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kazdm4 - Putrefactory - beta1 https://www.quake3world.com/forum/viewtopic.php?f=10&t=43152 |
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Author: | Kaz [ 03-12-2010 10:52 AM ] |
Post subject: | kazdm4 - Putrefactory - beta1 |
Hopefully nothing is wrong with the .pk3! Been working on this awhile, let me know your thoughts. Some stuff: - The exit signs don't necessarily make sense (the one hanging above the JP) - The exit signs are in english but the poster is in russian... the poster is a last minute addition to see if that is something people think would be good to incorporate into the theme and expand upon - it looks a little out of place. - Thanks to sock and hipshot for textures, and to pjw obsidian, lunaran, and AEon for loads of initial feedback - Certain details such as wires connecting lights aren't completely consistant around the map - Will be adding more crap in such as your standard barrels and crates - The lights look better when they aren't vertex lit but I haven't had access to 3dsmax in awhile so this is on my todo (see other thread) - The sky will change, I want to add rain and stuff outside the windows - You can see the "outside" of the walls from one of the windows above the jp by the YA but i will fix that eventually - Texture alignment issue on curve by YA - Not sure about item placement -Dirt texture is from d3, carpet from RTCW, will replace ASAP, but I didn't think anyone would really care too much. Screenshot: Download (17mb): http://student.cs.appstate.edu/freemancw/junk/kazdm4_beta1.zip Thanks! |
Author: | Dark Metal [ 03-12-2010 11:40 AM ] |
Post subject: | Re: kazdm4 - Putrefactory - beta1 |
Kaz, I just want you to know that cityy is really excited about your map. He's been talking about it in IRC. I think he may have a man crush on you. |
Author: | Silicone_Milk [ 03-12-2010 02:32 PM ] |
Post subject: | Re: kazdm4 - Putrefactory - beta1 |
had no idea this was for Quake 3. I thought you were developing it for Havoc and was like "hot fuck he's made a ton of progress". Regardless, nice lookin map there man |
Author: | v1l3 [ 03-12-2010 10:32 PM ] |
Post subject: | Re: kazdm4 - Putrefactory - beta1 |
I got excited to see you putting up another map! I think the last kazdm4 I saw was a promode map..long time ago. This is a major growth from kazdm3..damn. Nice texture choice. Those missing tree textures are: models/mapobjects/tree2/branch2.tga models/mapobjects/tree2/trunk2.tga and this shader: models/mapobjects/tree2/branch2 { surfaceparm nolightmap surfaceparm trans surfaceparm nomarks cull none sort 10 //nopicmip { clampmap models/mapobjects/tree2/branch2.tga blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR } } |
Author: | Theftbot [ 03-14-2010 12:30 AM ] |
Post subject: | Re: kazdm4 - Putrefactory - beta1 |
Kaz can design my house-reminds me of the old homestead houses. I likes. |
Author: | Kaz [ 03-14-2010 08:55 AM ] |
Post subject: | Re: kazdm4 - Putrefactory - beta1 |
DM, I'll watch out for him Silicone, I will finish havoc within my lifetime, but in the meantime creating a single quake3 map was more do-able. This alone took me over a year! I might not respond directly to this feedback for a little while because school is piling on this week, but know that it's appreciated and will be considered in the next revision! I think I also prefer the map as a TDM or FFA map, so I may swap the MH for the quad, but I'll have to give it some more thought before changing anything. Thanks for the help |
Author: | ShadoW_86 [ 03-15-2010 07:09 AM ] |
Post subject: | Re: kazdm4 - Putrefactory - beta1 |
I've played tdm botplay on this one. First of all, I think this will be nice map. I won't give you any gameplay tips yet (I have to test it more), but there are some technical issues. Tbh, I don't like those russian posters, they doesn't fit for me. Same thing with exit signs, I would remove them. Map is pretty much big, very interesting layout, but there is not enough details. This map looks naked, all the time there are the same textures. You have to break this boredom with more textures and structural addons. Right now it's unnaturally empty, sterile. All this gives impression that map is simply unfinished. Also there is not enough items for 4v4 tdm, I was looking all the time for any items. Add more ammo, health and maybe even weapons (at least one more SG). I don't like that there is only one route to get to top level, there is RG and RL, both important, I think there should be at least one more way to get there (tele maybe?). I hope that you will work with bot optimisation, right now botplay is simply wrong . Add sounds, and of course clipping. Don't take this all as a negative criticism, above all that I think it's really promising map, which with additional improvements will be exceptional . |
Author: | Kaz [ 03-31-2010 05:39 PM ] |
Post subject: | Re: kazdm4 - Putrefactory - beta1 |
Shadow - That is good criticism for sure, I think you're right about the russian/exit signs, as well as a need for more access to the upper level. I've begun the process of adding details and attempting to add more variety with some of the walls. |
Author: | skinNCNmaster [ 04-13-2010 04:55 AM ] |
Post subject: | Re: kazdm4 - Putrefactory - beta1 |
i agree with the hanging light idea along te sides of the very first image only though... in all the other images hanging lights would have to be carefully positioned.. for the first one, a light at each end of the flourescents, hanging two feet down with a wide penumbra ice cream cone type shade.. yeah that would fit there |
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