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AEdm7 - AEon's DM 7 Redux - Final! https://www.quake3world.com/forum/viewtopic.php?f=10&t=20772 |
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Author: | AEon [ 05-29-2006 11:51 AM ] |
Post subject: | AEdm7 - AEon's DM 7 Redux - Final! |
AEon's DM 7 Redux for Q3A - a FFA / Team Map
c) "Cubish" tubing changed. Arena is now 2 bocks (2 x 64 units) wider. YA here instead of RA. d) Arena 1 now with YA and Quad. e) Added more details to corridors. f) Map now has enough room for 8 players. Download coming up in a few hours, fixing a few bugs still. |
Author: | AEon [ 05-30-2006 05:57 PM ] |
Post subject: | |
AEon's DM 7 Redux - BETA 1 - A FFA / Team map for Q3A (& Q4)
Current Q3A Screenshot for Beta 1 List: Weapons/Items
Clipping
Textures
Misc
Download
Todo
As always feedback welcome. |
Author: | v1l3 [ 05-31-2006 04:24 AM ] |
Post subject: | |
This map just hit my favorites list, and that's pretty hard to do these days. => It seems to probably need some ammo, but I dunno, as I played it with promode enabled(which gives you a backpack)and it works great with the physics. The bots play great! |
Author: | Oeloe [ 05-31-2006 05:01 AM ] |
Post subject: | |
My first impression: it feels a bit flat. You could scale it up vertically a bit. It reminds me of cpm29 but it's more open and less circular. And again, i'm puzzled by how you managed to get the skybox lines (light blue lines, not black) in this one too on my nVidia card... |
Author: | AEon [ 05-31-2006 02:21 PM ] |
Post subject: | |
v1l3, thanx... I have probably played over 2000 frags in that map sofar. And I still like it ... possibly my best map to date. Oeloe, IMO the map is just right vertically. More like in q4dm1 makes battles in the arenas a pain. Though Arena 3 is indeed flat, I am still thinking what I could do to change that. Don't be puzzeled about the skybox lines, in the other thread you should by now have understood that at present *ANY* skybox will show such lines, not matter what hardware you have. |
Author: | Oeloe [ 05-31-2006 04:36 PM ] |
Post subject: | |
No, in the other thread i concluded that they are not generally not visible at all with a normal FOV, but in aedm7 i see the entire box all the time (which i only ever saw on aetour and no other maps)... :X AEon wrote: IMO the map is just right vertically. More like in q4dm1 makes battles in the arenas a pain. Right. It doesn't look like a tourney map anyway so the kind of verticality that i most enjoy (hub3aeroq3/cpm22) isn't feasible in your map.
If you want to give the map it's own feel, i think you should go with some nice custom teleporter models (i like simple rectangular portals with some nice effect to them) and add some colour differences in the hallways perhaps -- something to make the different areas/directions more recognizable. |
Author: | AEon [ 06-02-2006 07:02 AM ] |
Post subject: | |
Any other feedback? Don't tell me Q3A mapping is *that* dead? |
Author: | Fjoggs [ 06-02-2006 07:23 AM ] |
Post subject: | |
Give it some time, you've been pumping out thread after thread lately. :> |
Author: | iceman [ 06-02-2006 09:53 AM ] |
Post subject: | |
How can I play with this map in single player? |
Author: | AEon [ 06-02-2006 01:25 PM ] |
Post subject: | |
iceman,
Fjoggs, I guess since I am in "Mapping Possessed" mode again, the clock runs differently for me. Alas I also noticed that forums seem to be really dead on weekends, then when I'd expect folks to actually *have* time. The holiday in the US - the other day - was devastating as well. Well I still have AEtour Beta 3 to get done... so |
Author: | iceman [ 06-02-2006 03:00 PM ] |
Post subject: | |
Oh thanks man |
Author: | iceman [ 06-02-2006 03:06 PM ] |
Post subject: | |
It gives me an error on the windows that there is error on quake3.exe when I try that map How come? |
Author: | Foo [ 06-02-2006 03:55 PM ] |
Post subject: | |
You need to update to the latest patch. |
Author: | iceman [ 06-02-2006 04:02 PM ] |
Post subject: | |
Foo wrote: You need to update to the latest patch.
Will I be able to access to camping server when I do? |
Author: | Foo [ 06-02-2006 04:07 PM ] |
Post subject: | |
I told you how to get around that problem in the other thread. |
Author: | iceman [ 06-02-2006 04:08 PM ] |
Post subject: | |
Foo wrote: I told you how to get around that problem in the other thread.
Well tell me t in this topic (download place, Name, Can I access to camping server, what it gives) |
Author: | AEon [ 06-03-2006 02:31 PM ] |
Post subject: | |
Hope Foo and wviperw, give this map a test run ... to me this map is more fun than aetour... |
Author: | v1l3 [ 06-05-2006 10:14 PM ] |
Post subject: | |
AEon wrote: Any other feedback?
Don't tell me Q3A mapping is *that* dead? I'd say that there is about 700 people that still keep up with whether there is something new that has been custom made for Q3A. The community is definitely shrunk down though. It seems as though mappers that submit their maps to ..::LvL, get around 200-300 d/l's lately...or should I say...since Q4 came out.. It's definitely gotten way more quiet. It's not dead though. I still play Ultimate Doom ...hehe.... I think there are more people that play at home...without internet. |
Author: | AEon [ 06-06-2006 07:01 AM ] |
Post subject: | |
Then I'd expect more feedback... *because* the MP maps in Q3A can be played offline with bots. Unless some folks have a bot allergy Presently testing the Q4 version... adding lighting... hope that works out. |
Author: | Fjoggs [ 06-06-2006 07:43 AM ] |
Post subject: | |
Alright alright, done with my exam. Firing it up now. (Got a B+ :up:) |
Author: | AEon [ 06-06-2006 06:03 PM ] |
Post subject: | |
Here the Q4 version of AEdm7, calling it AEtri (Tri-Arena): The very first lighting pass seems to work. The FPS of the map is still up so I seem to be getting there. Still needs a lot of fine tuning though... and all the textures have yet to be aligned. |
Author: | AEon [ 06-07-2006 05:29 PM ] |
Post subject: | |
Current Q3A Screenshots for Beta 1+ a) Extra box on arena floor, AP uses new triangle texture, health spread out. b) PG replaces LG in Arena 3, health instead of 50Hx2 it is 25Hx3. c) One RG replaced with LG in Arena 2. d) Toned down lighting on gray crete. Weapons/Items
Changes since Beta 1 (suggestions by Todtsteltzer)
|
Author: | AEon [ 06-07-2006 06:57 PM ] |
Post subject: | |
Latest shots from AEtri r88:
Strange how totally different the map looks in Q4 as compared to Q3A. |
Author: | Foo [ 06-07-2006 07:07 PM ] |
Post subject: | |
I had time to run around the Q3 version. My initial gut feeling is that there's too many teleporters but then I'm only looking at it from the perspective of a 1v1 player, and that's not what this map is gonna be for. BTW for the Q4 version, I think you need to introduce some stronger ambient lighting to the outdoor areas because the shadows look completely OTT for a sunlit area. I know it's a general problem with the Q4 engine rather than map specific but it's possible to tone it down a bit. |
Author: | AEon [ 06-07-2006 08:26 PM ] |
Post subject: | |
Foo, agree... I have been experimenting with the light for hours now, and the things I tried actually make the map look worse. Will need to do more reading on lighting. As Kat pointed out Shadows will need to be turned off, or the Q4 MP players will start whining. The lighting for dummies in Q3A via skybox sure has its plus sides |
Author: | AEon [ 06-09-2006 06:48 AM ] |
Post subject: | |
Shots from AEtri r99:
|
Author: | d3mol!t!on [ 06-09-2006 08:16 AM ] |
Post subject: | |
Nice skybox The yellow/amber teleporters are cool too |
Author: | AEon [ 06-09-2006 06:07 PM ] |
Post subject: | |
It's also nice to finally see the skyboxes, made for Q3A without seams in Q4 |
Author: | Todtsteltzer [ 06-20-2006 12:23 PM ] |
Post subject: | |
AEon wrote: Current Q3A Screenshots for Beta 1+
