School BETA

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Maxell
Posts: 3
Joined: Fri Feb 20, 2009 8:53 am

School BETA

Post by Maxell »

Image

Hi guys!

I released beta version of my map School for Quake 3 yesterday. I would like to ask you to give me your feedback for beta testing. Feel free to contact me via guestbook or icq 96115350 if you find a bug or just have an idea for improvement.

Note

This map is based on complex of buildings from real world (my high school from past). School is quite large and detailed map so there are some locations where r_speeds goes mad. But nothing comes without price. When you have older computer you can tweak your config (change r_picmip etc.).

Keep in mind that School was designed entirely for fun.
So I won’t listen to any whining pros. :D

Try to find all secret places...


For download proceed to my web: MAXELL's HOME
And please do not create download mirrors, just link to my page.

Thank you kindly
Maxell
axbaby
Posts: 3424
Joined: Wed Dec 22, 1999 8:00 am

Re: School BETA

Post by axbaby »

i am still trying to figure out how you inserted a movie into your map.
lot of nice touches such as the nt and xp screensavers on computer screens.
it's a cool map and must have taken ages to put together.
i think the lighting is a bit washed out in low lit areas
i had a weird shader bug with basket ball court floor turning on and off black.

clipping could be tweaked in some outside areas like the trees and cement road block area.

probably a lot of glitches will be found , i just wanted to say i really liked the map and appreciate the time and effort put into it.
it won't get much gameplay but it was fun to run around and explore.
[color=#FF0000][WYD][/color]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: School BETA

Post by obsidian »

videoMap videoname
Surfaces marked with a shader containing this directive in one of its stages will display an animated video playing in a continuous loop. The video clip must be in ROQ format and playing at 30 frames per second. The ROQ file is stored in the "video" directory within the main mod directory. A third-party program is required to convert other video formats to the ROQ format for use within Quake III engine games.

Script: Specifying a videoMap

Code: Select all

textures/obsidian_video/intro
{
	qer_editorImage textures/obsidian_video/qer_intro.tga
	surfaceparm nolightmap
	{
		videoMap obsidian_intro.roq
		rgbGen identity
	}
}

Historical Information:
The ROQ format is a proprietary video format developed by Graeme Devine originally used for "The 7th Guest" for the purpose of being able to decompress quickly while maintaining high image quality. It was later adopted by Id Software for use in Quake III Arena.
http://www.robotrenegade.com/q3map2/doc ... 6.html#map
[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]
4days
Posts: 5465
Joined: Tue Apr 16, 2002 7:00 am

Re: School BETA

Post by 4days »

this map is a lot of fun to run around, i really like the sports hall and the flying saucer.
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Re: School BETA

Post by ix-ir »

Fun map to move around in and the theme's cool and done well. One crit would be that you should try being far more careful with player clip around the map edges. It suffers from a lot of invisible walls, try to make it more visually logical that your path is blocked rather than cutting off areas that seem like you should be able to run around in them.
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: School BETA

Post by v1l3 »

Is there a .aas(botfile) in with the map? I'm on dial-up so it will take me an extremely large amount of time to download it..so I figured I'd ask. The pictures are amazing..looks like a Q3 prize map visually..not too many mappers pulling that off. :D It's cool that you stopped in here, so I could find your site..I've had your map zastavka for quite some time..I can't remember where I found it from, maybe the Polish Q3 site..not sure, but I'm downloading your other maps. My zastavka map is only 17mb's...must be a beta hmm. So.. Cool =)
Maxell
Posts: 3
Joined: Fri Feb 20, 2009 8:53 am

Re: School BETA

Post by Maxell »

Thank you all for your feedback! I really appreciate it.
btw, Have you found any secret places yet?
v1l3 wrote:Is there a .aas(botfile) in with the map?
No, there isn't bot support. The map was created mainly for gaming against real opponents and having a fun (for example at LAN party with friends). Maybe if more people will be interested I change my mind and create .aas for this map.

ix-ir wrote:It suffers from a lot of invisible walls, try to make it more visually logical that your path is blocked rather than cutting off areas that seem like you should be able to run around in them.
Yes, I know that and it is a compromise with Quake 3 engine. It is done for limiting player's view - to lower visibility.
axbaby
Posts: 3424
Joined: Wed Dec 22, 1999 8:00 am

