"Spiral" - beta1 of q4 map for 1v1, tdm and dz
"Spiral" - beta1 of q4 map for 1v1, tdm and dz
My entry for the Id's CMP contest. Still has some glitches (damn sparkles!) that I'm gonna fix soon, but before that I want to check how the gameplay works.
download
[lvlshot]http://img216.imageshack.us/img216/7640/001yq5.jpg[/lvlshot] [lvlshot]http://img216.imageshack.us/img216/9013/002ny2.jpg[/lvlshot]
download
[lvlshot]http://img216.imageshack.us/img216/7640/001yq5.jpg[/lvlshot] [lvlshot]http://img216.imageshack.us/img216/9013/002ny2.jpg[/lvlshot]
Looks like a nice flowing level. Nice touch in adding water for sound cues in the MH area. I liked the attention to detail, such as flickering light and little of the outside areas seen through the windows.
On the negative note though, the walls seem very flat. It looks like you use same set of textures and it's a bit hard to tell where you at atm. Same thing is with my levels, people are always confused.
Good idea on not to include RG, I designed my level to be RG-less as well.
-Method
On the negative note though, the walls seem very flat. It looks like you use same set of textures and it's a bit hard to tell where you at atm. Same thing is with my levels, people are always confused.
Good idea on not to include RG, I designed my level to be RG-less as well.
-Method
-
- Posts: 284
- Joined: Thu Feb 16, 2006 3:48 pm
Random feedback:
-put trim on the right side of stairs in your pic 1? Unless you purposely left it off so ppl can't do the ramp jump and skip the JP.
-the huge light flares are pretty cool for eye candy but are probably going to annoy competitive players--didn't check in Q4Max w/ vertex lighting on though so maybe that turns the flares off? (doubt it)
-noticed overlapping brush on the ceiling of above and to the right of the RA tele.
-not sure about the MH water--I love the idea of a sound cue but right now it seems to hack-ish to work. The water sound shader sometimes plays a lot and sometimes doesn't get played at all. For example, if you drop down and incur falling damage it won't play the sound shader. I'm also guessing it might have issues over the internet. Perhaps another kind of sound cue is in order?
-like the layout, seems pretty solid... just hope the LG isn't too overpowering..
-when loading the level in SP mode there was a weird arrow marquee texture around the YA slime pit. Not sure what it was.
-the JP in the RA room that takes you up to RL seems a bit weak, especially since the player has to reverse in midair. Think about an alternative to get up to the top floor (staircase, plat, ??)
-are there any servers running this map? I wanna try it out!
-put trim on the right side of stairs in your pic 1? Unless you purposely left it off so ppl can't do the ramp jump and skip the JP.
-the huge light flares are pretty cool for eye candy but are probably going to annoy competitive players--didn't check in Q4Max w/ vertex lighting on though so maybe that turns the flares off? (doubt it)
-noticed overlapping brush on the ceiling of above and to the right of the RA tele.
-not sure about the MH water--I love the idea of a sound cue but right now it seems to hack-ish to work. The water sound shader sometimes plays a lot and sometimes doesn't get played at all. For example, if you drop down and incur falling damage it won't play the sound shader. I'm also guessing it might have issues over the internet. Perhaps another kind of sound cue is in order?
-like the layout, seems pretty solid... just hope the LG isn't too overpowering..
-when loading the level in SP mode there was a weird arrow marquee texture around the YA slime pit. Not sure what it was.
-the JP in the RA room that takes you up to RL seems a bit weak, especially since the player has to reverse in midair. Think about an alternative to get up to the top floor (staircase, plat, ??)
-are there any servers running this map? I wanna try it out!

[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
More random feedback.
(Not a real super strong opinion about any of this stuff...)
1) I'm also kinda iffy on the water for the same reasons as wviperw, but if you choose to leave it in, please reduce the volume on the splashes a bit.
2) That jumppad to RL that was mentioned--how about giving it a little reverse-tilt action for a visual cue that "hey stupid, you have to go backwards here"?
3) RA+health+ammo seems odd to me for some reason all in a clump like that. I don't know why. :icon27: Maybe move the health/ammo somewhere else?
4) I like the one ceiling that's open to the sky--gives the level a bit more of an expansive feeling in that one spot. How about opening up the ceiling over MH/SG and the one over LG in the same manner?
5) There *are* a lot of flat walls...it certainly doesn't look bad, but maybe you could add a bit more detail/eye-candy in spots, if performance permits?
This is looking really nice...
(Not a real super strong opinion about any of this stuff...)
1) I'm also kinda iffy on the water for the same reasons as wviperw, but if you choose to leave it in, please reduce the volume on the splashes a bit.

