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q3dmp29 - Jackal https://www.quake3world.com/forum/viewtopic.php?f=10&t=50776 |
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Author: | fKd [ 12-30-2014 07:50 PM ] |
Post subject: | q3dmp29 - Jackal |
Q3DMP29 -Jackal Introduction Hello Q3W So this is my new version of the map i entered into the Mapcore contest. After reading through the feedback etc I've made some changes and would love to see what the wider community thought. This is a funny map as I was trying to do something different with height. I like the whole death from above thing and had plenty of laughs while testing out the map with bots. Problem is that bots just don't play like humans so I've no idea how it would play in reality. It was originally going to be much different, there was this whole lower section which more than doubled the size of the map. In the end i scraped it and made the map a lot tighter. Its one of those choices where i kind of wonder how it would have played out if i had not done that. Heres a link to an early version (https://www.dropbox.com/s/ax9q971v25zzy ... d.pk3?dl=0) This was around about 6 hours in i think. Anyway, so i forged on and created this monster. Its one of those situations where you kinda just get carried away with detail and lots of little changes and don't really keep an eye on the broader picture ie true q3 scale and traditional systems. Still, overall i'm proud of this effort... Might be a case of style over substance. But who really cares these days. So yeah, have a play and tell me what you think. Changes Got rid of the statues and replaced them with computers/tech. I'm not sure why i kept them in the final... was an odd choice. I guess since they were there in the early versions they just kinda stuck around. Removed the RG and moved the RA to the old RG spot. I was never really sure about the RG in this map, it was a late addition that really did not work out well. Added a second YA Brick are gone and have been replaced with concrete. It is more uniform, and the lighting works better on lighter textures. Added a few flags etc. Did a little window work and various other small changes. File: https://www.dropbox.com/s/ap3equch7nf96 ... 9.rar?dl=0 (link updated 3/1/15) So yeah, any feedback would be great. Thanks team |
Author: | AEon [ 12-31-2014 06:17 AM ] |
Post subject: | Re: q3dmp29 - Jackal |
First off... I love all the detail and the windows (boy I really really love the windows) with that skybox are just great. They really add some nice colour to the mostly grey map, so it all feels and looks good. To make orientation in the map easier, I am designating the low floor skeleton JP south. Some things I noted after running about for 15 minutes, still need to test with bots:
Movement:
BTW, the list seems long, but the map is actually really polished, only because you have put so much work into it can I concentrate and notice the small things I am pointing out. Hope that helps. |
Author: | AEon [ 12-31-2014 07:08 AM ] |
Post subject: | Re: q3dmp29 - Jackal |
Found 3 sparklies
Noted them looking at how good your caulking was... impeccable... and since I recently looked into AEtimeR that used tons of patches, thought I'd double-check. |
Author: | fKd [ 12-31-2014 02:27 PM ] |
Post subject: | Re: q3dmp29 - Jackal |
Wow, thanks for the great feedback, I'll work through those issues and do a proper reply when I'm not so hung over Thanks heaps Aeon, happy new year buddy! |
Author: | Hipshot [ 12-31-2014 05:10 PM ] |
Post subject: | Re: q3dmp29 - Jackal |
Wow, AEon, a lot of critique! @ FKD, I played this and ran around it a few times during the contest and did so now again. My biggest issue is that I a lot of times takes fall damage, when I don't want. I know a few added ledges and such have been added to remedy this though! Another issue for me is that it's dark, it's like the textures blend in too good with the players or something, or it's too much flickering with small lights, can't set my finger on it =) I think this level would benefit a lot from a brighter color scheme. |
Author: | fKd [ 01-01-2015 03:33 PM ] |
Post subject: | Re: q3dmp29 - Jackal |
