New beta "The gibbing pool" *update*

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Hmmn. I was going to check this out but it doesn't work with vanilla Q4 because of the jacket armor...nothing I saw about needing a mod...? Q4Max? Dunno...
primaltheory
Posts: 623
Joined: Wed Dec 28, 2005 4:31 am

Post by primaltheory »

Odd! (Maybe its a q3 map :-S)
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]
Dr4ch
Posts: 96
Joined: Thu Nov 03, 2005 6:36 pm

Post by Dr4ch »

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
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

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 :puke: ). 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. :)
Dr4ch
Posts: 96
Joined: Thu Nov 03, 2005 6:36 pm

Post by Dr4ch »

This map as intended to warm me up and experiment with the movement and some xbm options, I know the visual side is lacking much :)

I will try to adjust these things for the next beta.

The ga.def was in beta6 but that made demos unplayable :(
So the green armor will probably be gone in that map.
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

It's a good trick jump map, but because of amount of trick possibilites I can't imagine serious duels being played on it. Good to hear it's only a warm up.

P.S. Please don't post png screenshots. Kills the bandwidth.
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Lukin wrote:P.S. Please don't post png screenshots. Kills the bandwidth.
Yeah, half a meg for each 640x480 pic. :icon28:
Dr4ch
Posts: 96
Joined: Thu Nov 03, 2005 6:36 pm

Post by Dr4ch »

update, look in the first post.
Jenny
Posts: 144
Joined: Mon Oct 17, 2005 7:08 pm

Post by Jenny »

o jeez, riddle or foo keeps deleting my posts, bye bye cruel forum :<
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