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MSG Mapping Comp- Sector 9 "The Cytherean Outpost" https://www.quake3world.com/forum/viewtopic.php?f=10&t=49330 |
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Author: | kaustic [ 07-07-2013 05:48 PM ] |
Post subject: | MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
For the first time ever I actually made a sketch of a map and worked from it to get most of my layout. Of course I had to make adjustments because of my wonderful drawing skills weren't to scale. I had originally thought I would do this map with another level to it but have since decided that I'm going to go with a map more suited for 1v1, 2v2, 4 DM. Anyway at present it has no clipping ,weapons ,items ,and minimal lighting. The map is sitting in a box I applied the sky texture to so I could compile it and get a look at it. Figured I'd put up here for commenting. Just remember I don't have a lot of time left to be making major changes. Edit- 25 May 2018- Updated D/L's in my last post. |
Author: | AEon [ 07-08-2013 08:49 AM ] |
Post subject: | Re: Maverick Servers Mapping Comp - Aty3DM9 , first build. |
A few "early" notes:
Hope that helps. Update: About deco... I am sure you have been considering some of the following.
But the first thing to test, IMO, is to add weapons/items, and compile the map for bots. That way it will be much easier to test the gameflow. |
Author: | kaustic [ 07-08-2013 04:39 PM ] |
Post subject: | Re: Maverick Servers Mapping Comp - Aty3DM9 , first build. |
Thanks for your input. The floors textures are at half scale (0.25000)of normal(0.50000). Been thinking of not clipping off the upper ledge so as to kind of have another optional playing surface if one where to rocket jump up there. Its why I textured it. Yes I was thinking of putting some water in the lower area. I also have some decals for that area too. |
Author: | kaustic [ 07-10-2013 01:37 PM ] |
Post subject: | Re: Maverick Servers Mapping Comp - Aty3DM9 , Updated build. |
Ok, the map now has bot support. I clipped off the map. You can get to the ledge easily by rocket jumping. Of course the bots wont go up there. They don't seem to like using the jump pads either. Played with the lighting, added some of this and some of that and resized the floor texture(I still like it better than anything else I tried). Also the map is no longer in a box, I brushed out the sky to fit the map. D/L- Edit: New file in latest post. |
Author: | AEon [ 07-11-2013 12:11 AM ] |
Post subject: | Re: Maverick Servers Mapping Comp - Aty3DM9 , Updated build. |
I really like the lighting now, much more friendly. Some thoughts:
On Bots (played FFA, on Hardcore):
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Author: | kaustic [ 07-19-2013 05:35 AM ] |
Post subject: | Re: Maverick Servers Mapping Comp - Aty3DM9 , Updated build. |
Here is an update. Removed the QD ,I think the level is better off without it Change some texture Added some windows Cut down on the ammo down below. Still need to add some clips around the lights. D/L -Removed , Will update soon. |
Author: | AEon [ 07-20-2013 11:37 AM ] |
Post subject: | Re: Maverick Servers Mapping Comp - Aty3DM9 , Updated build. |
Some more thoughts:
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Author: | kaustic [ 07-21-2013 09:54 AM ] |
Post subject: | Re: Maverick Servers Mapping Comp - Aty3DM9 , Updated build. |
When I first started construction of this map I didn't have one particular theme I thought was suitable for the textures I had decided to use. I had many ideas but they all just didn't seem to fit. Then it came to me (before the first build I released for testing) that I had always had this fascination with the Dry Tortugas and in particular Fort Jefferson. This is where I found my inspiration. Not in the architecture itself but the fact that it was a Fortress that was converted into a prison. So don't think of yourself as looking at buildings but looking at the walls that imprison you. Links- http://www.bing.com/images/search?q=for ... &FORM=IGRE http://en.wikipedia.org/wiki/Dry_Tortugas |
Author: | AEon [ 07-21-2013 10:38 AM ] |
Post subject: | Re: Maverick Servers Mapping Comp - Aty3DM9 , Updated build. |
Looking at those screenshots, I would go for windows that look out onto water and beach, and turn up the sun . Adding some more architectural details like arcs might be neat though. |
Author: | kaustic [ 07-21-2013 01:32 PM ] |
Post subject: | Re: Maverick Servers Mapping Comp - Aty3DM9 , Updated build. |
I was stationed in Key West for 4 years during my time in the Navy. I never made it out to Garden Key, although I did do a lot of diving ,snorkeling and fishing. Of all the places I was stationed at, the ones I liked the most where Key West and Scotland. The closest I ever got to Germany was passing through the Kiel Canal. |
Author: | kaustic [ 07-31-2013 09:39 AM ] |
Post subject: | Re: Maverick Servers Mapping Comp - Aty3DM9 , Updated build. |
Ok been busy the last few days and got some things done. Worked a lot on the upper portion and clipped it off. There are a few places you may get snagged if you spend all of your time rubbing up against the outside wall as far up as you can go so I don't see it as an issue. The bots still don't like the jump pads and adding botroams just made them jump on the jp's numerous times before going off to other things (even with low weight settings). Here's the new pk3. D/L - In latest post. |
Author: | AEon [ 07-31-2013 11:36 AM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
Feedback on the design changes:
About the upper area walkways:
Testing the gameplay against bots next... Update:
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Author: | Eraser [ 07-31-2013 11:37 PM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
LEM threads without pictures |
Author: | kaustic [ 08-01-2013 05:23 AM ] | ||||
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" | ||||
And some more
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Author: | kaustic [ 08-01-2013 05:23 AM ] | ||||
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" | ||||
The last 3.
