Thanks to everybody who sent me feedback about the alpha.. Here's a slightly better looking beta version for testing.
http://q4files.escapedturkey.net/quake4 ... 1beta2.pk4
Screenshots:
http://www.kilnet.org/images/grinderbeta3.jpg
http://www.kilnet.org/images/grinderbeta4.jpg
http://www.kilnet.org/images/grinderbeta5.jpg
I decided to combine the "#1" AND "#3" rail gun pickup suggestions (ref: http://www.quake3world.com/forum/viewtopic.php?t=24265) .. Let me know what you all think. :icon31:
Q4 Map: Grinder Beta 2
Q4 Map: Grinder Beta 2
Last edited by GODLIKE on Fri Oct 06, 2006 11:01 pm, edited 1 time in total.
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- Posts: 362
- Joined: Tue Jan 31, 2006 12:03 am
I really like the new version of this map. Although the texture set is kinda overused (we need more textures!) you have used them well.
The room scale is so much better now, and the map seems to flow good. I agree with the esreality post about the 3 YA's though. Might want to throw a red or MH in there somewhere.
One thing you need to look into though. I was somehow able to get behind the box leading to the RG. Double check the clipping in that area. I've had that problem with the wall-panels-leaning-haphazardly-against-the-wall feature. Better clipping should eliminate the problem easily.
phantazm11
The room scale is so much better now, and the map seems to flow good. I agree with the esreality post about the 3 YA's though. Might want to throw a red or MH in there somewhere.
One thing you need to look into though. I was somehow able to get behind the box leading to the RG. Double check the clipping in that area. I've had that problem with the wall-panels-leaning-haphazardly-against-the-wall feature. Better clipping should eliminate the problem easily.
phantazm11
Yeah.. Q4 is actually fairly prone to "magic evil brush the player can fall through". When you discovered this, were you a) inside the box, b) outside standing on the floor, or c) outside jumping down from on high?
I'll try to find it myself, but a hint would be nice.
Already Changed:
Fixed Texture shoot-through on big bouncepad chute.
Fixed unclipped detail on pipes near SG
Fixed 2 rl ammos too close together
Changed middle YA to MH... trying to decide if default respawn is too fast.
I'll try to find it myself, but a hint would be nice.

Already Changed:
Fixed Texture shoot-through on big bouncepad chute.
Fixed unclipped detail on pipes near SG
Fixed 2 rl ammos too close together
Changed middle YA to MH... trying to decide if default respawn is too fast.
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- Posts: 362
- Joined: Tue Jan 31, 2006 12:03 am
Update: Beta 2 now ready..
http://q4files.escapedturkey.net/quake4 ... 1beta2.pk4
Changelog:
Fixed Texture shoot-through on big bouncepad chute.
Fixed unclipped detail on pipes near SG
Fixed 2 rl ammos are too close together
Changed middle YA to MH
Fixed falling through wall near RG
Added some noises, misc tweaks
Thanks to everybody who emailed me about the first beta.. I think this thing is starting to shape up. :icon31:
http://q4files.escapedturkey.net/quake4 ... 1beta2.pk4
Changelog:
Fixed Texture shoot-through on big bouncepad chute.
Fixed unclipped detail on pipes near SG
Fixed 2 rl ammos are too close together
Changed middle YA to MH
Fixed falling through wall near RG
Added some noises, misc tweaks
Thanks to everybody who emailed me about the first beta.. I think this thing is starting to shape up. :icon31: