
[FINAL] Derwyll's Castle 2 - MANY THANKS
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- Posts: 494
- Joined: Tue Mar 31, 2009 11:14 am
Re: New CTF map testing - Derwyll's Castle
Wow. Looks awesome. There really is a lot of great CTF action going on around here lately. 

Re: New CTF map testing - Derwyll's Castle

lovely map :)
some of the above comments may be duplicate, like the Z_buffer one I see now is already covered by obsidian (interestingly its the JP which caused it:)
The movement of the tree's branches is awkward to me, i thought i was tripping for a sec there!
about the comments related to UT; I guess it also has to do with the way the map is lit as well as the setting/theme. Most UT levels have big problems on this front; they contain too much pitch black and contrast is either almost non existant or too high. I'd try brightening the most dark parts of your textures. Fortunately, Q3 doesnt have a shit lightmap compiler, so you'll be able to fix this quite easily by changing the values of lights sources, rather than having to make complicated shader networks. (In this maps case, I think the map only suffers from too high contrasts in black and white (especialy noticeable in the second shot of your first post)
I liked the lighting best when viewing the map with r_Gamma of 1.3, but my screen is a bit darker than others so I'd wait/ask for other people's comments on this one to verify if this comment makes sense
thanks for sharing and keep up the good work! XD
(sidenote: about the skybox, it sparked interest in finding out a method to paint/create skyboxes myself and i just did so using Photoshop/Mudbox/Maya, if you have little time to post a tut, I wouldnt mind doing so instead and then you can comment on how/if you did it differently)
Re: New CTF map testing - Derwyll's Castle
Thanks...
I know there are many bugs in map. Now I'm re-making whole map with a new lightning, item placement and also I want to optimise it for low-end computers (for example my map has about 3660 brushes/base = about 7320 brushes whole map! And q3dm7 has only about 2700 brushes). So I must save every brush I can - there will be no "senseless" objects (spikes unfortunately are). I hope I will realize new version at the end of the week and maybe with bot support (if BSPC.exe will tell me "MAX_MAPFILE_PLANES" error, I will kill myself
).
I completely refitted teleporters. Now they are not so "unfitting" to the environment and there are less teleporters in each base - new scheme is mostly based on SOCK idea.
I'm so motivated and happy for your interest
I have few more ideas for maps. I will post there screenshots
But of course.. finish this map first 
Edit: And about the "stone" texture - this contrast is delibarate - this version hide squareness of geometry and looks more plastic than non-contrast texture. Look at the land texture. There is every polygon visible.
I know there are many bugs in map. Now I'm re-making whole map with a new lightning, item placement and also I want to optimise it for low-end computers (for example my map has about 3660 brushes/base = about 7320 brushes whole map! And q3dm7 has only about 2700 brushes). So I must save every brush I can - there will be no "senseless" objects (spikes unfortunately are). I hope I will realize new version at the end of the week and maybe with bot support (if BSPC.exe will tell me "MAX_MAPFILE_PLANES" error, I will kill myself

I completely refitted teleporters. Now they are not so "unfitting" to the environment and there are less teleporters in each base - new scheme is mostly based on SOCK idea.
I'm so motivated and happy for your interest



Edit: And about the "stone" texture - this contrast is delibarate - this version hide squareness of geometry and looks more plastic than non-contrast texture. Look at the land texture. There is every polygon visible.
Re: New CTF map testing - Derwyll's Castle
this map looks freaking awesome.
only suggestion to add would be a "nodrop" brush to ensure weapons aren't dropped into the void.
only suggestion to add would be a "nodrop" brush to ensure weapons aren't dropped into the void.
Re: New CTF map testing - Derwyll's Castle
i like the look of it... but not the gameplay... too many weird surface angles which throw you into the void when strafe jumping around. too many long jp's... and the freedom of movement seems broken. the flag room is really gonna be way to easy to defend...
oops, now that i read socks post... just do what he said.
you have true talent visually, but i dont think you are building for quake3. keep on going tho. with a little community input this could turn out great!
hope this does not seem to harsh...
oops, now that i read socks post... just do what he said.