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Author: | Eraser [ 08-01-2013 05:29 AM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
Looks nice! Not sure if I like the brownish sky though. It fits the theme but it does make the whole thing look rather brown. A different color sky might add a bit more contrast. |
Author: | obsidian [ 08-01-2013 06:45 AM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
Those towers look like they need some kind of purpose. They're not there for structural reasons. Maybe put some spotlights on them, or make them supports for chimneys or mechanical equipment. I would also do a little more to vary the height of the skyline a bit. Perhaps put some fake structures in the distance to break up the horizon line a bit. |
Author: | kaustic [ 08-01-2013 01:01 PM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
Funny you should mention the towers Obsidian because I've been thinking that I need to give them a purpose and was leaning toward spot lights and antennas. |
Author: | Hipshot [ 08-01-2013 01:55 PM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
Hmm, I don't like the water parts. The shaft isn't good enough to force me down there in that slow pit =) Even if it's my favorite weapon. I think that the texture with the cracks or whatever on the wall, are upside down, at least it looks like that when I look at the shadowing? |
Author: | Theftbot [ 08-01-2013 02:04 PM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
WHOA its Hipshot |
Author: | kaustic [ 08-04-2013 05:43 PM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
Messed around with a few things that were suggested. Some worked out some didn't. What I did do is, Alter the roofline and applied phong shading to the roof tile texture. All the hip joints look a lot better and for one in particular it really helped. Phong shading can be a wonderful thing . I Completely rebuilt the ceiling in the lower area (where the lightning gun is). No more harsh angles. I kept the texture though (one of Kats stone textures) and the shader for it. Gave the towers something to do and added a billboard for when we finally get the sponsor textures. Applied floor tile texture to the upper rim. Still not sure if I like it or not. D/L - Removed, Lots of texture changes and brushwork, will update soon. |
Author: | AEon [ 08-04-2013 09:56 PM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
Consistency time
Other thoughts:
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Author: | kaustic [ 08-09-2013 08:43 AM ] | ||||
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" | ||||
I'm having Technical Difficulties with one section of my map. I have applied Phong shading to some of my textures to soften out the sharp angles . In most places its working just fine but in one area its not. First 2 screenshots you can see are looking fine but the last one you can see that the outside windows are only half working and have black shadow to the inside. Had the shadow problem in my last comp map but not sure if the fix for that is relevant here. This is the shader(from Soc's Tutorial). I was messing with the shade angle to see if it would help (went from 45 up to 90) but no help. If I remove the q3map_nonplanar will the shader still work as intended? textures/aty3dm9/wall4 { q3map_nonplanar q3map_shadeangle 90 qer_editorimage textures/aty3dm9/wcrete4.tga { map $lightmap rgbGen identity } { map textures/aty3dm9/wcrete4.tga blendFunc filter } }
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Author: | kaustic [ 08-13-2013 07:55 AM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
Well being persistent pays off sometimes. I tried quite a few different things to fix the Phong shading issue ,one of which was completely rebuilding those walls to make absolutely sure that the where on grid but it didn't help I still had the ugly black shadow blobs and the corner angles still looked sharp. Well the last thing I tried at least fixed the shadow blobs. As for the rest of it I'm still working on. |
Author: | kaustic [ 08-14-2013 10:29 AM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
Here is an update- Changed all of the floor textures. Removed all of the circles in the floor ,I had not intended them to be weapon markers but just a way to embellish the floor. Applied decals to the floor. All weapons have a stain under them ,so consider them markers. For the sake of giving it a name "The Upper Running Ledge" has been completely rebuilt and retextured. Added a hole in the floor(with grate) just above the lightning gun and you can fire weapons through it although I wouldn't recommend Rockets . I had really considered suggestions about some vegetation in the map but to be honest its supposed to be on Venus ,a very dead ,inhospitable place. New pk3. - removed. Making some changes. Already fixed the missing textures(forgot to change them back after I figured out the phong shading issue). |
Author: | AEon [ 08-14-2013 10:47 AM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
Comments:
Update, after playing against bots:
Sorry again that I am bashing the cellar so much, but I actually really like playing the map, but as long as about 1/3 of the map - the cellar - is no fun to me at all, it really brings down the potential of the map. |
