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[Final] Quadwell https://www.quake3world.com/forum/viewtopic.php?f=10&t=53500 |
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Author: | DaEngineer [ 07-16-2017 07:55 AM ] |
Post subject: | [Final] Quadwell |
EDIT: The map is now final, you can download it for classic Quake 3 and Quake Live on my website. It has been around 6 years since I've posted a map here. I finally wanted to create a really nice looking one with the skills I've gathered since then, so here it is. It will most likely be my last Quake 3 Map, because I want to focus more on UE4/UT4 now. In the spoiler below are the screenshots from Beta3, the last iteration before the final release. About the map My goal was to create a small Tourney/FFA/TDM map for 2-4 players. 3 player FFA was the most fun for me when testing it. The level spirals counter-clockwise from bottom to top around one hall with a pillar in the middle. In the past I've had problems with too many large and open areas, that's why I've condensed the level this time and tried to get creative with jumping around the map. I'm not a pro player, so it's not too complicated to perform any of the jumps, but I felt they helped a lot to get a nice flow. ToDos / Bugs / Known problems
Development up to this point If you are interested in how the map developed from the start, take a look here. The automatic translation is a little wonky, but there are a some pictures from the early stages when the level was meant to become a cyberpunk styled back alley. If some of the attached screenshot do not show up there, try reloading the page. Download You can download the map on my website. |
Author: | Fjoggs [ 08-30-2017 02:47 AM ] |
Post subject: | Re: Quadwell [Beta1] |
It looks really cool. I ran around on it last month, but forgot to comment. The performance is absolutely ridicolous. IIRC you had triscounts in the hundred-thousands? Either way, my Ryzen 1800x and nvidia 1070 gpu actually experienced fps drops I think At this point though, it doesn't really matter. I probably wouldn't bother fixing it, unless it was selected for one of the regular cpma tourneys still going on. Love the brick+nature style, and the lighting is really good. Good work! |
Author: | Obsessed [ 08-30-2017 06:07 AM ] |
Post subject: | Re: Quadwell [Beta1] |
Hi, Victor! As for me, the level is a bit too open for it's compact size and needs a little expansion (especially near SG, where the garage-style door is). It might be worth adding PG instead of a SG, and putting SG here, no? The whole level seems to be superb, vertical gameplay r00lz, definitely! You going to add 2 teleporters or I'm mistaken? |
Author: | DaEngineer [ 12-11-2021 05:10 AM ] |
Post subject: | Re: Quadwell [Beta2] |
This map was stuck in a close-to-finished state for 4 years now, but I finally gave it a last push. I've updated the pictures and fixed the broken download link in the first posting of this thread. Scroll back up to see all of the latest pictures, I didn't want to repost every single one here in this posting. Changes since the last version
You can download the map on my website. Let me know if you can find any graphical issues or have gameplay feedback, so I can make some final adjustments if necessary. |
Author: | Theftbot [ 12-13-2021 09:41 AM ] |
Post subject: | Re: Quadwell [Beta2] |
I get a q3 error: |
Author: | Theftbot [ 12-13-2021 09:44 AM ] |
Post subject: | Re: Quadwell [Beta2] |
solution: https://www.katsbits.com/smforum/index.php?topic=744.0 |
Author: | Eraser [ 12-13-2021 11:52 AM ] |
Post subject: | Re: Quadwell [Beta2] |
I ran into the same problem. I found it's the window1.jpg texture that's causing the problem. All other textures are fine. I opened the texture file in Paint.NET, hit the save button and that fixed it for me. Makes me wonder how DaEngineer managed to play his own map then. Even ioQuake crashes because of this. I'm going to quote the solution you linked to here just so it's preserved just in case Kat's website goes down before Q3W does: Quote: > Requested feature was omitted at compile time
This problem occurs if you're using a jpg saved with progressive encoding as your levelshot [or texture]. Use standard encoding instead. |
Author: | Eraser [ 12-13-2021 12:05 PM ] |
Post subject: | Re: Quadwell [Beta2] |
Ok, I gave the map a playthrough against bots. What a work of art! It's absolutely gorgeous, and it plays well too! Submit this to Lvl and I'll write you a proper review |
Author: | DaEngineer [ 12-13-2021 12:12 PM ] |
Post subject: | Re: Quadwell [Beta2] |
