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Topic Starter Topic: Q3toWer revised

XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 05-15-2005 10:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


riddla wrote:
My only gripes with the tower map was not being able to go to the very top of the towers and also having the teleporter for the platform so far away ;)


Sorry to crush your hopes, the tele is in the same place and to be honest it isn't far. under 10 seconds from anywhere on the map.
The top is still only reachable by either plasma or bfg climbing. But it IS reachable during a tower attempt since damage is off.

*gets out list of to do and done*
to do
-None of your concern :p

done
-Changed weapon placement
-Replaced fences with walls
-Small cosmetic changes
-Fixed the signs
-Added 3 more teleporterdestinations as to prevent schizoprenic behaviour
-leet Skybox from ydnar, thanks for pointing me in the direction
-lighting
-Reasonable botflow around map

If you want to test it for me send me your msn adress since i don't have a server to upload it to.
Edit: Or this dumbass could just look at infosprite and post the link when the upload's done.




Last edited by Survivor on 05-15-2005 11:36 AM, edited 1 time in total.

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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5230
PostPosted: 05-15-2005 11:25 AM           Profile Send private message  E-mail  Edit post Reply with quote





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True Nightmare
True Nightmare
Joined: 02 Jan 2002
Posts: 3560
PostPosted: 05-15-2005 11:29 AM           Profile Send private message  E-mail  Edit post Reply with quote


Host it somewhere, I'll play through it and see if I can point out any flaws...




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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 05-15-2005 11:41 AM           Profile Send private message  E-mail  Edit post Reply with quote





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Holy Fucking Shit
Holy Fucking Shit
Joined: 18 Feb 2005
Posts: 2162
PostPosted: 05-15-2005 03:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


i agree with riddla, i think it would be better if the portal to the very top would be better closer, but then again its only round the corner ;)

overall i'd say its pretty immense, well done survivor :) :icon14:



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The Borked One
The Borked One
Joined: 23 Mar 2004
Posts: 4708
PostPosted: 05-15-2005 09:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


Nice. The ownage sign is awsome. :lol:

few things...

[lvlshot]http://www.members.cox.net/borke/1.jpg[/lvlshot]

[lvlshot]http://www.members.cox.net/borke/2.jpg[/lvlshot]

[lvlshot]http://www.members.cox.net/borke/3.jpg[/lvlshot]

[lvlshot]http://www.members.cox.net/borke/4.jpg[/lvlshot]




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It felt good...
It felt good...
Joined: 28 Mar 2001
Posts: 9558
PostPosted: 05-15-2005 09:44 PM           Profile   Send private message  E-mail  Edit post Reply with quote


When the feck are we pyramiding again? Omg omg! :drool:




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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 05-16-2005 02:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


bork[e] wrote:
Nice. The ownage sign is awsome. :lol:

few things...

1.jpg

2.jpg

3.jpg

4.jpg


1 and 3 fixed. 2 is the best way to texture the patch, every other combination i tried turned out bad. 4 is original texture.




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Immortal
Immortal
Joined: 20 Jun 2000
Posts: 2781
PostPosted: 05-17-2005 09:52 PM           Profile Send private message  E-mail  Edit post Reply with quote


I thought the alley behind the park where the ammo is needed a clip brush or two so that you don't risk getting snagged. So also across the street from the park. Admittedly, it's a minor problem, but it'd spare me from being irritated. :)

I thought the grassy knolls in the park needed to have smoother elevations partly because it would make it possible to go up them from any direction and partly because the transition from flat to slope around the edges is too abrupt. Bones had a tendency to do silly things around the mound where the GL is, especially between it and the wall.

There was noticeable z-fighting on several of the signs where the backs of brushes just need caulking.

Half an hour might be OK if this were an ffa map, but if you're playing tourney, it gets a little tedious. Halving the timelimit would probably be better.

I haven't tried the map as ffa yet. It's good for rail practice, though, and I like the way height variation has been used.