Author: | kaustic [ 08-17-2013 07:06 AM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
The view from up top. http://www.flickr.com/photos/kaustic/95 ... otostream/ |
Author: | kaustic [ 08-18-2013 08:50 PM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
I'm too tired at the moment to go through everything I've done. About ready to fall asleep at my computer. Was about to face plant my keyboard last night . Anyway , I added an alternate route through the lower level. Extended some of the upper ledge. Added a small area in the upper area. Moved/added some items/ammo. Added a JP in the GL area. Added a TP (look for it you'll find it). Removed the water from the lower level and changed the lower half of the walls. Edit: I have found these bots seem to work better in the map. Xaero ,Visor ,Tank Jr ,Razor ,Patriot Phobos ,Hossman. Also Grunt ran the upper ledge. From the MH he went right to the JP then to the RG area before getting fragged. Cadaver went from the MH to the left ,he got as far as the corner where you turn into the GL area before getting fragged. Anyway here is an update . D/L - http://www.mediafire.com/?bx7x12pufcufx9b |
Author: | AEon [ 08-19-2013 10:15 AM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
Holy cow that really turned into a frenzy... in a good way
Map is coming along nicely. Update:
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Author: | kaustic [ 08-20-2013 05:03 AM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
The Fog, I may have had it down a bit before. I had moved it when I was working on the decals. I did notice it was looking different and I hadn't done anything with the shader for it. I was actually thinking those wood floors up there needed some kind of boarder because the crosscut edges have no shadow to them and it doesn't look right. As for pushing those upper walls out to extend the ledge, I'll have to try it out in one section to see just how much work it'll be. It could turn out to be easy enough. |
Author: | AEon [ 08-20-2013 09:50 PM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
If the pushing back should be worth the work, you might want to look into adding little "bridges", basically some form of metal grating like your towers that connect some of the ledge areas from the outer walls to the more central ledges so that the bots can actually navigate those areas. This should make the map up here look slightly more interesting, but keep the overall "danger" of falling or of letting folks up there shoot down. IIRC you added a few bot-only spawns up here? 1-2 player spawn points might also be good, to "integrate" the upper area more into the map, then. E.g. between the RA and the upper RL, and to the sides of the RG might work (the latter maybe not, to keep the RG special). |
Author: | kaustic [ 08-22-2013 06:04 PM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
Well after checking if pushing the upper section out would be possible without a lot of major work ,I come to the conclusion that it would be a lot of major work. On the other hand I did however extend them a little inward, which has helped with the bots. In the main area I had a pillar that had a small wall and roof section on top and I had put lightning ammo and health there. I removed the wall and roof and it is now a platform which Grunt jumped to after snagging the Railgun. Grunt also took the long way around from the Red Armor to the Haste by way of the ledge. I added another TP which is in the main section. I added some trim around the wood floors as suggested. I fixed the fog. The fog is absolutely perfect. It blends in so well.(When I was messing around with the shader for it I had left a digit off of the last number for the RGB and I got this neon blue glowing looking fog. I made a copy of it for future use). I raised the floor by a couple of steps under the LG and put a statue in the corner between the steps(its weapon clipped). Add some clipping and fixed some texture alignments I had missed. Adjusted some of the lighting. The bots are using the JP's/AP's regularly now. Phobos went after the RL (above the GL area) via the ledge after grabbing the RA. They are using the Lower passages too.(What I do to observe bots is to set the frag limit to 90 ,the bots to 5(nightmare) and use 4 or 5 of them, then start the game and go spectator and just watch what they do). Anyway here is the latest pk3. . D/L - http://www.mediafire.com/download/vv5pi ... sc2013.pk3 (The file is quite a bit smaller due to removing sound files I no longer needed). |
Author: | AEon [ 08-25-2013 12:55 PM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
Changes, IMO, look good.
I thought I had nothing much to comment... so much for that, sorry. |
Author: | kaustic [ 09-19-2013 08:37 PM ] |
Post subject: | Re: MSG Mapping Comp- Sector 9 "The Cytherean Outpost" |
I figured out what was messing up the fog. I had somehow deleted a structural brush and it caused the map to leak. I replaced the missing brush ,did a leak test to make sure I had it fixed ,ran a build on the map ,gave it a run through and the Fog was as it was before (I had this happen to me 2 times while building this map. The first time I didn't realize it was the leak that caused the fog to look like crap). Also I've still been working on the map. I'll have an update soon. |
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