sq3t1 beta 2

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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D Scrama
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Joined: Sat Feb 27, 2010 3:59 am

sq3t1 beta 2

Post by D Scrama »

Hi, I'm noob here, so... sorry for any-what-i-do-wrong

This is my second map for q3 (first one was realy sucks), it was planed and build with CPM gameplay in mind, predominately for 1on1 and 2on2.

Screenies:
Image
Image
Image
Image

Download link

All suggestions are welcome )
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Foo
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Re: sq3t1 beta 2

Post by Foo »

Nice, will try and cap a few game demos for your tomorrow evening.

Initial thought is that it looks really nicely put together, but there's a lack of detail in the lighting. More highlight/shadow contrast would add a lot of visual depth. I know that doesn't factor in when you're running picmip5 etc, but looks great on demo playbacks.
D Scrama
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Re: sq3t1 beta 2

Post by D Scrama »

Thanks, Foo. Lightning is a big problem for me on this map, and I still fighting with. For now q3map2 -light line looks like
%toolpath%\q3map2.exe -light -fast -patchshadows -samples 4 -bounce 5 -v -game quake3 -gamma 3 -compensate 6 -fs_basepath %gamepath% -fs_game baseq3 %1.map
and lightmaps looks too smoothy (
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dONKEY
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Re: sq3t1 beta 2

Post by dONKEY »

k, just had a run around. My biggest problem was vis. My system runs Q4 and Wolf2 at 60 plus fps, normally Q3 would run above 500, at places here I am dropping into the 200s and below. Is this full vised? I haven't run a showtris, but it feels laggy.

I agree with foo about lighting, it is very flat and 'fullbright'.
I like the map design, I'm not entirely sure what theme you were going for, but the texturing is good. The ferns seem a bit out of place and the I'm not really sure how the gears and wheels fit in with the theme. Somehow reminds me of UT, not sure why.
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Foo
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Re: sq3t1 beta 2

Post by Foo »

Just had a 1v1 vs bots. not sure when I'll be able to get a human 1v1 going on.

Noticed the 50h/GL room seems to be a prime campground, with a long rail shot right across to the far jumppad, audio cues from the other YA room, and the ability to camp the mega and upper YA from there. Possibly move the doorway that looks over the MH over to the right a little more.

The gears in the wall next to the LG jumppad absorb grenades I'm trying to bounce down to the lower area. Maybe weapclip it? (unless it's intentional)

TP in the RL/YA room is awkward to drop down into, as you end up stood on top of it. Maybe sink back into the wall or use an angled clip to slide off the top of it?

Not sure about the recessed area behind the upper YA, makes the area super easy to camp. Guessing it used to be a TP exit or the YA used to be recessed there?

Outside of that, the item placement is great, amount of health is ideal. Not sure how this'd frame up in 2v2, will try tonight.
Last edited by Foo on Thu Mar 04, 2010 9:29 pm, edited 1 time in total.
obsidian
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Re: sq3t1 beta 2

Post by obsidian »

Start with these compile settings and tweak them gradually:

-light -fast -patchshadows -samples 3 -bounce 8 -gamma 2 -compensate 4 -dirty

I think your gamma and compensate values are probably washing everything out.
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v1l3
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Re: sq3t1 beta 2

Post by v1l3 »

It's a pretty cool map..it doesn't have a promode feel to it, aside from a couple double-jumping spots. One of the tele-exits spits you out right into a wall. I'd work on that, so it can be made for a fast exit that keep with smooth gameflow/movement. I think it's very cool to see someone working on a promode style map..not too many mappers doing that lately...well a couple of guys. =)
My computer did lock up when I was playing on it though, I'm not sure if that was caused by what some of the others guys were just commenting over?
Last edited by v1l3 on Fri Mar 05, 2010 6:19 am, edited 1 time in total.
Silicone_Milk
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Re: sq3t1 beta 2

Post by Silicone_Milk »

looks neat.

Question about the textures - are those the diffuse textures from a "current-gen" texture? (diffuse, specular, normal)

Also, I'm also going to point out the lighting. You don't happen to have the ambient key/value set on worldspawn in the editor do you?
D Scrama
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Re: sq3t1 beta 2

Post by D Scrama »

Foo wrote:Possibly move the doorway that looks over the MH over to the right a little more.
Right or left? Moving to the right causes door-to-door situation, there is not enough space to propeller-inverse doors in layout.
Foo wrote:The gears in the wall next to the LG jumppad absorb grenades I'm trying to bounce down to the lower area. Maybe weapclip it?
Thanks, done.
dONKEY wrote:Is this full vised? I haven't run a showtris, but it feels laggy.
v1l3 wrote:My computer did lock up when I was playing on it though
"Scrama - enemy of r_speeds" (c) someone on half-life.ru. Up to 15k triangles per frame, map is fullvised. I'll try to solve this problem with hint-brushes.
Silicone_Milk wrote:Question about the textures - are those the diffuse textures from a "current-gen" texture?
Textures was extracted from UT2k4 package by Hourences (readme included)
obsidian wrote:Start with these compile settings and tweak them gradually:...
gamma 2 / compensate 4 - overbrights in result
g2c4.jpg
gamma 2 / compensate 6 - good, but too dark.
g2c6.jpg
May be ambientlight key?
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^Ghost
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Re: sq3t1 beta 2

Post by ^Ghost »

[quote="v1l3"
One of the tele-exits spits you out right into a wall. I'd work on that, so it can be made for a fast exit that keep with smooth gameflow/movement[/quote]

Yes not much room to telejump plus its more of a 'dead-end' room no where to really go without using jp or tele
Make sure the player_start is touching the floor, i bounce each time i spawn
Since its a map based on cpm physics, maybe get rid of some of the jump pads and use some ramps

also in these pics (same wall just different views) split the wall to have an upper and lower doorway i found it annoying to have to slow way down to pass through the doorways coming through the first pic
and it would also be helpful to strafe through each area without having to use the jumppad (coming from second pic)

[lvlshot]http://img121.imageshack.us/img121/5350/shot0008km.jpg[/lvlshot]
[lvlshot]http://img151.imageshack.us/img151/769/shot0009xo.jpg[/lvlshot]

maybe add some an overbounce?? ive never seen a 'frag' map that intentionally used an overbounce..

i like the map, lots of tight turns, however the cpm gameplay isn't totally there; the stairs are a bit large maybe convert some of them into ramp where ever u have high ceilings..
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D Scrama
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Re: sq3t1 beta 2

Post by D Scrama »

I've moved exit point close to portal models, but thats all that I can do - no ideas more.
^Ghost wrote:split the wall to have an upper and lower doorway i found it annoying to have to slow way down to pass through the doorways coming through the first pic
and it would also be helpful to strafe through each area without having to use the jumppad
write down
^Ghost wrote:maybe convert some of them into ramp where ever u have high ceilings..
I'll try with stairs in central room.

And kind of lighting: gamma 2 / compensate 6 / _ambient 8:
atrium.jpg
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D Scrama
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Re: sq3t1 beta 2

Post by D Scrama »

...and i've checked all playerstarts - all touching floor by its bottom in editor.
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D Scrama
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Re: sq3t1 beta 2

Post by D Scrama »

LG teleport:
shot0000.jpg
YA dead end removed:
shot0001.jpg
Door to RG-room (thanks ^Ghost):
shot0002.jpg
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D Scrama
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Re: sq3t1 beta 2

Post by D Scrama »

And ramp:
shot0003.jpg
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