Heh, whoa, this looks pretty cool, I however think you could benefit from some more unity with the curves, right now, some edges are curved, and some are very hard edged, more consistency would be better I think.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Id love to know how you think it plays. (with peeps) I tried to split up the feel slightly by only curving some surfaces, alot of the supporting structures are arched. I guess it doesnt really look very consistant
submitted for review on lvl, but reading elsewhere 'quake 3 mapping is a shrinking universe' ... oh well.
Heh. Sorry it took me so long to post in this thread again--way too much stuff going on in my life.
I had actually thought this was a beta that you wanted feedback on (and it seemed pretty damn solid for a beta )--now that I know it's a finished map, I won't subject you to a bunch of suggested changes.
About the biggest thing I noticed that you should probably pay a bit more attention to in future maps is the occasional patch cap that had hosed texturing on it--I also noticed quite a few sparklies that could probably have been killed.
Sparklie = t-junction error = bright flickery line along the edges of some patches, basically caused by a single brush edge spanning >1 patch edge. The way to fix is to chop up your brushwork to correspond with patches, or merge patches to span the entire brush edge.
Might also be an endcap cap sparklie. Those are notoriously prone to sparklies even if your geometry is all right. Usual practice is to cap endcaps with bevel caps.
Yup, I was right about the caps. That's why there are sparklies.
Caulk behind curves (I saw no evidence of caulking when I turned curves off) and on the inside faces between brushes (if you've overlooked that).
Add a fraglimit or timelimit to the arena file.
You don't need to include models in the pk3 because they're compiled into the bsp. You only need to include the textures for them.
Ive been caulking up some stuff and doing some test compiles, and decided to use q3map2, and it gives MAX_TW_VERTS exeeded, and I know what that is, and I have a guide to fixing it, but why doesnt q3map give that error during lighting ?
Surely they cant be that different ?
I think I may be in over my head .. for now Ill just use q3map ...
ug. .. I could just leave it and start on another map and be less lazy. ... thats a contradiction right there ... lol
If anybody is interested to see what it looks like now Ive added caulk to alot of areas including the arch end caps, so now the map should be devoid of sparklies, and it is except for one area, which is not in general view anyway.
Ill remember to do this first time around next time
thanks for your help.