Map - Suriel

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Map - Suriel

Post by Bliccer »

This map has been made with the intention to take part in the noghost mapping competition.
The deadline is over already, but I still want to edit my map so, when the final map pack will be released there is a way more solid map in it, than it is now. For this I would like you to test my map (like sock's :D). It is a 2on2 or 1on1 map.

You can get it here: Suriel.pk3
or find it in the mappack for the judges with all the other neat maps in there: mappack

You can play the map on this server: Serverlist

You won't be able to play the map with bots since I had some nasty errors in bspc. I hope I can fix them...

I will post some screenshots tomorrow.

I already noted:
- jumppad in middle, widen patches
- floor in middle a different texture, since the gras attracts too much attention
- the blending needs to be fixed (dunno how); the small paths gras/waste land
- I should use a different skybox
- I need to fix the item textures (they are green not orange because of adding the colours; still dont know why)
- boobing for the monitors, not so static
- more light entities
- dunno if the items are placed good enough
Last edited by Bliccer on Mon Dec 28, 2009 4:55 pm, edited 1 time in total.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Map - Suriel

Post by AEon »

Loaded the first link .pk3...

Notes on your pk3:
  • It would be better to merge all your shaders into one file called scripts\suriel.shader
  • You are using many of evillair's textures, and kept his texture folder structure... it would again be better to place *all* textures in textures\suriel\ instead and to fix the shader names/paths to match that folder.
  • You are missing several textures in that .pk3 as well, plus there are shader issues:
    • trying textures/evil8_trim/e8lighttrim_b_static.TGA...
      trying textures/evil6_floors/e6tekmtlrflr_h_full_slow.TGA...
      trying textures/evil8_trim/e8trim_redfx.TGA...
      WARNING: R_FindImageFile could not find 'textures/evil8_trim/e8trim_redfx.tga' in shader 'textures/noghost_bliccer/e8trim_redfx'

      Shader textures/noghost_bliccer/e8trim_redfx has a stage with no image
      WARNING: reused image env/cyber_noghost/cyber_black_rt.tga with mixed glWrapClampMode parm
      WARNING: reused image env/cyber_noghost/cyber_black_bk.tga with mixed glWrapClampMode parm
      WARNING: reused image env/cyber_noghost/cyber_black_lf.tga with mixed glWrapClampMode parm
      WARNING: reused image env/cyber_noghost/cyber_black_ft.tga with mixed glWrapClampMode parm
      WARNING: reused image env/cyber_noghost/cyber_black_up.tga with mixed glWrapClampMode parm
      WARNING: reused image env/cyber_noghost/cyber_black_dn.tga with mixed glWrapClampMode parm
.:Z:.
Posts: 17
Joined: Thu Dec 24, 2009 12:38 am

Re: Map - Suriel

Post by .:Z:. »

nice map ! i like your floor
try to scale the red & yellow trims to "one trim" to get more beautifull (red circles)
and do something for that ! (yellow circle)
i think you have already that !?
Image
if tou can't frag... [url=http://www.q3df.org/server]Defrag[/url] !
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Map - Suriel

Post by Bliccer »

AEon wrote:[*] You are using many of evillair's textures, and kept his texture folder structure... it would again be better to place *all* textures in textures\suriel\ instead and to fix the shader names/paths to match that folder.
Why should I do that? I mean, when I use a lot of the original textures than it should be okay I guess. All the edited files are in my own folder.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Map - Suriel

Post by AEon »

Several reasons... the textures in your .pk3 will be shadowing the unpacked textures in the developer folder, plus may conflict with textures/shaders where someone else was too lazy to relocate them. If this other person edits the "original evillair" shaders, they will conflict with your shaders. This means either your shader will not work as expected or those of the other map.

Also if you hand out your .map, for someone else to take a look at, forcing them to unpack textures that are all over the place, into a dev folder is *really* annoying for those testers.

There are longstanding good reasons *not* to use default texture/shader paths. IIRC even evillair points this out in his readme files.
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Map - Suriel

Post by Bliccer »

Okay, I've fixed a lot now (also switched to one texture folder + shader). Now I still have that light problem.
How can I change that? And why is it like that?

lightprob with blending terrain

When I've fixed that I can release a new testing version of my map.
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Map - Suriel

Post by Bliccer »

Updated the first link with the latest version. Please check it again.
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monaster
Posts: 532
Joined: Mon Apr 28, 2008 1:52 pm

Re: Map - Suriel

Post by monaster »

You can get it here: Suriel.pk3
link
is dead.
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.
.:Z:.
Posts: 17
Joined: Thu Dec 24, 2009 12:38 am

Re: Map - Suriel

Post by .:Z:. »

here's teh link :!:
http://q3a.ath.cx/?mapdetails=suriel

oh bliccer can i use the texture named elec_stripes :?: i don't know if you've create it or someone else :rolleyes:
if tou can't frag... [url=http://www.q3df.org/server]Defrag[/url] !
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Map - Suriel

Post by Bliccer »

Oh sorry, didn't see that there were answers on this thread.
Of course you can use it (it's mine). But please send me a pm or a mail with screens how you use it.
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