Cajun Hell for q4 - beta 2

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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StormShadow
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Cajun Hell for q4 - beta 2

Post by StormShadow »

(copy/pasted from burial-grounds forum)

Here we go!

changelist:

Added greenish skybox
Changed ambient to a slightly green color

Fixed visible caulk issues
Reduced ambient light a bit
Did a TON of lighting optimization, increased performance greatly
countless small technical changes (clipping, lighting, item movement), which I wont waste time listing
fixed teleporters so rockets will pass through them
adjusted the tp exit in the YA room so you dont come out too close to the edge
made wepmarker models non-solid, so NEC will stop sliding around :)

Image

Image

Image

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

Notes:
This is a release candidate. The next one will almost certainly be final (looking on to other projects :wink: ) so all the feedback you can give will be greatly appreicated. I dont want to release a final, then get some guy pointing shit out :D

The map does not look as good as the previous version, I removed a bunch of lights for performance sake, so some areas rely pretty heavilly on ambient.

Porting this map to q4 wasnt very hard, but the way it was lit and textured was really designed for q3, and some of that didnt carry over well. Im doing a new map for q4 now, which really does look a lot better, and all the textures and lights are utilized properly :)

This map was more of a learning experience with the q4 editor than it was a serious attempt to make a visually stunning map.
Bill Brooks
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Post by Bill Brooks »

Downloading now report back in a day or so.
Lukin
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Post by Lukin »

Much, much better!
I didn't play with anyone, so I can only say about technical things: there is some problem with shadows on the rounded stairs and you left some lights with Light Detail set to default 10.

Waiting for your "real q4" level :)
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StormShadow
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Post by StormShadow »

Lukin wrote: Waiting for your "real q4" level :)
Its coming :D

I think my ambient light doesnt cover the entire level, and stops on the stairs.. its an easy fix :)
sumatra
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Post by sumatra »

Some points I have noticed:

- Performance rocks!
- Amount of green sucks more than before ;)
- Quadspawn -> nonsolid
- Playerclip all stairs (matter of taste)
- some lighttextures aren't aligned well ( lower RA-area)

Should be real fun to play with some people, but I'm not enthusiastic about the visuals, as I'm used to expect from you :p (But I know you wanted to get this finsihed fast).
Move on with your new project, can't wait to see first shots..
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StormShadow
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Post by StormShadow »

Yeah, the visuals are mediocre :/ But thats ok, I got what I wanted out of this experience :) Plus, I think the map plays pretty well, which almost makes up for it.

Doesnt playerclip make the stairs into a ramp, that you can fly off, etc? If im going to do that, I might as well go ahead and make them all ramps anyway.

Ill fix the quad wepmarker and the misalignments.

Thx for the feedback!
Hex
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Post by Hex »

StormShadow wrote: If im going to do that, I might as well go ahead and make them all ramps anyway.
Yup I had the same dilemna and just made ramps rather than stairs in some places. Less aesthetically pleasing in some ways I guess. shrug.
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Hipshot
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Post by Hipshot »

It feels too white for that sky :)

Why does Q4 need playercliped stairs, or is it just this map? I had no problem in the SP game and don't remember any problems in MP either....
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
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Foo
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Post by Foo »

Cant strafe jump up unclipped stairs in Q4 currently. Try it and you'll stall.
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wviperw
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Post by wviperw »

Foo wrote:Cant strafe jump up unclipped stairs in Q4 currently. Try it and you'll stall.
Now this is something I've been wondering about. Does the prim and proper mapper hack their map to fix a game physics problem (by putting in playerclip) and hope that a future patch won't render their level screwy, or does the mapper simply leave it be and hope that the game physics will be fixed?
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Foo
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Post by Foo »

No word on a patch and Q4 could sure use a shot in the arm.

I'd hack it.

Even when it's fixed, clipped stairs won't pose a problem.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
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Oeloe
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Post by Oeloe »

Foo wrote:No word on a patch and Q4 could sure use a shot in the arm.

I'd hack it.

Even when it's fixed, clipped stairs won't pose a problem.
Depends whether you want players to be able to do rampjumps on stairs, but i'd go for the hack too.

I wouldn't count on Raven fixing this very soon though (it should be in the first real patch though).
voodoochopstiks
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Post by voodoochopstiks »

I'd suggest not clipping the stairs, some competition mod like Q4MAX or XBattleMod will most likely fix this, and I think the servers will run one of these mods. If you clip now your maps will be bugged, it's weird to have different stair behaviour with different maps.
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