CTF-1on1 Mappack

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
pjw
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Joined: Sun May 07, 2000 7:00 am

Post by pjw »

squirell man wrote:
a13n wrote:@squirell man
Your maps are currenlty disqualified due to the excessive overdraw.
Please check the visibility.
overdraw? like no caulk? yeah on the dueling courtyards I ran out of time cuz I had to go on vacation, there was a comp. but no q3radiant, *sob*
I took a quick look, and I'm pretty sure what a13n is talking about is that there's a lot of both maps being drawn even when those parts are way out of your view and around corners and suchlike. (You can check this with r_showtris 1 at the console, just in case you don't know...)

Looks like you could probably use hint brushes to at least improve this a bit. On the one hand, it's not the end of the world because (a) they're small levels, and (b) it's only two people playing, but I suspect (he says cautiously) that you could improve the overdraw a lot with some really basic hinting in just a few minutes. I'd have to look at the .maps to be sure, of course...

You should probably also make many of the small details (e.g. the bits under the flags in at least one map) detail (if you haven't already) and non-solid, or at least clip them off to lose the bouncy-ness when you move over them.

Fun little maps. :)
Kaz
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Joined: Wed Mar 08, 2006 3:43 am

Post by Kaz »

I thought I remembered launching a failed compilation pack similar to this awhile ago....

http://www.quake3world.com/ubb/Forum6/HTML/028274.html

heh :)
SonicClang
Posts: 209
Joined: Sun Mar 28, 2004 8:00 am

Post by SonicClang »

Yeah dude pjw, go for it. Your levels rock and Quake 3 is still one of the most fun games out there. I'd really love to see you make a CTF level pjw. You said you wanted to make one after that LAN party a while back. You should!
The number 1 cause of death in games is panic.
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pjw
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Post by pjw »

Just as a side note, after not mapping Q3 for a long time, I installed radiant 1.4 and noticed that the surface inspector is broken (doesn't properly "fit" on both axes), and then when I said "screw this" and uninstalled and d/led 1.5, it doesn't include mapmedia.pk3, so none of the common texs show up.

Weak sauce.

I'm now redownloading and installing 1.4, so I can grab mapmedia.pk3, move it to where it should be for 1.5 to find, and then uninstalling it again.

My mapping day:

Image
+JuggerNaut+
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Post by +JuggerNaut+ »

:olo:
SonicClang
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Post by SonicClang »

That's great man. Like LOTR.
maz0r
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Post by maz0r »

Didn't the mapmedia.pk3 come with the game pak you have to download from the radiant site when mapping for q3?

Quick Link
a13n
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Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

@+JuggerNaut+
Actually pjw has already meet the 3rd condition in that he has his "brand name" in this community.
So if pjw submits the exact same map with squirell man's, his map will not be disqualified.
Unfair but true.

After all the ideal target of this mappack is to build its own new brand by new generations which destroys or exceeds the old one, though.

@squirell man
squirell man wrote:cuz I had to go on vacation
If you don't have time anymore and don't mind to give me your map sources, I'll "remix" your maps and release them instead.
Just a thought.

@Kaz
Gut.
pjw
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Post by pjw »

a13n wrote:@+JuggerNaut+
Actually pjw has already meet the 3rd condition in that he has his "brand name" in this community.
So if pjw submits the exact same map with squirell man's, his map will not be disqualified.
Unfair but true.
"Known" mappers should, if anything, be held to a higher standard than new mappers.

In addition, free rides are for people who need them; I'm not in need.

Just sayin'. :)
squirell man
Posts: 61
Joined: Sat Jan 13, 2007 10:10 pm

Post by squirell man »

to tell you guys all the truth, the farthest information I ever got to about hinting was the 2 sentences in the q3rad manual.

Now how would you exactly use it? ive seen it done, but dont know where and why to use it.
spookmineer
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Post by spookmineer »

obsidian
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Post by obsidian »

[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
squirell man
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Post by squirell man »

thanks, yo.
a13n
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Post by a13n »

@squirell man
Are you going to improve your maps?
squirell man
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Post by squirell man »

yes, I just did, added some major clipping where neccasary, etc... etc... and will upload them soon.

note: because of the small size of this map, I simply just divided the whole map into 4 or 5 different parts with the hint brushes.

caulking was done on thmap2

1 unit thick clipping put on all the walls of thmap2

fixed a leak on thmap1

and many other more issues fixed...
a13n
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Post by a13n »

That's good.
You can also set a key/value _blocksize/256 256 256 for worldspawn as a quick yet time-consuming solution.
pjw
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Post by pjw »

Well, beta 1 of my map is done. Some people may recognize it as a rotated/mirrored version of "The Small Place" (pjw3quickie4). I played it for a while tonight and it's a surprisingly(?) fun CTF map, and while it's pretty small, I had two teams of four in there for a really intense game, so it certainly doesn't have to be 1-on-1...

