Q4 - Geit - Geit4dm1b34 - Beta 4 ***UPDATE 2***
Q4 - Geit - Geit4dm1b34 - Beta 4 ***UPDATE 2***
*** UPDATE 13 Jan (Beta 4) ***
Here is the fourth beta of geit4dm1. I made the map a bit smaller, I removed a couple of corridors and made two of the major rooms a bit smaller.
Some issues:
- Should I make the map even smaller?
- I am not too happy about the teleporter exit.
[lvlshot]http://goat.gamepoint.net/pics/geit4dm1b29-1.jpg[/lvlshot]
[lvlshot]http://goat.gamepoint.net/pics/geit4dm1b29-2.jpg[/lvlshot]
[lvlshot]http://goat.gamepoint.net/pics/geit4dm1b29-3.jpg[/lvlshot]
+----------------------------------------+
Changes since beta 3
+----------------------------------------+
- Fixed some overlapping brushes
- Improved clipping
- Remove a piece of the top level
- Made the RA room smaller
- Changed area over RL/SG
- Added the nailgun
- Made the big YA area smaller
- Removed the corridor from the RL to the big YA room
- Added two teleporters
TODO:
- Add location Names
- Add more detail?
- Add sounds
+----------------------------------------+
Changes since beta 2
+----------------------------------------+
- Improved on the lighting
- Fixed the jumppads
- Fixed the item heights
- Some bug fixes
- Some other minor changes
+----------------------------------------+
Changes since beta 1
+----------------------------------------+
- Optimized the Lighting a bit more
- Added monsterclip
- Move the quad and the railgun
- Added another rocket launcher
- Added a yellow armor
- Shortened the corridor near the new YA
- made some minor adjustments in the item placement
TODO:
- Add Ambient Sounds
- Add location names
- More clipping perhaps?
And of course:
http://goat.gamepoint.net/files.php?act ... fileid=126 [Beta 4]
Enjoy.
Here is the fourth beta of geit4dm1. I made the map a bit smaller, I removed a couple of corridors and made two of the major rooms a bit smaller.
Some issues:
- Should I make the map even smaller?
- I am not too happy about the teleporter exit.
[lvlshot]http://goat.gamepoint.net/pics/geit4dm1b29-1.jpg[/lvlshot]
[lvlshot]http://goat.gamepoint.net/pics/geit4dm1b29-2.jpg[/lvlshot]
[lvlshot]http://goat.gamepoint.net/pics/geit4dm1b29-3.jpg[/lvlshot]
+----------------------------------------+
Changes since beta 3
+----------------------------------------+
- Fixed some overlapping brushes
- Improved clipping
- Remove a piece of the top level
- Made the RA room smaller
- Changed area over RL/SG
- Added the nailgun
- Made the big YA area smaller
- Removed the corridor from the RL to the big YA room
- Added two teleporters
TODO:
- Add location Names
- Add more detail?
- Add sounds
+----------------------------------------+
Changes since beta 2
+----------------------------------------+
- Improved on the lighting
- Fixed the jumppads
- Fixed the item heights
- Some bug fixes
- Some other minor changes
+----------------------------------------+
Changes since beta 1
+----------------------------------------+
- Optimized the Lighting a bit more
- Added monsterclip
- Move the quad and the railgun
- Added another rocket launcher
- Added a yellow armor
- Shortened the corridor near the new YA
- made some minor adjustments in the item placement
TODO:
- Add Ambient Sounds
- Add location names
- More clipping perhaps?
And of course:
http://goat.gamepoint.net/files.php?act ... fileid=126 [Beta 4]
Enjoy.
Last edited by Geit on Fri Jan 13, 2006 6:47 pm, edited 3 times in total.
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This is much improved. The lighting especially is looking much better (except for, IMO, the quite yellow light in the area around the new YA--too yellow, I'd desaturate it a bit...).
It's feeling pretty solid at this point. I think the lighting could improve further (like you said your were planning), and I would consider adding more detail and eye-candy in spots--especially enclosed areas. The performance in this map is quite good. The only slightly iffy area I could find is looking certain angles from the quad...
Also:

It's feeling pretty solid at this point. I think the lighting could improve further (like you said your were planning), and I would consider adding more detail and eye-candy in spots--especially enclosed areas. The performance in this map is quite good. The only slightly iffy area I could find is looking certain angles from the quad...
Also:

alright here goes, as promised ;]
I played it with 4 bots, for almost an hour (or so the timer said, hardly believe it myself). Here is what appeared to me most;
1) both the jumpad near the quad, and near the hyperblaster, made me hit my head several times, thus having to use the jumppad again.
Also, the jumppad near the lightning gun, could use a slightly higher target_position, making a bit more destinations posible, in the ever-so-predictable jumppad movements.
2) The top level only has the grenade launcher, whereas the the top area spans quite a lot of space - perhaps an additional gun? (I'd go for the hyperblaster, which seemed to be a highly unused weapon in the time i played it)
3) about that same hyperblaster, heres an areashot;

The staircase going to that very little surface, looks very odd, I'd say something like drawn above, would serve the connectivity a lot better.
4) in the Yellow armor/lightning gun area, reaching the yellow armor is quite a trick when theres one or more enemys around (and even without enemys, though the room is open, its fairly hard getting it from all but one direction, and by hard, i mean time-consuming, and time is death!). That neccesary effort, in contrast with the ease to get the megahealth, makes me think you'd better switch those two items.
5) Image speaks for itself, i think;