Re: School BETA

Post by axbaby »

one dead alien and can't figure out how to get to lower Maxwell sign without cheating
[color=#FF0000][WYD][/color]
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: School BETA

Post by jal_ »

What I like the less is seeing the q3 items in the map. They look so out of place... :P
Salinga
Posts: 86
Joined: Thu Apr 14, 2005 10:04 pm

Re: School BETA

Post by Salinga »

If your map is final can I do a conversion of it (see my other thread about my Elite Force conversions)?
Maxell
Posts: 3
Joined: Fri Feb 20, 2009 8:53 am

Re: School BETA

Post by Maxell »

Secret locations
:arrow: way to the UFO
:arrow: parallel dimension with pyramid

Btw, you have to open your eyes wide if you want to find secret locations.
But it isn't so difficult. My 11 year old cousin managed it. ;)
[acid]
Posts: 54
Joined: Mon Jul 19, 2004 7:00 am

Re: School BETA

Post by [acid] »

Nice map. I'm doing a similiar thing.

The secret places I could find where the saucer and the dead alien, as well as the correct entrance to the pyramid.
Peenyuh
Posts: 3783
Joined: Thu Jan 03, 2008 3:46 am

Re: School BETA

Post by Peenyuh »

I like this map, 'specially the toilet. :olo:

Anyone know if a server (pref western US) is running it? I'd like to see a dozen, or so people running around on it. I like the big maps like this and Tribal (which I haven't seen on any servers either).
[color=#00FF00][b]"How do you keep the natives off the booze long enough to pass the test?" Asked of a Scottish driving instructor in 1995.[/b][/color]
Hotshots
Posts: 3
Joined: Tue Mar 17, 2009 1:10 am

Re: School BETA

Post by Hotshots »

Hi, I'm a13n, and I should talk to Dark Metal about being unbanned.
schwim
Posts: 41
Joined: Thu Aug 29, 2002 7:00 am

Re: School BETA

Post by schwim »

Any further consideration of generating a botfile for this, maxell?
If at first you don't succeed, then skydiving's not for you.
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monaster
Posts: 532
Joined: Mon Apr 28, 2008 1:52 pm

Re: School BETA

Post by monaster »

Sick map... the very first one ever to give me a shader overload! :ducky: No joking, my Q3 console really gave out an error message that there are too many shaders in this map and refused to load (after I waited for approximately 3 minutes staring at the loading screen). And I wanted to play that map so badly. Gonna test it on some other systems if it is just my hardware, because it seems to work fine for you guys posting here, and then report again.
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
ANIMAL1988
Posts: 75
Joined: Tue Jan 16, 2007 10:37 pm

Re: School BETA

Post by ANIMAL1988 »

hunk allocated memory failed on
<long number>
????
4days
Posts: 5465
Joined: Tue Apr 16, 2002 7:00 am

Re: School BETA

Post by 4days »

ANIMAL1988. type "set com_hunkmegs 128" in the console and restart the game, or add "seta com_hunkmegs 128" to your config file.
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monaster
Posts: 532
Joined: Mon Apr 28, 2008 1:52 pm

Re: School BETA

Post by monaster »

Promised report: As I have tested this map on 4 different systems during the last weeks and couldn't get it started anywhere (always the same error, see my earlier post), I'd like to ask if anyone got the same problem, since I don't see a way to get this map accepted inside Quake 3 Arena (v1.30), and that's the game the map is aming for, if I remember correctly. :offended:
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: School BETA

Post by Hipshot »

The map is aimed for an old version of Q3?
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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monaster
Posts: 532
Joined: Mon Apr 28, 2008 1:52 pm

Re: School BETA

Post by monaster »

It clearly isn't, just realised that. And that's why I got the shader_overload-error. Patched Q3A to 1.32 (newest point release) and now it works fine. Problem solved!
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
Chretien
Posts: 68
Joined: Mon Dec 07, 2009 12:14 am

Re: School BETA

Post by Chretien »

Jesus Maria.
Crazy, dude! :D :D
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