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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 05-18-2005 07:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


Anwulf wrote:
I thought the alley behind the park where the ammo is needed a clip brush or two so that you don't risk getting snagged. So also across the street from the park. Admittedly, it's a minor problem, but it'd spare me from being irritated. :)

I thought the grassy knolls in the park needed to have smoother elevations partly because it would make it possible to go up them from any direction and partly because the transition from flat to slope around the edges is too abrupt. Bones had a tendency to do silly things around the mound where the GL is, especially between it and the wall.

There was noticeable z-fighting on several of the signs where the backs of brushes just need caulking.

Half an hour might be OK if this were an ffa map, but if you're playing tourney, it gets a little tedious. Halving the timelimit would probably be better.

I haven't tried the map as ffa yet. It's good for rail practice, though, and I like the way height variation has been used.


Was thinking about adding some clipping to make the journey a bit smoother, I'll do that after this post. The problem with the bots hanging there is known to me. I was contemplating about either moving the patch or clipping a surface. I'm not lowering the hills since they are open enough for what they are ment to do. The rg can be reached from anywhere and the gl from where it should be reachable. Could you show me screenshots of the zfighting as i'm not certain where you say it's occuring. The settings for the .arena are not final. I simply wanted to give myself time to watch around yet not have to add a strong bot myself. So it's minimal.




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Immortal
Immortal
Joined: 20 Jun 2000
Posts: 2781
PostPosted: 05-18-2005 07:21 PM           Profile Send private message  E-mail  Edit post Reply with quote


I tried the map as ffa with seven bots and a 15 minute timelimit. Quite fun because the open nature of the map means that the fighting can get utterly manic on the main street. I found that I'd frag one bot only for another of them to be taking potshots at me from a different direction.

However, the size and openness meant that if you wanted to be lazy, then it's too easy to abuse the RG by grabbing the slugs and then camping on the 50 health where the windows are near the TPs where the RG spawns.

I'll post some screenshots of the z-fighting later.




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Immortal
Immortal
Joined: 20 Jun 2000
Posts: 2781
PostPosted: 05-18-2005 08:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


Here are the pictures.

<img src = "http://anwulf.teamhuh.com/images/q3t01.jpg" width = "480" height = "360" vspace = "1">

<img src = "http://anwulf.teamhuh.com/images/q3t02.jpg" width = "480" height = "360" vspace = "1">

<img src = "http://anwulf.teamhuh.com/images/q3t03.jpg" width = "480" height = "360" vspace = "1">

But if you don't see this when you're running the game I wouldn't be surprised. Although I have the game set to 32 bit I still see z-fighting which is, no doubt, a consequence of the world's crappiest graphics card.




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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 05-19-2005 03:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


Your card probably has a problem with the tin shader. Try looking at the heavy ownage sign from the side and see if you have the same problem.




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Immortal
Immortal
Joined: 20 Jun 2000
Posts: 2781
PostPosted: 05-19-2005 07:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


Survivor wrote:
Try looking at the heavy ownage sign from the side and see if you have the same problem.


I have the same problem with that sign from both sides. I see so much z-fighting in both new maps and old that I don't get too worried about it. It's worth mentioning in case there's been some fundamental construction error.




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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 05-19-2005 09:51 PM           Profile Send private message  E-mail  Edit post Reply with quote


Anwulf wrote:
Survivor wrote:
Try looking at the heavy ownage sign from the side and see if you have the same problem.


I have the same problem with that sign from both sides. I see so much z-fighting in both new maps and old that I don't get too worried about it. It's worth mentioning in case there's been some fundamental construction error.


Guess it's your card. I did some of the things you guys mentioned and uploaded it again. Same link.




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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 05-19-2005 10:00 PM           Profile Send private message  E-mail  Edit post Reply with quote


Anwulf wrote:
However, the size and openness meant that if you wanted to be lazy, then it's too easy to abuse the RG by grabbing the slugs and then camping on the 50 health where the windows are near the TPs where the RG spawns.


