Lost at Sea (kazdm5) beta 1

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Lost at Sea (kazdm5) beta 1

Post by Kaz »

edit: i'm retarded, here's the link:

http://student.cs.appstate.edu/freemanc ... _beta1.zip

IMPORTANT: also grab the updated .bsp and .aas that fixes the overbright lighting, here:

Hello. I've come to a good stopping point in terms of detail, so I figured I'd get some more feedback on some things before charging forward. I tried to incorporate people's feedback from last alpha, but if something remains that you still think I should change definitely let me know!

Things that I'd like to improve:
r_speeds - highest is 18k or so, I might upload the .map file if people want to give me some suggestions on vis'ing.
lighting, some of the models are splotchy looking

Feedback I'm looking for:
Suggestions for making it feel more like you're "underwater?"
Item placement?
Bot play?
Layout?

Thanks for any suggestions/comments you might have! :)
Last edited by Kaz on Thu Apr 04, 2013 2:44 am, edited 2 times in total.
4days
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Re: Lost at Sea (kazdm5) beta 1

Post by 4days »

more blue in the lighting? maybe some water running down the walls in places, or use puddles/water as noisemakers on given routes around the map? a few pressure gauges/pipes to support the shipping/submariner theme. that nifty 3d skybox thing that ydnar did could be really cool with an underwater theme - e.g. showing other objects further away on the sea bed.
Anthem
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Re: Lost at Sea (kazdm5) beta 1

Post by Anthem »

Feedback posted at the bottom:

http://maverickservers.com/forums/viewt ... 3&start=45

:)
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Kaz
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Re: Lost at Sea (kazdm5) beta 1

Post by Kaz »

Anthem: Thanks for the quick feedback! I'll respond to it soon, but I'm wondering if it's somewhat bright for everyone? I just got home to my big monitor where I'd been developing and the compile in the .pk3 seems way too bright to me. I'll upload a newer version whenever I fix it.

edit: yeah, seems like my compile was incorrect last time, I'm uploading a fixed .bsp and updated .aas now.
Anthem
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Re: Lost at Sea (kazdm5) beta 1

Post by Anthem »

Yes, the fixes are much better.
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v1l3
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Re: Lost at Sea (kazdm5) beta 1

Post by v1l3 »

I really like those texture, and the rest of the way it looks. It looks really original. I thought that it played really good as well.
.:Z:.
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Re: Lost at Sea (kazdm5) beta 1

Post by .:Z:. »

add "in the water" fog and some fish
the animation on windows make it a little bit faster or "noisy"

nice map :up:
if tou can't frag... [url=http://www.q3df.org/server]Defrag[/url] !
Anthem
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Re: Lost at Sea (kazdm5) beta 1

Post by Anthem »

Woops, wrong topic... lol.
Last edited by Anthem on Wed Jun 30, 2010 5:33 pm, edited 1 time in total.
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Hipshot
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Re: Lost at Sea (kazdm5) beta 1

Post by Hipshot »

Anthem wrote:I posted some feedback! I hope it helps. :)

http://maverickservers.com/forums/viewt ... 200#p18200
It might have served him better if you gave HIS level some feedback =)
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
Anthem
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Re: Lost at Sea (kazdm5) beta 1

Post by Anthem »

Hipshot wrote:
Anthem wrote:I posted some feedback! I hope it helps. :)

http://maverickservers.com/forums/viewt ... 200#p18200
It might have served him better if you gave HIS level some feedback =)
Fail whale. :(
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Silicone_Milk
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Re: Lost at Sea (kazdm5) beta 1

Post by Silicone_Milk »

Hipshot wrote:
Anthem wrote:I posted some feedback! I hope it helps. :)

http://maverickservers.com/forums/viewt ... 200#p18200
It might have served him better if you gave HIS level some feedback =)
:olo:
Noruen
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Re: Lost at Sea (kazdm5) beta 1

Post by Noruen »

That's great, Especially I love railgun area :) I hope you are planning to add some details, because now are all corridors almostly same.
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monaster
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Re: Lost at Sea (kazdm5) beta 1

Post by monaster »

Whatever your new versions may look like, here's something that bothered me and that most probably still exist in more recent versions:

Image
1st pic: try to seal off the space under the stairs, it's possible to get there (legally, no cheating necessary, although you have to try a bit) and for example camp out others coming down here.

Image
2nd pic: raise the upper part of the door frame I bang my virtual head every time I jump down there. No more aspirin!
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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