Ok, here goes 1: Skybox textures dir. mm not fussed 2: No map prefix, again... not fussed. 3: Near the AP on the med level, the blue lights facing the centre of the arena are cabled, but not those on the other side of the columns. Fixed 4: With all the nice detail in place I felt that both the SG and the PG on the lowest level felt a bit "floaty" on the grates on the floor. Good idea, same with the gl. Done. 5: This is a cliché, I know, but some of the edges where you can fall off could use a striped hazard texture... I gave this a go and it just looked really weird, esp at 45 degree angles where you end up with big stripes. 6: The MH... The easiest way to get it is to rocket jump from the highest level. Not a hard jump and it makes getting it a little more hazardous which is always good As to the railgun, its just too powerful with the openness of this map... it was in my contest submission but it was a late addition which did not get the testing it needed to check if it was op.. it was 7: Your grey fish scale metal flooring could use a metal walking sound IMO Great idea, done. 8: All the blue lights at the bottom of your stair are stretched 2x in width. Good point, fixed. I've replaced all the light textures. Total lighting over haul! (Hipshot, hopefully it fixes your issue as well) 9: At the south JP, up to the YA, turn right, the blue lights of the stairs here have not been aligned (fitted) Woops! fixed! 10: Above the GL JP you have two planks with 3x5H and 3x5A. Hmm, good idea, i'll give it a go. 11: I am not so sure about the Hazard and Haste... I don't think I ever added them to my maps. But I may be missing something here. The Hazard looks nice as deco, but was it not only useful in lava or slime maps? Haste is just a cool powerup, and the hazard suit means you don't take falling damage, cool aye! 12: One thing that confused me every time was the AP... I expected to make it to the LG also on med level, but actually get tossed up to the top level with the 50H & RA. I would strongly recommend making the AP angle more steeply to make it clear that you will get up to the top level. Fixed! 13: I just rechecked, I would move the JPs on both sides more to the centre of the map, keep the stairs as they are, this automatically yields a flat area... I would think 64u would be good, to not directly JP into steps. Good idea, Fixed. 14: Both the south and the north side JPs catapult you up to the YA. These JPs IMO really need an over-bounce to catapult you up more to then "drop" you onto the YAs. Presently you get "slammed" into the columns behind the YAs. Yeah youre right, i've pulled them back a bit so you dont get smashed into the columns. 15: Found 3 sparklies Fixed Thanks so much guys, great feedback! |
Author: | AEon [ 01-01-2015 03:40 PM ] |
Post subject: | Re: q3dmp29 - Jackal |
Glad most suggestions could get implemented... neat... means I was not totally off my rocker suggesting them . As mentioned the map was so polished, those things were easy for me to spot, in a beta I would probably have missed many of them. |
Author: | CZghost [ 01-02-2015 04:10 AM ] |
Post subject: | Re: q3dmp29 - Jackal |
@fKd: Photobucket wants me to download a javascript file, I see it a bit offensive and it can mean the sites were infected. Good results has Dropbox, you have all files synchronised over devices (computers, tablets, mobiles, etc.) and your files are stored safely on their servers. You have a public folder which is shared with the worldwide, so it's perfect for sharing such screenshots and maps. I do not trust much such online hosts aimed to specific type of media as they are often source of malicious software. PS: I do not see anything wrong at the shader and the border is not visible in the screenshot. If you see it, try to edit the texture in Photoshop (or another image editing software) and remove the border manuály, if there is any. Just pick black brush and paint over edges of the image (try to avoid the characters) |
Author: | AEon [ 01-02-2015 06:09 AM ] |
Post subject: | Re: q3dmp29 - Jackal |
fKd wrote: textures/q3dmp29/lvl2 { noPicMip polygonOffset surfaceparm nonsolid { map textures/q3dmp29/lvl2.tga blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR } } In AEdm7 I use this shader for tabun's textures: Code: textures/aeindus/aecell_decal_logo1 { qer_editorimage textures/aeindus/aecell_decal_logo1.tga qer_trans 0.99 surfaceparm nodamage surfaceparm nolightmap surfaceparm nonsolid surfaceparm nomarks surfaceparm trans polygonoffset { clampmap textures/aeindus/aecell_decal_logo1.tga blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA // Transparent, edges no alpha! rgbGen Vertex } } Worked back then. My other guess would be that the shader is not flush with the wall the "polygonoffset" should let you do that. |
