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
**FINAL BETA** - q3chaosdm3 - Psychophobia
Good work...
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...
Thanks for the nice addition...
--== Every Path Leads Must Lead Somewhere ==--
Re: **FINAL BETA** - q3chaosdm3 - Psychophobia
Simply use brush cleanup. Fixeddmschaos wrote: duplicate planes error - will be fixed. (help?)

Looks nice man, keep it up.
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.
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.
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!
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.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!
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.dmschaos wrote:Fjoggs:
I am using radiant 1.5, so what could I have done to create the error? What is brush cleanup?
I'll take a spin at your map, but can't garantue that I'll come up with anything useful to say. :P
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