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Topic Starter Topic: New FFA map (Painkiler remake with BFGs)

Grunt
Grunt
Joined: 14 Aug 2016
Posts: 66
PostPosted: 09-10-2016 01:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hi everyone! This version is close to final, but I'm interested in your opinion, what should be changed and which issues are present. I once saw RasputiN's "PainKiller RMX" and it's tightness (original q1/q2 size) made me sad. Then I remembered q1 Rocket Launcher and hit on the idea to make something arcade-q1-style on ztn's Painkiller's base. Then, I decided to make 2 item sets, separated by FFA-Tourney/TDM attribute, so "normal" version is available too. ;)
http://rgho.st/6nWdNz49T

So, the questions:
1) Should I make regular version in FFA-Tourney mode, to be chosen first, or BFG version brings more joy (it brings at all?)?
2) Should I remove one of three BFG's (to be quite honest, I don't want to)?
3) Any suggestions about item replacement in both FFA/TDM modes?

Thank you all for your help (with particles/shader problems, Hipshot for his textures) and attention!




Last edited by Obsessed on 09-21-2016 04:02 PM, edited 4 times in total.

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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2159
PostPosted: 09-10-2016 01:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


You need to post some screenshots buddy!



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Grunt
Grunt
Joined: 14 Aug 2016
Posts: 66
PostPosted: 09-10-2016 02:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hipshot wrote:
You need to post some screenshots buddy!

As you say, my inspirer and texture sponsor! ;) :D
Image
Image
Image
Image


P.S. Btw, I'm a fan of Lakerbot, and I still can't beat him in regular version (NM skill, ofc). :)
http://www.lspace.nildram.co.uk/lakerbot.html




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Insane Quaker
Insane Quaker
Joined: 01 Feb 2006
Posts: 287
PostPosted: 09-10-2016 05:29 AM           Profile Send private message  E-mail  Edit post Reply with quote


I love ZTN maps ...which is why I remade The Rage when I heard he decided not to make any more Q3 maps :( ....

Anyways ... visually this is easily the best remade ZTN map that didn't come from his hands (and that includes mine). I really love the ZTN logo tribute (wish I'd have thought of that).

There's a missing texture file though. (shader: textures/liquids/clear_ripple3 has a stage with a missing image textures/liquids/pool3d_5c.tga)

So, to the questions:
1) Should I make regular version in FFA-Tourney mode, to be chosen first, or BFG version brings more joy (it brings at all?)?
- Yes please on the regular version.

2) Should I remove one of three BFG's (to be quite honest, I don't want to)?
- No, three is good. It plays very well.

3) Any suggestions about item replacement in both FFA/TDM modes?
(Tourney/FFA)
- RG to where PG currently is.
- PG to where BFG in mid bottom area (MH area)
- GL to where RG currently is.
- RL into upper BFG recess (overlooking where PG and YA currently are).
- SG to where RL currently is.
- replace lower SG with Ammo
- remove BFG from bottom corner of stair well where armour shards and health is.
- RA to where Battle Suit currently is.
- replace RA in current position with ammo
- switch up ammo to cause map movement (IE: don't put ammo for a weapon near it).

Standard disclaimer to any mapper I reply to / make suggestions to applies here:-
This is your map, take what you will from my suggestions and feel free to use them. If you don't I certainly won't be offended. Good luck in getting it to final.

Ian
AKA FoRa. (Foralarx)



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My Maps: Steep Learning Curve, Reckless Abandonment, The Rage


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Grunt
Grunt
Joined: 14 Aug 2016
Posts: 66
PostPosted: 09-10-2016 10:55 PM           Profile Send private message  E-mail  Edit post Reply with quote


foralarx2k3 wrote:
visually this is easily the best remade ZTN map that didn't come from his hands (and that includes mine). I really love the ZTN logo tribute (wish I'd have thought of that).

There's a missing texture file though. (shader: textures/liquids/clear_ripple3 has a stage with a missing image textures/liquids/pool3d_5c.tga)


Thank you. :) It's all Hipshot's textures, believe me! ;) I'm making this logo for a 2-nd time (however, here it is not visible :D ): http://lvlworld.com/shot/id:2028/s:202812328795082355
TY for missing texture info too, but I'm not sure, how to fix it.. This texture is standard, but I found no any "pool*.tga", only jpegs, and the name was pool3d_5c2.jpg :miffed:
And about weapons - shortly, you want to place them, like ZTN did? :) Sorry, but in BFG-version I tried to place BFGs as "far" as possible, in the same time, placing RG "in the center of the map", to make it more accessible - a counterweight to BFG, because if someone rails bfg-user it's very cool, imo. >:D
And in no_bfg version, RG seems to be the most desired weapon. And I agree, it would be wrong to place slugs near.

