My first beta... I think (surgeon3dm1)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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surgeon62
Posts: 573
Joined: Sun Mar 13, 2005 6:58 pm

My first beta... I think (surgeon3dm1)

Post by surgeon62 »

This is the first map I have tried to detail and go through all of the stages with. I have been working on this a little at a time for a while now and I think I finally have a beta (How do you guys know when you have a beta?). Thanks in advance for your help.

Download: http://www.budgetgraphics.com/q3maps/su ... 1-beta.zip

Screenshots:
[lvlshot]http://www.budgetgraphics.com/q3maps/surgeon/surgeon3dm1.jpg[/lvlshot]

[lvlshot]http://www.budgetgraphics.com/q3maps/trim4/shot0005.jpg[/lvlshot]

[lvlshot]http://www.budgetgraphics.com/q3maps/trim4/shot0009.jpg[/lvlshot]

[lvlshot]http://www.budgetgraphics.com/q3maps/trim4/shot0010.jpg[/lvlshot]
Dilbert is a documentary.
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Looks pretty good for a beta. Little shiny though... maybe rethink the tex's...
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
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Survivor
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Joined: Fri Dec 27, 2002 8:00 am

Post by Survivor »

Looks nice, only thing that bugged me was the jumppad at the pg. Unless you move you don't land on top.
Doomcore
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Joined: Sun Sep 18, 2005 3:05 pm

Post by Doomcore »

Maybe lightning should have more different colors....red, blue, yellow, purple....choose any color combination you want. ;) Spice up the atmosphere.... :D
Anwulf
Posts: 93
Joined: Wed Jun 21, 2000 7:00 am

Post by Anwulf »

I thought this was beta the last time you showed it to us. It looked pretty beta to me - as far as I recall.

Having had a look through the map, I find that there are lots of little flaws. I spotted several instances of z-fighting, and there are a number of places where curves are not sitting flat against some adjacent wall. Or the textures on the curve caps haven't been aligned properly (e.g. the arches at both ends of the RG corridor).

If you want screenshots, I'll have to send them to you. There are lots of little things which mostly aren't noticeable unless you go looking for them, and one or two things which might distract players who catch a glimpse of them.

There are also one or two texture alignment issues where you've used a patterned texture that doesn't quite fit the space available.

You might also want to use a trim or two in future maps to circumvent awkward transitions between textures or at corners etc.


The texturing isn't without its aesthetic merits.

Gameplay seems to be much the same as last time with bots making reasonable use of the map. They still seem to be using those JPs near the launch pads to the RL like trampolines, although they now seem less fixated than they were.
surgeon62
Posts: 573
Joined: Sun Mar 13, 2005 6:58 pm

Post by surgeon62 »

Thanks for the feed back folks.
Survivor: Looks nice, only thing that bugged me was the jumppad at the pg. Unless you move you don't land on top.
I think I have that fixed now.
Anwulf: If you want screenshots, I'll have to send them to you.
If you get a chance, send them to info(put the AT here)budgetgraphics.com. Also, let me know if you have any ideas on how to get the bots to play smarter.

I did go through and check the caps on the arches and I think I fixed them all. The link above should be the updated file now. Thanks
Dilbert is a documentary.
Anwulf
Posts: 93
Joined: Wed Jun 21, 2000 7:00 am

Post by Anwulf »

I've just e-mailed you some screenies, but I see that you might've addressed the issues in some of them.
a13n
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Joined: Thu Feb 10, 2005 2:08 am

Re: My first beta... I think (surgeon3dm1)

Post by a13n »

surgeon62 wrote: The more we learn... the more we realize how little we actually know.
Less is sometimes stronger than more, I think. :icon34:
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