Yeah well, bots don't send rockets your way neither do they take the bfg. So if you want to be a real ass you'd take the bfg and the ammo i put somewhere for tower demolition. But I'd say that playing against a human opponent would deny you the comfort of sitting in that spot.




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The Illuminated
The Illuminated
Joined: 28 Mar 2004
Posts: 1079
PostPosted: 05-20-2005 08:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


This looks like a fun map. I'm going to have to take a break from working on Classic Doom tonight and play this! :) I need a frigen break anyway... grr... God I still love Quake 3! Best deathmatch experience you'll ever have is playing this game with a bunch of friends.



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Holy Fucking Shit
Holy Fucking Shit
Joined: 18 Feb 2005
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PostPosted: 05-21-2005 06:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


Survivor wrote:


this wont work for me :(



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Holy Fucking Shit
Holy Fucking Shit
Joined: 18 Feb 2005
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PostPosted: 05-21-2005 06:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


(the link works fine and downloads fine, but i aint seein any pk3 in there :()



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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5230
PostPosted: 05-21-2005 06:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


Uhm, it's not an pk3 in there, because it is the pk3.




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Holy Fucking Shit
Holy Fucking Shit
Joined: 18 Feb 2005
Posts: 2162
PostPosted: 05-21-2005 06:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


i get a zipped file without a pk3 :confused:



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XXXG-00W0
XXXG-00W0
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PostPosted: 05-21-2005 06:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


try renaming the .zip to .pk3




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Holy Fucking Shit
Holy Fucking Shit
Joined: 18 Feb 2005
Posts: 2162
PostPosted: 05-21-2005 06:41 AM           Profile Send private message  E-mail  Edit post Reply with quote


ok



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Holy Fucking Shit
Holy Fucking Shit
Joined: 18 Feb 2005
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PostPosted: 05-21-2005 07:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


looking promising... game? :icon25:



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Holy Fucking Shit
Holy Fucking Shit
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PostPosted: 05-21-2005 07:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


success!



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Holy Fucking Shit
Holy Fucking Shit
Joined: 18 Feb 2005
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PostPosted: 05-22-2005 06:42 AM           Profile Send private message  E-mail  Edit post Reply with quote


we need to get another tower attempt organised...
(i missed the last one :()



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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
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PostPosted: 05-22-2005 06:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


LEM is not for spamming boxboy. Do that in qwfix




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Holy Fucking Shit
Holy Fucking Shit
Joined: 18 Feb 2005
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PostPosted: 05-22-2005 06:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


im sorry ill get over there now :)



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True Nightmare
True Nightmare
Joined: 06 May 2000
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PostPosted: 05-24-2005 04:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


Pretty cool idea for a map. The only thing I saw that needs fixage badly is some of the storefront textures are flipped the wrong way, which reverses the printing on the texture.

You might want to consider scaling down the road texture so the white dotted lines aren't two feet wide. Looks kinda funny. :)

The BFG seems like it might be a little too easy to get...it *is* the BFG, after all...

[Edit: What's up with the BFG ammo? It gives you like 50 shots?!?]



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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
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PostPosted: 05-25-2005 05:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


pjw wrote:
Pretty cool idea for a map. The only thing I saw that needs fixage badly is some of the storefront textures are flipped the wrong way, which reverses the printing on the texture.

You might want to consider scaling down the road texture so the white dotted lines aren't two feet wide. Looks kinda funny. :)

The BFG seems like it might be a little too easy to get...it *is* the BFG, after all...

[Edit: What's up with the BFG ammo? It gives you like 50 shots?!?]


I didn't change to much from the original map texturewise. But i'll look around. Don't think i'll change the road though, it isn't meant as realistic.

The BFG is easy to get but still out of the way, people should have the decency to leave it alone in small games. Anyone who doesn't want it in the map can disable it if they want. Those shots are for tower demolition, don't tell them where they are shhhhhhhh :ninja:




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