Thank both of you for figuring that out. I've uploaded a new version where window1.jpg and the levelshot are resaved without the Progressive flag. I forgot to test the last version in vanilla Quake 3 on Windows. I was using Quake3e on Linux, which didn't throw any errors. The new pk3 is slightly smaller, because I have removed the .ase models. I've noticed that they aren't needed because they are apparently baked into the bsp. I would never have noticed that if Eraser wouldn't have mentioned it in the EntityPlus thread. I might scale some of the textures down in an upcoming version to save more space, because the textures folder is quite large (50mb) for a Quake 3 map. Eraser wrote: Ok, I gave the map a playthrough against bots. What a work of art! It's absolutely gorgeous, and it plays well too! Submit this to Lvl and I'll write you a proper review Thank you, happy to read that! I will once I'm sure I don't find anything else that needs to be fixed. |
Author: | Eraser [ 12-13-2021 01:43 PM ] |
Post subject: | Re: Quadwell [Beta2] |
DaEngineer wrote: I might scale some of the textures down in an upcoming version to save more space, because the textures folder is quite large (50mb) for a Quake 3 map. Aw no don't do that! I think the high res textures are making it look very crisp and modern. And what's 50mb more when people have gigabit internet connections these days. |
Author: | DaEngineer [ 12-13-2021 03:21 PM ] |
Post subject: | Re: Quadwell [Beta2] |
Good point, there's probably no need to overoptimize areas that don't really hurt anyone. Besides, resizing textures makes it necessary to adjust the horizontal and vertical stretch on all affected faces. |
Author: | Theftbot [ 12-15-2021 10:51 AM ] |
Post subject: | Re: Quadwell [Beta2] |
great map |
Author: | v1l3 [ 12-15-2021 11:37 AM ] |
Post subject: | Re: Quadwell [Beta2] |
I like! |
Author: | Obsessed [ 12-15-2021 12:12 PM ] |
Post subject: | Re: Quadwell [Beta2] |
DaEngineer wrote: Let me know if you can find any graphical issues or have gameplay feedback, so I can make some final adjustments if necessary. hi! very nice to see you've finished it at last! the only issue I've noticed - there's no clip brushes (L/R side of this [only] arch): |
Author: | DaEngineer [ 12-18-2021 11:12 AM ] |
Post subject: | Re: Quadwell [Beta2] |
@Theftbot and @v1l3: Thank you! @Obsessed: Thank you for finding that, it's fixed now. I've made some changes and uploaded a new version. Here's the changelog: - Clipped two walls at the YA teleporter to keep the player from getting stuck - Textured some surfaces out of bounds that were caulked but could potentially be seen if you really tried - Rotated some brick textures on bevels by 90° - Deleted some stray duplicated endcaps in background building windows - Fixed some misaligned endcaps in background building windows - Replaced the white plaster background on the arched window texture (window1.jpg) with bricks. This fixes the thin visible line of white plaster on arched windows - Removed four unused textures from the pk3 - reduced -dirtscale from 4 to 2, replaced -scale 1.2 with -gamma 1.2. This makes the map slighty brighter overall and especially helps with super dark shadows under ferns |
Author: | Eraser [ 12-29-2021 11:54 AM ] |
Post subject: | Re: Quadwell [Beta3] |
Soooo is this the final version or is it going to be close-to-finished for another four years? |
Author: | DaEngineer [ 12-29-2021 01:01 PM ] |
Post subject: | Re: Quadwell [Beta3] |
Really close to final, but I'm not there yet I've added more details since the last version, fixed some things, tweaked the lighting (thanks to cityy's recent thread) and improved the skybox. There will be a new version within the next couple of days. |
Author: | DaEngineer [ 01-02-2022 04:35 AM ] |
Post subject: | Re: Quadwell [Beta3] |
The map is now finally done. The most noticeable improvement is the new lighting. I've added a new eye candy area out of reach and made various small fixes and changes. I'll sent it to lvlworld soon. As usual, you can grab the latest version on my website. Here are the latest pictures, full change log below. Lighting improvements
Texture improvements
Mesh improvements
Level improvements
Fixes
|
Author: | Eraser [ 01-02-2022 02:07 PM ] |
Post subject: | Re: [Final] Quadwell |
Hooray!! Congratulations on this outstanding release! |
Author: | v1l3 [ 01-04-2022 05:28 PM ] |
Post subject: | Re: [Final] Quadwell |
Excellent work ... thanks for finishing this up!! |
Author: | Hipshot [ 01-06-2022 02:08 AM ] |
Post subject: | Re: [Final] Quadwell |
This is pretty cool! There are some really nice angles and views you get in this map. Like, it's fun to explore levels like this. |
Author: | DaEngineer [ 01-07-2022 03:55 AM ] |
Post subject: | Re: [Final] Quadwell |
Thank you guys The map is in lvlworld's map queue and I've also made a Quake Live version. There will be a lite version with regular lightmapscale and fewer props soon, because I've heard that the performance is too bad for competitive play. |
Author: | Obsessed [ 01-07-2022 02:05 PM ] |