you have true talent visually, but i dont think you are building for quake3. keep on going tho. with a little community input this could turn out great!
hope this does not seem to harsh...
Re: New CTF map testing - Derwyll's Castle
Allright. New testing version is out 
Now - several notes:
1) THERE IS BOT SUPPORT, but not yet tuned! Bots are really stupid, there are several solid areas and sometimes they can't move
2) Please test only item placement (except grenadelauncher - I think it will be moved elsewhere) and "gameplay" if we can talk about it
3) There is only one(red) base, only central teleporter has function with new teleport tunnel effect and "in base" teleporters are functional too
4) There are MANY bugs so please, prepare "kill" command in your consoles
5) This is only testing version - ignore rendering, graphical and effect bugs - I calculated only very very low-res shadows and lightning
6) Only possible to play DEATHMATCH, TOURNEY and TDM
Try to play with bots, try to post here your ideas I will be grateful for it
Link: http://qxypug.blu.livefilestore.com/y1p ... 3?download

Now - several notes:
1) THERE IS BOT SUPPORT, but not yet tuned! Bots are really stupid, there are several solid areas and sometimes they can't move
2) Please test only item placement (except grenadelauncher - I think it will be moved elsewhere) and "gameplay" if we can talk about it

3) There is only one(red) base, only central teleporter has function with new teleport tunnel effect and "in base" teleporters are functional too
4) There are MANY bugs so please, prepare "kill" command in your consoles

5) This is only testing version - ignore rendering, graphical and effect bugs - I calculated only very very low-res shadows and lightning
6) Only possible to play DEATHMATCH, TOURNEY and TDM
Try to play with bots, try to post here your ideas I will be grateful for it

Link: http://qxypug.blu.livefilestore.com/y1p ... 3?download
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- Posts: 494
- Joined: Tue Mar 31, 2009 11:14 am
Re: New CTF map testing - Derwyll's Castle - NEW VERSION 10.2.
Won't have too much time to test this for a while but I just loaded this up quickly. Take these comments with a grain of salt because I only ran around very briefly.
- First thing, there doesn't seem to be an explicit "middle ground", which breaks a cardinal rule of CTF gameplay. There has to be some place where the flag runner must pass through, in and out, otherwise the only place to defend is the flag. In this version, if I'm somewhere in my base and I hear that my flag has been taken, I can't confidently go anywhere to cut the flag runner off because there is no one place that covers all the exit routes. So unless I get lucky and guess his path, once the runner grabs the flag, he's probably gone for good.
- Gotta admit I'm not a huge fan of the lava. Doesn't really make sense to me. I liked it the way it was before, all black fog, which transitions into the skybox perfectly. That skybox is now even cooler BTW; you are clearly very talented
.
- You took away the bouncer going up the giant staircase in the rear so now you have to walk up it. It's way too long of a walk, especially considering you still have bouncers for the other routes. I'd change this back.
- New cathedral structure looks great. Maybe you could expand this structure and turn it into a true "middle ground" (see above).
You are obviously a very motivated artist to have made all these changes to an already polished map. I hate to think any of this hard work might go to waste, but I'm already seeing some new problems have arisen and more changes may have to be made. You might want to look into making a simple template map (a prototype), just to get the kinks out of your layout without sacrificing too many work hours. Here is a template map of mine so you can see what I mean: PHDM_C. It could save you a lot of time while testing to do something like this.
- First thing, there doesn't seem to be an explicit "middle ground", which breaks a cardinal rule of CTF gameplay. There has to be some place where the flag runner must pass through, in and out, otherwise the only place to defend is the flag. In this version, if I'm somewhere in my base and I hear that my flag has been taken, I can't confidently go anywhere to cut the flag runner off because there is no one place that covers all the exit routes. So unless I get lucky and guess his path, once the runner grabs the flag, he's probably gone for good.
- Gotta admit I'm not a huge fan of the lava. Doesn't really make sense to me. I liked it the way it was before, all black fog, which transitions into the skybox perfectly. That skybox is now even cooler BTW; you are clearly very talented

