Q4 Map: Grinder Beta 2

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Q4 Map: Grinder Beta 2

Post by GODLIKE »

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:
Last edited by GODLIKE on Fri Oct 06, 2006 11:01 pm, edited 1 time in total.
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Post by phantazm11 »

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
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

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.
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Post by phantazm11 »

Actually, I jumped up onto the leaning panel on the right hand side of the box. I jumped from there to the ledge, but missed the ledge and fell "between" the box and the wall. I was able to do this twice.
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

Actually, I think the panels *cough* fell down on the floor, so they're much easier to clip now..

Now, if I can just decide whether or not the rail overdominates the map..

:icon27:
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

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:
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