Q4 MP 4-8 player FFA

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Q4 MP 4-8 player FFA

Post by dnky »

Finally got to a point where this is ready for a public outing.
Its pretty big and gothic.

Some links to screens:
1
2
3
4
5
6
7

DOWNLOAD
It's around 20 mb in size.
All the content is custom. Lava texture and rock local maps are from Kat, the sky is Chi's Hipshot conversion. Other textures and models are my own.
There is no ambient layered lighting, as I dont like that approach. If you feel the need for more light or higher performance run with r_force ambient set to 1.
The level is large and far more open than most Q4 maps as I tend to find the feel of standard maps a little claustrophobic.
At the moment I have not added weapon spawn markers, and am unsure as to whether I should or not. The level owes very much to the style of Q3, and as such part of me feels weapon markers would be out of place.
The pk4 includes a botaas file so that the level supports bot play with the sabot mod, and is optimised (as far as possible) with that in mind.
The level will not run on any version of Q4 older than 1.3.
The map loads from the create server menu, appearing in the menu as 'Gothika'.
There are a few little sparklies here and there, which I may or may not fix, depending on whether or not I feel like locking horns with the editor again. Why oh why it refuses to snap to grid I do not know.
The original cave area has been rebuilt from scratch and is now far more organic looking. There is a collision code bug in that area, but its a fairly minor problem I think.
All comments welcome.
Whatever....
Grenader
Posts: 202
Joined: Sun Oct 08, 2006 11:38 am

Post by Grenader »

hehe Nice.

Some areas look nice but others a little basic for Q4 though.
jjensson
Posts: 16
Joined: Sat Oct 21, 2006 12:35 am

Post by jjensson »

Wow! At last some real gothic stuff, i missed Q3A so much :tear:
What's with the fog in the first pic??? :icon28:

jj
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

The fog doesnt 'fog' the sky for some reason. I need to look into that. Its one of those level design things where you get so used to looking at something you stop noticing, thanks for reminding me.

A little more detailing is still to be done, I think I was really sufering a crisis of confidence as to whether it was worth spending more time or not.
Whatever....
jjensson
Posts: 16
Joined: Sat Oct 21, 2006 12:35 am

Post by jjensson »

It looks great! I wonder if the fog issue is an engine deficiency or a driver issue. UT2kx engine cannot fog the sky for example, AFAIK.

jj

PS: No time to test ATM, maybe later.
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

Update to beta 3:
Download
Been adding flesh to the bones of the map, creating and placing more models, adding trim, finer details.
Some tweaking of gameplay/flow by adding teleport.
Further vis optimisation and brushwork tidying.

Some issues I am aware of:
Portal blinking in 2 areas. I will fix that next compile.

Persistant sparklie issues around a couple of models.....that quite honestly I have stopped worrying about.

Couple of models have lighting issues on some faces:(
Whatever....
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