my first q3 dm map :) feedback?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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fKd
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my first q3 dm map :) feedback?

Post by fKd »

heres a link to it so far.. feedback would be nice :)

bottem of page for pk3 :) sorry
Last edited by fKd on Tue Jun 27, 2006 9:17 am, edited 4 times in total.
wviperw
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Post by wviperw »

Screenshots are always nice so we know what we're getting into. :) You can use the [ levelshot ] tags and then just link to the shots hosted on whatever filespace you can get access to.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
fKd
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Post by fKd »

ta :) just rebuilding it now... been simplifing and improving texturing and item layout... add lg on top bridge... made the jp at base only go up 1 level... whats you opinions on ammo amounts? whats to much? 2 ammo boxes per gun? its the average for ut... whats it like in q3?
fKd
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Post by fKd »

updated link to map.. new build... looks much better... and gameplay flow starting to work out.... not sure if i should keep the quad tho...

note: in newer build:

fixed jumppad with noclip so you dont get that weird jumpie thing when you walk onto it

fixed ceiling on top bridge

new item placement
edit:
link at top updated :) hehehe
fKd
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Post by fKd »

im just gonna keep on talkin to myself :)

level near shiny :)

floor fog added
lightbox's added
overhaul of both arenas
item placement edited.. (still unsure of quad)
nice new lightmap -super 2

overall this small map is almost complete.. (unless i get some feedback)

over and out
wviperw
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Post by wviperw »

Well maybe get it to a fully "shinyified" state and then you can post some images of it? I personally refuse to download a map without screenshots unless your name is nunuk or LloydM. :P
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
Anwulf
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Post by Anwulf »

You need to pack things up properly. Since the dl is a mere 1.4Mb, I wasn't too bothered about the lack of screenies, but the map, of course, has to be in a pk3 file (yeah, OK, I can rename the .zip file, but we've long recommended that you should put the pk3 in a zip file).

The .aas and .bsp files need to be in the \maps directory. You need to include a .arena file with bots, fraglimits, gametypes etc. You also need to include custom textures and .shader files (if you've used them), although I suspect you've fallen victim to the dreaded mapmedia.pk3.

Everything should be in its appropriate directory.
trying textures/base_wall/atech1_f.TGA...
trying textures/base_floor/tilefloor6.TGA...
trying textures/gothic_trim/km_arena1towerblue.TGA...
WARNING: R_FindImageFile could not find
'textures/gothic_trim/km_arena1towerblue.tga' in shader
'textures/gothic_trim/km_arena1towerblue'
Shader textures/gothic_trim/km_arena1towerblue has a stage with no image
Take your time to get things right, then we'll be here to pick all your hard work to pieces. :)
fKd
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Post by fKd »

10 4
fKd
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Post by fKd »

heres the pk3 format.. with all the updates till now... (note: the round window bits texturing is far from done... infact the whole bsp of that bridge is starting to grate with me... same with the fact..after a while im finding myself sick of brown :) )

http://www.mysharefile.com/v/6474201/pwra1.pk3.html
Anwulf
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Post by Anwulf »

Better, but your pk3 is still missing a couple of textures which are, by the looks of them, from the mapmedia.pk3. They are
trying textures/base_wall/atech1_f.TGA...
trying textures/base_floor/tilefloor6.TGA...
The mapmedia.pk3 is a real nuisance because the textures in there resemble those that come with Q3. It's actually worth moving the file somewhere else before you release a map for testing so that you can find out whether you've used any textures from it.

The file itself comes with Radiant, so isn't part of the standard Q3 setup.
fKd
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Post by fKd »

can ppl just sv_pure 0 & devmap pwra1?
Anwulf
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Post by Anwulf »

Won't make any difference to missing textures. Besides, your arena file is also a little messed up. It should be
{
map "pwra1"
bots "grunt"
longname "Beta 1"
fraglimit 15
type "ffa"
}
The map attribute should have the same name as the .bsp (I think that's right; long time since I had to worry about such things). You might also want to change ffa to tourney.
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