New beta "The gibbing pool" *update*
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- Posts: 623
- Joined: Wed Dec 28, 2005 4:31 am
It works with xbm because of the green armor, there was a typo too so it didnt worked with q4max.
This version works now with x-battle and q4max :
beta7
if you want to load it in baseq4 or sabot make a "def" directory and create a "ga.def" with following text :
entityDef item_armor_jacket
{
"inherit" "item_armor"
"inherit2" "item_triggersize_MP"
"editor_usage" "Green armor"
"inv_name" "Green armor"
"inv_armor" "25"
"skin" "skins/items/armor/base_sp"
"editor_ignore" "0"
}
then you can use the map with si_pure 0
This version works now with x-battle and q4max :
beta7
if you want to load it in baseq4 or sabot make a "def" directory and create a "ga.def" with following text :
entityDef item_armor_jacket
{
"inherit" "item_armor"
"inherit2" "item_triggersize_MP"
"editor_usage" "Green armor"
"inv_name" "Green armor"
"inv_armor" "25"
"skin" "skins/items/armor/base_sp"
"editor_ignore" "0"
}
then you can use the map with si_pure 0
Be sure to include that .def in the pk4 if you release it with a GA. It's a bad idea to leave the vanilla game out of the equation... 
I think the layout is pretty fun, and I like all the cool trick jumps and movement possibilities--I just ran around it for quite a while by myself playing with routes and movement. Good job on that!
There is still a lot of work to do on lighting, and even more work on texturing, IMO.
The lighting seems really oversaturated in a lot of places, and I'm not digging the reddish everything vibe all that much (and even less when it's broken up by, say, bright green
). I really think the level would look better if you toned down the colored light a lot. There are also a few places where I'd consider turning shadows off, like the lights at MH and YA. I also notice a lot of places where there's a light that's quite bright without any actual light fixture or light texture anywhere to show where the light is coming from...
Texturing is kind of all over the place--there are a few places where it looks nice, but a ton of spots where textures are just cut off in the middle without any sort of edging or cleanness to it. You also have textures scaled up hugely in a few spots, which looks weird to me (for example, under RL, both the metal texture and the grate around it--I'd scale those down and use different textures). Get used to using the "fit" on the surface inspector.
Finally, I think you could tweak a bit more performance from this map with some more portal work, although it's not horrible right now. There are places where I think they could be improved, and they are also sunk into geometry in a few spots--this shouldn't be necessary...?
For the bloodpool itself, it seems odd to run through it and still get solid footstep sounds. Maybe make the blood really shallow and make a custom material with flesh material type for the floor, and you would at least get that squishy sound? Dunno...
Cool layout and fun to run around in.

I think the layout is pretty fun, and I like all the cool trick jumps and movement possibilities--I just ran around it for quite a while by myself playing with routes and movement. Good job on that!
There is still a lot of work to do on lighting, and even more work on texturing, IMO.
The lighting seems really oversaturated in a lot of places, and I'm not digging the reddish everything vibe all that much (and even less when it's broken up by, say, bright green

Texturing is kind of all over the place--there are a few places where it looks nice, but a ton of spots where textures are just cut off in the middle without any sort of edging or cleanness to it. You also have textures scaled up hugely in a few spots, which looks weird to me (for example, under RL, both the metal texture and the grate around it--I'd scale those down and use different textures). Get used to using the "fit" on the surface inspector.

Finally, I think you could tweak a bit more performance from this map with some more portal work, although it's not horrible right now. There are places where I think they could be improved, and they are also sunk into geometry in a few spots--this shouldn't be necessary...?
For the bloodpool itself, it seems odd to run through it and still get solid footstep sounds. Maybe make the blood really shallow and make a custom material with flesh material type for the floor, and you would at least get that squishy sound? Dunno...
Cool layout and fun to run around in.
