[beta3] - q4dAde1 - Evalia

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

[beta3] - q4dAde1 - Evalia

Post by dAde »

Hi,
it's my first map for Q4, it's early 1st beta.

Info:
- for 1on1, deathmatch
- base style of course ;P

Things to do:
- lighting
- portals
- other changes, like in item placement etc...

It's all for now.
So, you can download map here:

Hope to get some feedback ;).

Screenshots ;)

Image

Image

Image


edit - beta2

Changelog:
- lighting
- nonsolid weapon markers
- switched weapons places - RG <--> HB
- no teleports
- some other, minor changes

Image


Beta 3 changelog:
- new item placement
- new floor textures in some areas
- changes in layout - less ramps
- some changes in lighting
- other changes

DOWNLOAD Q4DADE1
MIRROR
Last edited by dAde on Fri Jan 06, 2006 7:38 pm, edited 5 times in total.
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

I'll take the angrypete job:

Screenies dammit! :E >:E EVILE >;EEE
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

... and please make your weapon markers nonsolid. thanks :p .
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
primaltheory
Posts: 623
Joined: Wed Dec 28, 2005 4:31 am

Post by primaltheory »

Lawl! Yea! Screenies or a top down view of the layout...it's the only way you'll get criticism
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

primaltheory wrote:it's the only way you'll get criticism
No it's not. It helps sometimes.

/me downloads

Edit--Suggestions:

1. There's a little lip/ledge leading to HB that I kept wanting to walk along. I know you have an extruded wall bit above it, but it still seems weird to not be able to walk on it--I'd suggest sinking it into the wall.

2. The one tele that just moves you straight up one floor seems odd. I'd remove it and do something clever--either with a lift, or a ramp/slope jump of some kind.

3. I'd change the floor texture on the curved ramps to MH to something borderless (e.g. plain metal or concrete) and then use "Natural" on the surface inspector to eliminate the stretching and bending that you get when you fit a texture to a curved patch.

4. This is a relatively small map, and it's possible to grab all three major items in just a few seconds. I would strongly consider losing the MH <--> RA teleporter pair as well, and just have no teleporters, since they allow you to go MH --> RA really quickly...or at least lose the one at MH, or have it go someplace else...

5. Make sure all your weapon stands are "solid" "0" to avoid bumps.

When you get around to doing proper lighting, be sure to assign a shader to each light, and to pull out the center and adjust it for each light--lighting in this engine is really fun and you an do really cool things, but there are a lot of options and it takes some time to do it right. :)
Last edited by pjw on Sat Dec 31, 2005 9:42 pm, edited 2 times in total.
primaltheory
Posts: 623
Joined: Wed Dec 28, 2005 4:31 am

Post by primaltheory »

pjw wrote:
primaltheory wrote:it's the only way you'll get criticism
No it's not. It helps sometimes.

/me downloads

You're a saint, you download everything, but many people don't care if there is nothing to show...
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

Post by dAde »

Thanks pjw!

Screenshots posted, i hope you're all happy and satisfied right now ;).
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
Johnny Law
Posts: 179
Joined: Tue Nov 16, 1999 8:00 am

Post by Johnny Law »

Download link seems to be b0rked.
dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

Post by dAde »

Here's mirror. Have fun :).
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
Johnny Law
Posts: 179
Joined: Tue Nov 16, 1999 8:00 am

Post by Johnny Law »

Quick comments:

- The layout seems pretty tasty at first glance.

- The spots where curved floors meet flat floors are awkward.

- You ABSOLUTELY need more player spawnpoints if you want people to playtest this.

- The current player spawnpoint is not in a good place. Too many lines of sight to it. Also, it gives the spawning player a free railgun (basically) which is odd.

- Why make it tricky to reach the hyperblaster? Hyperblaster is a secondary weapon.

- Weapon spawnpoints in the Raven maps are solid 0 and noclipmodel 1. Might as well do the same... it's icky when your player experiences them as speedbumps. (P.S. This is especially true for the weapon spawnpoint model that is currently under the hyperblaster.) (P.P.S. I see I am not the first to say this!)

- The monochromatic look is kinda interesting, but I'm not sure that it will go over too well with a wide audience, if you care about that.
dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

Post by dAde »

Working on 2nd beta, which I'll probably release after making lighting.
I already changed some things, for example those solid models under weapons or HB place.
Well, you will see ;).

What I need, are comments and suggestions about item placement, so pleeeease post them :D.
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
primaltheory
Posts: 623
Joined: Wed Dec 28, 2005 4:31 am

Post by primaltheory »

Yea, the everything is gray exceppt the sky look is different, but it doesn't look cool, know what I mean? IMO From the pictures, everything seems a flat grey, add shiny stuff in there!

(there is a blackwire trim texture that I think would look good on some pillars or somthing)
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

Post by dAde »

Second beta ready to download.
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

We dont all need screenies to download a map like some of the heretics around here. :icon26:

Looking good so far, the little dead end you have in the second pic there, if you could shorten the block you jump off a bit it would be possible to jump earlier and still make it up which would be nice I think, the rail platform is pretty easy to jump to, but other then that not much to say, its very open but there seems to be quite a bit of health/armour around so it should be ok, rail will dominate so I would like to see that jump be a bit more difficult then the +forward +jump that it is now. :]

The floor being very dark there are also a few, maybe just one, ramp(s) that sneak up on you, maybe do something to differentiate it, add some trim to the ground or something to make it more visible.
primaltheory
Posts: 623
Joined: Wed Dec 28, 2005 4:31 am

Post by primaltheory »

Yea, flare trim would completely deck this thing out.
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

Post by dAde »

New version - 3rd beta.

Download:
DOWNLOAD Q4DADE1
MIRROR
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
Jenny
Posts: 144
Joined: Mon Oct 17, 2005 7:08 pm

Post by Jenny »

3rd beta:

Visuals: Could do with a good overall upgrade.

Middle of map could do with abit of spicing up, that square upper tier platform is just too square, looks unfinished/ugly. Putting an RA/MH there would rejuvenate that area.
Post Reply