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LovingAngel's Q4Max Server: 194.124.229.14:27500 (maps)
FragArcade Server: 64.34.178.176:28004 (mappack)
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I agree pretty much with this. Vertical connectivity could be better; no need for trickjumps all over the place but there are points where you can't go up, which is rather annoying. For instance:Black_Dog wrote:I like the layout, the risky RG and LG, and the visuals. The things I don't like are the almost-dead-ends at MH, RA, the IMHO cliche teleout jump to the RL (but if it's fun, keep it), the same goddamn floating platform I hated in q2dm3, and a sort of flat feel to the level.
That depends on which app you'd be using. Since commands and the exporting process are going to be specific to each program you'd have to look them up. There are some useful tidbits on kat's site (http://www.quake3bits.com/) which explain the general process pretty well.I'd be interested in maybe trying my hand at modeling them if you really think that is the best way to go. Any tuts?
Somebody didn't read my original updated post.Looks like you've left the previous beta in the PK4? I've got a cobalt 2 and 2a showing up?
Ok, you've got me confused now w/ all the edits. Do I need to change anything with the ambient or not? The map doesn't seem that dark to me.Very dark for me. Stick an 'ambient' light in there ([EDIT].. oh you have!!), but don't use the ambient shader, use fog ([EDIT]... on second thoughts don't, fog don't blend with the skybox at all - I had that same problem although it's more noticable with a black sky) and make it really thin, that should brighten up the map without flattening out the overall lighting (then 'double up' the light - check my hints and tips for details on this one).
I'm actually already using parallel "sky" lights in those open shaft areas as shown in one of your tutorials.Where you've got those shafts that open out into the night sky add an light volume there to lighten those areas slightly (I know it's night time but it'll add to the visuals (use a blue or purpleyblue light).