alm3ctf1 - Duelling Cottages [BETA 1]

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

alm3ctf1 - Duelling Cottages [BETA 1]

Post by ALMighty »

DOWNLOAD: http://files-upload.com/files/647718/alm3ctf1_beta1.zip
MIRROR 1: http://www.mediafire.com/?dxkfoyq1zbz

[lvlshot]http://www.imgplace.com/directory/dir33 ... 285338.jpg[/lvlshot]
[lvlshot]http://www.imgplace.com/directory/dir33 ... 285425.jpg[/lvlshot]
[lvlshot]http://www.imgplace.com/directory/dir33 ... 285472.jpg[/lvlshot]
[lvlshot]http://www.imgplace.com/directory/dir33 ... 285511.jpg[/lvlshot]

This has been on my harddrive forever. I made the models and textures 2-3 years ago and haven't been able to make something out of them. I definately chose the wrong engine to build this in; a lot of it's been a real pain to make. Radiant ain't that great to work with terrain for sure.

I wasn't able to compile vis on it. It sat there for over a day until I finally gave up on it. I have other things to do with my computer. I did do a fastvis, but I don't think it did anything. The whole level seems to be visible all the time.

I wasn't able to compile a bot file either. It said something like MAX_MAP_PLANES or something like that. Another reminder of wrong engine choice. I don't even know if this is playable actually.

Well anyway, at least I've released it now and I can move on. Sort of.

Let me know what you think.
Last edited by ALMighty on Sat Dec 01, 2007 9:15 am, edited 2 times in total.
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Raven
Posts: 51
Joined: Sat Apr 17, 2004 7:00 am

Re: alm3ctf1 - Duelling Cottages [BETA 1]

Post by Raven »

How much of your brushwork is structural and how much is detail? You should probably add simple caulk underhull 'vis walls' to act as the structural core to your terrain layout and turn the majority of your terrain underhull into detail brushes. Please excuse my ignorance if I'm off base, as I don't have time right now to download and look at your map.
[b]Ford '3-Poynt' Dye
Designer[/b]
[url=http://www.ravensoft.com/frameset.html]Ravensoft[/url]
[url=http://www.levelforge.com/index.html]Personal Site[/url]
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: alm3ctf1 - Duelling Cottages [BETA 1]

Post by dichtfux »

Finally! Don't know why, but I've been looking forward to this map since I saw the first screenies in the WIP thread.

Downloading now. I urgently need sleep, but I'll give it a try now anyways.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
rgoer
Posts: 798
Joined: Sun Aug 17, 2003 7:00 am

Re: alm3ctf1 - Duelling Cottages [BETA 1]

Post by rgoer »

can you put a mirror up anywhere else? your url tells me that downloading from my country is empty
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Re: alm3ctf1 - Duelling Cottages [BETA 1]

Post by ALMighty »

rgoer wrote:can you put a mirror up anywhere else? your url tells me that downloading from my country is empty
Sorry about that, there you go I added 1 mirror.
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Re: alm3ctf1 - Duelling Cottages [BETA 1]

Post by ALMighty »

Raven wrote:How much of your brushwork is structural and how much is detail? You should probably add simple caulk underhull 'vis walls' to act as the structural core to your terrain layout and turn the majority of your terrain underhull into detail brushes. Please excuse my ignorance if I'm off base, as I don't have time right now to download and look at your map.
Hey that sounds like a great idea! I never thought of that. All the terrain is structural now. I will try it out for sure, thanks!
Raven
Posts: 51
Joined: Sat Apr 17, 2004 7:00 am

Re: alm3ctf1 - Duelling Cottages [BETA 1]

Post by Raven »

No problem. :)
[b]Ford '3-Poynt' Dye
Designer[/b]
[url=http://www.ravensoft.com/frameset.html]Ravensoft[/url]
[url=http://www.levelforge.com/index.html]Personal Site[/url]
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: alm3ctf1 - Duelling Cottages [BETA 1]

Post by dichtfux »

Suggestion: move the clip brushes (the outer hull of clip brushes) more to the center of the map. Like don't clip where you'd fall off the landscape but ~20 meters earlier, at the peak of the hills surrounding the map.

You can fall off the hills atm and are then get stuck between hill and clip brushes in a few places. You can get out by rocket jumping most of the time, but it doesn't feel right.

Looks really good btw. You're most likely chose the wrong engine indeed, but on the other hand it's something different for Quake 3 and it looks good.
Can imagine it was a pain to build it, though.

Sorry for my english, something's wrong with me atm it seems. :dork:
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Re: alm3ctf1 - Duelling Cottages [BETA 1]

Post by ALMighty »

dichtfux: Thank you! I'll fix that clipping thing for the next beta.
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