Gustavo's Maps

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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CZghost
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Re: Gustavo's Maps

Post by CZghost »

A "box" map is any map that has simple box-like layout. It's almost all rectangular and without details. And typically outside is placed one big box as some sort of environment (Hogwarts map seen in lvlworld is one of that box maps). And another typical flag of these maps is it's full-vis meaning there is no vis blocking, which renders entire map at once and causes a noticeable performance hit. However, not every box map is full-vis and not every box map is bad just because it's boxed. For example that Hogwarts map is one of best box maps, just as it is fan-made map and is designed for fun. You can easily recognise its parts with the movie ones... If it was much better done (remember, it is based off second Harry Potter movie, see the year in readme), with better graphics, it would be outstanding. It's for HP movie fans and even when its design isn't the better one, it's original and pretty funny to walk around...
Last edited by CZghost on Mon Nov 02, 2015 4:49 pm, edited 1 time in total.
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Gustavo6046
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Re: Gustavo's Maps

Post by Gustavo6046 »

But and the cave? I will add patches to curves later.

Also did you like gusq3ctf3? I am recompiling a version w/ patches this very moment.


[spoiler]Should I give up?[/spoiler]
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Gustavo6046
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Re: Gustavo's Maps

Post by Gustavo6046 »

Maybe not. Here is gusq3ctf3 v0.2 and it looks fine to me. Maybe already in final version..?
After all,
"An work is perfect not when there is nothing to add, but when there is nothing to remove."
Links are cool!
EDIT: OH GOD I FORGOT THE ARENA FILE! DON'T DOWNLOAD!!!!!!
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Gustavo6046
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Re: Gustavo's Maps

Post by Gustavo6046 »

Ok, here is its almost final version: (lacks some patch fixing)
Here!
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PaN61
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Re: Gustavo's Maps

Post by PaN61 »

There is a major issue with gusq3ctf3 of the fact that it crashes the game when trying to scroll through the 'skirmish' menu for the map. Fix any errors within the map and re-compile as the error message had something to do with 'at compile time' errors.

I've tried your gusq3dm6 map and I'm not really liking the scale of the map, it's a bit too small and at times hinders the flow. The ceiling in the main atrium is too low and doesn't feel natural. Due to the low ceiling height, it also hinders the functionality of the jump pads as you're hitting your head on the ceiling rather than having a smooth travel path. The placement of the target_position entity for the trigger_push of the jump pad launching you to the bridge-like walkway also needs adjusting as you hit the side of the wall obstructing movement. The horizontal bars traveling from pillar to pillar should be raised with the ceiling, they hinder flow and movement since you hit them full on when you try and jump on that walkway. Now with the teleporters... please... please go back and fix the direction and position of exit. The teleporter near the plasma gun forces you into the corner of the wall and doesn't make sense with the 90 degree exit angle. Place that teleporter in-line with the corridor so you feel like you are exiting that very own teleporter and move the position of exit roughly centered with it. However, going through this teleporter forces you back into the other one. Essentially you have the direction of this teleporters exit facing the other teleporter thus creating a loop.

That is it for the main issues I have just running through the map. Some slightly less major things I picked up on are as follows. You have Z-fighting located on the wall just under the corridor where the plasma gun is situated. You also have some Z-fighting on the floor in-line with the door. The small areas on both sides of the railgun location also serve no purpose and should be removed, as it's just empty space.

Also that red button next to one of the teleporters, I can't see what it actually does?
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Martinus
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Re: Gustavo's Maps

Post by Martinus »

The map won't run on the original Q3 client (I tried it on IOQuake), and I found some brushwork problems (like wrong positions or missing brushes).

My advice:

You have to give more focus on your brushwork and texturing, and also the map complexity / layout.. Your work is negligent and lazy.

I think you have to try Zdoom with DoomBuilder or Slade if you interested in map editing.
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
Gustavo6046
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Re: Gustavo's Maps

Post by Gustavo6046 »

@PaN61, That is gusq3dm6, and these two small areas are camping spots to surprise someone stupid that tries to come down that corridor.
Also gusq3ctf3 is reuploaded fixed here. Maybe now you can \map gusq3ctf3 if something goes wrong, but it is now tested and umm, you may give feedback.

Anyway, really many thanks for help in gusq3dm6!
P.S. that red button triggers a secret door, find it by yourself before it closes -- or if you're lazy, open the included MAP file up in GtkRadiant!

@martinus, I also play it in ioquake3. What eyecandy I could make? I unfortunately can't think of much, but simplicity means better gameplay and less need to use botclip and playerclip... I mapped for Doom before being temp losered from Doomworld. Now I'm back but I am much careful so I don't update Devile II anymore.

