Beta: Storm4dm1 - Cajun Hell Remix

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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StormShadow
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Joined: Wed Feb 16, 2005 8:10 pm

Beta: Storm4dm1 - Cajun Hell Remix

Post by StormShadow »

*copy/pasted from the original post at burial-grounds*

Ive ported storm3tourney5: Cajun Hell over to q4. This is the same basic map, with a few alterations. So, check it out and give me some feedback :)

The new map file name is storm4dm1

Screens:

Image

Image

Image

Dl here:

http://www.planetquake.com/stormshadow/storm4dm1.zip

Extract the zip to your q4base folder. You can load the map via the menu (create server, select map from list).

Notes:
- I know that the ladder above the lower rl is buggy!
- Im working on the performance issues.
o'dium
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Post by o'dium »

Shadows are to dark, add an ambient light for the whole level to make it brighter and still keep the shadows, then it will be perfect.
StormShadow
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Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

I have a very dim ambient light.. when I brighten it, all of my spotlights show up bright.. ill work a bit to try and find a happy medium :)
StormShadow
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Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

It seems like everyone is posting beta's in the q4 discussion forum.. so I reposted there. Can someone close this topic and maybe redirect to the q4 forum?

Thanks.
Bill Brooks
Posts: 12
Joined: Sat Jan 22, 2000 8:00 am

Post by Bill Brooks »

Took a quick run thou last night like the layout seems like it will be fun to play.
The lighting does need some work as there are too many area's that are too dark.
The weopon pads fx thing needs to be moved down as the bottom of the affect is floating in air above the pad.
I know its minnor nit pick but had to find something besides the light levels.
obsidian
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Post by obsidian »

Personally, I think all D3 level editing threads should be here rather than in Quake 4 Discussions. Just like how Q3 level editing threads are here instead of Quake III Discussions.
[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]
+JuggerNaut+
Posts: 22175
Joined: Sun Oct 14, 2001 7:00 am

Post by +JuggerNaut+ »

obsidian wrote:Personally, I think all D3 level editing threads should be here rather than in Quake 4 Discussions. Just like how Q3 level editing threads are here instead of Quake III Discussions.
i agree.


on a side note: i've played (and still do) the QIII version of this map. it's a great map and VERY fun in FFA. i'm sure this update is as fun as the first. btw, i'd have to agree that i too miss the green from the original version. (i don't have Q4, i'm just going by screenies)
Bill Brooks
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Joined: Sat Jan 22, 2000 8:00 am

Post by Bill Brooks »

Did a little more lookin around today.

Seems like the textures used were a little rushed.

Also found a few caulk brushes, and a missing light I think.
Heres some pics.

Image

This one missing texture aka caulk showing top trim brush in pic.

Image

Missing light?


Image

Again caulk brush just above crosshair its in the dark tunnel in the jump to armour.

Can you make the jump with a rocket boost?
StormShadow
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Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

Dark tunnel jump to armor?

You can reach RA via rocket jump, plasma jump (from hypberblaster ledge) or strafe jump off of the ledge directly across from ra.

Caulk is noted and will be fixed. When re-texturing a map with lots of brushes its easy to forget a brush face or two :)

Ill have another beta soon - this one will be much greener (like the original) have brighter ambient light, and fewer light sources to improve performance.
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

StormShadow wrote:[...] fewer light sources to improve performance.
Also, it would be good if you read this tutorial about r_lightdetaillevel.
I hope I will got more than 15 fps in the next beta :p GL!
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
StormShadow
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Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

Thanks for the link lukin, ive actually been tooling around with adjusting the detail level in my current project.

Ive already deleted about 30% of my original lights, and I can see an improvement already.
Hex
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Joined: Fri Oct 18, 2002 7:00 am

Post by Hex »

<subliminal>
next....beta....for....weekend....
</subliminal>
:)
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roughrider
Posts: 354
Joined: Mon Jul 22, 2002 7:00 am

Post by roughrider »

I wish I had q4 so I could check this out as I liked the q3 version.
Team *A51* Q3 & QL
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