http://lvlworld.com/review.php?id=2048
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Download Beta 2:
http://www.zfight.com/misc/files/q3/crescentbeta2.rar ~8.5MB
BETA 2
Overall, one could say that the flow has increased a lot, it's more tolerant to mistakes, more accessible and have a better, more widespread item layout that forces players to move around more.
Make sure you replace the old beta with the new one, else there will be shader errors.
Change list:
Graphics:
- Changed the black tile texture into one more fitting for the overall theme. Removed the reflection.
Added some water plant details on water surface.
Added cracked floor as markers for RA, YA, MH.
Placed more lights around inside areas and towards ceilings to make the light more pleasant - and the level a bit more bright.
Made more textures on details vertex-lit.
Tweaked the brightness of the arch texture, made it more bright. This brings up the texture details more. Looks more like old dirty concrete now, where vegetation have grown but falled off.
Tweaked the lightmap even further, fixing bugs upping resolution.
Tweaked sun and skylight.
Switched vertex version of the TP into a totally white one.
Fixed all sparklies under the terrain water part.
Used the painted blue tile texture as a texture for two inverts inside, makes the insides less white, more colorful.
[None player area = note to self] Switched Q3-concrete into solid black as lightmap blocker. Thus removing the last iD shader (I think).
[None player area] Switched level load texture.
- Added one 25H, next to the PG.
Moved RL-Ammo from corner to the PG.
Moved around following weapons:- Moved PG ~128U closer to the RA (where it is now).
Moved the LG to where the SG was before.
Moved the SG to where the LG was before, but around the corner in front of the TP.
Switched place on GL and RG.
Switched place on YA and RA.
Added many more wooden support planks. Everything to make the level more accessible and less punishing when doing mistakes. Some also encourages players to move more around.
Made it much easier to drop down on the TP that leads to the RA (now), with removing the wooden support. However, this stops player from being able to walk over it. It's a trade off, but I think this is for the better - it's kinda impossible to work both solutions in here without redoing the area (...and I won't do that).
Extended the TP-trigger a few units outside of the edges to make players enter them easier. - Moved PG ~128U closer to the RA (where it is now).
- A few minor sparkle errors.
When using subdivision 0, the patches used in some arches, get gaps between them.
A pretty big error (that occurred with the rebuilt RA (where it is now) room, that I've kinda "worked around" - players could not get out of the water on some places when they were "planar" to the water surface, it was impossible, reproduced the errors on several computers. I've added a slight player clip ramp under the water in that place, that should fix it so it works. However, a player might still need to press jump sometimes when trying to get up there (this is not needed anywhere else in the level). I could never fix the error, in anyway, or understand why it occurred just at that place and nowhere else.
- Fix the in some places still untweaked lightmap.
Added Beta 2 - Does not express all changes.






Initial Beta 1 - Most items and some graphics are obsolete.