- You took away the bouncer going up the giant staircase in the rear so now you have to walk up it. It's way too long of a walk, especially considering you still have bouncers for the other routes. I'd change this back.
- New cathedral structure looks great. Maybe you could expand this structure and turn it into a true "middle ground" (see above).
You are obviously a very motivated artist to have made all these changes to an already polished map. I hate to think any of this hard work might go to waste, but I'm already seeing some new problems have arisen and more changes may have to be made. You might want to look into making a simple template map (a prototype), just to get the kinks out of your layout without sacrificing too many work hours. Here is a template map of mine so you can see what I mean: PHDM_C. It could save you a lot of time while testing to do something like this.
Re: New CTF map testing - Derwyll's Castle - NEW VERSION 10.2.
I like the changes, the item placement seems alot better and the weapon placement feels worthwhile fighting over. This can be tweaked further as more people try the map out with bots.
The new pre-base/middle ground could be a bit bigger on the sides of the central nave. I can only see one entrance in at the moment, really need to see where the other two are going to be. Maybe try and move the two side base exits into the grounds of the broken cathedral so a FC can be intercepted easier. I really like the low fog effect on the cathedral floor, nice touch.
The back area with the regen is extremely small, it needs to be at least 2 times bigger and also raise it up by 50% the distance of the JP connecting it. You could make the floor split levelled so that the large space is not flat. Really need some structure here, a landmark. Maybe hide the regen with some ruins so it cannot be seen from the flagroom. Also try the GL down next to the regen instead.
The new flag location is good but you need to open up the corridors from the RA trapdoor. It still feels too small and windy. Also should have a solid wall where the bars are between the flag and the corridor leading to the RA trapdoor. So when you pop up from below you have to run around the wall first before you can see the flag. Also the curved patch wall next to the bars could be cut, it is too thin and looks strange compared to the thick walls around it.
The lava thing is nice as a hazard but it should be something neutral because the red version will look weird in the blue base. Have you thought about a shiny black tar texture, swirling around with the odd bit of steam puff up every now and then. One thing I do like about the lava is the lighting it creates, very dramatic and atmospheric. I liked the idea of the burning tree's but you need to have the branches static.
The floor space next to the LG is awesome in size but you should put a structure where the lava is instead. So players can use that space and maybe have some cover. It could link around under the top bridge to the other side. If the structure there had a roof then it could be used as more gameplay space.
I like how the RG is isolated and time consuming to get too but maybe try increasing the size of that platform. You could create more space underneath the bridge area so it not so much a death trap if you fall. The broken bridge with floating stuff feels wrong, maybe try a solid bridge. The wood planks on the large bridge looks odd, I would recommend making it all stone. I really do like the stairs as a slow route up instead of all fast JP routes.
The new pre-base/middle ground could be a bit bigger on the sides of the central nave. I can only see one entrance in at the moment, really need to see where the other two are going to be. Maybe try and move the two side base exits into the grounds of the broken cathedral so a FC can be intercepted easier. I really like the low fog effect on the cathedral floor, nice touch.
The back area with the regen is extremely small, it needs to be at least 2 times bigger and also raise it up by 50% the distance of the JP connecting it. You could make the floor split levelled so that the large space is not flat. Really need some structure here, a landmark. Maybe hide the regen with some ruins so it cannot be seen from the flagroom. Also try the GL down next to the regen instead.
The new flag location is good but you need to open up the corridors from the RA trapdoor. It still feels too small and windy. Also should have a solid wall where the bars are between the flag and the corridor leading to the RA trapdoor. So when you pop up from below you have to run around the wall first before you can see the flag. Also the curved patch wall next to the bars could be cut, it is too thin and looks strange compared to the thick walls around it.
The lava thing is nice as a hazard but it should be something neutral because the red version will look weird in the blue base. Have you thought about a shiny black tar texture, swirling around with the odd bit of steam puff up every now and then. One thing I do like about the lava is the lighting it creates, very dramatic and atmospheric. I liked the idea of the burning tree's but you need to have the branches static.
The floor space next to the LG is awesome in size but you should put a structure where the lava is instead. So players can use that space and maybe have some cover. It could link around under the top bridge to the other side. If the structure there had a roof then it could be used as more gameplay space.
I like how the RG is isolated and time consuming to get too but maybe try increasing the size of that platform. You could create more space underneath the bridge area so it not so much a death trap if you fall. The broken bridge with floating stuff feels wrong, maybe try a solid bridge. The wood planks on the large bridge looks odd, I would recommend making it all stone. I really do like the stairs as a slow route up instead of all fast JP routes.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Re: New CTF map testing - Derwyll's Castle - NEW VERSION 10.2.
Thank you both.
I will try to get out rocks between cathedral and front tower and move entraces only into the cathedral to be able to see them all from one place.
Pat - there will be a "middle" area, this is only base testing
And you are true. I will do only "blocky" update and final design after.
Sock - I thought the lava and "odd blue matter" in blue base is best for identification "where I am"
And maybe, when you finally "validate" my map I will try to use your method of terrain painting - it looks great.
And can you tell me - is there in Quake some limit for count of used brushes? Thanks
I will try to get out rocks between cathedral and front tower and move entraces only into the cathedral to be able to see them all from one place.
Pat - there will be a "middle" area, this is only base testing

