Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
MegaMan44
Posts: 54 Joined: Mon Jun 18, 2001 7:00 am
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by MegaMan44 » Wed Aug 10, 2005 7:54 pm
megadm6 release candidate 4
all new textures, minor geometry changes.
Im looking for feedback on:
- textures
- gameplay
- annoyances
download megadm6rc4 (4mb)
StormShadow
Posts: 557 Joined: Wed Feb 16, 2005 8:10 pm
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by StormShadow » Wed Aug 10, 2005 8:28 pm
First, the flow between vertical levels seems a little too dependent on teleporters. Maybe add a few lifts here or there to improve it.
Some of the doorways are a little narrow..
Missing the textures for the terrain on the top of the map
Make the grass in the bottom out of terrain - it will look 5x cooler, and you can use it to work in some jumps, or vertical connectors.
MegaMan44
Posts: 54 Joined: Mon Jun 18, 2001 7:00 am
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by MegaMan44 » Wed Aug 10, 2005 8:50 pm
Argh, stupid mapacker thingie! will rep[ack and upload asap.
Hipshot
Posts: 1547 Joined: Sun Jan 20, 2002 8:00 am
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by Hipshot » Wed Aug 10, 2005 10:05 pm
I love the green plaster/concrete you have there... those textures, I guess they are made by you? How to obtain them?
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
MegaMan44
Posts: 54 Joined: Mon Jun 18, 2001 7:00 am
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by MegaMan44 » Wed Aug 10, 2005 10:17 pm
repacked and updated - no missing textures now.
stormshadow: in cpma there are plenty of ways to get to the higher levels - also, in all the testing this map got in the past nobody complained bout that, so i dont think itll change.
hipshot: yeah, most textures mine. for using them - i will release one more map with those (+other) textures and then probably a texture pack. please dont use them atm, or mail me for details (if something looks particularly good im ok with that
)
Hipshot
Posts: 1547 Joined: Sun Jan 20, 2002 8:00 am
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by Hipshot » Wed Aug 10, 2005 10:33 pm
No worries mate.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
obsidian
Posts: 10970 Joined: Mon Feb 04, 2002 8:00 am
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by obsidian » Wed Aug 10, 2005 11:49 pm
I think the stairs in the second screenshot look a little odd textured with grass. Use the floor texture instead.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
voodoochopstiks
Posts: 248 Joined: Tue Jun 08, 2004 7:00 am
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by voodoochopstiks » Thu Aug 11, 2005 12:24 am
posted some demo feedback:
http://www.chimpans.se/megadm6crit.rar it's recorded in cpma 1.32 so I believe you'll need that to watch it.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Hipshot
Posts: 1547 Joined: Sun Jan 20, 2002 8:00 am
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by Hipshot » Thu Aug 11, 2005 12:57 am
obsidian wrote: I think the stairs in the second screenshot look a little odd textured with grass. Use the floor texture instead.
I think that looks good, kinda overgown.
a13n
Posts: 1672 Joined: Thu Feb 10, 2005 2:08 am
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by a13n » Thu Aug 11, 2005 4:29 am
Grass textures look quite distinct which might be good or might not be. :icon28:
MegaMan44
Posts: 54 Joined: Mon Jun 18, 2001 7:00 am
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by MegaMan44 » Thu Aug 11, 2005 2:20 pm
hehe thanks for the feedback
ill see what i can come up with for the stairs, maybe some alpha mockery
and it seems that all my botclip brushes turned into real clip, thats why the stairs are clipped. And i thought my doublejump skills were so rusted i couldnt even do one from the stairs :/
Anwulf
Posts: 93 Joined: Wed Jun 21, 2000 7:00 am
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by Anwulf » Fri Aug 12, 2005 9:37 am
Just one note about the paths in the pk3: the plat sounds should be under sound/movers/plats, not sound/megadm6/movers/plats. The plats give me the usual default beep. But I did look at the map under Q3A. The path for plat sounds may not matter in CPMA.