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Topic Starter Topic: cze3dm1 - The Servers - version Alpha 1 - DM/TDM (in progres

Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 410
PostPosted: 11-20-2011 05:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


I'm makin' new map for Quake III Arena, BaseQ3 mod. Still is in progress, so I can give you only message of existence.

cze3dm1 -> The Servers -> Alpha 1 Version -> FFA / TDM gameplay.
I can give you also actual screenshots from editor:
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Map is almost done. I must fine few things, but you can now see, what I did...



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Last edited by CZghost on 11-20-2011 08:13 AM, edited 1 time in total.

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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 410
PostPosted: 11-20-2011 05:25 AM           Profile Send private message  E-mail  Edit post Reply with quote


I think, that this map can get much bigger famous, than my first TA map czg3team1 -> The Longest Capture (Remake from Q3DM17 map -> The Longest Yard).



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 410
PostPosted: 11-24-2011 09:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


Well, the further edits were assigned to first alpha version of the map.
I give you screenshots:
Image
Image
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Image
Image



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Insane Quaker
Insane Quaker

Joined: 16 Sep 2010
Posts: 376
PostPosted: 11-24-2011 03:58 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looks cool, looking forward to it. I wonder what happened to Emigration though. :)



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Immortal
Immortal

Joined: 02 Jun 2006
Posts: 2246
PostPosted: 11-24-2011 04:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


does it look cool? hmmm ;)




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Insane Quaker
Insane Quaker

Joined: 16 Sep 2010
Posts: 376
PostPosted: 11-24-2011 04:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


fKd wrote:
does it look cool? hmmm ;)

Well, it seems interesting, layout-wise etc. :p



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 410
PostPosted: 11-25-2011 04:23 AM           Profile Send private message  E-mail  Edit post Reply with quote


Map still isn't completed, but it's forward to done...
Since it will be completed, I'll give you download link from uloz.to (czech rapidshare).

I have to add items to map and compile it with AAS file.



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
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PostPosted: 11-25-2011 06:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


EmeraldTiger wrote:
Looks cool, looking forward to it. I wonder what happened to Emigration though. :)

It's another map. This is alpha 1 version of release, but Emigration will be final...

Also this map is for BaseQ3, Emigration is for Team Arena.



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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10434
PostPosted: 11-25-2011 07:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


It looks a little... chaotic. For example, none of your lights line up with anything else, it's like you duplicated them and randomly tossed them in different places. I think you need to put a little more thought into your brush and texture placement.



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
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PostPosted: 11-25-2011 08:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
It looks a little... chaotic. For example, none of your lights line up with anything else, it's like you duplicated them and randomly tossed them in different places. I think you need to put a little more thought into your brush and texture placement.

It only looks like that, but there is some harmony... I haven't shotted the 2D view (the lights have specified space between itself).

Yes, I've duplicated them, but always the light texture assigned in right position and angle, also have made spaces just identity (the same size) between every two lights.



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Warrior
Warrior

Joined: 01 Oct 2010
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PostPosted: 11-25-2011 01:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


Maybe less is more? Or maybe a little variety in the light fixtures?




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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 410
PostPosted: 11-26-2011 04:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


j3st3r wrote:
Maybe less is more? Or maybe a little variety in the light fixtures?

Hmm... I've used two textures of lights: 2k version and 4k version -> the higher value is for large areas...



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Insane Quaker
Insane Quaker

Joined: 26 Nov 2009
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PostPosted: 11-26-2011 09:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


It's not about the light value variety but about the light texture itself. There is no difference in any of the lights.




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Grunt
Grunt

Joined: 10 Jun 2009
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PostPosted: 11-26-2011 09:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


They are also pretty big lights, everything will be lit like daylight like that. In fact, only a few of them will be sufficent.




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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 410
PostPosted: 11-26-2011 09:36 AM           Profile Send private message  E-mail  Edit post Reply with quote


Bliccer wrote:
It's not about the light value variety but about the light texture itself. There is no difference in any of the lights.