- PG to where BFG in mid bottom area (MH area)
- RL into upper BFG recess (overlooking where PG and YA currently are).
- remove BFG from bottom corner of stair well where armour shards and health is.

this ^ requires to remove all BFGs, but I want to make 1 version with, and 2-nd completely w/o BFG. :) The main idea was to enlarge ZTN's tight duel map to play FFA there.




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\kill
\kill
Joined: 02 Apr 2003
Posts: 909
PostPosted: 09-11-2016 05:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


The texture isn't missing when it's ported over to run in Quake Live ..so I'm assuming that you're making this map for QL rather than Q3A?




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Grunt
Grunt
Joined: 14 Aug 2016
Posts: 66
PostPosted: 09-11-2016 09:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


v1l3 wrote:
I'm assuming that you're making this map for QL rather than Q3A?

I dunno how to make maps specially for QL, actually. :) I just have some incomprehension, why some standard textures became missing in editor, but present in the game (all the fogs, for example). The same about this liquid stage - I just don't have this .tga. But in my Q3 everything is ok.
I'll try to test it with someone near me. Alas, almost nobody has Q3A installed.




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\kill
\kill
Joined: 02 Apr 2003
Posts: 909
PostPosted: 09-11-2016 11:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


The best way to test a map is to run the map within its pk3 in a clean installation from the baseq3 folder in your Q3A with no other files added to the baseq3 folder. Then you'll get your messages as to what is missing printed out into the games console after you load up the map. I have Q3A installed three times .. my store bought version, IOQ3, and then Q3 1.32e (edawn). My store bought version has nothing in it aside from the game itself..so it's perfect for testing, whereas I use the other two installation...one for playing online games, and the other for playing against bots offline. The installation for playing against bots is an udder mess...hundreds of maps ...70+ mods....terrible for testing maps!! :paranoid: A mapper can do everything out of using just one installation..but it takes too much work to move files around to make it clean imo...so it's best to have an empty installation. :D




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Grunt
Grunt
Joined: 14 Aug 2016
Posts: 66
PostPosted: 09-21-2016 04:05 PM           Profile Send private message  E-mail  Edit post Reply with quote


v1l3 wrote:
The best way to test a map is to run the map within its pk3 in a clean installation

Thank you, I did so, and found, that plats sounds was missing too. :) Link was updated, the puddle now is ok. :tomato:




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Grunt
Grunt
Joined: 14 Aug 2016
Posts: 66
PostPosted: 04-30-2018 11:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


Dear friends, sorry, but again I remade ztn's map (to play myself offline, hehe). Take a look, please.
This is ztn2dm2, "The Killing Machine". It was "inspired" by the Shib's conversion (https://lvlworld.com/review/id:2317).
Any suggestions are welcome!
[edit] updated URL: http://rgho.st/6pJZHX62R

Image

Image

Image

As usual, if you don't have opportunity to play online, Lakerbot is highly recommended:
http://www.lspace.nildram.co.uk/lakerbot.html




Last edited by Obsessed on 05-03-2018 04:20 AM, edited 1 time in total.

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Veteran
Veteran
Joined: 09 Mar 2011
Posts: 170
PostPosted: 05-02-2018 08:36 PM           Profile Send private message  E-mail  Edit post Reply with quote


I tried to DL your map but it isn't working for some reason. When I click the download button at mediafire I get the what do you want to do with this file and I click save but it does nothing. I use mediafire also and tried the link in my post and it works so you may have to delete the link and get a new one.




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Grunt
Grunt
Joined: 14 Aug 2016
Posts: 66
PostPosted: 05-03-2018 04:22 AM           Profile Send private message  E-mail  Edit post Reply with quote


@kaustic, tyvm, url is changed. )




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Grunt
Grunt
Joined: 14 Aug 2016
Posts: 66
PostPosted: 05-06-2018 11:30 PM           Profile Send private message  E-mail  Edit post Reply with quote


4 downloads, no comments. :D :(




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Insane Quaker
Insane Quaker
Joined: 01 Feb 2006
Posts: 287
PostPosted: 05-07-2018 12:27 PM           Profile Send private message  E-mail  Edit post Reply with quote


Obsessed put the Killing Machine map in it's own thread and link to the new thread from this one for god's sake, I almost missed your best work. The texture set is beautiful, the layout is excellently crafted to improve the flow to suit Q3 with very sutble changes. I love the air jump pads. The item placement works and putting the Rail more central works for me. Xearo is a good choice and the bot moves around the map well grabbing everything, so makes for a good cat and mouse game. (15-4 on my first attempt on NM, no warmup and haven't played Q3 a month or so, so it made for a fine game). Some purists might not be happy you excluded the BFG given the source material, but honestly it's still an awesome tribute of a remake dude. Get it up on LVLWorld, this thing deserves a wider audience.

