Q4 Galang, beta 3

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Q4 Galang, beta 3

Post by Lukin »

DOWNLOAD
[lvlshot]http://www.mojobin.com/800x600/beta3/800x600/l4dm1a.jpg[/lvlshot]
[lvlshot]http://www.mojobin.com/800x600/beta3/800x600/l4dm1b.jpg[/lvlshot]
[lvlshot]http://www.mojobin.com/800x600/beta3/800x600/l4dm1c.jpg[/lvlshot]
Lukin in [i]readme.txt[/i] wrote:TO DO:
- polishing gameplay
- maybe cleaning few walls from needless textures
- fixing bugs (some sparkles, misaligned textures, etc)

CHANGELOG
Beta 3:
- removed a lot of ramps
- cut a hole below "MH ramp"
- simplified "MH ramp"
- moved some walls to improve the flow
- removed the acceleration pad
- added a ledge between the highest floor and the MH
area
- added some walls to eliminate camping spots (and to
make a whole map more balanced)
- removed YA (was in current RL location)
- removed some health packs, spawn points and armor
shards
- mixed placement of weapons and items
- brightened up the ambient light
- more, more, more ;)
DOWNLOAD link once again :icon34:
Last edited by Lukin on Thu Nov 24, 2005 10:33 pm, edited 2 times in total.
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StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

downloading, feedback soon
RolatoR
Posts: 7
Joined: Wed Nov 02, 2005 12:26 pm

Re: Q4 Galang, beta 1

Post by RolatoR »

nice map, i like the "volvo" :icon25: style and especially the ramp jump over the red light to the RG!
Lukin wrote: Known issues:
- "black holes" flashes in some corners of the map
i had that problem too it was caused by two vis_portals touching each other.
swelt-
Posts: 5
Joined: Thu Feb 17, 2005 1:23 pm

Post by swelt- »

Really struggling to get my head around the layout. Some guides to aid the player navigate might be a nice addition. Visual style is nice, but with it all pretty much the same thru-out, I got lost quick.

Not sure about the RA location - I can see you are going for a CPM3 style teleporter, and perhaps if I understood the layout better I would be able to comment better, but right now it doesn't feel like the best placement for it.

I like the YA, and the number of options to reach it. MH also looks OK, tho I found the staged ramps that lead to it very annoying - getting ramped air and missing the jumps.
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

There seem to be an awful lot of ramps - its hard to get any good momentum without hitting one of them and popping up into the air. Maybe get rid of a few, and just leave the ones in the key locations.

The layout is a little confusing at first, but as with all maps, it takes a bit of time to get used to the layout. Maybe some different texturing or lighting in diff areas would be a good idea.

Your slime doesnt make any noise when you go through it, and im getting weird reflections when looking into it.

The custom skybox seems like a bit of a waste, as you cant really see it from anywhere.

Good map - it performs very well, and is loads of fun to run around in. Cant wait to play some ppl on it.
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Re: Q4 Galang, beta 1

Post by Lukin »

RolatoR wrote:nice map, i like the "volvo" :icon25: style and especially the ramp jump over the red light to the RG!
Yeah, I like this too, but beta2 is more "new beetle" than "volvo". Pressure of milions of fans - I hate myself for being such conformist ;)
Lukin wrote: Known issues:
- "black holes" flashes in some corners of the map
i had that problem too it was caused by two vis_portals touching each other.
Thanks, that helped.
swelt- wrote: Not sure about the RA location - I can see you are going for a CPM3 style teleporter, and perhaps if I understood the layout better I would be able to comment better, but right now it doesn't feel like the best placement for it.

I like the YA, and the number of options to reach it. MH also looks OK, tho I found the staged ramps that lead to it very annoying - getting ramped air and missing the jumps.
The room with RA is completly deleted and ramps near MH are redesigned. Whole map is less complicated so I think learning the layout will be much easier now.
StormShadow wrote:There seem to be an awful lot of ramps - its hard to get any good momentum without hitting one of them and popping up into the air. Maybe get rid of a few, and just leave the ones in the key locations.
Well, I'll try but for now the only ramp I could think of that may be removed is the one below RL.
Your slime doesnt make any noise when you go through it, and im getting weird reflections when looking into it.
Speaking about noise - I totally forgot about ambient sounds.
The slime is not a problem because I already decided it will be removed in a next version - though it's still there in beta2.
The custom skybox seems like a bit of a waste, as you cant really see it from anywhere.
I replaced it with a standard "stars sky", mainly to save my bandwidth ;)
Good map - it performs very well, and is loads of fun to run around in. Cant wait to play some ppl on it.
It's just a warm up before entering into VIA/D3W competition ;)
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rgoer
Posts: 798
Joined: Sun Aug 17, 2003 7:00 am

Post by rgoer »

I posted some comments about beta 2 in your Q4D thread.