Post subject: | Re: Quadwell [Beta3] |
DaEngineer wrote: the concept is the same: -light -extlmhacksize 1024 -brightness 2 -bounce 3 -dark -dirtdepth 32 -dirtscale 3 -dirty -exposure 200 -patchshadows -bouncescale 2 -shade -cpma -samples 3 -fastbounce -samplesize 4 if you know how K1llsen pronounces it, imagine his voice here: "- Oh, my God!" congrats with the finishing of the map! |
Author: | Whiskey 7 [ 01-10-2022 11:42 AM ] |
Post subject: | Re: [Final] Quadwell |
Eraser wrote: Hooray!! Congratulations on this outstanding release! It has all been said but still I throw in my thanks DaEngineer |
Author: | Johnny Law [ 01-10-2022 05:46 PM ] |
Post subject: | Re: [Final] Quadwell |
Congrats on bringing it home. :-) Pleasant aesthetic. I particularly like the subtle two-toning of brick layers, and the really nice shadow variation that brings out the feeling of poking around through a structure that is just lit by the sun. (Without hurting playable visibility.) Also good job using the photoreal-ish ground cover textures, often those can look pretty jank in environments from this era of game engines. The partly-open rolling doors and the inaccessible buildings you can see into, those are :chefkiss: touches. Gameplay-wise, eh I've just played with bots for a bit so what do I know? Feels like a map this size should have more armor? ... in FFA mode, other than shards I only saw one armor (yellow). But it sounds like you go with a smaller playercount than I would here. Anyway, you've got some wicked sightlines for rail craziness going on and generally it seems like good times! It does chug a bit on my over-a-decade-old Quake-playing computer but that's life. Did you put a "slippery" shader on the central roof surfaces to foil RJ campers? I appreciate you sharing bits of your process, and your light args. If you are in the mood to share the .map file that would be interesting to look at too (but I understand if not). Cheers! |
Author: | DaEngineer [ 01-11-2022 09:05 AM ] |
Post subject: | Re: [Final] Quadwell |
@Obsessed: Thank you I don't get the reference unfortunately because I don't follow e-sports. I don't even play Q3 or QL online, I just like to create nice backdrops for shooting bots. @Whiskey 7: Thank you! @Johnny Law: Thanks a lot. These out of reach areas were particularly fun to design and add this extra bit of believability to the scene. The item placement is my own best guess, I've never played the map against human players, so input from seasoned online players is more than welcome. Please don't hesitate to point out any flaws when you (or someone else) find them. I think the ideal player count is 2-3, but I can't tell how tight armor management can get when you play a real match. The performance really is not that good. I've heard it can be as bad as 30fps when the map is crowded and you're standing in a bad spot. This is of course far too low to be even remotely acceptable. The biggest offenders are probably the super sharp lightmaps, the trees (~930 tris per tree + many layers of alpha textures) and the teleporters (~10,5k tris per teleporter). And there are many textures with high resolutions and file sizes. I'll definitely create an optimized Lite version specifically for competitive play, and keep the current version for the eyecandy factor. Yes, the roof is slippery to discourage players from standing and fighting on it. It's visually too steep to look natural if you walk on it and initially it wasn't even intended to be traversable. I noticed that it was fun to jump on the roof at the place where it's close to the walkway here: You can keep jumping to reach the rocket launcher this way. Or even the railgun, but the excessive jumping will definitely give you away. Regarding the progress pics: there's an old thread from 2016 in German (English version via Google translate) where I posted the early stages of this map. It was meant to become a dark and rainy cyberpunk back alley inside a large city. But I didn't really feel comfortable with the theme and switched to bricks and ivy. I will release the .map file as well as all other raw files in the near future. I first want to be sure that everything is as final as possible - and I need to clean up these files first, because some of them are all over the place. |
Author: | Obsessed [ 01-12-2022 01:32 AM ] |
Post subject: | Re: [Final] Quadwell |
DaEngineer wrote: I don't even play Q3 or QL online, I just like to create nice backdrops for shooting bots. the same )) if so, I highly recommend cpma bot "Apheleon" - it changed my views on how bot usually plays! an average q3 player really doesn't need any humans with this insane creature! https://playmorepromode.com/ - I use this q3 client with vanilla q3 physics. I can't get used to cpma physics )) it's for superhumans |
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