tired editing the map!

edit: after looking in the .map file i've decided that the path won't be possible to pull off gracefully. there isn't enough room, even though it may look in game like there is. i'm calling this map done-zo.

pat




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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 07-28-2014 05:19 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Pat, one thing to mention: You don't have to include the source mapmodels if you don't want to share it along the map as the models are already baked in the map by Q3Map2. Just a friendly reminder. I do not include my models in maps even if they are shared with license, because they are in separated ZIP files. I make models in native format for Quake3: md3, as it is protected by binary encoding and such edits in the code will trash the whole model. If I need to change something in the model, I have always the source Milkshape model saved on my local drive.



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 07-28-2014 07:34 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Well, testing failed on my side, will test it again after CPU change. Oh the shame, I can't even test maps, nor edit them :rolleyes:



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When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon


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Insane Quaker
Insane Quaker
Joined: 01 Feb 2006
Posts: 306
PostPosted: 06-22-2015 02:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


Pat Howard wrote:
submitted to LvL.


I know it's probably been there a while .. but just came across it as I've not long reinstalled Q3. Great map. Straight 5/5 vote from me. Nice work Pat.



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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 494
PostPosted: 06-22-2015 04:20 PM           Profile Send private message  E-mail  Edit post Reply with quote


thanks!




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