ODQ4CTF1 looking for ideas on item layout

neh
Posts: 662
Joined: Mon Mar 12, 2001 8:00 am

Post by neh »

o'dium wrote:
I was thinking about that very back jump pad, too. What about if i removed that one that takes you up to the top, and replaced it with a railgun style platform like in vortex? That may work.
aye - very vortex but it would be fun as hell in a busy scrimmage - diverts attention from just defending the flag to also needing to defend the rail ledge -

all just my feedback though, gather more and take it all into account
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

I wish I didnt have to work and could just test Q4 stuff all day. :tear:

Ill take a look tonight.
Kiltron
Posts: 66
Joined: Thu Aug 11, 2005 1:59 am

Post by Kiltron »

You could decompile the original TA version of The Fallen Shrine II and check out how I set up the triggers and sounds for when you warp through the portals. This had the same thing you're aiming for at playing a custom sound as you warp through. I'm not too fond of Q4's warping sound, it's kind of dull and doesn't really make you feel like anything happened.

In short, you need to place the speaker entity that gets triggered in the area you have warped to, and not next to trigger that warps you there or you don't hear it play completely.
Game development is the art of illusion, not perfection! - Thearrel 'Kiltron' McKinney
rgoer
Posts: 798
Joined: Sun Aug 17, 2003 7:00 am

Post by rgoer »

Image

map is looking cool, not so much a fan of these though
R00k
Posts: 15188
Joined: Mon Dec 18, 2000 8:00 am

Post by R00k »

Why not, they look like your icon!

I think he should write btw cocks on the base of the horns.
User avatar
MKJ
Posts: 32581
Joined: Fri Nov 24, 2000 8:00 am

Post by MKJ »

wheres that green haze coming from? it looks like a nebula :icon14:
[url=http://profile.mygamercard.net/Emka+Jee][img]http://card.mygamercard.net/sig/Emka+Jee.jpg[/img][/url]
jayP.lq
Posts: 202
Joined: Tue Mar 01, 2005 8:33 pm

Post by jayP.lq »

I like those horns

gives that middle part an interesting space age, primative feel.

PS: I second ROOKs suggestion :D
Cyper
Posts: 4
Joined: Sat Nov 05, 2005 1:58 am

Nice

Post by Cyper »

The map look's very slick. Havn't really tried it yet ingame, will do that when I get the time, but from the shot it looks great. Howerver, like someone else said, the metal/concrete horn things look awkward. Not commenting on the middle section you just showed, as you said it's not finished, but even on the base section the horns look awkward. Though I can't suggest what would look better, not a mapper myself.
Drön
Posts: 96
Joined: Wed Nov 22, 2000 8:00 am

Post by Drön »

i think its great o'dium, cant wait till its finished!!
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

There was originally 3 horns either side of the mega health nest (Which can only be picked up by either a) rocket jumping up or b) using the 2 quite long winded jump pads, both ways leaving you open to damage for a few seconds. Risk etc)., but I thought no because that would be pushing it. I'm not 100% a fan of them myself, i must say, so anybody can can come up with something better, shoot. :(

BTW Cocks is now an easter egg. :olo:
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Oh and just so you know, both bases support an orange or green nebula, thus the base is kinda lit up like the colour of the team.

I'm having a bit of trouble with the particles ATM though, i.e. the strogg tele. It seems to work fine, but the colour, even though set to orange, will NOT stay orange, but has a few green spots... I really cant understand why...

[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_beta_strogg.jpg[/lvlshot]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Working until about 7 tonight, so i wont really get chance to play with it until later on. I think I'll add tha rail platforms then, love that idea, and then see if any of you guys have come up with some decent ideas for the horns.

Also, on the sound front, it was fixed ages ago. Q4 tele sounds play by theirself, and although they are not amazing, they will do for me.
Aquashark
Posts: 11
Joined: Mon Nov 07, 2005 9:54 am

Post by Aquashark »

odium please for the love of god: get rid of the shitty skybox.. put it black like q3 space maps. stars look shitty (16 bit i guess) and distracting
Note that the name of the show is "Trippin'" and not "Tripping" because the addition of the letter "g" would not be consistent with the views of MTV's urban youth demographic who tend to frown upon linguistic formalities such as proper enunciation. I mean, proper 'nunciation, yo!
-- maddox
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Aquashark wrote:odium please for the love of god: get rid of the shitty skybox.. put it black like q3 space maps. stars look shitty (16 bit i guess) and distracting
Wow, here come the people who cant read agian.

What are you gonna moan about next? The middle base isn't finished?
User avatar
Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Post by Foo »

Same guy who told you to ignore the whiners in your Dm6 thread.

Oh sweet irony.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
Tormentius
Posts: 4108
Joined: Sat Dec 14, 2002 8:00 am

Post by Tormentius »

Aquashark wrote:odium please for the love of god: get rid of the shitty skybox.. put it black like q3 space maps. stars look shitty (16 bit i guess) and distracting
Its a new graphics engine designed to look decent. O'dium's idea for team coloured nebula's will look a hell of a lot better than a plain black box.
Kiltron
Posts: 66
Joined: Thu Aug 11, 2005 1:59 am

Post by Kiltron »

Team nebula's are cool. I did that with my last map. Though what would be really cool is if the team's nebula skies were done in skyportals where the shit would move about. For example, like the vortex's you see in The Fallen Shrine III when you go through the team portals to the center area, having them swirl like a tunnel, or having the nebula's or planets move about. Similar to this UT map I remember, but the name of it escapes me atm. That would be good.

Image
Game development is the art of illusion, not perfection! - Thearrel 'Kiltron' McKinney
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Skies will come last.

Anyways, still working on it. The back rail ledge is done now, i cant post a beta, i'm bloody knackered from working all day and i dont have the time ATM sorry guys, will do tomorrow. Glad i added it however, it really does feel like the old vortex now for some reason, heh.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Ignore lighting/shadowing, just added it quickly to that position to test the flow. Works fine.

[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_beta_rail.jpg[/lvlshot]
Guest

Post by Guest »

Odium - sorry to the trolling earlier, this map is looking really cool actually.
In all honesty, I'm glad you put dm 6 on the back burner because I'd rather have this.
seza
Posts: 716
Joined: Mon Jun 03, 2002 7:00 am

Post by seza »

I'm an idiot.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

seza wrote:
o'dium wrote:Ignore lighting/shadowing, just added it quickly to that position to test the flow. Works fine.

[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_beta_rail.jpg[/lvlshot]
the lighting and shadowing in your map is AWEFUL JEEZ'US CHRIST. i hope you fix it asap or i have a good mind to still not download it
Wow, you mean a map with a single sky light and a full ambient light sucks. Thanks man, I shall use this input to never lsiten to you in future.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Bollocks...

Just tried some skies out, got some cool looking skies, even made new models and all sorts of effects, and then...

Boom...

I remember you cant have more than one sky box... Fuck. Heh.
User avatar
MKJ
Posts: 32581
Joined: Fri Nov 24, 2000 8:00 am

Post by MKJ »

you cant have multiple skyboxes? hows that?
[url=http://profile.mygamercard.net/Emka+Jee][img]http://card.mygamercard.net/sig/Emka+Jee.jpg[/img][/url]
Kiltron
Posts: 66
Joined: Thu Aug 11, 2005 1:59 am

Post by Kiltron »

You can have multiple skyboxes, just not multiple skyportals.
Game development is the art of illusion, not perfection! - Thearrel 'Kiltron' McKinney
Locked