Sock - I thought the lava and "odd blue matter" in blue base is best for identification "where I am"

And maybe, when you finally "validate" my map I will try to use your method of terrain painting - it looks great.
And can you tell me - is there in Quake some limit for count of used brushes? Thanks

Re: New CTF map testing - Derwyll's Castle - NEW VERSION 10.2.
First of all: This is one of the coolest maps I've EVER seen for Quake 3 Arena. And that means a lot, you can be really proud of yourself.
Amazing atmosphere, I've been shocked by all the colors (yeah I like my Q3A maps colored and big
) in a positive sense of way and the "small" update you did to your map by adding the new area really adds to the great look of your project.
I'm looking forward to your next release! Try getting some more wicked stuff in your map like the bloody hands as seen in one of corsair's screenshot. I started strolling around in your map shooting everything just to find out if these palms are part of some secret.
The only thing I've noticed that could use a bit of correction: the small tube like caves in each mountain leading to the red armor: their entrances are a bit difficult to spot if you're not directly spawning there, but maybe I'm just too blind to see them.
EDIT: Forgot to add: In fact there is a maximum of total brushes for GTKRadiant, but before you hit that, you're more likely to get another MAX_error.


I'm looking forward to your next release! Try getting some more wicked stuff in your map like the bloody hands as seen in one of corsair's screenshot. I started strolling around in your map shooting everything just to find out if these palms are part of some secret.

The only thing I've noticed that could use a bit of correction: the small tube like caves in each mountain leading to the red armor: their entrances are a bit difficult to spot if you're not directly spawning there, but maybe I'm just too blind to see them.
EDIT: Forgot to add: In fact there is a maximum of total brushes for GTKRadiant, but before you hit that, you're more likely to get another MAX_error.

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.
-Lee Trevino, golfer who actually has been struck by lightning.
Re: New CTF map testing - Derwyll's Castle - NEW VERSION 10.2.
Feedback on some minor things affecting gameplay (hope you're still working on that great map):

Clip these trees. It feels strange to be able to walk right through them. As they are placed in a corner the clip would only contribute to realism this way and wouldn't work as an obstacle since you normally pass by this small area.

I don't know if there's anyone as stupid as me, but if you (rocket)jump down that bridge you'll land where I took that screenshot which is a huge shortcut since you actually skip the whole running back through the "bases". You could playerclip the sides of the bridge to avoid players taking that shortcut.

Clip the sides of that teleporter because it's possible to jump behind it and stay there.

One final clip issue: put a weaponclip over these cracked floorstones since you can't rocketjump if you shoot exactly between these rocks into the lava.
Maybe you could set the dam_trig to 999 so everyone falling into the lava would die immediately (and is put to bloody guts
), and put a no drop texture into your lava pools: looks strange if lava melts Anarki but doesn't melt Anarki's weapons and powerups. Know what I say? 

Clip these trees. It feels strange to be able to walk right through them. As they are placed in a corner the clip would only contribute to realism this way and wouldn't work as an obstacle since you normally pass by this small area.

I don't know if there's anyone as stupid as me, but if you (rocket)jump down that bridge you'll land where I took that screenshot which is a huge shortcut since you actually skip the whole running back through the "bases". You could playerclip the sides of the bridge to avoid players taking that shortcut.

Clip the sides of that teleporter because it's possible to jump behind it and stay there.