Ian
AKA FoRa.



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My Maps: Steep Learning Curve, Reckless Abandonment, The Rage


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Grunt
Grunt
Joined: 14 Aug 2016
Posts: 66
PostPosted: 05-10-2018 01:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


@ foralarx2k3, tyvm, Ian. I guess, we are the only ztn fans here. :D I just started from the 2-nd version by ztn himself (kmachine), where 2 RLs present, so the RG found its place where it is now. BFG was also absent there (and I agree!). Anyway, I wanted to make a duel map, expanding the original (so, I think, this console comand is useful here too: "set disable_item_quad 1").
Alas, I can not test the map with human opponents and I also want to redesign the arches at the top (and run full vis/light bsp, at last). But it seems that the balance is fine, which, of course, is not my merit. ;)

Get it up on LVLWorld, this thing deserves a wider audience.
of course. :)




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Veteran
Veteran
Joined: 09 Mar 2011
Posts: 170
PostPosted: 05-14-2018 11:53 PM           Profile Send private message  E-mail  Edit post Reply with quote


I ran around in it for a while. I really liked the jump pads. When I get the chance I'll try it out with some bots.
I like ZTN's maps for Q3 but I haven't seen any of his Q2 maps so I have no idea what the original looked like.
I have Quake 2 installed on my other computer so if I can find it maybe I'll look that over while I'm at it.




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Grunt
Grunt
Joined: 14 Aug 2016
Posts: 66
PostPosted: 05-15-2018 03:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


I have no idea what the original looked like
@ kaustic, it suits me! ;D

so if I can find it
kmachine.bsp:
http://www.clanwos.org/pub/q2/maps/kmachine.zip

all other ztn's Q2 maps (including initial ztn2dm2) in the end of the list:
http://www.andrewbullock.net/quake2/q2files/tourney/maps/

worth a look. especially 2 and 3. :up: his maps are usually very simple, but.. :)




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Insane Quaker
Insane Quaker
Joined: 01 Feb 2006
Posts: 287
PostPosted: 06-08-2018 02:07 PM           Profile Send private message  E-mail  Edit post Reply with quote


Obsessed wrote:
Get it up on LVLWorld, this thing deserves a wider audience.
of course. :)



Someone has submitted a review ... I can't possibly think whom that might be :p



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My Maps: Steep Learning Curve, Reckless Abandonment, The Rage


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Grunt
Grunt
Joined: 14 Aug 2016
Posts: 66
PostPosted: 06-09-2018 01:13 AM           Profile Send private message  E-mail  Edit post Reply with quote


@ foralarx2k3, Hallelujah, you came! :D Thank you very much! :)

I began the relighting/retexturing of my version of ztndm6 "The Vomitorium". The initial version is too bright, yellow.. I don't like it, generally. ))




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Insane Quaker
Insane Quaker
Joined: 01 Feb 2006
Posts: 287
PostPosted: 06-09-2018 04:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


Obsessed wrote:
@ foralarx2k3, Hallelujah, you came! :D Thank you very much! :)

I began the relighting/retexturing of my version of ztndm6 "The Vomitorium". The initial version is too bright, yellow.. I don't like it, generally. ))


You're very welcome. Good news on the V front. It was a bit in your face. Looking for to seeing it. Just re-opened Radient for the first time in years ... don't have any ideas .... might play around for a bit and see if anything comes to me. Don't have much time for it to be really honest so don't hold out much hope.



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My Maps: Steep Learning Curve, Reckless Abandonment, The Rage


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Grunt
Grunt
Joined: 14 Aug 2016
Posts: 66
PostPosted: 06-09-2018 05:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


Don't have much time for it
@ foralarx2k3, just the same! but this task is much easier - I don't want to change it's layout much, just to change a look. :) this map is unique - bot (as if) plays "faster" and shoots "better" than on any other map. I'm just affraid to change something ))

..more, than changed already )
Image




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