The map is a little wacky, with one (slightly-difficult-to-get) BFG for each team. There's a lot of gibs flying around in a small space. :D The textures are courtesy of Rorshach, the skybox is from Sock, and the crate textures are Karloff.

It felt very strange to be messing with GTK and detail brushes and no lighting preview and so forth. Like old times...

Still to do, once I'm sure there are no major changes: hinting, sounds, lighting tweaks, and further detailing.

Edit: Download the final below. :)
Last edited by pjw on Sun Apr 29, 2007 10:38 pm, edited 2 times in total.
a13n
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Post by a13n »

@pjw
I quickly checked the map.

One word:
fun!

I really like your unique layout though it seems to be more cpma-oriented than vanilla.
The theme is also excellent... except some animal textures for jumppads.
Please don't ask me why. :p
My soul somewhat rejected them. :p
Oh, there are quite a few missing textures, you know. :p

All in all your map would be the main dish for this mappack, so far.
Just keep up your good werk!
[color=#FF00BF]I pwn police! - Biff[/color]
[color=#666666]When I went to a zoo, I found myself in another zoo, too. - a13n[/color]
[color=#999999]Homeless is a living proof that[/color] [color=#FF00BF]Benjamin Franklin's quote "There're two things certain, tax and death" is wrong[/color] [color=#999999]and GOD had wanted[/color] [color=#FF00BF]him to be an evil liar, that is, SATAN[/color][color=#999999]. - a13n[/color]
[color=#666666]There are too many GODs in this werld for [/color][color=#FF00BF]the ONE&ONLY[/color][color=#666666] to be valid. - a13n[/color]
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TRINIX
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Joined: Mon May 08, 2006 12:06 pm

Post by TRINIX »

is there still time to throw a map in? got 1 in the works!
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dichtfux
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Post by dichtfux »

@TRINIX:
The deadline was scheduled for 1st of may. I haven't even started yet due to my other projects and lack of time.

@pjw:
Screenies look good but there's too many missing textures to play it atm. This image shows which ones are missing (link due to its size):

>click me<
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
pjw
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Post by pjw »

Argh, sorry guys--n00b mistake. I apparently forgot the crate textures. I'll fix it ASAP, but it might be tonight.

Bleh.
voodoochopstiks
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Post by voodoochopstiks »

@pjw: Wow, that feels pretty nice. I even think that would work really well as a 1v1. I'd try just removing either the red or the blue base(keep the mid) and shuffle some items around and make it a duel level. Could be nice. I'd like you to go give it a shot.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
dichtfux
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Post by dichtfux »

@pjw: the water is missing, which is far worse than the crates. don't forget to fix that while you' re at it.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
pjw
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Post by pjw »

voodoochopstiks wrote:@pjw: Wow, that feels pretty nice. I even think that would work really well as a 1v1. I'd try just removing either the red or the blue base(keep the mid) and shuffle some items around and make it a duel level. Could be nice. I'd like you to go give it a shot.
Heh. If you want the 1v1 version, get it here: http://pjw.planetquake.gamespy.com/pjw3quickie4.html

It's been around for a while. :)

@dichtfux, yeah, I took a look a few minutes ago. I messed it up quite well. :icon26: It will be fixed soon. That's what I get for trying to put the pk3 together at 2 in the morning...
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Post by v1l3 »

since nobody has popped this up..
trying textures/pjw3quickie4/256_decayed_grill.TGA...
trying textures/pjw3quickie4/256_floordamaged.TGA...
trying textures/pjw3quickie4/kf_crate01128-orange1.TGA...
trying textures/pjw3quickie4/kf_crate01128-orange2.TGA...
trying textures/pjw3quickie4/kf_crate01128-1.TGA...
trying textures/pjw3quickie4/kf_crate01128-2.TGA...
trying textures/pjw3quickie4/q4water.TGA...

-hope that helps..

Nice to see you doing a q3a map again. I was playing pjwq3tourney2 & pjw3dm5 yesterday :icon25: I was mentioning at the promode forums a while back that if they add another mappack it should have pjw3tourney2 in it..well and wvwq3dm5a..I guess we'll see if that ever happens :paranoid:
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