One final clip issue: put a weaponclip over these cracked floorstones since you can't rocketjump if you shoot exactly between these rocks into the lava.
Maybe you could set the dam_trig to 999 so everyone falling into the lava would die immediately (and is put to bloody guts


Last edited by monaster on Sat Jul 30, 2011 1:26 pm, edited 1 time in total.
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.
-Lee Trevino, golfer who actually has been struck by lightning.
Re: New CTF map testing - Derwyll's Castle - NEW VERSION 10.2.
Monaster, would you mind reading the last post date on a thread before you post in it? This is a beta map from 2 months ago. The author has probably either moved on or already working on a whole new revision, either way, you're a little late to the party. Thanks.
[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]
Re: New CTF map testing - Derwyll's Castle - NEW VERSION 10.2.
Yes, I'm working on new version. This time, I'm learning SOCK's method of terrain painting and there is small tasting 



Re: New CTF map testing - Derwyll's Castle - Small new preview
that looks sweet bro, keep on going 

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- Posts: 344
- Joined: Wed Jan 29, 2003 8:00 am
Re: New CTF map testing - Derwyll's Castle - Small new preview
yeah im impressed. i tink you are going to need a few rabbis though
Re: New CTF map testing - Derwyll's Castle - Small new preview
So... I want you to know, that I'm still working on my map. I have two more screenshots for you.
And betatesting is again closer
Please, be patient...


And betatesting is again closer



Re: Derwyll's Castle - Two new screenshots
Yes! AAS file for OLD version of Derwyll's Castle is done and working! Download it here: http://ulozto.net/5026246/hrdazl.aas
So, than new version will be done, you can play old
Note: hrdazl.aas file put into "maps" directory in pk3 file
So, than new version will be done, you can play old

Note: hrdazl.aas file put into "maps" directory in pk3 file
Last edited by Noruen on Sun Jun 06, 2010 8:16 am, edited 1 time in total.
- roughrider
- Posts: 354
- Joined: Mon Jul 22, 2002 7:00 am
Re: Derwyll's Castle - AAS file compiled!
Very interesting map, looks awesome. I'm not much of one for CTF maps that are based in rocky-terrainy settings but this is one that breaks the cycle of thought. Good job so far and keep us posted with the good stuff
.

Team *A51* Q3 & QL
Re: Derwyll's Castle - AAS file compiled!
Hello again,
I am afraid I have creative crisis. So I need your help. Here is fresh version of my map: Derwyll's Castle 2 Beta 1.
Please, if you have some suggestions how to decorate something (back area is too empty) or change somethnig, write it here or I will never finish it.
Thanks
I am afraid I have creative crisis. So I need your help. Here is fresh version of my map: Derwyll's Castle 2 Beta 1.
Please, if you have some suggestions how to decorate something (back area is too empty) or change somethnig, write it here or I will never finish it.
Thanks

Re: Derwyll's Castle 2 - BETAtesting 1
Missing texture on portal:
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/shot0004.jpg[/lvlshot]
Other than that the map is so cool. Just took two screenshots in high res (click).
I can't really come up with any critique, except for, maybe, that the contrast is too low.
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/shot0005.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/shot0007.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/shot0004.jpg[/lvlshot]
Other than that the map is so cool. Just took two screenshots in high res (click).

I can't really come up with any critique, except for, maybe, that the contrast is too low.
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/shot0005.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/shot0007.jpg[/lvlshot]
Re: Derwyll's Castle 2 - BETAtesting 1
Ehm... Thanks Cheretien, but are you sure you downloaded the latest version? This version of map is absolutely out of date
Try to delete old pk3 from your baseq3 directory.

Re: Derwyll's Castle 2 - BETAtesting 1
ooooh! okay, i'll check the latest version and give you some feedback later. (:
Re: Derwyll's Castle 2 - BETAtesting 1
Nobody has some suggestions? 

Re: Derwyll's Castle 2 - BETAtesting 1
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0004.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0007.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0009.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0012.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0013.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0014.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0015.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0016.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0018.jpg[/lvlshot]
I couldn't think of anything else.
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0007.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0009.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0012.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0013.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0014.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0015.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0016.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/159251/Map/map%20critique/hrdazl/shot0018.jpg[/lvlshot]
I couldn't think of anything else.

Re: Derwyll's Castle 2 - BETAtesting 1
Thanks Chretien
These areas where you stand in some screens will be clipped. I just asked what to add in back area, because it IS really empty and I have no idea. I don't want to add here some rocks. Rocks are everywhere. It needs something interesting. But I see it seems that nobody is interested in my map anymore 