b) PG replaces LG in Arena 3, health instead of 50Hx2 it is 25Hx3. c) One RG replaced with LG in Arena 2. d) Toned down lighting on gray crete. Weapons/Items
Changes since Beta 1 (suggestions by Todtsteltzer)
*bump* |
Author: | AEon [ 06-21-2006 03:18 AM ] |
Post subject: | |
haha... had not understood the hint... Yo, should compile beta 2 and upload it... presently working on releasing the Q4 Mapping FAQ on my site (UBB to HTML), so this will take a few more days. Fixing the broken image links in the mean time. |
Author: | AEon [ 11-15-2009 11:05 AM ] |
Post subject: | Re: AEdm7 - Beta 1 - d/l (update!) |
Hehe... when I saw that screenshot I was thinking, "cool map, who the heck did that"... it tool me almost a minute to realize that I had actually created it Will look into those points... I presently cannot even fully remember were the weapons were. IMO, the biggest issue with the map are the TPs, I am thinking of dropping half of them and consolidating some of the paths. Closing off the path you mention would be kinda radical, but may have some merit. Since I am not getting anywhere with my other maps, I might as well try to finish off this map, that IMO really should be almost done. |
Author: | cityy [ 11-15-2009 11:30 AM ] |
Post subject: | Re: AEdm7 - Beta 1 - d/l (update!) |
AEon wrote: Hehe... when I saw that screenshot I was thinking, "cool map, who the heck did that"... it tool me almost a minute to realize that I had actually created it AEon wrote: IMO, the biggest issue with the map are the TPs, I am thinking of dropping half of them and consolidating some of the paths. I agree somehow - the TPs also cause a lot of telefrags maybe create some more room for ppl using them. IMO the the TP exits should also be closer to the TPs they are "connected" with - this may reduce the amount of telefrags - not sure about that tho. Looking forward to an update :b |
Author: | AEon [ 11-15-2009 11:56 AM ] |
Post subject: | Re: AEdm7 - Beta 1 - d/l (update!) |
I'll also look into adding some orange and maybe red lighting. Adding new colored lights should be easy enough after all that AEcell practice. Your comment about lights and your screenshot, reminded me that the indoor lighting is a bit drab. |
Author: | cityy [ 11-16-2009 12:35 PM ] |
Post subject: | Re: AEdm7 - Beta 1 - d/l (update!) |
Played again some tdm on your map today (: As you said the teleporters get really annoying after some time - tho I think you shouldn't remove the one in the RA room and the one with which the RA tele is connected because if you would do so the RA room would be quite dead. Even though you should definitely wide up the TP exit area and set the TP targets closer the the TPs. Had again a bunch of telefrags today. I think the other TPs can be removed - maybe replace them with 50s or slugs. I don't know if your health placement was just for the beta but I really don't like it. The 50s in the open YA areas are fine but you also have a lot of 50s right next to each other in the corridors. I think you should place them not so close to each other because health and ammo (which is barely needed :/) is what keeps the player moving but I think you know that Some things I like: - Your ramps are really nice (: You can even skip some JPs in cpma. - I like the placement of the shards. I go for them really often - the sad thing is that bots don't. - The box on which the YA is placed in the RL room is really usefull - you can skip the JP leading to the RL strafing over it. - MH placement is really exiting, it causes some interesting fights. Though I think you should round of the corners in the MH corridor or even use 3 sided prisms for the "edges". You should contact ID to add this map to quakelive after it's finished, srsly - TDM maps are requested from the community and I already enjoy this one even without ammo! |
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