Resurrection - final

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[TymoN]
Posts: 26
Joined: Thu Dec 15, 2005 2:48 pm

Resurrection - final

Post by [TymoN] »

Hi
New tourney map.
This time something more dynamic.
This is remix of my cpma map - ts_pm3.
Final version.
Resurrection - final
Thanks everyone who has given me feedback.
Image
Image
Image
Last edited by [TymoN] on Thu Jan 26, 2006 11:19 pm, edited 2 times in total.
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

(ctrl-shift click to select only one surface of a brush, assuming you're using the built-in editor...press 'S' to bring up the surface inspector... play around. I think you'll like what it does for those weird half-textures on some of your clipped brushes.)
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Don't really have a lot to say about this one--the layout and item placement feel pretty solid to me, and yeah, maybe the texturing could use some tweakage in a few places.

I notice that none of the lights seem to be shadow-casting...it might be nice to have some shadows going on. It would make the level a bit more visually interesting--it looks kind of flat and odd without them, and your performance is good at this point.
[TymoN]
Posts: 26
Joined: Thu Dec 15, 2005 2:48 pm

Post by [TymoN] »

New version.
- removed doors
- removed 1 YA
- RA on top
- change LG/RL/YA/ position
- fix some textures
DOWNLOAD
[TymoN]
Posts: 26
Joined: Thu Dec 15, 2005 2:48 pm

Post by [TymoN] »

New version.
Changes:
- new textures
- new lights
- new layout

resurrection - beta3
screen1
screen2
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Texturing and lighting is better than the previous version I looked at. You've been making good progress. I really love the slopey lights that allow a jump up from the teleporter, and the wall-light-hopping to and from RG is pretty cool too. I also like the tele set up near the RA--give the chance for some sneaky gameplay right there...

The visportal by the tele in the top shot above has caulk instead of nodraw on the other faces--you can walk through it and then you get stuck behind it. :)

Even though the texturing is improved, I'm still seeing a few spots like this:

Image

The corner (red dots) where two different textures come together looks odd, and would look much better if there were a trim of some kind along that edge.

Finally, I think your lighting could be optimized more. The major thing that I'm seeing is that most of your very small lights are still casting shadows--this is almost always unnecessary, and if you turn shadows off on all those, it will be less for the engine to calculate. I also notice that most of your larger lights still have the light center (pink dot) very close to the center of the light volume. In some cases you can shrink and/or move the volume (to create less overlap with other lights) and move the pink dot around to get nearly the same look that you had before. Your performance seems good at this point, but every little bit helps. :)

Hope this helps--the map is looking good.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

pjw wrote:The visportal by the tele in the top shot above has caulk instead of nodraw on the other faces--you can walk through it and then you get stuck behind it.
Yep, i noticed that too.

I'm still not fond at these stock textures though. I really like the way requiem used them in q4req1, but this one is covered 99% in boring panels. :/ Some areas are spiced up with coloured lights, but the main areas could be textured much better imho.

About those light fixtures you can jump on: the one that connects RL (+shards) to RG is ok (just CJ from the right side when you go from RG to RL), but the one connecting the GL level to RG can get annoying. Because of the Q4 physics, you can quite easily slide off when you jump just a bit too near the end of the light (jumping doesn't work then). Particularly on the jump from RG to GL i tend to slide off.

About that little wall between RA and GL: is it only there for nade spamming? Perhaps you should elevate the part with the RL ammo box a bit so that you can see the teleport exit there from the GL side and shoot at it when someone takes the teleporter.
[TymoN]
Posts: 26
Joined: Thu Dec 15, 2005 2:48 pm

Post by [TymoN] »

Thanks pjw for this comments. I fix this lights and textures right now :)
pjw wrote:The visportal by the tele in the top shot above has caulk instead of nodraw on the other faces--you can walk through it and then you get stuck behind it. :)
Download map again :]
Oeloe wrote:jumping doesn't work then). Particularly on the jump from RG to GL i tend to slide off.
You must land on this lamp and then jump again. This make this jump harder.
Oeloe wrote:it only there for nade spamming?
Also you can do RJ to atack RA.
[TymoN]
Posts: 26
Joined: Thu Dec 15, 2005 2:48 pm

Post by [TymoN] »

Final version.
Resurrection - final
Thanks everyone who has given me feedback.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Nice job, i'd like to play this. :) Only 2 things bother me:

1. The jump to get up at MH is probably a bit harder than it should be (needs very precise timing which one might not always have during 1v1 battle).

2. Why is the right wall above the YA area jumppad clipped? It's annoying not to be able to stand against the wall and it makes it a bit harder to jump to RG. In Rail Trouble there also is a curved wall that seems to be clipped more than necessary.
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