2) That jumppad to RL that was mentioned--how about giving it a little reverse-tilt action for a visual cue that "hey stupid, you have to go backwards here"?
3) RA+health+ammo seems odd to me for some reason all in a clump like that. I don't know why. :icon27: Maybe move the health/ammo somewhere else?
4) I like the one ceiling that's open to the sky--gives the level a bit more of an expansive feeling in that one spot. How about opening up the ceiling over MH/SG and the one over LG in the same manner?
5) There *are* a lot of flat walls...it certainly doesn't look bad, but maybe you could add a bit more detail/eye-candy in spots, if performance permits?
This is looking really nice...
re:wviperw
Vertexlight leaves the flares alone pretty much all the time, unless they're tied to a flickering light I think. If the flicker is tied to an ambient sound and you have turned ambient sounds off, the flares won't show, either (see dm9).wviperv wrote:-the huge light flares are pretty cool for eye candy but are probably going to annoy competitive players--didn't check in Q4Max w/ vertex lighting on though so maybe that turns the flares off? (doubt it)
Thanks for the feedback, and sorry for being silent - I'm quite busy trying to move on with a 2nd map for the CMP contest. Not sure if that's a good idea, perhaps I should focus on one map. Oh, well, at least I'll beat my personal record - two maps within four weeks.


I promise I'll try: make the walls more "interesting", do something with JP in RA room, fix the water noises. Tomorrow I'll put here a version with Rail (just to check which option is better), along with some screenshots for dichtfux.
Yep, it was done on purpose.wviperw wrote:-put trim on the right side of stairs in your pic 1? Unless you purposely left it off so ppl can't do the ramp jump and skip the JP.
All particle effects can be turned off in Q4MAX - can't remember the command, but the option is somewhere in the menu.-the huge light flares are pretty cool for eye candy but are probably going to annoy competitive players--didn't check in Q4Max w/ vertex lighting on though so maybe that turns the flares off? (doubt it)
When you fall down or jump in the water the sound won't be played until you make a move. It can be easily fixed, actually it's not even a bug... I had thought no one would notice-not sure about the MH water--I love the idea of a sound cue but right now it seems to hack-ish to work. The water sound shader sometimes plays a lot and sometimes doesn't get played at all. For example, if you drop down and incur falling damage it won't play the sound shader. I'm also guessing it might have issues over the internet. Perhaps another kind of sound cue is in order?

Don't know about any in NA, here's one for Europeans: mg2m.fr 195.95.135.229:28004-are there any servers running this map? I wanna try it out!
Well, that's a part of the concept - the level has a dusty, claustrophobic feeling, except this one open room when you say "oh, at least some fresh air"pjw wrote:4) I like the one ceiling that's open to the sky--gives the level a bit more of an expansive feeling in that one spot. How about opening up the ceiling over MH/SG and the one over LG in the same manner?

I promise I'll try: make the walls more "interesting", do something with JP in RA room, fix the water noises. Tomorrow I'll put here a version with Rail (just to check which option is better), along with some screenshots for dichtfux.
Yeeha, thanks!Lukin wrote:Tomorrow I'll put here a version with Rail (just to check which option is better), along with some screenshots for dichtfux.
I'll have new hardware and q4 soon btw, but that's no reason not to post more screenies of course.

[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Some thoughts after a run through it;
Great performance for sure.
I'm not sure how the performance would be with people running and shooting around it though - but it seems like you can still add some extra visuals.
Your ambient seems very bright, at some places I can't make out any light sources, but still the textures seem about half full bright.
I'm not sure about the water, you could leave it in, but it does seem like the MH is leaking :] - slime beneath a grate texture would fit more - but could also be too much a fit and make things boring?
About item placement I also noticed a few things. The red armor looks like as if its been putt away, it might use some centralising.
The grenadelauncher is a cool gun, but personaly I don't want to go to that q3dm6'ish curved floor for picking it up - I know it'd break with your water, but I think the megahealth would fit on top of there better than the grenade launcher. The yellow armor close to the megahealth also stresses its position, if you spawn close to there, you'll have 200hp and 50 armor in less than 5 seconds.
Great performance for sure.
I'm not sure how the performance would be with people running and shooting around it though - but it seems like you can still add some extra visuals.
Your ambient seems very bright, at some places I can't make out any light sources, but still the textures seem about half full bright.
I'm not sure about the water, you could leave it in, but it does seem like the MH is leaking :] - slime beneath a grate texture would fit more - but could also be too much a fit and make things boring?
About item placement I also noticed a few things. The red armor looks like as if its been putt away, it might use some centralising.
The grenadelauncher is a cool gun, but personaly I don't want to go to that q3dm6'ish curved floor for picking it up - I know it'd break with your water, but I think the megahealth would fit on top of there better than the grenade launcher. The yellow armor close to the megahealth also stresses its position, if you spawn close to there, you'll have 200hp and 50 armor in less than 5 seconds.