Slowly but surely... (ODQ3DM6)

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TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Post by TTK-Bandit »

holy shit, the lightning looks like crap :icon28:
I want your old style lightning back..

:paranoid:
Zombie13
Posts: 103
Joined: Sat Feb 26, 2005 1:33 pm

Post by Zombie13 »

I also did a rough portal jobby on the map and nuked most of your little lights, and I was able to have it running smoothly
you also don't seem have any ambient light in the map which is a must if you want people to play it, just remember todays machines can not handle hardcore amounts of lights in a map with 16 or so players. You will need to use a few large lights, and then if you have some performance left in the map, add some small detail lights, and don't forget to set the detail level on the lights, so when people run the game on the lower quality settings, those lights will not be rendered.

Z
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

TTK-Bandit wrote:holy shit, the lightning looks like crap :icon28:
I want your old style lightning back..

:paranoid:
HOLY SHIT THANKS FOR THE FEEDBACK ON THIS BETAS LIGHTING EVEN THOUGH NOBODY GIVES A SHIT ATM!!
Zombie13 wrote:I also did a rough portal jobby on the map and nuked most of your little lights, and I was able to have it running smoothly
you also don't seem have any ambient light in the map which is a must if you want people to play it, just remember todays machines can not handle hardcore amounts of lights in a map with 16 or so players. You will need to use a few large lights, and then if you have some performance left in the map, add some small detail lights, and don't forget to set the detail level on the lights, so when people run the game on the lower quality settings, those lights will not be rendered.

Z
I think you loaded the wrong map. This level DOES have ambient lighting.
Zombie13
Posts: 103
Joined: Sat Feb 26, 2005 1:33 pm

Post by Zombie13 »

Ahhh indeed it does, I never noticed cause it was sooo dark, need to bump it up a wee bit more, doesn't matter if it looks a bit flat, saves you adding 10000 lights to every hallway killing performance :)

BTW if you want people to give feedback, it's best to finish the map properly, I learnt that lesson yesterday rushing my map, only to have it fail :/

Z
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Zombie13 wrote:Ahhh indeed it does, I never noticed cause it was sooo dark, need to bump it up a wee bit more, doesn't matter if it looks a bit flat, saves you adding 10000 lights to every hallway killing performance :)

BTW if you want people to give feedback, it's best to finish the map properly, I learnt that lesson yesterday rushing my map, only to have it fail :/

Z
But there isn't 10000 lights in every hallway.

The maps fine as is. Stop moaning, you have one way, i have another.
Zombie13
Posts: 103
Joined: Sat Feb 26, 2005 1:33 pm

Post by Zombie13 »

Moaning is what I do, if you don't want feedback why ask?

Z
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

Chill the fuck out o'dium.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Zombie13 wrote:Moaning is what I do, if you don't want feedback why ask?

Z
Because your moaning about things already discussed, or points that dont need ot be talked about yet.

Like the kid who moans that he wants a red car before he even knows if hes GETTING a car.

Just be greatful i even bothered in the first place, because your more than welcome to step in and do your own.
Zombie13
Posts: 103
Joined: Sat Feb 26, 2005 1:33 pm

Post by Zombie13 »

o'dium wrote: Because your moaning about things already discussed, or points that dont need ot be talked about yet.

Like the kid who moans that he wants a red car before he even knows if hes GETTING a car.

Just be greatful i even bothered in the first place, because your more than welcome to step in and do your own.
Ok sounds good.

Z
D'Artagnan
Posts: 468
Joined: Sun May 14, 2000 7:00 am

Post by D'Artagnan »

I have just try the new beta map, it looks pretty good...WOW
But i have a great lost of FPS on that map, i drop by 30 FPS by moment...
[url=http://powerquebec.forumpro.fr/][color=red][b]Fast and furious_[/b][/color]That's what it's all about...[/url][img]http://pages.infinit.net/oldman/rank14.gif[/img]
r3t
Posts: 701
Joined: Tue Feb 08, 2005 9:58 am

Post by r3t »

Zombie13 wrote: BTW if you want people to give feedback, it's best to finish the map properly, I learnt that lesson yesterday rushing my map, only to have it fail :/

Z
Have it fail? I tried your map yesterday and IMO it is a quality job! You got some bad feedback on it or something?
brisk
Posts: 3801
Joined: Sun May 07, 2000 7:00 am

Post by brisk »

I've ran around the BETA quickly, and came across the following "problems". I use quotations because they may or may not be intentional, but DM6 purists like myself will notice them straight away :)

Image

This stairway area which leads to the YA/PG has a raised doorway clip, which means you can't use it to jump off onto the bridge above (if you don't know the area I mean, just look directly above where my crosshair is placed). Since there is also an additional structure to the side of the bridge itself, with a bit of work this could be used as a shortcut for players who find themselves trapped in this room to get to higher ground.

Image

Again, same problem here. Normally you can use the bouncepad to rest on the clipping just above my crosshair, but it is not possible anymore due to increased player height, and the raised clipping arch.

Image

No longer possible to drop straight down from the RL and land onto the structure where my crosshair is placed. This is important to get to the SG/PG areas quickly.

Image

This could actually be an interesting addition. There was of course a clipping area in Q3DM6 whereby you could crouch to avoid detection from the players coming in from the RL, but this now allows you to crouch and camp in direct sight of them. It could also be very annoying.