6) this corridor is ended by a passageway that is fairly narrow, and unclipped

I'd say either clip, or remove the extrusions that make the passage.
7) last, but perhaps not least, I'd like to say that its a big shame the jumppad only comes in a red shade, which really doesnt suit this map in its overwhelmingly hostile funny smelling blue (!)
Perhaps changing the blue lightbeams in several areas into red ones would make it a more harmonious feeling.
thats all for now.. har har
I played it with 4 bots, for almost an hour (or so the timer said, hardly believe it myself). Here is what appeared to me most;
1) both the jumpad near the quad, and near the hyperblaster, made me hit my head several times, thus having to use the jumppad again.
Also, the jumppad near the lightning gun, could use a slightly higher target_position, making a bit more destinations posible, in the ever-so-predictable jumppad movements.
2) The top level only has the grenade launcher, whereas the the top area spans quite a lot of space - perhaps an additional gun? (I'd go for the hyperblaster, which seemed to be a highly unused weapon in the time i played it)
3) about that same hyperblaster, heres an areashot;

The staircase going to that very little surface, looks very odd, I'd say something like drawn above, would serve the connectivity a lot better.
4) in the Yellow armor/lightning gun area, reaching the yellow armor is quite a trick when theres one or more enemys around (and even without enemys, though the room is open, its fairly hard getting it from all but one direction, and by hard, i mean time-consuming, and time is death!). That neccesary effort, in contrast with the ease to get the megahealth, makes me think you'd better switch those two items.
5) Image speaks for itself, i think;

6) this corridor is ended by a passageway that is fairly narrow, and unclipped

I'd say either clip, or remove the extrusions that make the passage.
7) last, but perhaps not least, I'd like to say that its a big shame the jumppad only comes in a red shade, which really doesnt suit this map in its overwhelmingly hostile funny smelling blue (!)
Perhaps changing the blue lightbeams in several areas into red ones would make it a more harmonious feeling.
thats all for now.. har har
I'm really impressed by your map, Geit.
It seems to have good elements of some Q3 maps.
Some little points to raise:
- The LG/YA jumppad gives the sound like you're dropping to the floor from a big height when you bounce on it repeatedly.
- Visual flaw:

- There seems to be some dead space on some big platforms here and there.
What annoys me in Q4 is that the specular reflection of the floors are often way too high. They're almost mirrors... :[ Perhaps you could try to tone it down a little by changing the specular maps of that/those stock texture(s).

Some little points to raise:
- The LG/YA jumppad gives the sound like you're dropping to the floor from a big height when you bounce on it repeatedly.
- Visual flaw:

- There seems to be some dead space on some big platforms here and there.
What annoys me in Q4 is that the specular reflection of the floors are often way too high. They're almost mirrors... :[ Perhaps you could try to tone it down a little by changing the specular maps of that/those stock texture(s).
Well, it's not that bright, but the little 'diamonds' on the metal floor texture just get too white. The specular reflection is too high imho.corsair wrote:concerning your last point - I think you ought to adjust your gamma and brightness in quake 4 so to fit your own demands - that screenshot you've supplied looks like as if you've got a higher than average brightness (I take it you didnt adjust it in photoshop or something?)
r_brightness 1.2 and gamma 1 is default, but too dark, so i use gamma 1.4 normally. With default values it's clearly too dark (looks darker in game, pretty pitch black floor):

Btw, of that flickering light only it's emission is flickering and not the fixture itself. Looks a bit weird.

And the third beta is right here:
http://goat.gamepoint.net/files.php?act ... fileid=126
Edit: My bad
http://goat.gamepoint.net/files.php?act ... fileid=126
Edit: My bad

Last edited by Geit on Thu Jan 05, 2006 7:36 pm, edited 1 time in total.
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[url=http://goat.gamepoint.net/maps.php?id=63]Clean and Simple (Geit4dm1 [TDM])[/url]
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Fix the link plz it's abbreviated now. 
Edit: found it at your site:
http://goat.gamepoint.net/files/maps/qu ... dm1b29.zip
Btw, lol @ geit@sletje.com :icon30:

Edit: found it at your site:
http://goat.gamepoint.net/files/maps/qu ... dm1b29.zip
Btw, lol @ geit@sletje.com :icon30:
I suppose I could make some areas smaller. I wouldn't know which areas to resize though.
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mm, to add something onto the last made comments - I do agree with LG/RG being massivly used, and on top of that they are on the same route. Rocketlauncher is in an area in which I'd rather not be on, only to get the red armor, the ground level is especialy too spaceious. Perhaps switch the rocket with the railgun? Altho the area might be too large for the railgun - that area however, is afaik the only relatively oversized room. (corridors are large - but thats really fine)
also, given the size, perhaps you could add a haste item somewhere, double powerups are lovely in ffa maps.
also, given the size, perhaps you could add a haste item somewhere, double powerups are lovely in ffa maps.
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And here is the fourth beta:
http://goat.gamepoint.net/files.php?act ... fileid=126 [Beta 4]
http://goat.gamepoint.net/files.php?act ... fileid=126 [Beta 4]
[b]My Latest Map[/b]
[url=http://goat.gamepoint.net/maps.php?id=63]Clean and Simple (Geit4dm1 [TDM])[/url]
[b]My Maps[/b]
[url=http://goat.gamepoint.net/]The Goat[/url]
[b]Articles[/b]
[url=http://goat.gamepoint.net/articles.php?id=7]How to make a successful TDM map[/url]
[url=http://goat.gamepoint.net/articles.php?id=8]Curved stair tutorial[/url]
[url=http://goat.gamepoint.net/maps.php?id=63]Clean and Simple (Geit4dm1 [TDM])[/url]
[b]My Maps[/b]
[url=http://goat.gamepoint.net/]The Goat[/url]
[b]Articles[/b]
[url=http://goat.gamepoint.net/articles.php?id=7]How to make a successful TDM map[/url]
[url=http://goat.gamepoint.net/articles.php?id=8]Curved stair tutorial[/url]