Fjo3tourney5 - Doggmeistr - Beta 1

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Fjoggs
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Fjo3tourney5 - Doggmeistr - Beta 1

Post by Fjoggs »

Finally after over 1 1/2 year, I release my last beta of a non-seen before map. I'm astonished. :P
Anyway, a project that started as a collab with Black_Dog that didn't go anywhere after the alpha. So I decided to wrap it up with some simple texturing and lighting.

Known bugs:
-you can see the rockwall-room from the RA area on the top
-the mh room sucks, will be fixed
-the curved stairway room next to it sucks, will be fixed
-the water cave thingy on the other side of the fence sucks, will also be fixed

'So, a few shots. Hope you enjoy! :)

Fjo3tourney5.zip

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Last edited by Fjoggs on Sat Oct 13, 2007 8:17 pm, edited 1 time in total.
ix-ir
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Post by ix-ir »

Very professional look, good job.

Few observations: various missing wall textures, still caulked?

The bouncepad by the RG just goes up and down rather than taking you to your destination.

The RG platform is a little too small and needs to have the walls clipped smooth.

In lots of places where you've done complicated wall surfaces as decoration consider weapon clipping this flat. Mappers don't seem to be aware of what a negative effect this has on gameplay, it's much harder to use walls to bounce grenades off and the worst effect is a small projection potentially protecting an opponent by a wall from a rocket splash that's very close to them. If it's a big and consistant change in the wall shape then no weapon clip's fine.

Upper YA's position seems very boring, maybe swap it with the nearby SG?

Think about adding a green armour or a 2nd yellow, the gameplay will be very back and forth without a 3rd armour, even with the mega there.

The floor at Mega should be clipped flat or combat here will be a nightmare. I'd also suggest a little more room around the Mega so there's some space to dodge in.

I guess the clipping's not really done yet, lots of the walls and the roof above RA need clipping.

There are a lot of pointless decorative projects that the gameplay would be much better without like the bit coming out by SG near upper YA - if it were bigger it'd be gameplay or it should be flat with the wall.

The teleporter doesn't look that much like it'll tele you and the room itself is a little hard to see into, I think it'd be better with a much wider enterance so it's easier to see someone in there or no teleporter. That'll be a great spot to sit on to run away lots, right next to the RA and well covered.

The yellow rock tex isn't very nice.

In general I'd recommend simplifying the geometry and opening the corridors a little, moving about feels very claustrophobic.
ALMighty
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Post by ALMighty »

I love the style of this. Also, great work on the trims! Interesting shapes and stuff. It feels really good to jump around in also, and the layout seems well planned out.

It's a little bright and the colours look a bit washed out in some places, but that might be intentional? IMO it would look better with more contrast in the lighting in some places.
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hemostick
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Post by hemostick »

Schweet stuff, as always.
Black_Dog
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Post by Black_Dog »

:O
Fjoggs
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Post by Fjoggs »

Black_dog: Love you man <3

ix-ir: Thanks ALOT man. Your comments is always worht its weight in gold. I'll highly consider your feedback and make changes accordingly. Thanks lot!

Alm: yeah, it's a bit flat. I'll fix it. Thanks! :)
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Foo
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Post by Foo »

You're becoming seriously fucking accomplished at this mapping business Fjo.

You still playing regularly?
Fjoggs
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Post by Fjoggs »

yeah. never stop the luv ;)
v1l3
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Post by v1l3 »

Damn! I wasn't expecting it to be this....now I'm glad I asked :icon25: I noticed parts in the center room that are reminiscent to the early version of the map years back...yet different in a way. There aren't to many mappers making prize maps like this lately. I'll have more comments when there is a working .aas file as far as gameplay.

A Q3 Map!!!!
+JuggerNaut+
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Post by +JuggerNaut+ »

gorgeous. gonna load it up when i get home and dry hump some textures.
A1yssa
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Post by A1yssa »

Very nice!
poub_
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Post by poub_ »

Tears roll down my eyes, such a beautiful looking map, the details, the mood.. :')
wviperw
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Post by wviperw »

Besides what ix said, I couldn't get bots to work at all in CPMA. Is there not an AAS file included?
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obsidian
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Post by obsidian »

Very nice map. Only suggestion is that the brushwork where it meets the sky looks very even. I would break it up a little with something, like a spire in the background or some other geometry. A little variation in height will add more to the immersion.
DonX
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Post by DonX »

Smooth map man... Very much enjoyed the lighting, very ambient and not harsh or retro...Although I was wondering why some rooms had yellow lights that didn't seem to effect the lightmap any, could have been the bright white light up top nullifying it's brightness on the wall surface...dunno...Unless you were aiming to achieve this. I also thought it cool that in places where it did shine yellow light, like from the stairs, the point light is sort of squarish instead of circular.