Anyway, left this novel around, I am very happy to anounce the TRAILER!
...Once lazy Movie Maker finishes it.
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Martinus
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Re: Gustavo's Maps

Post by Martinus »

Gustavo6046 wrote:What eyecandy I could make? I unfortunately can't think of much, but simplicity means better gameplay and less need to use botclip and playerclip..
I can't find the words to tell you how lazy are you. :olo: :olo: :olo:
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
AndyW
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Re: Gustavo's Maps

Post by AndyW »

@Gustavo:
Just Ignore Martinus, he seems like a guy without friends! :D
Get some more into mapdesign! I think you got the basics to handle the editor.
Study some maps to get a feeling for the scaling and layouts. Your Map is really small and not that playable, but its a good start in mapping!
My 2 Tipps:
Tipp1:
-Read Tutorials like: https://victorkarp.wordpress.com/quake- ... tutorials/
-http://de.ws.q3df.org/level_design/editors/

Tipp2:
Just ignore users like Martinus that just want to spam shit.. do your thing!
;)
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Gustavo6046
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Re: Gustavo's Maps

Post by Gustavo6046 »

Sorry @AndyW, I don't speak German for these tuts. But I do speak Portuguese.
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Gustavo6046
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Re: Gustavo's Maps

Post by Gustavo6046 »

People gusq3ctf3 is updated!
https://mega.nz/#!0FRnWD4b!oDnWr91lhIGC ... DF3JhjAWSg
Featuring more ways of interbase locomotion!
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Martinus
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Re: Gustavo's Maps

Post by Martinus »

It's still not work with the original client (definitely a serious bug)
It's still has missing, or misplaced brushes.
I saw flickering textures around the map.

Also check your txt too.
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
sst13
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Re: Gustavo's Maps

Post by sst13 »

It doesn't work in baseq3 because of the levelshot file format. Do not use the "progressive" flag while saving in JPG!

There are no benefits using this flag in Q3 (or other games).
[url=https://sst13.de]Q3A Maps - by sst13[/url]
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Gustavo6046
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Re: Gustavo's Maps

Post by Gustavo6046 »

Fixed now. Using TGA levelshot instead.
Btw did you saw the gusq3ctf3 trailer in Youtube?
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Gustavo6046
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Re: Gustavo's Maps

Post by Gustavo6046 »

trailer
[youtube]7n4fSAe6ynQ[/youtube]
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Gustavo6046
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Re: Gustavo's Maps

Post by Gustavo6046 »

What should I put?
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PaN61
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Re: Gustavo's Maps

Post by PaN61 »

If you mean "What can I do to further enhance my map?" then there are a few general ideas I have in mind.

By watching the trailer, I see some rather large and open distances in the mid-section which would most likely lead into total railgun domination and camping - especially since you placed the railgun right next to the flags. I would suggest adding some 'cover' in this section to make the railgun a bit more bearable. I'm personally not liking the 45 degree slopes from the 2nd floor to the 3rd floor where the flag room is. To me, it feels like there is just not enough space (which comes down to the scale issue once again) to maneuver around the slopes. This also kind of acts as a really badly thought out choke point as it allows the defender to severely shut down the aggressor due to how it has been designed, with the aid of how the layout is set. I would much rather prefer a set of stairs, or to keep with the general theme, another set of jump pads.

[s]The map would technically still be regarded as a 'boxed' map due to the square / rectangular nature in layout. While being 'boxed' is generally acceptable for space maps, you do want to try and avoid it with other types of maps, not that you technically can't create a 'boxed' map, keep in mind.[/s]

I apologize, I had the wrong definition of what a 'boxed' map is. A 'boxed' map is where you contain the entire level in a box which is very typical of space maps (It is generally accepted in space maps due to the fact that that's roughly the only way to make them. Look up q3dm17 as an example). If you placed a 'box' around your map to seal the map from the void of any potential leaks, you may want to think about going back and changing this. Because the map is so square / rectangular in nature, the gameplay (I assume) would be quite linear with essentially only a single path and would cease to excite quite fast. Might want to ponder how you can make gameplay more interesting.
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Gustavo6046
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Re: Gustavo's Maps

Post by Gustavo6046 »

I am developing a Python script that creates PBM (Python BrushNap) files (basically Python-readable prefabs with extra data) from input functions so that other scripts may edit and manipulate the PBM files.
They store data like solidity, BSP order, brush flags, detail and much, much more.
PS: Spot the Error!
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Gustavo6046
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Re: Gustavo's Maps

Post by Gustavo6046 »

I gave up... of the map, maybe also of the plugin, to restore mapping for Doom and Unreal Tournament.
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PaN61
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Re: Gustavo's Maps

Post by PaN61 »

Gustavo6046 wrote:I gave up... of the map, maybe also of the plugin, to restore mapping for Doom and Unreal Tournament.
If you give up (permanently) so easily, you are never going to get the experience and achieve the satisfaction of finishing a WIP. I suggest making a single thread per map, that way you are going to get more in-depth feedback for improvements or changes. Also, it gets a bit messy and confusing when there's multiple maps being updated and commented on in a single thread. I find it works best to limit yourself to roughly one map per project for public review.
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Gustavo6046
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Re: Gustavo's Maps

Post by Gustavo6046 »

Considering I am starting to consider returning to considerable Quake 3 mapping soon, because I was LOSERED in Doomworld. It's the equivalent to a tempban, but a little more permissive. (Correction> was just unlosered)

While that I learnt C++.

Anyway sorry if I am bumping this too old; but this thread is mine :P
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