Author: | Hipshot [ 01-02-2015 06:33 AM ] |
Post subject: | Re: q3dmp29 - Jackal |
FKD, use imgur instead, it's much better, easier and no clutter. |
Author: | AEon [ 01-02-2015 06:37 AM ] |
Post subject: | Re: q3dmp29 - Jackal |
Actually I would recommend uploading the image to the forum... that way the chances are they will exist later in time as well. |
Author: | MKJ [ 01-02-2015 07:25 AM ] |
Post subject: | Re: q3dmp29 - Jackal |
right up til the point the forum server's hdd is full and all images disappear in one fell swoop |
Author: | CZghost [ 01-02-2015 11:26 AM ] |
Post subject: | Re: q3dmp29 - Jackal |
Old threads do not need to be filled up by images (I mean threads old about a decade), the best way to host your images online is make your own hosting somewhere (possibly with websites) and post images here. Use attachments only where it works and only when neccessary. That's my unofficial rule which I am following from my join. When your thread becomes trashed in number of new on page of about 5 just 'cause it's no longer present, it's images are no longer important. There are already archieving sites that saves whole pages with everything that's needed to the page to work properly (scripts, styles, images, fonts, etc.) - That way you can see how Google looked before 10 years for example. Aah, that nostalgia |
Author: | fKd [ 01-02-2015 12:42 PM ] |
Post subject: | Re: q3dmp29 - Jackal |
Fixed. Turns out it was not the blendfunc but some of the surfaceparms. This shader works textures/q3dmp29/lvl2 { noPicMip polygonOffset surfaceparm nodamage surfaceparm nolightmap surfaceparm nonsolid surfaceparm nomarks surfaceparm trans { map textures/q3dmp29/lvl2.tga blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR } } And here is a new build: https://www.dropbox.com/s/ap3equch7nf96 ... 9.rar?dl=0 |
Author: | obsidian [ 01-02-2015 08:33 PM ] |
Post subject: | Re: q3dmp29 - Jackal |
I don't think you mean to have nodamage, that is set so that a player won't take fall damage when landing on this surface (it's a decal, so he should fall through it and hit whatever is underneath it). I believe nomarks is what fixed the problem for you. Rocket decals were leaving marks on both the surface behind it as well as on the decal (since the surfaces are in fact coplanar). nonsolid prevents weapons and players from touching the surface. Trans is important for any transparent surfaces from affecting vis. Anyway, glad you figured it out on your own since I'm late to the party. |
Author: | AEon [ 01-03-2015 04:32 AM ] |
Post subject: | Re: q3dmp29 - Jackal |
Removing the nodamage from my decals as well. Thanks obsidian. |
Author: | AEon [ 01-03-2015 07:04 PM ] |
Post subject: | Re: q3dmp29 - Jackal |
Only now noted that you already updated the map... some more thoughts:
Well... the new blue lights look slightly unusual... but seem to be fine... the lights at the end of all your stairs definitely look better, same with the light textures around the RL. |
Author: | fKd [ 01-04-2015 01:46 AM ] |
Post subject: | Re: q3dmp29 - Jackal |
Cool, will look into this tomorrow. Cheers |
Author: | fKd [ 01-07-2015 12:46 AM ] |
Post subject: | Re: q3dmp29 - Jackal |
Ok, this is now done. Time to finish my entity plus level. https://www.dropbox.com/s/ap3equch7nf96 ... 9.rar?dl=0 |
Author: | fKd [ 05-01-2016 06:56 PM ] |
Post subject: | Re: q3dmp29 - Jackal |
I kept on playing around with this, now it's finally submitted! Had fun with this one. Enjoy |
Author: | AndyW [ 05-02-2016 05:43 AM ] |
Post subject: | Re: q3dmp29 - Jackal |
That looks nice, i will give it some playtime today! |
Author: | coltonquake3 [ 06-06-2016 02:50 PM ] |
Post subject: | Re: q3dmp29 - Jackal |
The map has been updated to fix a minor jump pad error on LvL. [offtopic]P.S. This is my 100th post! Woot Woot! [/offtopic] |
Author: | coltonquake3 [ 06-21-2016 11:33 AM ] |
Post subject: | Re: q3dmp29 - Jackal |
Not only does this map need not apply with substance, it's already got substance with style! |
Author: | A1yssa [ 06-29-2016 01:39 AM ] |
Post subject: | Re: q3dmp29 - Jackal |
very nice map! |
Author: | monaster [ 09-01-2016 01:25 AM ] |
Post subject: | Re: q3dmp29 - Jackal |
A blast from the past! Also there are rarely any maps that get a review as quickly as this one, fKd delivers obviously, congrats on getting out of the queue so fast. Downloading now. |
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