I was running around the map wishing there was some music to intensify it, and possibly some alternate ambient sounds, even a humming from the lights, or a chamber clanging in the distance, possibly wind in the outside areas.

hope to see an update..thanks
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dichtfux
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Post by dichtfux »

Looks very cool Fjoggs, gave it a try yesterday!

Everything that came to my mind has already been said: floor at MH, missing textures/caulk, clipping, JA.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Fjoggs
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Post by Fjoggs »

Vile: This is actually not that map, but a totally different one. :p I haven't been working too much on the other one due to this one being closer to finished.
obsidian wrote:Very nice map. Only suggestion is that the brushwork where it meets the sky looks very even. I would break it up a little with something, like a spire in the background or some other geometry. A little variation in height will add more to the immersion.
Will do.
DonX wrote:Smooth map man... Very much enjoyed the lighting, very ambient and not harsh or retro...Although I was wondering why some rooms had yellow lights that didn't seem to effect the lightmap any, could have been the bright white light up top nullifying it's brightness on the wall surface...dunno...Unless you were aiming to achieve this. I also thought it cool that in places where it did shine yellow light, like from the stairs, the point light is sort of squarish instead of circular.

I was running around the map wishing there was some music to intensify it, and possibly some alternate ambient sounds, even a humming from the lights, or a chamber clanging in the distance, possibly wind in the outside areas.

hope to see an update..thanks
Yeah I agree. Parts is a bit washed out, i'll see what I can do.
About the sounds and music: I'll prolly not add any ambient sounds due to this is distracting for the player if you're playing a tense 1on1 and need to know excactly where your enemy is.
About music then no, I don't like q3 music in my maps. Just open winamp and enjoy. ;)

Everyone else: Thanks alot of for the warm comments!
v1l3
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Post by v1l3 »

Fjoggs wrote:Vile: This is actually not that map
Oh! I just thought it got completely re-worked..Doh! That's great actually, because more maps the better(by chance). :icon25:
Fjoggs wrote:open winamp and enjoy
That or a stereo in the room...with lots of Bass!
Fjoggs
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Post by Fjoggs »

v1l3 wrote:Oh! I just thought it got completely re-worked..Doh! That's great actually, because more maps the better(by chance). :icon25:
Yeah, it's in the works. I've completely restructured it, since it was very poorly designed back in the days. But the layout is the same, except for a small change you'll see when I release it. :p
v1l3 wrote: That or a stereo in the room...with lots of Bass!
The more the better! Neighbours loove bass. hard bass. ;)
ix-ir
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Post by ix-ir »

I'll prolly not add any ambient sounds due to this is distracting for the player if you're playing a tense 1on1 and need to know excactly where your enemy is.
CPMA has s_ambient 0/1 to toggle these so mappers can go wild with ambients if they want to.
Fjoggs
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Post by Fjoggs »

Oh really. :o But uh, the pk3 is big enuff already tbh. Think I'll leave it like it is.
dichtfux
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Post by dichtfux »

Just make sure to release a beta with bot support soon. Don't know about vq3 (doubt it'S different though), but as wvw said, there's no bots with CPMA on the map.

:drool:
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Fjoggs
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Post by Fjoggs »

Yeah I noticed that. Hmm, weird. There's an .aas file included. :/ I'll try to optimize some more to solve the problem.
+JuggerNaut+
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Post by +JuggerNaut+ »

dichtfux wrote:Just make sure to release a beta with bot support soon. Don't know about vq3 (doubt it'S different though), but as wvw said, there's no bots with CPMA on the map.

:drool:
k, thought it was only me. on with it!!
skinNCNmaster
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Re: Fjo3tourney5 - Doggmeistr - Beta 1

Post by skinNCNmaster »

wishin he had q3 installed around here...

missing runnin round fraggin yer sorry asses.

lookin good foggy jogs.
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