(Q4) acid4dm1 beta: "shamanix"

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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[acid]
Posts: 54
Joined: Mon Jul 19, 2004 7:00 am

(Q4) acid4dm1 beta: "shamanix"

Post by [acid] »

a DM, tourney map based on my old layout "shaman&dragon" acid3dm3. besides some performance optimizations i call that one finished. nevertheless i won't kill you for some comments and critics ;)

download: http://www.lunicorn.org/maps/beta_acid4dm1.zip (1.1MB)

screenshot
Image
Last edited by [acid] on Tue Dec 27, 2005 5:23 pm, edited 1 time in total.
ppp
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Joined: Sun Feb 04, 2001 8:00 am

Post by ppp »

Had a quick hop around and I like it. Runs very fast everywhere. Minor points would be to change the texture of the door (didn't realise there was one till the wall opened up..). and entities seem to be placed quite high off the floor.
:icon14:
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Ah, i loved acid3dm3r (which wasn't that different from the original, right?)! Gonna try this. :)
[acid]
Posts: 54
Joined: Mon Jul 19, 2004 7:00 am

Post by [acid] »

the R version had just minor tweaks. you can consider this map as the final attempt :)

ppp: thanks for your comment. that's just the right neatpicky stuff i need for completion.
pjw
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Joined: Sun May 07, 2000 7:00 am

Post by pjw »

I like the layout a lot and your item placement seems quite good--it took me a while to realize that there were two YAs in there--I kept thinking I was losing my mind and forgetting where it was. :)

Two major things--First, get rid of the box around your map. That's bloating your file size and complicating things and making your map run worse than it could and there's no reason for it. I sealed your map in about five minutes without the box. Just patch up where the doors are (doors are entities and thus don't seal the hull), and put a caulk block encasing your ambient light (or reposition it so it's not in the void, either way). "Boxed" maps make Baby Jesus cry.

You also need to go through and portal your map. I don't see any vis portals in here at all, and performance will be better when you add portals.

A couple of more aesthetic things you could do if you want to take the time and you care: Lighting is...okay. In my opinion, a lot of your lighting--maybe too much--is coming from that one ambient light. If you were willing to take the time, I think you could make your lighting look a lot better with more lights and more light variation (e.g. playing around with different light shaders and a bit more color variation, and just more lights in general--note that I'm not saying add them all to one room :) ), and if you toned down the ambient things would look a bit less flat and boring.

Finally, there are a lot of texture misalignments in various places, especially on trims and angled bits. Again, if you're going to be playing this w. picmip 82 and flat-shaded everything, you may not care, but it would look better if you fixed them. "Fit" on the surface inspector usually makes it relatively easy...

Hope this helps.
I beat the internet; the end guy is hard.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

The texturing doesn't look nearly as nice as in your Q3 version (which had COLOURS). :/

I agree the doors look a bit too much like a single plane. Tweak it a little so that they look more like doors.

I liked the changes you made in the remix btw, like the double jump 'block' at one of the tele areas...

Anyway, i hope to find your map at some servers soon (and a decent Q4 CPM mod with it ;) ).
[acid]
Posts: 54
Joined: Mon Jul 19, 2004 7:00 am

Post by [acid] »

i have read that hint portals are gone? area portals are being used just as in q3 then?

thanks a lot for your comments :)
pjw
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Joined: Sun May 07, 2000 7:00 am

Post by pjw »

[acid] wrote:i have read that hint portals are gone? area portals are being used just as in q3 then?

thanks a lot for your comments :)
You're welcome. :)

The hint texture is indeed gone, but Q4 visportals (textures/editor/visportal) are used in a very precise way to improve performance. You can find details at:
http://www.iddevnet.com/doom3/visportals.php
(it's a Doom3 tutorial, but is still valid).

This page:
http://www.iddevnet.com/quake4/LevelEditor_Performance
is an excellent resource on map performance. It has a few more visportal notes, and is very comprehensive on dealing with everything else (light count/detail level, draw calls, tris counts, all that good stuff).
[acid]
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Joined: Mon Jul 19, 2004 7:00 am

Post by [acid] »

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