Image

Remove these. It is important to be able to RL from below up to the top, and these make it more difficult.

Image

This still looks too big :p

The rest have been discussed in this thread already, so I don't want to regurgitate what has already been said. Stick with it, i'm sure it'll all work out good.
Zombie13
Posts: 103
Joined: Sat Feb 26, 2005 1:33 pm

Post by Zombie13 »

r3t wrote:
Zombie13 wrote: BTW if you want people to give feedback, it's best to finish the map properly, I learnt that lesson yesterday rushing my map, only to have it fail :/

Z
Have it fail? I tried your map yesterday and IMO it is a quality job! You got some bad feedback on it or something?
Ahh just wasn't happy with the item layout, and cause I set myself 5 days to make it, it got rushed a bit, so no more of that :)

Z
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Thanks Brisk.
brisk wrote:This stairway area which leads to the YA/PG has a raised doorway clip, which means you can't use it to jump off onto the bridge above (if you don't know the area I mean, just look directly above where my crosshair is placed). Since there is also an additional structure to the side of the bridge itself, with a bit of work this could be used as a shortcut for players who find themselves trapped in this room to get to higher ground.

Agreed, I shall work on these doorways again.

Again, same problem here. Normally you can use the bouncepad to rest on the clipping just above my crosshair, but it is not possible anymore due to increased player height, and the raised clipping arch.

See above.

No longer possible to drop straight down from the RL and land onto the structure where my crosshair is placed. This is important to get to the SG/PG areas quickly.

I disagree ;) It may be my new size in that area, but i can do it fine.

This could actually be an interesting addition. There was of course a clipping area in Q3DM6 whereby you could crouch to avoid detection from the players coming in from the RL, but this now allows you to crouch and camp in direct sight of them. It could also be very annoying.

Good point, thats where playtesting will come in.

Remove these. It is important to be able to RL from below up to the top, and these make it more difficult.

Done.


This still looks too big :p

I'm positive its the same scale, maybe its your FOV and the new sizes, not sure, but i will check it again.
xchaser
Posts: 280
Joined: Sat Dec 04, 1999 8:00 am

Post by xchaser »

I like the lighting its perfect for me since I use 1.8 gamma and 1.2 brightlight.
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o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Well TBH I think i may end up removing those orange lights and just leaving the light/flare. It doesn't make any difference to anything other than frame rate, and while yes it is drawing the whole level, it will still help. After all Quakes about fast gameplay not purdy lights.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Orange lights are removed, that helps.

I think I may model the central Mega Health grate into something more retro such as a pentagram design.
brisk
Posts: 3801
Joined: Sun May 07, 2000 7:00 am

Post by brisk »

o'dium wrote:Orange lights are removed, that helps.

I think I may model the central Mega Health grate into something more retro such as a pentagram design.
Yep, thats what I meant when I said it looks too big. I would concentrate more on the lava than the actual player heh.
brisk
Posts: 3801
Joined: Sun May 07, 2000 7:00 am

Post by brisk »

Also, I have been able to fall from the side of the RL to the ledges to the bottom left/right, but it is not as seemless as in Q3, and you have to literally tip-top off the ledge to be able to make it.
shiznit
Posts: 1244
Joined: Fri Jul 01, 2005 4:39 pm

Post by shiznit »

Good work o'dium :icon14: It feels exactly like the original.
akiraZ
Posts: 47
Joined: Wed Mar 01, 2000 8:00 am

Post by akiraZ »

i like it a lot, and i love the new open top and dangly lightning tube things above the main room. can't wait for the vis to get nailed down so i get over 20fps on it =p

i must say tho, the wierd starwars generator looking things on each side of the bridge seem a bit odd, and the one serves to make rail->bridge a tad too easy, i was havin no trouble makin it on that generator, whereas in q3 i'd miss rail->bridge somewhat often, sadly. the one on the other side also makes it easier to rj up to the bridge (which shouldn't be a problem anyway, at least with use of the wall, but still).
+JuggerNaut+
Posts: 22175
Joined: Sun Oct 14, 2001 7:00 am

Post by +JuggerNaut+ »

before you knuckleheads comment on the map how about you read the the previous posts so you don't repeat what someone else has already spouted? dimwits.
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Post by spookmineer »

lol
Audio
Posts: 6
Joined: Fri Oct 28, 2005 8:39 am

Post by Audio »

Can you try scaling the entire bsp structure up to a value that feels more like Q3 does? So that the entire map is larger in x,y and z? I'd do it myself but I'm not sure exactly how this is done in Radiant. In Ued I know its bsp>transform permanently. Makes the bsp a solid temporarily so when its scaled, the brushes retain scale in relation to each other. So it doesnt end up like an "exploded" version of the bsp.

Oh one last thing on your q2 mod, I have no ingame audio. Is my OpenAL drivers out of date or something? It must be on my end cuz the SP in q2 looks beautiful, just no audio at all.

Your a very talented artist/mapper and I'm glad I have this option to "pick your brain" for the moment.
Denz
Posts: 2587
Joined: Thu Aug 17, 2000 7:00 am

Post by Denz »

Really sweet dude, I like it alot. I think we all have to get some really powerful machines to play that thing in any competition setting.

I remember when Quake 3 came out I used to get a 13fps max on my machine but after a while I got around 60... and now I can get a solid 125. I would have to guess that's what will happen here and not long from now we will be able to play that map with no problems. :)
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