By the way, when you say "the only ramp I could think of that may be removed is the one below RL" I hope you don't mean the little red light...

I enjoyed this map a great deal, although I feel that the RL completely dominates it. I know everyone will cry "blasphemy", but I would seriously consider removing it.
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Thanks rgoer.
The ramp I was thinking of is the one from the screenshot #3 (just above the blood splat).
Well, I'm old-fashioned Quaker and I can't imagine a map withour RL ;) Also, I think rocket launcher is balanced with RG - although rail requires better skill it can be really deadly on the map. Of course it would be great if other weapons would work as good as this pair, but I don't believe I can do much about it :( Removing RL is not an option - the map would fall from "good gameplay" to "experimental" category.
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Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Lukin wrote:Thanks rgoer.
The ramp I was thinking of is the one from the screenshot #3 (just above the blood splat).
The staged one that annoyed swelt.
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hemostick
Posts: 203
Joined: Wed Feb 14, 2001 8:00 am

Post by hemostick »

RL over rail any day !
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Oeloe wrote:
Lukin wrote:Thanks rgoer.
The ramp I was thinking of is the one from the screenshot #3 (just above the blood splat).
The staged one that annoyed swelt.
Actually I was talking 'bout this one between RL and a blood splat :P Ramp that annoyed Swelt is below (on this screenshot) and I've already changed it.
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Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

New version is out. Download from HERE.

Have fun.
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Shallow
Posts: 167
Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

I think visually your biggest issue is the rather muddled texture selection: Most of the map is done in quite clean, sterile textures but here and there you have these odd panels covered in grime/rust which really stick out. It's especially noticable where a grimy texture with dirty dribbles running down it abuts directly onto a spotless shiny texture beneath it, like the curved bit in the top left of the first shot. I should stick to just the clean textures, since that seems to be mainly what you've used.
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Old rule of texture artists: a rust is a must ;)
TBH I know it looks unrealistic and somewhat controversial but I'm not an enthusiast of photoreal visuals. If it looks cool it looks good. I've checked how the map would look without decals - it's uncool, so the decals will probably stay. Though I will rearrange some textures so the map would look clearer with image_downsizelimit set to 32 or lower value.
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jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Very well done on the fps, the default config on my laptop can pull 60fps so I will go out on a limb and say my desktop should keep it stable all the time.
endmill
Posts: 7
Joined: Mon Nov 07, 2005 4:00 am

Post by endmill »

Awesome map Lukin I like the weapon placements a plenty of weapons around for DM play my other map fav is DA-Prison Abuse I just wish Raven would hurry up and fix the server client dl this map will for sure be on my server ;)
oxytocin
Posts: 20
Joined: Wed Oct 26, 2005 6:34 pm

Post by oxytocin »

dunno if its been posted elsewhere on these forums or other forums that uve posted the map on but i found a texture bug, dont have an img host so no screenshot sry.

the location of the bug is actually on the samespot as the screenshot for the loading screen, where the GL is. hug the curved wall and look up at the where the pipes and single light texture is, then jump. u're able to see thru it.

other than that, its a great map, lots of fun to play =)
+JuggerNaut+
Posts: 22175
Joined: Sun Oct 14, 2001 7:00 am

Post by +JuggerNaut+ »

oxytocin wrote:dont have an img host so no screenshot sry.
http://www.google.com/search?sourceid=n ... image+host

:\
oxytocin
Posts: 20
Joined: Wed Oct 26, 2005 6:34 pm

Post by oxytocin »

im too good to be bothered by such things...

actually its cuz im lazy as hell and spose to be studying anyways :<
+JuggerNaut+
Posts: 22175
Joined: Sun Oct 14, 2001 7:00 am

Post by +JuggerNaut+ »

oxytocin wrote:im too good to be bothered by such things...

actually its cuz im lazy as hell and spose to be studying anyways :<
thanks for the proof.
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