**FINAL BETA** - q3chaosdm3 - Psychophobia

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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dmschaos
Posts: 13
Joined: Sun Oct 15, 2006 5:19 pm

**FINAL BETA** - q3chaosdm3 - Psychophobia

Post by dmschaos »

Since this will likely be the last beta build before I go final with this map, I thought I'd start a new thread to keep things simple for me.

Anyway, this is the final beta. I have a few nit picks that I intend to fix before releasing the map as final, but this should be fairly close to what to expect from the release. I'm hoping that if there are any bugs I missed or any problems that people find with the map, that I can get them all taken care of before the final release.

Known Issues:
missing texture / NULL - easy fix
duplicate planes error - will be fixed. (help?)
tidy up shader/texture folders - will be addressed for final release

Other then that, I know the lighting is still kind of ass. I'll do my best, but not sure how much better it will be for final.

Changes:
Item placement changed again. Much better now IMO
removed quad
removed a shotgun
tons of tweaks here and there...too many to list
bots play better now
arena file included

This version definitely plays much better then the last 2 betas.

SCREENSHOTS:
http://www.burial-grounds.com/shot0134.jpg
http://www.burial-grounds.com/shot0135.jpg
http://www.burial-grounds.com/shot0136.jpg
http://www.burial-grounds.com/shot0137.jpg
http://www.burial-grounds.com/shot0138.jpg
http://www.burial-grounds.com/shot0139.jpg
http://www.burial-grounds.com/shot0140.jpg

DOWNLOAD:
http://www.burial-grounds.com/q3chaosdm3_b3.zip

This will likely be my last map, so I hope to make it a worthy release. Any feedback that will make that a reality would be very much appreciated.

Thanks!
Oh, and as always, you can play this on the burial-grounds server: 72.71.252.118:27960
DonX
Posts: 22
Joined: Tue Sep 26, 2006 5:16 am

Good work...

Post by DonX »

Sweet deal man...That map is very clean and very cool. I usually prefer more open arena's, but I was impressed by how smooth the texture set flowed together and the layout style as it brought me back to quake2 days.

Thanks for the nice addition...
--== Every Path Leads Must Lead Somewhere ==--
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Yeah I love the way all the textures work together, the style is very cool.

This level is screaming out for some PPL lovin, the only thing wrong with it is how bland diffuse only texture levels are these days, not your problem.
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: **FINAL BETA** - q3chaosdm3 - Psychophobia

Post by Fjoggs »

dmschaos wrote: duplicate planes error - will be fixed. (help?)
Simply use brush cleanup. Fixed ;) or you could start using radiant 1.5, which prevents you from creating faulty planes.

Looks nice man, keep it up.
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mrd
Posts: 4289
Joined: Sat Mar 25, 2000 8:00 am

Post by mrd »

Me and my buddy played this map yesterday. I got a few suggestions for ya:

One more rocket ammo somewhere would be nice. Me and him were both constantly running out of ammo to the point where it was like "Is there even any fucking ammo in this map?" Now, we don't expect to have a full 25 all the time, but more than 5 is nice heh

Also, that water pit with the 25h in it and the RA directly above it should be fixed... maybe put a 50h there and put the 25h up on top of those those boxes where the 50h is now? It seems too risky to jump into water and go into a little alcove just for 25h. If you get caught in there you're pretty much guaranteed to be killed. Hell, maybe even put the RA down there.

Also, make your TPs more obvious. I didn't even know there were any TPs until I accidentally ran into one and I was half-way across the map. Upon closer inspection, there is a shader going on there, but it's pretty minimal. Make it flashier and maybe add some brushwork around it to make it stand out.
dmschaos
Posts: 13
Joined: Sun Oct 15, 2006 5:19 pm

Post by dmschaos »

Fjoggs:
I am using radiant 1.5, so what could I have done to create the error? What is brush cleanup?


mrd:
I'll add another rocket ammo. I wasnt sure if having another one would make the weapon too powerful on the map. You get 10 rockets picking up the weapon, and then I was encouraging people to go to the other side to get another 5 rockets, thus also encouraging more diverse weapon usage? But, if it's too light, then I'll address it accordingly.

As for the 25h below the RA, I intended that to be a last resort health pickup for anyone who might get caught in the water by accident...either by getting knocked in during battle or missing the jump to or from the RA. It was not intended as a pickup during your normal course through the map....I like the RA where it is ;)

Since this is the second time the TP's have been mentioned in this light, i'll take a closer look at them. I thought they looked like oldschool q1/q2 tp's, and are part of the texture set as such, but seeing as some people either have not picked up on that or are just unaware of it, I'll see what I can do to address it. I have to be honest though, i'm tired of this map already, so it might get "missed" in the final...heh. I'm sure people will catch on withen a game or two... :)

Thanks a lot for the feedback!
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mrd
Posts: 4289
Joined: Sat Mar 25, 2000 8:00 am

Post by mrd »

dmschaos wrote:Fjoggs:
I am using radiant 1.5, so what could I have done to create the error? What is brush cleanup?


mrd:
I'll add another rocket ammo. I wasnt sure if having another one would make the weapon too powerful on the map. You get 10 rockets picking up the weapon, and then I was encouraging people to go to the other side to get another 5 rockets, thus also encouraging more diverse weapon usage? But, if it's too light, then I'll address it accordingly.

As for the 25h below the RA, I intended that to be a last resort health pickup for anyone who might get caught in the water by accident...either by getting knocked in during battle or missing the jump to or from the RA. It was not intended as a pickup during your normal course through the map....I like the RA where it is ;)

Since this is the second time the TP's have been mentioned in this light, i'll take a closer look at them. I thought they looked like oldschool q1/q2 tp's, and are part of the texture set as such, but seeing as some people either have not picked up on that or are just unaware of it, I'll see what I can do to address it. I have to be honest though, i'm tired of this map already, so it might get "missed" in the final...heh. I'm sure people will catch on withen a game or two... :)

Thanks a lot for the feedback!
NP. BTW, we played CPMA where you only get 5 rockets upon pickup, that's probably why it seemed sparse. If you aren't intending this for CPMA play then don't bother. It's fine for VQ3.
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

dmschaos wrote:Fjoggs:
I am using radiant 1.5, so what could I have done to create the error? What is brush cleanup?
Huh, that's weird. 1.5 forces you to split brushes to prevent 1 side from getting more then 1 face. Anyway, it's no biggie though, doesn't do anything. Brush cleanup is a feature in digibobs plugin that came with Radiant before 1.5. They haven't been added to the latest yet because SpoG has yet to make it work.

I'll take a spin at your map, but can't garantue that I'll come up with anything useful to say. :P
d3mol!t!on
Posts: 284
Joined: Thu Feb 16, 2006 3:48 pm

Post by d3mol!t!on »

Fjoggs wrote:Huh, that's weird. 1.5 forces you to split brushes to prevent 1 side from getting more then 1 face.
I seem to remember you had to use a setting in preferences to do that, but I haven't actually used 1.5 for so long that's not much to go on, though it could be worth checking.
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Post by ALMighty »

Nice retro style, I like it a lot! Great job! :icon14:

The only thing I would change is the slime, which didn't seem to match with the otherwise warm colours of the map. Maybe use lava instead? Or maybe a more toned down slime texture would work.
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