[MAP] Revenga ! beta5

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Strahlemann
Posts: 35
Joined: Fri Jan 13, 2006 6:45 pm

[MAP] Revenga ! beta5

Post by Strahlemann »

Here's a new beta of my map "Revenga!"
This will be the last beta before the official release.

changes:
- fixed skybox
- fixed teleporter
- better clipping
- lights more yellow
- added soundFX
- textured caulked surfaces

Tell me what you think about it. Any feedback is appreciated :)


Get it HERE

The obligatory screenshots:
Image Image Image

Image Image

Image Image



Known bugs:
Bots get stuck near the LG

Enjoy !
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: [MAP] Revenga ! beta5

Post by obsidian »

* By the YA, looking at the pipe in the floor, there is a bit of HoM-effect down in the bottom of the hole, needs fixing. Same thing in floor near LG. Try running the game with r_clear 1 to spot HoM.
* Forgot to mention this in the previous beta, but your skyline is pretty much level. Try some larger variances in height of those buildings.
DTS
Posts: 2879
Joined: Thu Jul 13, 2000 7:00 am

Re: [MAP] Revenga ! beta5

Post by DTS »

It was better with the moving scenery. (The texture did warp a bit on the moving part(s), though, that could have been my graphics card, though.)

The slope up to the YA is too steep, it's easy to fly over it, especially if you try jumping up the slope.

It wasn't laggy with no other players, but when I added a bot it was laggy.

It's interesting to see an orange sky with lightning, but it did look a bit messed up on my PC (I think it's my graphics card cause it looks like the kind of effect that rocket smoke and fog have).
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: [MAP] Revenga ! beta5

Post by obsidian »

DTS wrote:It wasn't laggy with no other players, but when I added a bot it was laggy.
A significant amount of botclip and maybe a few clusterportals will fix that.
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: [MAP] Revenga ! beta5

Post by v1l3 »

Very nice...I like the lightning sound, it goes well with the sky =) I noticed that there are lines in the sky..I dunno whether that's a big deal to you or not? It's nothing an Icculus.exe couldn't fix though I suppose. About the map being laggy, I don't think it's very laggy..it's just that there are quick lock-ups which happen every 15 seconds or so apart or a lil bit more. I've been firing my LG a couple of times when one happens and the gunfire would get locked on. A good couple of clicks shut it off of course...I hope that kind of explains it a bit though, as I dunno whether anyone else has that happen or not so....I really like this map. Seems like a good Klesk map. :D
Strahlemann
Posts: 35
Joined: Fri Jan 13, 2006 6:45 pm

Re: [MAP] Revenga ! beta5

Post by Strahlemann »

I'm doing the bot clipping right now. I hope this'll help with the lagging.

About the seams in the sky. Is this that ATI bug ?
And what exactly is Icculus.exe ?

I'm thinking of replacing the teleporter with some kind of portal-teleporter (like the on on dm7).
Good idea, or do you like these red bobbing flares ?
DTS
Posts: 2879
Joined: Thu Jul 13, 2000 7:00 am

Re: [MAP] Revenga ! beta5

Post by DTS »

Strahlemann wrote:About the seams in the sky. Is this that ATI bug ?
I have an Nvidia card so no. I think it's just what low spec cards do.
Strahlemann wrote:I'm thinking of replacing the teleporter with some kind of portal-teleporter (like the on on dm7).
Good idea, or do you like these red bobbing flares ?
Those red things are allright, except they are too much like the red lights on those spikes elsewhere on the level.
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