Slowly but surely... (ODQ3DM6)

giblet
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Post by giblet »

Oeloe wrote:
giblet wrote:http://www.it-netsoc.ie/~pconnolly/campgroundsremix.rar

Like pro-q3dm6. MH in DM + Tourney, Quad in TDM.
Hardly something you could call a 'remix'. :paranoid: It still has this bug where you can stand in the air on the left side of the 25 hp platform near the RL bridge:

Image

You can actually walk a bit on along that patch.


I don't know how that's happening, a close look at the area and there doesn't seem to be any reason for that to happen. Also it's called remix because I can't call it pro. ;)

Full changes.
DM/Tourney: Ammo reshuffle, MH in centre, RA down at low YA
TDM. More ammo, more health, YA down low, RA at pillars, GL moved, quad centre.
Oeloe
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Post by Oeloe »

Something is up with the player clipping along that patch. That's all.
Dr4ch
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Post by Dr4ch »

I think releasing a remix without the other new maps is bad. they all lack good r_lightdetaillevels and I bet spawns in that ctf map are all only in the bases again.And that tourney map has only one armor too.

@pjw : yes , thats what i meant. waiting to see how the lights turned out was the thing that slowed me down the most in q3 mapping.
jester!
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Post by jester! »

Lukin has posted that there is a problem with curves or something, you can get hung up on the curve over the sg/lg pit by the NG on galang also.
axbaby
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Post by axbaby »

internet connection has been down all day .

i have the map running at 60fps everywhere in the map now and if i say so myself the lighting is real good.

a few save map bugs keep causing me grief.

i really really think you guys will like what's been done ... i'll slap a beta together when i wake up.

i really like how this turned out.

the fps are better then what these screenshot show


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D'Artagnan
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Post by D'Artagnan »

Well shoot the link, so we can try it too...lol
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PieceMaker
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Post by PieceMaker »

I've got some space when you need it axbaby. Just let me know ;)
axbaby
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Post by axbaby »

thanks PieceMaker.

still hard at work on the map ,i figure no point in releasing it until it's perfect.

at the same time we might as well submit it in a contest while we are at it.

so i'm really trying to make the best map i can and if everything turns out right we might see it on every server.

so patience , we will make quake3world proud and advertise Q3W forums at the same time.

so ya i'm going overboard 100 hours + on the map but i'm on holidays and loving what i'm doing.
q4radiant keeps losing my fixes ..which has been a real pain in the ass and a time waster.
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ppp
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Post by ppp »

Is it too late to alter the textures. That 'gothic brick' seems to be used everywhere. Maybe mix it up with something similar. Just a thought.

I'm not a fan of the Raven version. The sandy floor just looks wierd + too bright, textures are 'blocky' and the floor grating is overused as a ceiling texture IMO. Inset ceiling machinery and spot/shaped lighting is nice though.

gg ax keep it up and take your time, have a break there's no rush
PieceMaker
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Post by PieceMaker »

axbaby wrote:thanks PieceMaker.

still hard at work on the map ,i figure no point in releasing it until it's perfect.

at the same time we might as well submit it in a contest while we are at it.

so i'm really trying to make the best map i can and if everything turns out right we might see it on every server.

so patience , we will make quake3world proud and advertise Q3W forums at the same time.

so ya i'm going overboard 100 hours + on the map but i'm on holidays and loving what i'm doing.
q4radiant keeps losing my fixes ..which has been a real pain in the ass and a time waster.
Polishing it up. Nice one axbaby. :D-:icon14:

Can't wait to play this one. We all know this map will be on most if not all server once it's shown.

I'm going to try and play some Q4 tonight and be around if you need anything. Let me know. *waves*
axbaby
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Post by axbaby »

i'm retexturing some of it .. once O'dium gives me the fix for the brick texture it's i assume going to look pretty nice.

i'm perusing Evils texture sets for quake4.
back to work
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jagwah
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Post by jagwah »

i figure no point in releasing it until it's perfect ... so i'm really trying to make the best map i can.
:icon14: :icon14: :icon14:
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shadd_
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Post by shadd_ »

shadd_ wrote:fucksakes ax. someone could have saved you a shitload of time. wasting your few days off contributing yet again to the community.

dinks.
i take back this shitty comment. thnx to rgoer for not letting the word out and probly stopping work on the map.

apologies.
Runningman
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Post by Runningman »

axbaby wrote: q4radiant keeps losing my fixes ..which has been a real pain in the ass and a time waster.
when you save dont choose to overwrite the old .map. you have to save as a new file name each time. my 2 strafe maps have gone alll the way up to strafes67.map for rman_strafes_01 and strafes28.map for rman_strafes_02
axbaby
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Post by axbaby »

not many choices in quake4 yet for textures.
re-texturing image ..ugly or not?
texturing is the final part ..everything else is done.

q3wodaxdm6

old
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new
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Last edited by axbaby on Sun Dec 25, 2005 3:02 pm, edited 2 times in total.
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shadd_
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Post by shadd_ »

maybe a slightly darker shade on the floor to make it stand out from the walls a bit more?
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Foo
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Post by Foo »

Definitely the original I think ax. The lighter texture doesn't have any detail to break it up; It looks like one big expanse of a surface whereas the first shot shows it broken up into bricks.

The opposite goes for the floor... in the original shot the whole floor has decals which make it look unique throughout... whereas the retexturing you've done tesselates it and you can see the repeats.

I'd stick with the originals in those 2 respects, for sure.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
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Foo
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Post by Foo »

After looking at it a bit more: Consider replacing the 2 light fixtures seen on the far high wall with 2 large rectangular blocks coming down the wall, like they did in the original level. They break the wall up into even more segments and barely cost a dime as far as performance is concerned.

BTW "Wodax" :D
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axbaby
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Post by axbaby »

thanks for the input guys ..much appreciated.

i've put the central lava pit back in at half the size of the original.

-i have to rebuild all doorways .. they are too skinny and also try to expand ya room just a bit to allow a nicer jump over the blocks :(
bedtime nite
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Lenard
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Post by Lenard »

I actually felt like the ya room was the mpst like the original. Don't change it until people answer this: Do you other guys have any problems with the ya? What makes you think there is a problem there?

I really liked the original tex's, just not the alignment. I thought they were a perfect fit.
{uZa}FreakOfNature
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Post by {uZa}FreakOfNature »

I personally don't have a problem with the wall or floor textures. I think the wall textures just seem to clash with the hallway textures. Maybe replace those? Just a personal opinion.
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axbaby
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Post by axbaby »

texturing is hard :)

not enough textures around to match the theme of the map but
i'll get it.

fixed clipping ,make doorways bigger,fixed gripe about stairs running into curve ,clipped all curves,put lava pit back in at 1/2 size.
pretty much just texturing left .

played the map with bots and nice to them find bugs ... they couldn't
land when on jumpad .. junk boink boink boink "fixed".
damn those bots are good
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axbaby
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Post by axbaby »

map will be done tomorow ,that's how i spent christmas :)

over and out back to work.
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PieceMaker
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Post by PieceMaker »

axbaby wrote:map will be done tomorow ,that's how i spent christmas :)

over and out back to work.
*wipes drool off the keyboard!*

:D
Freakaloin
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Post by Freakaloin »

I'm a moron...
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