ct3dm5 by cityy (Final)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Hipshot
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Re: ct3dm5

Post by Hipshot »

Ofc, but these textures are applied much better. Looks much more polished.
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
Noruen
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Re: ct3dm5

Post by Noruen »

Maybe, but also featureless. Same shade, same color, no plasticityy. Sunny set was more attractive, with a "story" in it. Just feel the magic of theme... Well, that's a matter of taste. Where is Cityy when I need to convince him? :)
Kaz
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Re: ct3dm5

Post by Kaz »

Here are my thoughts on this latest alpha:

Gameplay is not my forte, so I'll give you some aesthetic feedback instead, even though you didn't ask for it :D
  • The main thing I think you can improve is the sense of consistency.
  • Jumppads should all be the same; I personally prefer the standard 128x128u jumppads, but regardless of sizing the design should be the same. I think this is an opportunity to take care of some of the lighting as well, since they're all over the map. Additionally, the "shaft" that accompanies the JP should all be of similar design so that the player is like "THATS A JP!"
  • The stairs are another element that is repeated all over the map, and is an opportunity for consistency and lighting. I think the "light stair texture" every other stair is a better method than having it on every single one, because it's not as repetitive. Also, the "stair top texture" should be consistently used. (like rotated the same way each time, etc.) The length/height proportions are something to consider.
  • The curved stairs would look better if they were curved both on the inside and outside, also you might want to just go with "angular" stairs to make it fit in better with the Q2 theme.
  • The texture scale should be the same everywhere.
  • The floor texture choice seems random, generally a good approach is to tie the choice to which height level it represents (upper/mid/lower), and you can also do a brightness gradient like, upper is brighter, lower is darker.
  • The ceilings are a little flat and boring, I like the "angular arch with red light in the middle" design you have in a few places next to your doorways.
  • The vents could include a lighting element so that you have more coverage, since they're a consistently appearing element. They should also be consistently designed. (could have some cool vent smoke)
  • I think you could replace the red base light texture with a colorized version of the eq2 light texture.
  • Some weapons have a floor marker, some don't. It's an opportunity for lighting also.
  • I like the "railgun under water" idiom, it's easy for me to remember where the railgun is.
  • The lava texture under the lightning gun is not the same as the other lava. Also, you might consider why the place has both water and lava, maybe it's a processing facility and the water is used to cool off things, maybe there could be lots of steam and stuff.
Look forward to seeing the next iteration, I like it alot already :)
cityy
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Re: ct3dm5

Post by cityy »

I actually wanted to keep the bright skybox shader but couldn't find any skybox that fits the shader and the map so far. Thanks for all these suggestions kaz! Didn't do much texturing yet but I think these are very helpful. :)
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dONKEY
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Re: ct3dm5

Post by dONKEY »

hey cityy, slightly off topic, can you get on the Maverick forum? Been no access for me for the last two days.
phantazm11
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Re: ct3dm5

Post by phantazm11 »

dONKEY: Hmmm, the forums have been up all weekend.

cityy: Was able to play a game or two this weekend and found the map was really fun. There were a few slow times where I had to hunt for the bot, but the map isn't really that big so I think it will be ok.

Item placement seemed good and everything seemed "just right." I like that you added the tp under the RG. Seems to help the bots out quite a bit.

Texture that sucker man!
dONKEY
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Re: ct3dm5

Post by dONKEY »

Stupid Singapore seems to have blocked Mav's site. I can only get to it via TOR.
Anthem
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Re: ct3dm5

Post by Anthem »

Something seems... out of place in your layout. But I can't put my finger on what. I liked the layout (and textures) in alpha 2 (textures added after) more than 3. It's still solid, though. The water area still screams for a tunnel into a different area of the map rather than just a teleport.
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cityy
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Re: ct3dm5

Post by cityy »

Started to add some detail.

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week5.jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week5%20(1).jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week5%20(2).jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week5%20(3).jpg[/lvlshot]
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skinNCNmaster
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Re: ct3dm5

Post by skinNCNmaster »

:D thats really comign along VERY well. I've avoided downloading any of the maps from the comp up till now.. waiting for details and "closer to final" versions..

suggestion: for the fences covering the stone/terrain/// put a non anuimated deform vertex on them for a denting effect.

also.. the signs for the comp.. maybe cover them with a dirty glass.. theyre way too bold.

and the flags.... i'd try them sideways.. :D horizontal flags would balance the height of your walls differently.. try it for the feel. :D
ShadoW_86
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Re: ct3dm5

Post by ShadoW_86 »

Wow cityy, those last shots looks really good!
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wattro
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Re: ct3dm5

Post by wattro »

i dunno if i'm nitpicky, but the rivets kinda bug me a bit. they change sizes and look abnormally large. is that texture just placeholder?

the work looks ace :P
cityy
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Re: ct3dm5

Post by cityy »

Thanks guys! I'm gonna look into that skinmaster.

@ wattro: I'm gonna try keep the size of the rivets equal but it's pretty hard to do if the textures shall align well.
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cityy
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Re: ct3dm5

Post by cityy »

@ skinmaster:
Can you give further explanation on the idea you had for the fence? I don't get what you mean.
About the boards abd the glass idea: I don't think I should cover them - the sponsor images should be well visible. I might mess around with that later tho, because I like the idea.. got to see if that's bad in terms of visibility and if it fits the map's theme.

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week6.jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week6%20%282%29.jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week6%20%281%29.jpg[/lvlshot]
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Tabun
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Re: ct3dm5

Post by Tabun »

Just felt that I had to post this: I really like where this is going. The piping and lighting and other details (like doorways and insets) in those last shots look neat.
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Hipshot
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Re: ct3dm5

Post by Hipshot »

I think this looks really really good cit!
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: ct3dm5

Post by Anthem »

Indeed, city. This is turning out really well. :)
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Re: ct3dm5

Post by Hipshot »

I can't stop looking at pic 1 and 2 here, it really appeals to my likeness of sharp edges and clear cut detail...

The fan looks pretty stupid though...
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
Fjoggs
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Re: ct3dm5

Post by Fjoggs »

Looks good, apart from the misaligned textures everywhere. ;)
cityy
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Re: ct3dm5

Post by cityy »

Yea, there is still a lot of texturing to be done Fjoggs.

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week7/week7%20%281%29.jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week7/week7%20%282%29.jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week7/week7.jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week7/ct3dm5.jpg[/lvlshot]
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cityy
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Re: ct3dm5

Post by cityy »

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week7/week7_lowertele.jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week7/week7_lowertele%20%281%29.jpg[/lvlshot]

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week7/week7_ineditor2.jpg[/lvlshot]
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Anthem
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Re: ct3dm5

Post by Anthem »

It's looking... for lack of a better word... delicious. lol
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cityy
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Re: ct3dm5

Post by cityy »

CT3DM5 - BETA

Download: http://cityy.explicits.de/uploads/maps/ ... 5_beta.zip (~15mb)

I put together a pk3 today to backup all my files and thought why not release this, as some people requested a new version anyway. I know there is still a lot of stuff to do until I can consider this map being final so you can ignore misaligned textures. I would like to get some feedback on everything else though... =)

[lvlshot]http://cityy.explicits.de/uploads/maps/ct3dm5/week7/ct3dm5.jpg[/lvlshot]

Cheers, cityy.
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Dessicated corpse
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Re: ct3dm5

Post by Dessicated corpse »

Cool! Looks like a Quake 2 map, is it?
cityy
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Re: ct3dm5

Post by cityy »

It's a quake 3 map using evillair's evilquake2 texture set.
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