Well, there is only one texture with deal to use: baslt4 (two versions: 2k & 4k). And the no difference is right... Why to use lights with different textures? In one complex is one light fixture type (or you've seen two different light fixtures in one hypermarket in example?)

This map should be a complex with gaming servers (the big columns with monitors are servers) and electro generators for servers running. There should be light for play and this textures have the light strong enough to not-using the light entity (and I've used minlight key in worldspawn for effect)



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Insane Quaker
Insane Quaker

Joined: 30 Jan 2006
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PostPosted: 11-26-2011 10:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


About the lights...I think what they are trying to say is that a little variety will not only spice up your map but will also add a a bit of realism to the theme. You mentioned hypermarts having the same kind of light fixtures for the whole store, but do you think they would put the exact same type of fixtures horizontally on the wall that they use on the ceiling?

Little details like this really bring a theme together and sell the map as a place that could actually exist in the real world.

Keep up the good work!



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
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PostPosted: 11-26-2011 10:28 AM           Profile Send private message  E-mail  Edit post Reply with quote


phantazm11 wrote:
About the lights...I think what they are trying to say is that a little variety will not only spice up your map but will also add a a bit of realism to the theme. You mentioned hypermarts having the same kind of light fixtures for the whole store, but do you think they would put the exact same type of fixtures horizontally on the wall that they use on the ceiling?

Little details like this really bring a theme together and sell the map as a place that could actually exist in the real world.

Keep up the good work!

It's only alpha version, i haven't visuals included into map (own textures). It will start in beta stage...
also in baseq3 isn't much light textures suitable to light fixtures of that type...

So you can envisage, that the light fixtures on walls are bit different, it will be real in beta versions...



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 410
PostPosted: 12-24-2011 05:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


I've made an idea for power-ups in map: I've made a while for respawning throught triggers. When the game starts (player spawns for first time), the while starts directly by shooting the trigger (when player spawns, the trigger is activated). This activates target_delay, which waits for 30 seconds to trigger spawning Quad Damage. Player grabs the Quad and it activates second target_delay, which waits 30 seconds, too. After that it triggers spawning the Haste. Player grabs Haste and it activates the first trigger_delay for Quad.
If you've lost in the text, I attach an image with diagram:
Attachment:
File comment: Diagram for respawn while
diagram_respawn.gif
diagram_respawn.gif [ 18.74 KB | Viewed 20 times ]



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Commander
Commander

Joined: 19 Feb 2005
Posts: 102
PostPosted: 12-24-2011 08:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


its hardly an alpha yet, youve got nothing but FLAT and more Flat..

As a noobmapper i used to release bet too soon. you are doing so... see my gregyptctf3 post, it is still not an alpha or a beta.




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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 410
PostPosted: 12-24-2011 08:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


skinmaster wrote:
its hardly an alpha yet, youve got nothing but FLAT and more Flat..

As a noobmapper i used to release bet too soon. you are doing so... see my gregyptctf3 post, it is still not an alpha or a beta.

Yes.. The map is almost done, I'm adding items to real play. I must adjust some technical issues (you cannot use more mirrors on one place (meaning place in FOV of player), because it causes buggy (it creates mirror of mirrors - only one mirror is active, activating randomly jumps to others, when player moves) and discards stylisation function)...

I added two power-ups spawning after grabing previous. Power-ups itself have wait key setted to -1 (never (re)spawn), so spawning control target_delays (via post with attachment).



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Commander
Commander

Joined: 19 Feb 2005
Posts: 102
PostPosted: 12-24-2011 08:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


the method you should ask your map is ...

akin to chess.. does every piece have a reason or more than one reason for being the way it is.

Does this big flat floor promote evolution of motion play

are you offerring yorself and other a new style of mobility or another plan long flat open corridor system

go in there, select your floors ONLY and look at them alone. thats your game area. is it promoting variability in local interchange.. ie are your gun aims always going to be in the same place, will you have anything other than 'shoot straight" to do?




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